How the new PlayStation Plus stacks up against Xbox Game Pass

More than a month after revealing the revamped version of PlayStation Plus, Sony has shared the initial lineup of games heading to its new service, covering everything from original PlayStation classics and PlayStation Portable titles to modern hits. T…

Google built a completely new Wallet for Android and Wear OS

Google Wallet is coming back as a standalone feature, the company announced at its I/O 2022 keynote today. Wallet will be the place to store digital versions of cards and other personal documents, while Google Pay will remain the place for contactless payments. Wallet will store payment cards, transit passes, memberships, tickets, airline travel information and vaccine passports, among other documents. You’ll be able to make payments in-store with Google Wallet anywhere Pay is accepted. 

Google will start rolling out the new Wallet to Android and Wear OS devices in the coming weeks. The company has plans to add digital IDs and driver’s licenses to Wallet later this year.

Here’s how Google product manager Dong Min Kim describes some of Wallet’s non-payment features: “If you saved your boarding pass for a flight to Google Wallet, it will notify you of delays and gate changes. When you head to a concert, you’ll receive a notification on your phone beforehand, reminding you of your saved tickets. Wallet also works with other Google apps — for instance if you’re taking the bus to see a friend and look up directions in Google Maps, your transit card and balance will show up alongside the route. If you’re running low on fare, you can tap and add more.”

Since going live in 2011, Google Wallet acted as a storage space for digital cards and as a hub for sending and requesting money. Google essentially killed Wallet in 2018 when it consolidated its digital payment services under one app, Google Pay. The company revamped Google Pay in late 2020 as it attempted to compete more directly with services like Venmo, but there was no word about a separate Wallet at the time.

Rumors about a revamped Wallet dropped in April, so today’s news isn’t a complete surprise.

Follow all of the news from Google I/O 2022 right here!

Google brings transcripts and auto-translated captions to YouTube on mobile

Google is rolling out auto-translated video captions for YouTube on mobile devices, with support for 16 languages, the company announced during its I/O 2022 keynote today. The feature is live now. Additionally, YouTube video transcripts are now available to all Android and iOS users.

This is all part of Google’s work to make YouTube videos easier to navigate and search, building on existing features like auto-generated chapters. Google has a plan to increase the number of YouTube videos with auto-generated chapters from 8 million to 80 million by the end of the year. 

The updates to YouTube’s auto-translation features come after Google removed community captions in 2020, leaving some users high and dry, particularly in Japan and Korea. By 2021, however, Google was openly experimenting with auto-translation tools on YouTube.

Next month, Google plans to add auto-translated captions to Ukrainian YouTube content.

Follow all of the news from Google I/O 2022 right here!

Playdate is a magical indie game machine

Playdate shouldn’t be able to do the things it does. It’s tiny enough to fit in the too-tight front pockets of my skinny jeans, it’s lighter than a deck of cards and it has a 1-bit black-and-white screen. It feels like a relic of the ’90s, at least until you power it on – Playdate supports smooth, densely pixelated animations, it connects to Wi-Fi and it has a library of exclusive games from top-tier indie developers, all available for free. The small crank attached to its side is the icing on the yellow cake, adding a layer of sweet innovation to every experience on the system.

Playdate is my favorite handheld device since the Vita. It’s a love letter to indie games and creativity, and I think it’s exactly what the industry needs right now.

Playdate is the brainchild of Panic, the Mac developer and publisher behind Firewatch and Untitled Goose Game, with hardware crafted by Teenage Engineering. Its specs are appropriately adorable, with 16MB of RAM and 4GB of flash storage, an accelerometer for motion-based input, a 400 x 240 1-bit display, a built-in mono speaker, condenser mic and stereo headphone jack, and Wi-Fi and Bluetooth capabilities. The Bluetooth function wasn’t available to test for review, but connecting to Wi-Fi was a painless, and even cute, process.

Playdate
Panic

Admittedly, most things about Playdate are cute: Its size, the crank, the audio cues, the way each game is presented as a little gift to unwrap and how the screen looks like a winky face when you wake it up. There’s so much personality packed into Playdate’s monochromatic screen that even interacting with the Settings page is enjoyable. Of course, playing games on it is even better.

Playdate comes with a lineup of free games, each one made exclusively for the system and most of them taking full advantage of the crank mechanic. These are automatically added to the library in batches – once a Playdate is activated, it’ll receive two fresh games each week for 12 weeks, for a total of 24 titles in the device’s first season. There are plans to offer games for purchase on Playdate down the line.

Some are definitely more replayable than others, but I haven’t found a bad game on Playdate yet. They span genres and lengths, capping out at a few hours, but there’s at least one moment of pure delight in each experience. Crankin’s Time Travel Adventure, for instance, is a sidescroller starring a hopeless romantic who’s just trying to meet his date on time, and his movements are controlled entirely by the crank, steps reversing and accelerating depending on the direction of the rotation. It’s a simple concept with a singular input method, but the crank makes it challenging in a way I’ve never experienced before, and it’s instantly addictive.

Playdate
Playdate
Panic

Spellcorked is my favorite game on Playdate so far, largely because it so cleanly captures everything the device has to offer. It’s a potion-making game with a romantic subplot and a sassy cat, and every time I boot it up I’m impressed by the amount of fine detail that fills the screen. It has dialogue, character icons, an email interface, and environments filled with spiderwebs and nicknacks, but nothing gets lost visually. Each frame is crisp and the actual potion-making process involves every input method Playdate offers: pressing buttons while turning the crank to grind ingredients, lining up a blade with the crank and chopping in a back-and-forth motion, and tilting the entire device to the side to pour a finished potion into a vial. Each new mechanic is so delightful, so initially surprising, that it adds an extra layer of magic to an already spell-heavy game.

The Playdate crank isn’t a gimmick. It’s a fundamental aspect of the system, transforming it from a revamped Gameboy into something entirely new, a mobile device with a peculiar and joyful edge. The crank, much like the lo-fi restrictions of the hardware, is an invitation for developers to think deeper about the way they develop games, to try new things and to innovate on old ideas. Playdate’s first season is already filled with fresh concepts; I haven’t felt this spark of intrigue from a handheld since my fingers brushed the back of the Vita for the first time.

Playdate
Panic

I believe the ideas generated by Playdate games won’t be trapped in a crank-only bubble, either. This kind of creative thinking naturally bleeds into the wider game development cycle, with designers testing out weird mechanics on the handheld and then transferring these concepts to traditional consoles, PCs and phones. The Vita eventually transformed into the DualSense, after all, and developers of all sizes regularly find wells of inspiration in new input mechanics. As ridiculous as it may seem, the Playdate crank can be a boon for the entire industry. All hail the crank. Amen.

There are few downsides to the Playdate. It’s small enough to be unobtrusive but unique enough to be a conversation starter; it’s packed with exclusive games from amazing indie developers; its battery easily lasts two days with intermittent play; it costs a reasonable $180 and it has a crank. My one complaint would be screen brightness – it’s not backlit, but instead uses a super-reflective system that requires light in the room to play, and at times the screen appears dull. It’s not unplayable, but I’ve caught myself squinting a few times, particularly in direct light.

Playdate
Panic

It’s also very, very small, which works just fine for my hands, but people with large mitts might have issues with the size. But hey, if you can use a Joy-Con, you should be able to handle a Playdate. Plus, with the Playdate mirror app, you’re able to stream the device’s screen in real-time to a PC or Mac and play with traditional gamepads. This also helps anyone who wants to go live with Playdate games on Twitch or YouTube, and should be useful for developers.

Playdate looks like a cross between a Game Boy and a business card, but it feels like a modern system. Part of that is the speedy-enough processor and feather-light feel, but it’s also the sense of innovation built into the hardware. There are plenty of devices out there promising gorgeous graphics and outrageous processing power, but Playdate is a glaring reminder that there’s more magic to a good game than bleeding-edge performance. This is something indie developers have known for decades, and Playdate distills this philosophy into a cute-as-hell package, complete with a crank.