LG Optimus (16 GB)

Get immersed in the engaging and interesting applications of LG Optimus. It's versatility and style will leave you absolutely awestruck!

BlackBerry Storm 9530 with 3G

Buy and be impressed by the BlackBerry Storm Smartphone. With a unique touch screen and cutting-edge multimedia capabilities, it’s got the power and performance to drive your desires? Update your Facebook, manage your email, chat, shoot video or even edit Microsoft files. Make a great impression as you travel any corner of the world.

Samsung - H1

Samsung H1' Touchscreen mobile phone has a bright 3.5in Oled (organic light-emitting diode) display and QVGA resolution on which its 16.7 million shades of colour. It also offers GPRS, 3G, a 5Mp camera and a 16 GB memory.

HTC Imagio Windows 6.5 Smartphone

Featuring the Windows Mobile 6.5 Professional platform, the ultra-slim HTC Imagio combines performance and functionality in one sleek package. This touchscreen-enabled smartphone offers a large and vibrant, 3.6-inch display with a customizable home screen and an on-screen QWERTY keyboard for fast and easy typing. It also comes with a host of multimedia features which will make sure that you are never far from your favourite music, movies or social platform.

Motorola Quench XT5 - 3G Touch Android GSM

The new Motorola XT5 is more than just a bussiness tool. With its powerful Android platform, Wifi capability, full HTML browser and a 5MP camera with LED flash, you can have lots of fun anytime and anywhere you want to.

Thursday, March 31, 2011

Samsung Galaxy S getting a 1.4GHz '2011 edition' next month (update: confirmed)


You didn't think Samsung was going to leave the classic Galaxy S handset in the past, did you? Dmitriy Ryabinin of hi-tech.mail.ru has tracked down the above comparison sheet showing off a new variant of the 4-inch Android phone, this time packing a 1.4GHz Qualcomm MSM8255T chip and a 14.4Mbps HSPA+ radio. Other than those upgrades and a 1650mAh battery, it's a faithful reproduction of last year's original and should be arriving in Russia around the end of April for a price of just under 24,000 rubles ($846). What gives us faith in this apparent leak is our earlier sighting of a 3.7-inch Galaxy S2 "Mini" device from Samsung, which also clocks in at a mighty 1.4GHz. Coincidence? We doubt it.

Mesmerizing Touch Wood SH-08C ad showcases Japan's beauty, mankind's ingenuity


Sharp isn't apt to sell but 15,000 of its Touch Wood SH-08C handsets, but after watching the ad below, you can bet there will be demand for more. It's a bit baffling to think of the trouble Drill, Inc. went through in order to assemble the pieces necessary for a wooden ball to trickle down a homegrown marimba, particularly in the midst of Kyushu, Japan's woodlands. Kenjiro Matsuo was responsible for the creation of the instrument, while Morihiro Harano is being handed credit for the idea itself; in fact, he confirmed to The New York Times that no artificial music was added whatsoever, with only the background levels being adjusted up for effect. You may have never listened to a piece of classical music in your life, but you're sorely missing out if you ignore Bach's Cantata 147, "Jesu, Joy of Man's Desiring." Or, at least the version in that video below.

HTC Arrive review



Though it was teased late last year -- on the same day that HTC announced its very first Windows Phone 7 devices, in fact -- the company's QWERTY-packing 7 Pro has taken its sweet time to make it to American airwaves; in the process, it's gone through a name change and picked up the first big platform update from Microsoft. The phone we now know as the Arrive is finally available from Sprint, becoming the first Windows Phone 7 device available on a CDMA network. These days, it's pretty unusual for an HTC handset -- or a handset on any American carrier, really, regardless of manufacturer -- to take this long to make it to subscribers' hands after announcement, but in this case, Sprint's hands were tied: Microsoft simply didn't support CDMA initially, which explains why both AT&T and T-Mobile have been enjoying a selection of models from Samsung, LG, Dell, and HTC alike while Sprint and Verizon have been patiently twiddling their thumbs.

The CDMA dry spell's over, though; the Arrive marks just the first of what should be several Redmond-powered phones over the course of 2011. Is it a fitting first effort? And how does it fare against the GSM models that beat it to market? Read on.
Hardware
The Arrive comes boxed in very standard, ordinary Sprint packaging -- nothing special here. Carriers generally seem to be saving the stand-out package designs for flagship models, which should give you an idea of how Sprint's viewing and positioning this model (had they been able to sell it five months ago alongside the first round of GSM devices, we suspect it could've been a different story). In the box you'll find a glossy black USB wall charger (the same one we've seen bundled with most recent HTCs), micro-USB cable, black stereo earbuds, and the usual bag of literature. Our review unit came with the battery already installed, but your mileage may vary.
Pulling the phone out for the first time is a refreshing experience, in a way, especially if you've handled any HTCs in the past year or so. Why? Well, in a word, it's... different. Sure, it shares many design elements with a variety of 2010 HTC models, but we get the vague sense that this one was designed by a team with a little bit of creative freedom. The most obvious example of that is the slide-tilt mechanism, which is totally unique in the company's hardware portfolio (more on it in a bit), despite the fact that it was likely designed and engineered around the same time as the Desire Z / G2 -- which has another utterly unique slide mechanism all its own. If anything, we suppose the Arrive's nearest design cousin might be the Surround, which makes sense -- we could imagine that HTC might be looking to visually differentiate its WP7 models from its Android ones.

Unlike some other QWERTY smartphones on the market, the Arrive feels solid whether it's closed or open. One complaint owners of the G2 have lodged is that the screen flops around a bit when the keyboard is stowed, but you won't have any of that here -- until you get to the end of the slide, the screen stays flat and tight in its track without any wiggle or slop (the G2's issues are partly due to the fact that you're working with a complex hinge mechanism -- there's actually no slide involved at all). The phone's heavy -- as QWERTY sliders tend to be -- but not annoyingly so; really, it's just heavy enough to unmistakably convey that all-important "substantial" feel.

The keyboard itself is really well-designed (and at this point, HTC's garnered enough experience with this form factor so that they don't have much excuse to put out a stinker). Compared to LG's Quantum -- the only other landscape QWERTY Windows Phone 7 slider currently offered in the US -- we definitely prefer the Arrive. Button size and clickiness ranges from "good" to "great" on both devices, but the Arrive takes the trophy for two big reasons: one, it lacks the Quantum's bizarre shift and function key placement; and two, it's a five-row setup (compared to the Quantum's four) with a dedicated numeric row. The keyboard's ventilated (though almost certainly non-functional) surround looks awesome, too -- it's a style we've really liked going all the way back to Verizon's Imagio.

Going back to the slide mechanism, it's very tight -- almost to the point of feeling like it could use a squirt of WD-40 -- and lacks any sort of spring loading to "pop" it open (which the Quantum has, by the way). When you extend the slide to the very end of its range, though, a spring-loaded swivel takes over, tilting the display about 30 degrees upwards -- perfect for typing, but perhaps a little shallow for watching videos. We're not complaining -- we wouldn't want it to tilt any further automatically -- but a second user-selectable detent might be nice. Interestingly, we found that you can reliably extend the slide just shy of the swivel point and leave it there because the slide's tight enough to keep the screen fixed in its position; this lets you use the keyboard with the screen flat like a traditional QWERTY slider. It's unclear if HTC intended to do this, but regardless, it works well.

The left edge of the phone features a thick, curved volume rocker that looks good and works well (a stark contrast to the dodgy one on HTC's Thunderbolt) -- it's easy to find without hunting or looking for it. Similarly, the position, shape, and tactile response of the power button on top (next to the 3.5mm headphone jack) are all near perfect. Around back, you've got a real brushed-metal battery cover -- a nice, premium touch -- but you might be stymied at first trying to get it open. Turns out the notch you can use for leverage in prying it off is only accessible when the screen is fully deployed and tilted, which causes a hinged bar along the right edge of the phone to swivel upwards (the notch is underneath). Of course, it's a little awkward to pry the cover off with the screen tilted like this, but you really shouldn't need to get in there too often; like most other Windows Phone 7 devices, the microSD card isn't user-accessible, and it's not a global phone so there's no SIM to worry about. In fact, the one and only thing in there is the 1500mAh battery.

Speaking of the battery, the Arrive seems to do a commendable job of holding up through a normal day. From 100 percent to the critical warning, we got 21 hours and 8 minutes of usage including a 40-minute voice call, two hours of I Love Katamari, and one hour of Slacker at full loudspeaker volume. Unlike some smartphones we've tested recently, we think we'd be comfortable leaving the house and working a long, hard day with the Arrive in our pocket and no access to a charger or a spare battery. For some road warriors, that alone could be a deciding factor.

One area while the Arrive falls short is the display: at 3.6 inches, it's a little cramped. It's not a problem, per se -- but when you put it alongside a Samsung Focus or an HTC HD7, the difference becomes noticeable. What bugged us more than the size, though, is the quality; in an age when IPS, SLCD, and Super AMOLED displays are dominating the mid- and high-end smartphone market, the Arrive's run-of-the-mill TFT LCD falls short. Contrast is noticeably worse than most 2011-spec handsets, and the colors immediately wash out when you tilt it to the side. It's on par with the Surround, HD7, and EVO 4G in this regard -- fine by last year's standards, not so fine this year, particularly considering that HTC's been using SLCD in almost everything lately from the Desire up through the Thunderbolt.

We had basically zero issues with the Arrive's sound quality, though we did have a rather unusual problem: it's pretty much the first phone we've ever used where there were situations we couldn't turn the earpiece volume low enough. We'd say it ranges from "normal" to "extremely loud" and bypasses "soft" altogether -- not a huge deal, but an interesting situation nonetheless. The loudspeaker -- located on the same metal bar around back as the camera lens -- performs admirably, though it does tend to muffle quite a bit when the phone is sat back-down on a surface because that metal bar is the furthest-protruding surface. Many phones make small design allowances for this -- either with a protrusion to get the speaker holes off the surface (as with the Galaxy S series) or by placing the holes along the edge or the front -- and we're actually a little surprised that HTC would've overlooked this in a business-oriented device where a quality speakerphone tends to be a higher priority. It's still totally usable, but it sounds a tad funny on occasion.
Camera
The camera on the HTC Arrive is disappointing. It exhibits a lot of the same flaws as its WP7 sibling, the HTC Surround: over-exposure and over-sharpening in bright scenes, random blurry spots that look like severe compression artifacts, plus lack of detail and excessive noise in low light. We know from using other phones like the Nexus One, G2, and myTouch 4G that HTC can produce a decent 5 megapixel shooter. Since it's unlikely HTC is using more than a couple different 5 megapixel camera modules across multiple devices, we think this is a software / firmware issue. The Arrive captures reasonably smooth HD video (720p), although the audio sounds a bit muffled. But what's really exciting about video recording is that it supports continuous autofocus (!), just like the Surround. The camera interface provides the same minimalistic experience we've come to enjoy with Windows Phone, along with the same limitations: the flash setting is reset to automatic and the video resolution is switched back to VGA each time the camera is restarted. Like all other WP7 devices, the Arrive features a dedicated two-stage camera key, something we'd like to see on all phones. Overall, we shooter on the Arrive feels half-baked, and we hope HTC / Microsoft can address imaging performance in a future update.


Software

There's not a lot to say about the software on the Arrive. And really, that's exactly how Microsoft wants it -- they've locked down the experience on Windows Phone 7 so comprehensively that you can seamlessly move between devices without skipping a beat. No skins, no garbage. There's something to be said for that.

There are, however, a couple notables worth mentioning. First up, Sprint includes a branded application, Sprint Zone, that's little more than a stylized RSS feed; clicking on news items and tips sends you out to the browser rather than keeping you inside the hub. The carrier's also got a curated list of recommended apps here that will send you straight to the Marketplace. The app's tile comes placed on the home screen by default, but like pretty much everything else in Windows Phone 7 -- thank you, Microsoft! -- it can be removed at the user's discretion. Secondly, as we've pointed out before, the Arrive is launching with Windows Phone 7's so-called NoDo update -- the platform's first with actual feature changes -- and that means that users now have access to copy and paste:


If you're coming from another platform, the way Microsoft has implemented the clipboard here isn't immediately intuitive, but you'll pick it up in no time. Long term, we think they'd be well advised to add some sort of mechanism for selecting individual characters -- the current system only works with entire words -- but it's a start.
Wrap-up
After having used the Arrive for a few days, we think you could make a convincing argument that it's the best Windows Phone 7 device currently available. Problem is, that's still not saying much when you look at what's currently out there. Really, the landscape really hasn't changed much at all since the platform's retail introduction last year -- and HTC's upcoming HD7S could steal that title back by correcting one of the original HD7's biggest shortcomings, the weak display (a problem that afflicts the Arrive, too). That said, we'd argue that Sprint certainly picked one of the best manufacturer / form factor combos to launch Windows Phone 7 on its network -- and with the updates Microsoft's got in the pipeline, this one could be a player for many months to come.

BlackBerry Touch / Monaco gets manhandled, said to get official in May


Wednesday, March 30, 2011

Sony Ericsson Xperia Arc review


Like all good things Sony Ericsson, the Xperia Arc didn't wait for an official announcement to make itself known. First appearing on a set of teasing posters at CES in January, it confounded us with a ridiculously thin (8.7mm / 0.3in) profile and an unorthodox concave rear, whose sighting was followed up with the revelation of a potent mix of internal components as well. The same 1GHz Qualcomm MSM8255 processor and Adreno 205 graphics that you'll find on brandmate Xperia Play are present within the Arc, and are backed by 512MB of RAM (320MB available to apps), 8GB of MicroSD storage, an 8 megapixel Exmor R image sensor, an HDMI output, and a 1500mAh battery. That tightly packed interior is then topped off with a 4.2-inch Reality Display capable of accommodating 854 x 480 pixels. Throw the latest mobile build of Android, Gingerbread, into the mix and you've got yourself a compelling list of reasons for riding aboard this Arc. Nonetheless, spec sheets tell only half the story and we're here for the full disclosure -- what's the Arc like to use on a daily basis, how are its talents harnessed by Sony Ericsson's tweaked UI, and, most importantly, do people think better of us for carrying such a stylish phone? Keep reading to find out.

Hardware

The Xperia Arc's physical design is very clearly targeted at fashion-conscious buyers. It's not ergonomically broken by it, but form has clearly led the way ahead of function (as illustrated by the camera lens being attached at the very top of the handset, its thickest point), but you know what, we don't really mind that. It's about time we admitted to ourselves that we buy phones as much for what they look like as for what they do, and we laud Sony Ericsson for having the audacity to pursue its target demographic with a highly distinctive design. Few things curb our enthusiasm as much as overly generic phones that try to be all things to all people and the Arc is commendably distant from that group.

Another important decision taken by Sony Ericsson is to equip this new Xperia with a 4.2-inch display, marking it out as the company's biggest Android handset to date and solidifying its credentials as an entertainment device. We generally enjoyed our time handling and using the Arc, which manages to fit within nearly the same dimensions as HTC's 4-inch Incredible S, but there is one significant flaw to its design we must point out: the back's curvature is going the wrong way. The Arc moniker wouldn't really make sense without the audacious concave shape, but there's good reason why the Xperia X10, Play, Pro, and Neo all have convex rear ends and it's that they simply fit better in the (human) hand. That's arguably the only concession Sony Ericsson has made in its pursuit of an aesthetically unique handset, but it does hold the Xperia Arc back from being one of the easiest-handling smartphones in the 4-inch-plus division. As it stands, it's merely very good, with neat curves wrapping around the sides and the aforementioned thinness and light weight (117g / 4.1oz) making it a pleasure to tote around.

Contributing to the diversity of Android key configurations, Sony Ericsson has opted for a trifecta of physical buttons on the Xperia Arc (the Back and Menu keys have swapped positions from the X10 arrangement), which are thankfully wide, easily identifiable, and highly intuitive to use. Aside from the good clicky responsiveness of each button, that's in large part down to the omission of the Search key, which we can't say we missed at all. Its absence paves the way for SE to center the Home button (a good thing) and generally simplifies a user control scheme that hardly needed to be quite so complex to begin with. The only downside to the Arc's buttonry is one we spotted with the Xperia Play as well -- there's no illumination for the key labels in the dark. You get a pair of lights marking the division between each key, but their purpose is basically indecipherable when the phone's used in the dark. An easily forgivable little foible, we'd say, on what is a very satisfying keypad.

The rest of the Arc's exterior is mostly uneventful, consisting of flowing, pretty lines, broken up by a volume rocker and MicroUSB port on its top left shoulder, a 3.5mm headphone jack directly opposite on the right, and an HDMI output and a rather tiny power / lock key at the top. There is a physical shutter button here, but it's positioned at the extreme bottom right of the handset, almost at the corner, which leads to awkward operation at times. Overall build quality feels robust and durable, though we're again under the impression that Sony Ericsson wasn't spending too richly in obtaining the construction materials. Nothing wrong with that for the most part, we don't begrudge manufacturers making savings where they don't cost the end product, but we did manage to induce a little creaking from the frame, particularly around the volume rocker.
Internals
You should be familiar with Qualcomm's hardware inside the Xperia Arc by now. The current 8255 Snapdragon and its Adreno 205 graphics buddy have already appeared in the myTouch 4G, Desire HD (and its US cousin the Inspire 4G), Incredible S, Desire S, and the rest of Sony Ericsson's 2011 Xperia line. The second-gen chip combo's characterized by distinctly improved power efficiency relative to the original Snapdragon and somewhere in the region of 15 percent better overall performance. 720p video playback is no problem and our Xperia Play testing showed all Android games will work flawlessly too. Today they will, anyhow. The same proviso that applies to the Play is valid here. This summer will be an extremely active time in terms of manufacturers upgrading their smartphone lines with dual-core processors and juicier GPUs, meaning that come fall, there could well be things and games your humble 1GHz Snapdragon core is no longer perfectly capable of handling. The 1500mAh battery inside the Arc doesn't quite match the Play's endurance, but will still give you a solid day's worth of regular use (and not much more). The slight gap between Sony Ericsson's two phones can be easily explained by the fact the Arc's powering a screen that's five percent larger and a great bit brighter than the Play's.
Display
The first thing you'll notice about the Arc's 4.2-inch display, necessarily before you've turned it on, is just how black it is. There's a dark border framing the LCD, but as you can see above, there's almost no telling the two apart. This compares extremely favorably with most other handsets on the market presently, whose screens tend to be a dark shade of grey rather than properly noir, and gives the inactive Arc a thoroughly gorgeous and futuristic appearance. Sadly, that doesn't carry over once you switch the handset on, as the Xperia Arc can't maintain such black levels in operation -- it isn't, after all, an AMOLED panel -- and also suffers from narrow viewing angles, meaning you'll be seeing colors wash out relatively quickly as you move off-center. When viewed head-on, the Arc's display is actually above average in terms of contrast and color saturation, but we found ourselves getting annoyed with its dull appearance while looking at it lying on our desk. Viewing comfort at oblique angles hasn't tended to be a pain point for smartphones so far, but as they grow increasingly larger and fancier, it's becoming more important.

Of course, Sony Ericsson has a panacea for all our display worries with the inclusion of its Mobile Bravia Engine inside the Arc, leading it to describe the phone's 854 x 480 screen as a Reality Display. The Bravia voodoo embedded within basically does a host of image optimization to give you a sharp and eye-pleasing result, and we must agree with SE, it really succeeds at its task. The visual improvements are relatively subtle, but very much tangible in practice. The only fly in the Reality ointment is that the MBE only kicks in when you're looking at pictures or video and will do nothing to improve your general UI or browser experience. Still, the things you'll truly care to see in most detail will indeed be multimedia items, so the Bravia Engine is an appreciated addition. A further commendation is earned by the outdoor performance of the Arc's screen -- it impressed with its visibility in direct sunlight, though we couldn't conclusively determine how much the Bravia magic was helping with that. It certainly wasn't making things any worse.


Camera

Let's get the big news out of the way first, the Xperia Arc takes some really beautiful and detailed shots. It's able to focus quickly even under challenging conditions (in our side-by-side testing, the Arc managed to focus in a low-light situation where the Play could not) and its biggest antagonist is color noise when there's not enough light around. Sharpness is retained very well by the Exmor R sensor and there's no reason to fear noise reduction software will blast away the tender detail in your images. If there's one thing to bear in mind with the Arc's output, it is that SE is doing a little bit of its own post-processing to boost colors on every shot, resulting in occasionally oversaturated pics. We understand the reasoning behind this, as it most often improves images by making them appear more vibrant and less drab, but we would have liked the option to toggle this function off.

Though actual performance gave us little cause for concern, Sony Ericsson's custom camera software is more of a hit and miss affair. The hits are a pair of neat slideout menus, which are accessed in much the same way as Android's window-shade. Looking at the phone in landscape mode, you have one on your right, containing a gallery of the photographs you've taken, and one on your left filled out with camera options and adjustments you can make. The latter displeased us a little with its scant array of available tweaks, which curiously enough doesn't even allow you to toggle the Arc's Macro mode on and off. You have to set the camera to automatic scene recognition and it throws the macro on when it decides it's needed. This isn't unheard of, as other handsets such as Motorola's Droid X do the same, and is arguably not a huge deal for a consumer-centric phone; we'd certainly prefer to have auto-macro than none at all. In a less excusable turn of events, the camera software did freeze up on us a couple of times while processing images, and you'll see an example of it freezing a video recording for a couple of seconds in the sample below.


There's plenty of softness in that video, in spite of the almost ideal lighting circumstances of a rare sunny London afternoon. Ironically, whereas stills are handled with little noise reduction by the Arc's software, there's clearly a very aggressive noise suppression algorithms at work when it comes to video. It's used in an effort to make the picture appear "smooth" -- something we saw with the Xperia Play as well -- but it leads to the unsatisfying outcome of killing fine detail and replacing it with a smeared appearance. This could again be excused by the fact the Arc's intended for a casual audience (and the videos do indeed look quite spectacular on the phone's own display), but there's an HDTV-loving HDMI output among this phone's ports and you won't be best pleased with the results once you decide to look at them on an actual big screen television. Wind noise also figured its way into the equation, but that's mostly owing to an unfortunate angling of the phone that allowed wind to channel its way to the mic; we've yet to encounter a phone that's not susceptible to that issue.

Software


There's little on the Xperia Arc that we haven't already discussed in our Xperia Play review. It features Android's finest mobile build to date, skinned with Sony Ericsson's mostly successful aesthetic tweaks and performing smoothly and responsively. For the most part. As highlighted in the camera section above, the Arc benefits from a customized camera app, which is certainly an improvement over the default in terms of functionality, but managed to crash on us a couple of times. Moreover, the Timescape widget can be a real spoiler with all its resource consumption, forcing the occasional stutter in UI navigation, however given that it's merely an optional extra you can remove within seconds of turning the phone on, we can't bemoan it too much. The onscreen keyboard, particularly in portrait mode, would've been better left in its stock Gingerbread form, though we really like Sony Ericsson's changes in the messaging, contacts, and applications subsections. All three work spectacularly, with nary a hint of lag, and look splendid. Additional, though entirely superficial, marks are earned for the neat ghosting animation you're treated to when tapping the unlock or mute sliders on the lock screen.

Browser performance is a little unconvincing, as neither scrolling nor zooming is on the same level as what the finest Android, Windows phone 7 or iOS devices can do. That said, the Arc can chew through web-based Flash video like a champ, which is likely to be a lot more important to users than the amount of butter their scrollwheel's been greased up with. Beyond those Sony Ericsson peculiarities, you're really looking at your standard Android user experience. You get access to a truly vast array of applications, games and content, backed by the knowledge that the insatiable growth of the platform will only attract further development efforts. Amazon has just delivered an Appstore and a music cloud storage service tailored specifically to Android, while RIM has made its PlayBook tablet compatible with Android apps -- it's an OS with a truly bright future ahead of it. Having version 2.3 preloaded on the Arc also means you're starting at the highest possible entry point and won't have to fret about upgrades for a good few months at least. Additionally, if you're a big Gmail and / or Gtalk user, there's no better phone OS than Google's own to make use of those services on the move.

Wrap-up

Sony Ericsson could've called this the Xperia Art and no one would have been surprised. Its 4.2-inche is one of the most photogenic smartphones we've come across yet and its design exhibits an artistry and a flamboyance we rarely get to see. Construction materials might have been better, but then the Arc comes in at a very reasonable £425 ($680) price off contract -- placing it at the lower end of the Android smartphone pricing scale in the UK -- so some tradeoffs have to be expected. Where we can't hide our disappointment is in seeing poor video recording attached to a strong camera sensor. It just feels like a missed opportunity for Sony Ericsson to not match the hardware's capabilities with suitably strong software and thereby tie this up as a comprehensive multimedia standout. We also can't help but be vexed by the Arc's shallow viewing angles, though they were admittedly offset by strong performances in video playback using the Mobile Bravia Engine. The UI tweaks on top of Android, while pretty to look at, do look to be more resource-intensive than the stock stuff and Sony Ericsson's input does seem to have led to a tiny bit less stability and responsiveness all round. 

All that said, we liked the Arc and we think it has a lot to offer to the right sort of buyer. If you're obsessive about display technologies and vanilla Google software like we are, we'd advise looking at the tried and tested Nexus S. But if you just fancy an uncomplicated, big-screened phone to enjoy movies on during your daily commute, the Xperia Arc might just be your perfect candidate. It doesn't really lack anything on the feature front, but it's Sony Ericsson's execution and occasionally odd design choices that hold it back from being a triumph.

Microsoft job posting teases Windows Phone Mobile Studio, requires thinking cap to grok


A conclusion for Captain Obvious to draw, this is not. As with most mega-corp job postings, the wording in Microsoft's latest is just obfuscated enough to keep us guessing, but a few key phrases have us (as well as ZDNet's Mary-Jo Foley) on edge waiting for the next big thing in cloud storage. Judging by the rousing reception seen by Amazon's Cloud Drive, we're guessing that the folks in Redmond haven't forgotten completely about Kin's one positive feature: Kin Studio. Based on a new job request, there's a Windows Phone Mobile Studio brewing, and the leading thought is that this is really Kin Studio... but for WP7 devices. Granted, this may be nothing at all like it sounds -- we could be looking at a future home for apps, or simply another aspect of Zune that'll make music management a wee bit easier. That said, we'd love to see Microsoft bust out a world-class streaming / storage service for its mobile platform, and you can bet we'll be prying for details at MIX next month.

Softbank to offer free phones to earthquake orphans, free replacement for lost iPhones


Following the catastrophic earthquakes and tsunami in Japan, surviving victims from the affected region are going to face a tough time over the coming months, if not years. Many of those who are more fortunate have been actively contributing in one way or another, regardless of distance, to help put Japan on its road to recovery. Back in the country, one such generous person is non other than Softbank founder and CEO Masayoshi Son, who's recently visited Tamura, one of the cities most affected by the Fukushima nuclear disaster. During that trip, Son announced that Softbank will cover a year's worth of living costs (commute and food) and provide job positions for the 1,200 people to be relocated to Takeo in Saga, the prefecture where Son originated. 

Additionally, Son is using Softbank's "Let's Do It" campaign site -- a tracker for his "Let's Do It" tasks posted on Twitter, each accompanied by a completion status indicator -- to crowdsource requests for supporting earthquake victims. So far, these requests are mainly about ways to increase efficiency for donation efforts (like publishing a live list of item shortages for each shelter, and setting up new mobile networks at the shelters), but there were two that caught our attention. Last week, one of Son's followers suggested that Softbank should provide orphaned children free phone credit for a limited time, so that they could contact their friends and other family members. Son then retweeted this idea and announced that all earthquake orphans will receive free phones, along with call costs waived until they reach the age of 18. Another gadget-related initiative came in earlier today with Son promising free replacement for all lost or damaged iPhones due to the earthquake, with details to follow later.

Obviously, anyone providing aid to Japan in any way, shape, or form deserves just as much credit, but Softbank's extra mileage and cunning use of social networking is certainly praiseworthy in its own right. Here's hoping that Son's actions will inspire others for even greater causes.

Tuesday, March 29, 2011

Nokia T7-00 leaks, to come in HSDPA and TD-SCDMA flavors



It appears that Nokia is about to add a new Symbian^3 smartphone to its range of devices. The Nokia T7-00 is obviously the first representative of a whole new series that should join the existing C, E, N and X handsets.

Unfortunately, the leaked Ovi publisher slide tells us little about the specs of the Nokia T7-00. It will be fully compatible with Symbian^3 apps written for the usual nHD resolution and, more excitingly it will also support VGA apps.

That got us hoping that the T7-00 will be the first Symbian^3 smartphone to have a higher-res screen, but this seems pretty unlikely. A couple of XMLs were found on the Nokia website that reveals the nHD resolution of the smartphone.

However those files confirm that there will actually be two versions of the T7-00. One will be working on regular GSM networks with UMTS 3G and HSDPA, while the other will obviously be heading to China as it packs a TD-SCDMA radio.

We’ll be on the lookout for more information about this new Nokia handset and will keep you updated if anything comes up (a photo would be nice).   

HTC HD7 smartphone up for grabs in Australia via Telstra



Manufacturers like Motorola, Samsung, Nokia, LG and more have been carving out unique gizmos to ward off redundant competition. Keeping up with the fierce competition, HTC has partnered with Telstra to allure users across Australia with its HD7 smartphone.

Users can watch their most liked videos, images and movies on the 4.3-inch display screen which is capable of delivering 480 x 800 pixel resolution. Powered by the Windows Phone 7 operating system, the newest entrant helps owners capture memorable moments using the incorporated 5 megapixel camera with auto-focus and LED flash.

“We are pleased to announce the HTC HD7 will be available exclusively on the Telstra Next G Network in March,” quoted Ben Hodgson, Country Manager, HTC Australia and New Zealand. “HTC has shown strong leadership in developing Windows based devices in the past, illustrating our ability to be first-to-market. The HTC HD7 continues along this tradition with its focus on providing the ultimate multimedia experience coupled with a nice simple user interface and access to a broad range of useful applications.”
Besides Xbox Live, the handset comes along with Music and Videos Hub to help mobile buffs enjoy custom playlists, radio and podcasts. Users who always travel from one to another can listen to their favorite music collection with ease as the unit sports the HTC Surround Sound technology.

The HTC Sense with HTC Hub delights many with location aware HTC Sense tile with weather as well as stocks, weather, flashlight, calculator, notes, sound enhancer, photo enhancer and convertor. The attentive phone feature sports interesting functions such as pocket mode, quiet ring on pickup, flip to mute and flip for speaker.

The HTC HD7 smartphone can now be purchased via Telstra Stores and partners for $768 (approx Rs. 35,206) which can be repaid in 24 months with a Consumer Telstra Next G Cap plan or a Telstra Business Mobile Plus Plan.

JBL intros OnBeat iPad / iPhone / iPod speaker dock, prices it at $150


This planet we call home needs another iDock about as bad as we need another Charlie Sheen running around aimlessly, but no matter -- we're getting one, and it's being delivered from JBL. The company has just outed its first-ever iPad speaker dock, the OnBeat. Truth be told, it's capable of handling iPod touches, iPhones and iPads (no word on the iPad 2), but it's clearly engineered to hold the largest of the bunch best. Aside from providing joints and jams to those situated in your living room (or basement, if that's how you roll), it can also pipe Netflix and YouTube content directly to one's television via a composite video output, and if you're running around sans an iDevice, the 3.5mm auxiliary jack ensures that any other source will still function just fine. You'll also be able to charge and sync any docked devices, but you'll be asked to dole out $149.95 in order to bring one home when it ships next month.

Cowon D3 Plenue Android PMP review

One thing's for sure: Cowon's D3 Plenue is vastly different (and superior) to the firm's AMOLED-equipped S9 from 2008, and it's also catering to a vastly different sect of consumers compared to its ultra-capacious X7. This beaut is one of the few pocketable Android-based PMPs available today, offering up a gorgeous 3.7-inch AMOLED capacitive touchpanel (800 x 480), dedicated media controls along the edges, Android 2.1, WiFi, 1080p video output, a built-in microphone and a battery good for up to 21 hours of use. As with every other Cowon player, this one also supports every file format ever conceived, including FLAC, APE and OGG -- three that the audiophiles in attendance will definitely recognize. The real question here is simple: does having Android on a non-connected (cellular, anyway) device really do you much good, and moreover, is it really worth the $357.99 asking price? We'll discuss these points and more in our full review just after the break. Join us, won't you?

Design

Per usual, Cowon has really nailed the design here. We've always been fans of the company's aesthetics, and the trend continues here. The unboxing experience is one of the best around, and the D3 itself is just lovely to hold. It's light, slim and pocketable, yet intensely rigid and solid. There's nary a hint of low-quality here; everything from the tough-as-nails capacitive touchscreen to the stiff, soft-touch back is just marvelous to hold and admire. We also can't help but applaud the company for tossing in a few extra physical buttons along the right edge. Aside from the conventional volume rocker, you'll also get a track forward, track backward and a play / pause button, all of which can be toggled from your pocket without having to activate the display. Super handy, for obvious reasons.


We should also point out that the 3.5mm headphone jack resides on the bottom, right alongside the proprietary USB connector and DC input. As with the iPod touch, some folks will loathe it, while others love it -- we're a bit indifferent on the topic, but it obviously works best with right-angle plugs. Cowon also double-dipped on the storage front; while there's 32GB of internal storage from the get-go, there's also a side-accessible microSD card slot if you'd rather push things to 64GB. We definitely appreciate not having to remove a rear cover in order to access this here slot, but on the other hand, this design decision also ensures that the battery is tightly encased and impossible to access. Not a huge deal, but there it is. 
Software
In the past, we've lamented the fact that Cowon's homegrown software builds weren't exactly ideal, and there's no question that our interest was piqued when we heard that the company would be relying on Android for the D3. That said, Android 2.1 is already a bit dated, and while the core is certainly here, it's heavily disguised. Cowon has definitely reworked the OS for its own purposes, and in doing so, we're left with a music app that's actually less intuitive than Google's own, an email app that's laughable compared to Gmail, and no access whatsoever to the Android Market. If it sounds like a train wreck, that's because it is. We can't deny that things are fairly pleasing to the eye at a glance, but the eye candy matters less and less as you actually try to use the device. 

The preloaded applications are all so-so, and the inability to easily find and download new ones is a real deal-killer. As it stands, you'll have to scour the murky APK download market online, and then drag / drop those files into a pre-established APK folder within the file system. We should probably take this opportunity to point out that the D3 isn't as Mac-friendly as the company's prior offerings; we were never able to drop anything (music, apps, etc.) onto the device from a Mac, but things went smoothly when shifting over to Windows 7 Professional. It's theoretically possible to get Skype on here, and we actually managed to complete a Skype call over WiFi, but the app takes ages to load, and due to the lackluster microphone quality, folks on the other end couldn't wait to rid themselves of our intrusion. Being the argonauts that we are, we also tossed Google Maps on here for kicks; sadly, there's no GPS or A-GPS, so even with a live WiFi connection, the app refuses to pinpoint your location. 


After using it for a week, we found ourselves a lot less impressed with Android on a PMP. In fact, we felt it unnecessary, at least when bona fide Android Market access is forbidden. You might say that you'd rather have the ability to sideload Angry Birds than to have no options at all for installing it, and we'd have a tough time arguing that; however, there's essentially no hope that this device will ever see Froyo, let alone Gingerbread, and the hardware just isn't powerful enough to run Google's mobile OS in a satisfactory manner.
Performance
Speaking of which, it's about time we touch on just how sluggish the D3 is. We can't put a finger on what sort of processor is tucked inside (update: looks like a 720MHz chip), but judging by the above-average battery life (21 hours for audio; 10 for video) and below-average performance, we're guessing it's of the "slow" variety. More often than not, we'd have to swipe two or three times before the device would recognize our touch, and while pinch-to-zoom is supported, you won't be making much use of it if the device requires two to three seconds to understand what you're trying to do. Even changing orientation from vertical to horizontal takes three to five seconds, and while one or two of these would be forgivable, the entire experience becomes bogged down in no time flat. Have a look at what we mean in the video below:
Even loading up the Music app, which should be the point where this device thrives, is a painful experience, and sifting through your artists / albums / playlists takes a shocking amount of finagling. The web browser manages to perform decently, and Bluetooth support seemed fine. Both BT-compatible sources as well as headphones paired up nicely, but don't dare try to multitask if you're blasting music out over the short-range airwaves. Sadly, the battery here actually falls short compared to prior Cowon devices; the 32GB iPod touch can last well over 30 hours on a single charge when playing back audio, while Cowon's D3 isn't even rated to last longer than 21 hours. 
Sound quality
It wouldn't be a proper Cowon review without a section dedicated to audio quality, as -- quite frankly -- that's the one place where you can count on the company's players to be superior to the competition. Thankfully, nothing has changed in this regard. When A-B'ing the D3 to a Nexus One and an iPod touch, we consistently felt that the audio quality from the D3 was superior. Music just felt fuller and less hazy, and if there's one saving grace on this entire thing, it's the world-class sound quality. We'd also like to throw a round of golf claps in Cowon's direction for the thorough amount of included EQ options; we usually aren't ones to screw with a producer's mix, but the equalization options included here are most certainly worth a listen. Dollars to donuts you'll find one that you enjoy even better than the stock mix, and we're guessing you'll also be shocked at how well it enhances things without comically distorting a particular frequency range. 
Wrap-up
Cowon's D3 Plenue is awfully close to being a stellar PMP. The sound quality is truly unmatched, the build quality is worth writing home about, and the 3.7-inch AMOLED display is lovely to gaze at. Unfortunately, those pros are overshadowed by a laundry list of gripes, including a disturbingly sluggish overall experience, no access to the Android Market, the omission of an A-GPS / GPS chip, a terrible Music application, the inexplicable use of a proprietary USB connector and the inclusion of a second-rate email application. It's also $357.99, which is nearly $60 more than a 32GB iPod touch and just $30 shy of matching the 64GB iPod touch. We hate to make the obvious comparison, but there's no honest-to-goodness reason for choosing this over Apple's darling. Heck, at least that one ships with a camera for video calling and includes a processor that doesn't make you wait between each panel change. 


We'd love to love the D3, and we've no doubt fallen for its superior aural qualities, but there's just too many pitfalls here (and too lofty a price point) to recommend for the masses. As for the audiophiles would could care less about anything else other than auditory bliss? Go right ahead, but be sure to let us know how you're planning to deal with your heightened blood pressure -- that painfully slow Music app is bound to have some negative side effects.

Monday, March 28, 2011

Sony Ericsson Xperia Play review


The PlayStation Phone. We've had quite the intimate history with this gamepad-equipped slider, learning of its secretive existence way back in August and then handling a prototype unit in January, so you'll forgive us for feeling sentimental and still entertaining our pet name for it. The Sony Ericsson marketing gurus renamed it the Xperia Play when it finally went official at MWC this year, but the PlayStation connection remains as strong as ever. Aside from the D-pad, iconic game keys, and two touchpads, this device comes with a little app named PlayStation Pocket, which will be serving up dollops of classic PlayStation One gaming to all those with a taste for it. Yes, the Sony influence is strong with this one, and the Android Market will be joining the fun with Xperia Play-optimized titles from third-party developers. So all we really need to know now is whether the Android smartphone underpinning this smash-bang fusion of old and new school entertainment happens to be any good. Shall we get Started?
The gamepad


There's likely little point in us trying to discuss any of the Xperia Play's external hardware before addressing its literal and figurative centerpiece, the slide-out gamepad. A DualShock attached to your smartphone it is not, but you already knew that. The real question is how close it comes to replicating the console experience rather than how well it competes with it. Judged on such terms, the Play acquits itself very well. The digital directional keys are firm with a satisfying amount of travel and the same goes for the face buttons. Squeezed in between them, Sony Ericsson also throws in a pair of analog pads, which react to your input in much the same fashion as the capacitive touchscreen does -- with the big difference being that while you use the pads you're not obscuring any of the action on screen. Each pad has a handy indented dot at its center, helping to orient your thumb without the need to look down.

An Android Menu button on the bottom left is accompanied by Select and Start keys on the right (at least one of these three buttons feels perfunctory as they serve overlapping functions) and there are two shoulder buttons on the outside, where you would usually find the L1 and R1 controls on the proper console gamepad. Some among our staff have taken to calling them flippers, because they're closer to flaps or paddles in their operation than fully fledged buttons. In actual gameplay, we found them a little too sensitive, which caused us to activate them unintentionally a few times and fail almost completely when prompted by one game to press them simultaneously. We succeeded once out of every six or seven tries, such was the capriciousness of their design.

The sliding mechanism responsible for serving up the gaming controls is pretty much flawless. It's spring-loaded, meaning you only need to slide it halfway up or down to achieve the required opening or closing action and it does the rest by itself. Movement is smooth and consistent, and one-handed operation is no problem either. What impressed us most about it, though, was its sturdiness. There's no tilt to the handset, the screen just slides straight up, and that's the way it stays -- perfectly parallel, no matter the violence of our attempts to find any structural flaws. It's clear to see that Sony Ericsson spent a lot of time refining this slider and we're happy to say it lives up to a very high standard of durability -- an absolute necessity when making a button masher's device such as this.

Moving to the top half of the slider, we find a volume rocker, nestled craftily in between the aforementioned shoulder buttons, a power key, and the usual four Android buttons, arranged in yet another innovative formation. For whatever reason, Sony Ericsson opted to swap the Home and Menu buttons' positions up front, leaving our prototype unit looking desperately out of date and us wondering why it had to be done at all. While we've no complaints to proffer about the power and volume keys, we must express our deep discontentment with the Android set. They're quite spongy, meaning they can absorb a lot of pressure before registering a click, which tends to lead to an inconsistent and frustrating user experience. Even more troublesome is the difficulty to differentiate between them by touch alone, forcing you to look down, which is then amplified by the fact they're not backlit. So yeah, the Xperia Play will give you a whole new reason to be afraid of the dark.
Construction

Squeaks and creaks were sadly too readily apparent with the Play, mostly owing to the poor quality of plastics used in its construction. It's a rigid device and, as already pointed out, there's little questioning its internal structure, but there's no getting around the fact that SE didn't blow the budget on procuring the most high-end of shell materials. The rear cover feels brittle, in spite of its flexibility, and the overall glossy aesthetic lends itself to picking up scuffs and scratches easily. The metallic accents aren't to our tastes, either, mostly because they're not made out of actual metal. And if you're not going to at least insert a little bit of premium material or functional utility in your design, why complicate it? Build quality is, therefore, a mixed bag. We get the feeling that after a while the Xperia Play will end up looking rather like The Terminator -- losing its soft and and pathetic outer shell, but revealing some hardcore engineering within. Maybe that'll be a good look for it.


A final note is merited about the Play's dimensions. At 16mm (0.63 inches) in thickness and 175g (6.2 ounces) in weight, this may easily be the chubbiest flagship Android device you're going to see coming out this year. That said, provided you're not too bothered by its heft (and you shouldn't be), it's actually shaped to sit very neatly in the hand. Its curved rear is reminiscent of the Palm Pre, though to the Play's credit it also manages to lie perfectly flat when rested on horizontal surfaces. When opened up into action mode, the whole device again feels nicely thought out and we doubt there'll be a hand size that won't be suited by its shape. 
Internals

Allow your curiosity to drag you past the Play's rear cover and you'll be rewarded with a happy surprise -- both the SIM and MicroSD card slots are accessible without removing the battery. Not many phones make it that convenient and another rarely seen asset the Play can tout is a set of stereo speakers. They're not just two mono outputs, there's actually a tiny little sound stage created by them working in tandem. The quality of the audio they pump out isn't going to threaten a set of dedicated speakers, but it's certainly a lot more tolerable than the general mediocrity we're used to from smartphones. Considering the device's entertainment-centric reason for existence, we believe this to be a big strong point in its favor.

In terms of the hardware that makes the wheels go round, the Xperia Play relies on a 1GHz Qualcomm MSM8255 Snapdragon chip, which comes with an Adreno 205 GPU. Neither is a slouch, but it's obvious that more could, and perhaps should, have been included in this bargain. Looking around at the spring / summertime smartphone landscape, a potential Play buyer will be confronted by Motorola's Atrix and Droid Bionic, LG's Optimus 2X and Optimus 3D, Samsung's Galaxy S II, and HTC's EVO 3D -- all of whom tout dual-core SOCs and generous apportionments of RAM. Oh yes, about the RAM. There's only 400MB of it on the Xperia Play, don't ask us why. It may seem overly demanding to expect every new smartphone to match up to those benchmark destroyers, but we must remember the Xperia Play is about gaming and games will make use of every last ounce of performance you can give them. As it stands, it's a healthy and sprightly device today, but do be aware of the gathering storm clouds above its future. It's simply not powerful enough for us to give you any assurances about its long-term viability.

We found battery life a little lacking. There's a robust 1500mAh cell inside this handset, but we could only stretch it to about 22 hours under our light use test. It was a day's worth of sporadic use, where checking up on things like Gmail, Twitter and Facebook updates was the phone's most regular exercise. For a comparison, the similarly outfitted -- MSM8255 with Adreno 205 -- Incredible S from HTC managed to squeak past the 50-hour mark in spite of having a battery with 50mAh less juice. Again, both were subjected to light workloads that are unlikely to be representative of everyone's daily routine, but the delta in endurance between the two phones was striking. Not to put too fine a point on it, but something tells us all those software bells and whistles on the Play (hello, Timescape!) are working against Sony Ericsson here. On the bright side, throwing some actual gaming action its way didn't obliterate the battery quite as badly as we feared it might. Our overall impression (from admittedly limited testing) is that this will clearly not be an endurance smartphone because of its software overhead, but Sony Ericsson's promises of five and a half hours of continuous gameplay seem well within reach.
Display

Another thing that's taxing the Play's battery unduly is its screen. The default brightness setting for it is at the very maximum and once you use it for a while, you realize why. It's very dim. We're not talking about it being mediocre or some way short of the best, it's so lacking in brightness that it's borderline dysfunctional. Taking the phone out for an afternoon outside, we couldn't play Crash Bandicoot even on the bus, never mind out in the direct glare of the sun. It's not an unqualified disaster, as viewing angles are pretty wide, the 854 x 480 resolution is decent, and under the right circumstances you can obtain some pleasantly vibrant images from it, but it's still one the worst screens we've seen on a review phone -- hell, review hardware of any kind. This was most apparent to us outdoors when we used it side by side with Sony Ericsson's own Xperia Arc, the latter handset giving us better contrast, saturation, and of course, brightness. Both phones lack an auto-brightness option in their settings, which is a weird omission on Sony Ericsson's part, even if in the case of the Play it'd just be kept at max anyway.
Camera

Speaking of omissions, has anyone at SE HQ heard about the little trend of making 720p video recording a de facto standard feature in high-end Android smartphones? Because, well, the Xperia Play doesn't have it. We know full well that the hardware's capable of it -- a 5 megapixel imager sits round the back, so more than enough pixels can be pulled together to saturate a 1280 x 720 frame, and the 1GHz Snapdragon under the hood pretty much snorts with indignation at the routine task of processing such workloads at 30fps. What gives, we don't know, but the video you do get, recorded at a maximum of 800 x 480, isn't all that great anyhow. The recordings produced during our testing tended to be very soft, with noise suppression algorithms seemingly working overtime to ensure the smudgy appearance. That issue was compounded by poor microphone performance, which muffled and straight up distorted some of the sounds it picked up during recording.

Things look much brighter on the still imaging front, however, where we churned out some highly satisfactory results without requiring an excess of effort. Options on Sony Ericsson's custom software are a little limited, but you can adjust exposure, white balance, and focusing mode, which should still be sufficient for most users. Especially praiseworthy among those controls is the Macro mode on the Play, which allowed us to get seriously up close and personal with some of our subjects. On the downside, the Play's camera struggles to focus in low light and noise is no less an issue here than on most other smartphone sensors. One fanciful idea we had, in the absence of a dedicated physical shutter button, was that Sony Ericsson could have used the right shoulder key to double up as one. It's in just about the perfect location for the task and we can't see anything preventing SE (or some enterprising hackers, perchance?) from hooking it up to the picture-taking software. Overall, it's a decent to good camera with some disappointing video recording tacked on.

Software

PlayStation Pocket
As with the hardware section, we'll get straight to the PlayStation meat of the Xperia Play software matter. Two apps will be of foremost interest here: the not at all confusingly named Xperia Play, which serves as a showcase for Android Market games compatible with the Play's controls, and the PlayStation Pocket, which houses the hallowed PS One games that this new smartphone is so primed to enjoy. For the moment at least, we should probably narrow that down to the singular game, since the Play ships with just the one preloaded classic title, Crash Bandicoot, and the rest of the PS One library is still en route. That puts the Play's launch, coming up on April 1st across Europe, into a rather precarious position. It's supposed to be the bringer of great new entertainments to the thumb-equipped masses and yet we're staring at just one original piece of content upon its release. Bruce Lee, FIFA 10, Star Battalion HD, and The Sims 3 do come preloaded to soften the blow, but they're not exclusive to the Play, and in the particular case of The Sims, don't even benefit very much from the physical controls. Still, they're there and the means to accessing them is actually pretty swish. Opening up the slider kicks you straight into the Xperia Play app, where the games you already have on the device are split out from the list of purchasable compatible titles, meaning you're never more than a slide and a tap away from leaping into action.

Loading times for the games aboard the Play were quite tolerable indeed -- nothing was instant, but only the most impatient of gamer would find them a nuisance. In-game performance also gave us no cause for complaint, with smooth frame rates throughout. The basics look to have been well taken care of. One drawback we should highlight, however, is the fact that most, if not all, PS One games were coded for displays with a 4:3 ratio. That means either zooming or stretching the game in order to fill the widescreen panel on the Xperia Play. Both options are available to you in the settings, but Crash was already looking pretty aliased without us zooming in for a closer inspection. Not an ideal situation, but that's where we find ourselves. At least until Sony decides it's a good idea to drop its vast catalog of PSP games atop this device, then we'll have no such worries.

The gamepad is not abandoned completely once you stray outside the gaming arena, as you're able to navigate through lists with the D-pad and select and cancel things with the X and O keys. It's a somewhat inconsistent affair, as this integration doesn't permeate everything on the Play, but we found it useful in the browser and messaging apps.

Android à la Sony Ericsson

The OS underlying SE's new hero device is of course Android. Version 2.3.2 (aka Gingerbread) is shipping out on retail devices, marking this as one of the first non-Google handsets to come preloaded with Mountain View's latest and greatest. That means much-improved text manipulation thanks to the addition of new selection anchors, a general sprucing up of visuals, and a set of extra APIs with a gaming bent. Wonder why Sony Ericsson wanted to run its gaming device atop this platform, eh? Nonetheless, the company's UI designers haven't been sitting around exercising their thumbs and there's a vast amount of aesthetic tweaking done on top of Android. Almost all of it is for the better, in our opinion, as the whole UI benefits from a look of sophistication and maturity that Android has generally lacked. The phone interface is spacious and welcoming, while the contacts and messaging interfaces are extremely attractive, sensibly laid out, and utterly delicious to scroll through. Talk about optimization! The contacts section can also be navigated more rapidly just by initials and, if you have Twitter accounts associated with your buds' numbers, it shows you a snippet of their latest update, very handy. Moreover, entering individual contacts' pages shows their profile pictures nicely blended with the background, reinforcing the overarching theme of refined design. Thankfully, Sony Ericsson's alterations all look to be skin-deep, giving us some cause to believe the company's pledge that it'll be quick in responding to new Android rollouts from the Google mothership. Time will only tell.

There are some downsides to the skinning efforts on the Play, however, as might be expected. One is the aforementioned issue of the battery seemingly running down quicker than it ought to, which you can always offset by making your own adjustments, but obviously that's no great consolation for those hoping the device would just work like it should straight out of the box. Another thing we noticed was that Timescape, albeit a mere removable widget now instead of the overwhelming leviathan it was on the Xperia X10, was still susceptible to slow performance and even the occasional freeze-up. It remains an extremely graphically demanding tool, what with all its overlays and three-dimensional animations, so that's no surprise, but we still enjoy our user experience more without it than with it. It wasn't entirely alone in showing slowdowns, we experienced a few, very minor, hangups and delays while using the Play, but couldn't find any repeatable bugs to report. It feels a mostly solid build, though it's a little disappointing that the aforementioned smoothness of operation in the customized messaging and contacts apps doesn't carry over to the rest of the UX.

Browser performance is mostly decent, but we've definitely seen faster, whether you're talking other Android devices, Windows Phone 7 or iOS. Pinch-to-zoom and scrolling commands are executed, but in a slightly labored fashion. Aliasing is also apparent when zooming out from pages, not unlike what we saw on the Incredible S recently. Finally, SE's onscreen portrait keyboard is a little too cramped for our liking, with the letters being tall but not altogether wide enough to make for comfortable typing. Sony Ericsson might have done well to just stick with the default Gingerbread provision here.

Wrap-up

We've reached out to Sony Ericsson asking for a roadmap of when we can expect the PlayStation Suite and more PlayStation One titles to roll up on the Xperia Play bandwagon and make it worth joining. As it stands today, on the day of review and the precipice of its launch, the Play is looking out on a pretty barren gaming landscape. The Android titles up for grabs are not exclusive to the device and don't necessarily benefit all that greatly from its unique control scheme, whereas the catalog of classic PlayStation content stops after just one entry.

So with almost no differentiating software of its own, the Play is really relying on the strength of its gamepad to round up willing participants in its gaming revolution. We concur that that's indeed the phone's main strength, with good ergonomics and an extremely durable sliding mechanism. Nonetheless, the poor quality of the screen and good, but not great, hardware spec force us to be reluctant about recommending it as a sage purchase at present. Perhaps it picks up a loyal following, from both developers and fans alike, and within a few short weeks, we're all looking at a device with a rich ecosystem of compelling tailor-made content and a ton of reasons to own it. But as for today? We'd rather spend our cash elsewhere in the Android cosmos and hold out hope for the PlayStation Phone 2.0.

HTC Flyer Headed To T-Mobile


Last week we saw a new version of the HTC Flyer for the US, the HTC EVO View, which is a WiMAX enabled version of the Flyer that will be available with mobile operator Sprint in the US.

Now it looks like the HTC Flyer will also be headed to another mobile network in the US, T-Mobile and it is expected to hit T-Mobile some time this summer.
HTC Flyer
The HTC Flyer features a 7 inch touchscreen display with a resolution of 1024 x 600 pixels, there is also a1.5GHz Qualcomm processor and it will come with Android 2.4 Gingerbread when it goes on sale.

There are also two separate camera’s on the Flyer a five megapixel version on the back and a 1.3 megapixel camera on the front, plus a 4,000mAh battery, 3G and WiFi connectivity.

HTC Thunderbolt Android 2.3 Gingerbread Update Coming In Spring


The HTC Thunderbolt went on sale a couple of weeks ago in the US, and now it looks like the Thunderbolt could be getting updated to Android 2.3 Gingerbread sooner than later.

According to Droid Life, who received a copy of an email that was sent to one of their readers, HTC have been telling customers that the Thunderbolt will be getting Android 2.3 Gingerbread some time in quarter 2.
HTC Thunderbolt

We are excited to announce that the Thunderbolt will receive the Gingerbread (Android 2.3) update in Q2 2011. Stay tuned for details as we get closer to the update availability.

Nokia T7-00 with Symbian^3 Leaked


Finnish handset maker Nokia has accidentally spilled the evidence of working on yet another Symbian^3 based phone - Nokia T7-00. Not really a tablet but yet another smartphone aimed a different segment and might come with different branding. MobileGuruji Blogger spotted the listing of Nokia T7-00 mobile phone via the OVI Publishing Tools. At this moment, all we can say is that the new T7-00 appears to be slotted somewhere between N8, E7 and upcoming X7.

Nokia already has new smartphone series with following initials - N, X, C and E. Now looks like Finnish mobile phone maker will introduce new T-Series (Nothing to do with Bhooshan or Gulshan Kumar) of smartphones. According to the reported OVI Publishing Tools listing, the new T7-00 will run Symbian^3 version of mobile OS. The smartphone is listed to have 360x640 screen resolution which is same in N8, X7, C7 and C6-01 handsets. So I presume it will come with 3.5-inch to 4-inch touchscreen display.

Details about the said Nokia T7-00 are very less and no photos have been spotted online. Nokia has promised to introduce more handsets this year and hence we ll patiently wait for this new T-series handset.

 
Nokia T7-00

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