Showing posts with label adreno 205. Show all posts
Showing posts with label adreno 205. Show all posts

Droid Incredible 2 review

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It wasn't that long ago that we were jonesing for a Nexus One on Verizon. What HTC gave us instead was the Droid Incredible, with the same 1GHz Snapdragon CPU and gorgeous 3.7-inch AMOLED display -- not to mention a better camera (8 megapixel vs. five), 8GB of built-in flash storage, an optical trackpad, HTC's Sense UI on top of Eclair, and a dash of funky industrial design. The Incredible was an impressive phone with a lovely camera, marred only by questionable battery life and lack of supply, forcing HTC to build a Super LCD-equipped model to satisfy demand. Judging by the popularity of the Incredible, it came as no surprise that following HTC's announcement at MWC, the Incredible S eventually became Verizon's Droid Incredible 2. With a 4-inch Super LCD display, global CDMA / GSM radio, front-facing camera, updated internals (including 768 MB of RAM), trick capacitive buttons, and a Froyo-flavored serving of Sense, the Incredible 2 seems like a worthy successor to last year's Incredible. Does it live up to our expectations or is it just another fish in the crowded sea of Android? Does it significantly improve upon the original formula or is it merely a refresh? Hit the break for our review.



Hardware

There's no doubt that the Incredible 2 is an extremely handsome, if not sightly austere looking handset. It's much like the interior of a late 20th century BMW -- all class, all business, and all black. Compared to the original, it's slicker and softer, with rounder edges and much better build quality thanks mostly to the ultra-rigid machined and anodized black aluminum screen bezel. Gone are the old model's whimsical red accents, red innards, and red battery. Instead you'll find a translucent black chassis and a black battery under the hood. Even the bevel around the earpiece is finished in black. Yes, this is Darth Vader's phone, the Droid he's been looking for. The back cover features the same grippy soft-touch finish and unique layered motif as the Incredible, but instead of two "steps", there's only one this time around. Like the HTC ThunderBolt, the Incredible 2 includes contacts (missing from the Incredible S) for an optional inductive charging back, and integrates some of its antennae into the battery door. Pop the cover, and there's a Verizon / Vodafone SIM under the 1450mAh battery plus a 16GB microSD card pre-installed.

Despite the bigger screen, the new version is only marginally larger than the original, about the same weight, and actually a smidgen thinner. The layout is almost identical to its forebear -- the headphone jack and power button have swapped places, and the camera flash is now arranged horizontally instead of vertically. On the left side you'll find the volume rocker and micro-USB connector while the right side is devoid of any controls. The top edge hosts the power button, a standard 3.5mm headphone jack, plus a secondary mic, while the bottom edge hides the primary mic, along with an indent to pry the battery cover off. A sheet of Gorilla Glass protects the 4-inch display, the 1.3 megapixel front-facing camera next to the Verizon logo on top, and the four capacitive buttons at the bottom. The earpiece and notification light live in the aforementioned aluminum screen bezel above the glass. In back there's an 8 megapixel autofocus camera with dual-LED flash on top, a rather tinny sounding speaker, the embossed HTC logo, and the "with Google" stencil towards the bottom.

The 4-inch WVGA Super LCD display deserves a special mention. It's one of the best LCD-based panels we've come across -- bright without any leaks or spots, with naturally saturated colors, deep ink-like blacks, and superb viewing angles. Other than pixel density, it gives the iPhone 4's IPS screen a run for its money and even warrants a nod or two from the notoriously smug Super AMOLED crowd. We've mentioned the trick capacitive buttons before, which rotate when the handset switches between portrait and landscape for apps that support both display modes. It turns out the buttons are drawn by groups of tiny LEDs which are turned on and off based on orientation.

At first glance, the Incredible 2 specs look somewhat pedestrian in this day and age of dual-core processors, qHD displays, and LTE radios. But don't be fooled by the numbers. That 1GHz CPU is Qualcomm's latest generation MSM8655 Snapdragon SoC with Adreno 205 GPU -- it's fast, power efficient, and backed up by a generous 768 MB of RAM. Like with the Thunderbolt (which shares the same processor), we consistently recorded Quadrant scores ranging from 1500 to 1700 -- pretty remarkable for a single core device running Froyo. You'll find the usual collection of sensors on board (compass, gyroscope, accelerometer, proximity, and ambient light) along with the standard assortment of radios (WiFi b/g/n, Bluetooth 2.1 + EDR, GPS / AGPS, and even FM) plus Qualcomm's popular MDM9600 Gobi module (also used in Verizon's iPhone 4), which supports CDMA together with quadband GSM and dual-band HSPA (2100 / 900MHz). In our tests, calls sounded great thanks to the dual noise-reducing microphone setup, and reception was problem free.

Battery life is excellent for an Android smartphone. Starting from a full charge, the Incredible 2 managed 36 hours and 40 minutes of up time before we decided to plug it back in with 7% battery life remaining. That was mostly light use -- reading email (3 accounts), checking Twitter, and occasionally replying or posting -- with all the radios (except Bluetooth) turned on. Still, this included 30 minutes spent with the handset strutting its stuff in front of the camera for our video review, 20 minutes being used as a hotspot, taking / uploading a few full-size pictures, and only 6 hours idling while we slept.

Camera

The camera on the original Incredible was no slouch. It could be coaxed into taking fantastic shots given enough care and attention. The Incredible 2 takes this formula to the next level, with a camera that's capable of producing amazingly realistic pictures without too much effort. It features HTC's next generation 8 megapixel sensor with autofocus optics (also found on the Thunderbolt) plus a dual-LED flash. Color balance and exposure are top notch. Low-light performance is impressive. Noise is kept under control without compromising detail. In fact, we're pretty sure we're dealing with a backside-illuminated sensor here. There's a certain clinical precision to the pictures captured with the Incredible 2 that we've really come to appreciate -- the camera simply gathers a tremendous amount of information, resulting in amazing shots.

The Incredible 2 captures 720p (HD) video at 30fps with decent results. While it performs significantly better than its predecessor, video recording isn't as stellar as photography. The frame rate isn't quite as smooth as with some other devices (the iPhone 4 comes to mind), and sound quality leaves room for improvement. The camera interface offers a plethora of settings: there's touch-to-focus (for both stills and video), flash mode, Photo Booth-like effects, and additional options nestled within the menus (such as timer, exposure, while-balance, resolution, ISO, and face detection). The digital zoom is activated by pressing the volume rocker or by using an on-screen slider. Unfortunately, there's no dedicated 2-stage camera button, no panorama mode, and the 4-inch Super LCD display, while gorgeous, tends to wash out in direct sunlight, making it difficult to properly frame shots.



Software

While the Incredible 2's hardware is supremely refined, things are bittersweet on the software front. It's running Sense, which we've reviewed in detail alongside the Incredible S. We appreciate that it brings a polished, friendly, and consistent user experience across HTC's multitude of devices, and also provides the company with a strong brand identity, but we're just not fans. The problem is that with each revision of Sense we feel more alienated from what we came looking for in the first place, namely Android. Sense is starting to look and feel like its own OS -- Android in a parallel universe -- with almost every aspect of the user interface getting customized, and deviating significantly from the Android way. Certain changes are positive, like the cool time / weather widget, the fast boot feature, and the much improved music player. Others are frustrating, like the the convoluted dialer / call log and the poor keyboard layout (who decided to put the hide button just below the shift key?!) We realize that it's all a matter of taste, and that some people will choose to go down the rabbit hole into Sense wonderland, but we're purists. So HTC, give us a way to disable Sense, and all will be forgiven. Oh, and third-party launchers and keyboards don't count - like most people, we don't have the time or interest to customize our phones beyond installing a few apps.

Sadly, the Incredible 2 ships with Android 2.2.1 (Froyo) which, despite having stayed properly refrigerated for the past 9 months, is getting rather stale. The good news is that the Incredible S is in the process of receiving an Android 2.3 (Gingerbread) update, so Verizon's version can't be far behind. Overall, we don't have much to complain about -- Froyo still provides solid performance, especially when paired with speedy internals. The phone feels snappy and light on its feet all around. It's clear that HTC's spent time fine tuning Sense to make it highly responsive. Still, there's room for improvement in some areas like the web browser which, while loading and rendering pages briskly, falls short of matching the rest of the user interface in terms of smoothness when scrolling and zooming around heavy sites like Engadget.

The most glaring issue we have with the Incredible 2 is the criminal amount of crapware that Verizon decided to pre-load on the handset -- apps that can't be removed and will forever litter the app tray. Some of them, like Adobe Reader, Kindle, Quickoffice (basic version), Skype, and Slacker are apps you'd likely want to install anyway. Others, such as Blockbuster (a shortcut to the Market), Let's Golf 2, NFL Mobile, and NSF Shift don't have the same widespread appeal, but are passable. But it's with apps like City ID, My Verizon Mobile, V CAST Apps, V CAST Media, V CAST Music, V CAST Tones, V CAST Videos, and VZ Navigator that things become downright ludicrous. Apparently Verizon wants to lump its sexy flagship 3G Android smartphone together with its generic dumbphones by contaminating it with utterly meaningless carrier-branded apps and services. We can only hope that a few heads will roll in Verizon's marketing department after we publish this review, and that common sense prevails with a Gingerbread update that allows us to uninstall the offending apps.

Wrap up

We'll come right out and say it: the Droid Incredible 2 is the best 3G Android smartphone on Verizon today. If you live in a 3G-only area or you can forgo LTE (and the Droid Charge), the choice basically comes down to the Incredible 2 and Verizon's iPhone 4. With this device, HTC is pushing the single core Snapdragon platform to the limit, then packaging it into an attractive and beautifully finished product. It improves upon the already excellent Droid Incredible with a nicer screen, an even better camera, global roaming capability, and most importantly, amazing battery life. It's an incredibly (ahem) well rounded handset -- the perfect storm of quality, refinement, power, and efficiency -- as long as you can live with Sense. And that's the crux of it -- while we think Sense will appeal to many people, we feel that HTC is doing its core audience of passionate, tech-savvy, pure Android aficionados a disservice by not providing a way to disable it (or at least making it easier to install custom ROMs via an unlocked bootloader). This, together with the insane amount of pre-loaded crapware, are the only major issues we have with respect to the software. Of course we'd have liked to see Gingerbread available out of the gate, but this looks like it will be remedied soon. In the end, the Incredible 2 isn't a fish in the sea of Android -- it's a shark seeing Verizon red and ready to devour the competition. Considering how much of a runaway hit the original Incredible was last summer, perhaps HTC should have called this new version the Jaws 2?

Sony Ericsson Xperia Play review

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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?



Hardware



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 512MB of it on the Xperia Play (Update: We double-checked with Sony Ericsson and found that the Play comes with 512MB of RAM, 400MB of which is available for applications to use) . 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 review

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Over the past couple of years, HTC has rapidly built up an enviable reputation (and bank balance) in the smartphone space with a succession of feature-rich, smartly designed, and innovative handsets. The HD2 introduced us to the 4.3-inch form factor, the EVO 4G ushered in the era of 720p video recording, and the Legend wrapped itself inside a never-before-seen aluminum unibody enclosure.

Today, the company's Android assembly line is turning out yet another groundbreaking device, though this one's closer in size to the Athena than the Aria. Yes, we're talking about the 7-inch Flyer, the most unique of this year's Android tablet offerings, opting for a 1.5GHz Qualcomm Snapdragon processor, a sturdy aluminum construction that doesn't even try to compete in the race for extreme thinness, and a Magic Pen to make you forget it's running Gingerbread and not Honeycomb (yet). Also set for release under the EVO View 4G moniker on Sprint in the US, this tablet is the sum of a set of bold choices on the part of HTC. To see how well those decisions have come off, click past the break for our full review.

Hardware



Thinking back to the first time we saw the Flyer in person -- at a pre-MWC briefing back in February -- we have to say this tablet didn't make the happiest of first impressions. It's a weighty old thing (420 grams / 14.8 ounces) that looked thick even before we laid eyes on the subsequent iPad 2 and Samsung Galaxy Tab super-slimsters. In fact, we had a 7-inch Galaxy Tab on hand and the Flyer was instantly humbled by the slicker, lighter, and far more refined slate from Samsung. HTC's choice of a tri-color palette also dashes any chances of the Flyer appearing sophisticated. The white plastic elements at the top and bottom don't really blend in well with either the grey aluminum shell or the black bezel around the screen. Adding insult to injury, the lower one of those plastic inserts actually protrudes from the body, giving an already chunky tablet some extra junk in the trunk.

You'd hope, after such an inauspicious start, that form has been sacrificed at the altar of function here and we can happily report that to be the case. Though we found the Flyer's weight unwieldy at first, we adapted to it over time and would now actually describe it as reassuring. A big portion of that heft comes from the tablet's unibody metal enclosure -- one uninterrupted chunk of aluminum wraps around most of the Flyer's rear and sides, protecting it from bumps and scrapes and lending it an excellent feel of rigidity and stoutness. If we had a prize for ruggedness among tablets not specifically designed for rough terrain, the Flyer would win it with, ahem, flying colors. That's not mere rhetoric, either -- we were clumsy enough to drop our review unit onto a cement floor and you'll spot the resulting scuffs on its back in our hands-on gallery.

The Flyer's curved sides are classic HTC and help make it easy and comfortable to handle. You might end up with stronger forearms from the effort of holding it up, but you won't be causing yourself injury from awkward or annoying ergonomics. Taking it out for a day-long stroll around London, we found this slate a joy to tote around in one hand or -- as unbelievable as it may sound -- stashing it in a pocket. Contrary to any of the 8.9-,9.7- or 10.1-inch tablets that are currently staking a claim as the mainstream's favorite form factor, the 7-inch Flyer is truly portable enough to carry around without either a dedicated carrying case or some other pouch to slot it into. Even so, HTC has decided to bundle a sparkly white case in the retail package, which is of an above-average quality, fits snugly around the tablet, and provides an all-important holder for the Magic Pen accessory. Some might (rightly) argue that they'd rather have a cheaper tablet than more goodies in the box, but the Flyer's case provides an extra layer of protection and a very neat way to transport it together with the stylus. The flap is kept closed by nature's own awesome technology: magnets.

It's ironic to think that this fatty of the tablet world would offer more convenience on the move than all the supermodel skinny slates, but we've found ourselves slowly falling in love with the Flyer's screen size. 7 inches feels like our perfect bowl of porridge -- neither too small for satisfactory web browsing nor too large to use discreetly. In particular, thumb-typing on the software keyboard in portrait orientation is an absolute dream. This shouldn't come as a surprise if you've read our coverage of Samsung's original Galaxy Tab, as we also praised that 7-incher for having the ideal size for thumbing your way through missives. An additional benefit in HTC's case is that our concern about its Android onscreen keyboard being a little cramped is entirely dispelled by the enlargement to the Flyer's proportions. It is now an unqualified delight to use and our typing speed on this tablet was matched only by the device's responsiveness and preparedness for more input. An additional nod of approval should be directed at HTC's prediction algorithm, which exhibited more intelligence than we're used to seeing and almost always knew the word we were trying to articulate before we were done writing it out.

When strapped with a 3G radio (compatible with T-Mobile in the USA), the Flyer provides a very intriguing potential usage scenario: it can actually serve as your smartphone replacement. Admittedly, the "phone" part of that equation can't be readily substituted, but hear us out. Our daily smartphone use revolves almost entirely around having a data connection and most of our communications are done via web services such as Google Talk, IRC, Twitter, and simple old email. Hell, the only time we remind ourselves we're still using a phone is when we send the occasional SMS, but the Flyer has a fully fledged messaging app to deal with those instances. We tried living with the Flyer in the place of a smartphone for a couple of days and, quite frankly, found little downside to it. We wouldn't yet argue abandoning the more compact and versatile smaller handsets, but we definitely feel the 7-inch form factor has more to offer than merely a stopgap device between a phone and a laptop -- circumstances exist where it will be able to usurp those stalwart devices' roles entirely, even if only for limited periods of time.

Display

HTC won't confirm this for us, but we're almost certain we're looking at another Super LCD on the Flyer. Color fidelity at oblique angles is too good for this to be just some run-of-the-mill TFT display. We enjoyed our use of the Flyer immensely, it has plenty of brightness (which never overwhelms the picture), vibrancy, and sharpness to go around. Going outdoors was an especial highlight, as the Flyer dialed things up and did a superb job of overcoming natural light to provide us with great usability. Web browsing, movie playback, Angry Birds, nothing was hampered unduly by the influence of the sun. We also haven't been able to spot flaws of any sort, whether they be an inconsistent backlight, improper color reproduction, or touchscreen sensitivity deficits. It's just a very, very good screen. If you look closely enough, you'll spot a grid of dots uniformly applied to the entire display, which we're guessing is there as part of the N-Trig stylus recognition hardware setup. You'll only spot that array with the tablet turned off, though, as it becomes imperceptible once the lights come on.

You get 1024 x 600 pixels to play around with, a reasonable number given the Flyer's size, though it doesn't move things forward from the Samsung Galaxy Tab of yesteryear.

Battery life

Really, really impressive. We unplugged the Flyer at 9AM one morning, spent the full day throwing everything we could think of at it -- push updates from Gmail, Twitter, Facebook, and a news feed of Engadget and BBC updates, plus extensive camera testing, web browsing, music playback, and a solid hour of Angry Birds Rio gameplay -- and by 9PM in the evening we still had over 20 percent of juice left. For a 3G device whose cellular connection was regularly put to use, that was a spectacular performance.

Looking at Android's battery-tracking graph, the camera was the main culprit for eating into the Flyer's energy reserves. It looks to be one of the few tasks that require the tablet to run at full throttle, and the briskness with which it depleted the battery illustrates how taxing that 1.4GHz speed is. All the same, we managed to get 12 action-packed hours out of the Flyer's cell and have no doubt it'll last for two days' worth of regular use. HTC also throws in an optional sleep mode, which shuts down wireless radios when the tablet's locked. You can set specific time periods for when this is on (e.g. 11PM to 6AM) and the tradeoff for extended battery life is obviously that you won't receive any push alerts without turning the tablet on. Of course, if you're actually sleeping during that period, that's no downer at all. Naturally, this is in addition to the company's familiar power saver feature that tweaks screen brightness and other settings when a given threshold of battery reserves is passed.

Etc.

Stereo speakers remain something of a novelty on mobile devices, but alas, the pair that reside on the Flyer's back aren't of the greatest quality. They produce a tinny, unsatisfying sound, which is highlighted when you plug in a pair of headphones and get to hear the real richness of audio coming out of the tablet. HTC's inclusion of SRS sound enhancement is really good stuff, providing a wider sound stage and bringing out more detail in whatever we were listening to, but you'll definitely need a set of cans to appreciate it.

While you're busy connecting those headphones, you might notice something curious about the power button sat right alongside the 3.5mm output -- it has the Flyer's status LED integrated inside it. That's right, the power button itself emanates a dot of light when the tablet wants to notify you of something. Very slick. Additionally, the capacitive Android keys are made available in both landscape and portrait mode, with a set of them built into the bottom and left-hand bezel of the Flyer. When not in use, they become nearly invisible, but they come to life just as soon as you re-orient the slate to match them -- notably, the Flyer can only do two orientations, which match up to its Android buttonry, and it won't rotate if you try to hold it "upside down." You get Home, Menu and Back keys for your digits and a dedicated stylus menu key that can only be activated with the Magic Pen. We like this distinction as it precludes any accidental taps into pen functionality when you're without said scribbler.

Camera

Bad news, folks -- the trend of us finding unsatisfying cameras on tablets continues. The Flyer's 5 megapixel rear imager struggled mightily during our testing in spite of being provided with nearly perfect lighting to do its work in. Blotchy, blurry, and simply bad, its output was consistently below what we might hope to see produced by a modern mobile device. 5 megapixels are clearly far too many for this sensor to fill and the only time we can condone taking pictures with the Flyer is when you know you won't be showing them in a resolution greater than, say, half a megapixel. That's close to the size of the pics in our sample gallery and is, regrettably, the upper limit of what you'll get away with.

The front-facing 1.3 megapixel camera doesn't do much better, but good lighting will help it produce acceptable results and its quality will be sufficient for video calls or the occasional messing about with the included Snapbooth application (results from which can be seen below). In terms of software, you're looking at HTC's typical customized interface, which could do with a few more adjustment options, but then if the picture-capturing hardware isn't up to much, what does the software really matter? A saving grace, perhaps, is HTC's inclusion of a number of filters and effects that might let you use the Flyer's camera to create funkier, less detail-conscious concoctions. It's a compromise, but we reckon it's better than nothing.

Video didn't fare too much better, as is to be expected given the content for it is provided from the same image sensor. Softness is apparent throughout our recordings, making a mockery of the claim that the Flyer records 720p video -- it feels more like something a quarter of the resolution that's been scaled up... poorly. As if that's insufficiently frown-worthy, sound recording is also poor, producing a tinny, inarticulate output that fails to convey much of any atmosphere. On the plus side, that functions as a sort of wind noise neutralizer, since the Flyer's failure to pick up much of any aural detail also drowns out the wind. On a less frivolous note, we do very much like the way the Flyer's camcorder keeps up with motion. If the quality of the actual results wasn't so poor, we might even commend it for exhibiting so little ghosting or rolling shutter effect.


Software


If you weren't already struck by the thought that the Flyer looks an awful lot like a scaled-up Desire HD, booting into its familiar Sense UI will be sure to give you that sensation. HTC opted to build the Flyer's software atop Android 2.3, the latest in Google's smartphone stable, and not the tablet-oriented Android 3.0. In conversations with the company, we've heard that justified as a matter of expedience, as HTC didn't have enough time with the Honeycomb code to integrate its Sense UI paradigm and had to revert to the next best thing. The fallout from this decision is that using the Flyer is an inevitably similar experience to using an HTC Gingerbread phone, though we've come to find that's not a particularly bad thing at all.


Setting aside the improvements just introduced by Google in Android 3.1, we've been of the view that Honeycomb remains unpolished and in need of extra work to optimize responsiveness and better exploit the added real estate afforded by tablets relative to smartphones. Those are things that will surely come over time, but until they do, Android slate buyers are left to answer the question of what they should do in the interim. Motorola will tell you to run the standard Honeycomb and like it, Samsung will tell you that TouchWiz 4.0 will make everything better, and HTC will urge you to use Gingerbread until it can cook up the right Honeycomb recipe. We can't yet speak authoritatively on how Samsung's skinned Honeycomb tastes, but from our experience with the Flyer, we'd argue HTC's implementation is preferable to stock Android 3.0 installations. It's faster to respond, feels more refined, and though it has significant weaknesses of its own, the unfortunately immature Honeycomb doesn't offer a stark enough contrast to highlight them as it should. Lest you find all this poor consolation for HTC failing to ship the Flyer with the latest firmware on board, an update to Android 3.x has been promised for this summer, so this tablet won't be hanging out in smartphone software territory for an excessive period of time.

The really important thing to say is that the user experience on the Flyer already works, and very well at that. It features version 3.0 of Sense, which brings an enhanced lockscreen that will display a lushly animated weather update up top and a set of four shortcuts at the bottom. The latter allow instant access to your favored apps -- you just drag an icon into HTC's so-called activation circle and then a couple more animations spin up and spirit you away into whatever app you selected. We keep wondering why more sophisticated lockscreens like this aren't already standard fare in touchscreen devices and HTC's implementation makes us ponder that question all the more. It's executed with precision and makes rapid use of the tablet a cinch.

Once you unlock your way past the greeting screen, eight homescreens literally spin into view. In spite of the increased 1024 x 600 resolution, HTC is still offering you a grid of sixteen discrete slots per homescreen, which can be occupied by apps, folders, shortcuts, or widgets. There's almost nothing here that you won't find on HTC's Android Gingerbread phones, which isn't a terrible thing in and of itself, but more widgets and programs optimized for the Flyer's size would have been appreciated. As it stands, it just provides an extremely usable, mostly responsive user experience that some will find all too familiar.

Animated and 3D graphics are really emphasized in HTC's latest UI. You're still gazing at the same old clock-and-weather widget as the one you saw on the Hero nearly two years ago, but now when you slide away from it, its homescreen turns away in a manner imitating a carousel and faux 3D elements are exposed in the "side" of that widget, lending it a bit more realism and luster. We don't know how to feel about HTC making the Flyer's interface quite so graphically intensive. On the one hand, it adds an extra layer of polish that makes use of the tablet feel modern and snazzy, but on the other, those flourishes do consume system resources without adding anything in terms of function. Worst of all, in spite of the Flyer being highly responsive in most circumstances, we found lag and stuttery animations creeping in on us after some extended use, which we're inclined to blame on the extra veneer of prettiness. We most often found the tablet slower than ideal when we were unlocking into an app, as it had to animate both the motion of that app icon and pulsating animation around the activation ring.

Apps

In terms of applications on the device, we absolutely loved the split views HTC has introduced in the browser, calendar and gallery apps. When browsing the web, you can have a little bar up top with previews of all the tabs you have open. This is extremely handy when you want to either reference multiple pages or instruct the browser to go load a couple of items while you're reading a third. The Flyer's screen size again shows its advantage here as the preview bar feels just the right size to inform without obscuring too much. Similarly, the gallery app will let you browse one gallery on the right side of the screen while showing you an overview of all available albums on the left, making it easy to skip around in rapid fashion. The calendar does the same thing, providing a monthly, weekly or daily overview on the left and a single day's agenda on the right. It's simply excellent stuff. Oddly, both the calendar and gallery work only in landscape mode, whereas we'd surmise it'd be easy to stack the two elements that sit side by side in landscape atop one another in portrait mode.

Unfortunately, that just about exhausts the list of software that truly exploits the Flyer's 7-inch size and 1024 x 600 resolution. For the rest, you're stuck with expanded versions of apps designed for phones. Again, that's not a horrible situation to be in, as Gmail looks gorgeous while operating with the added real estate, but it's not the tablet-optimized, slicker version that Honeycomb users are enjoying. Google Talk also doesn't benefit from the video and voice chat implementation that's available in Android 2.3.4 and 3.0, leaving you having to download an app from the Market to put that front-facing camera to the use it was made to fulfill.

Perhaps the most aggravating issue -- because it feels like a choice rather than any sort of technical limitation -- is that HTC's widgets suffer from a mass of wasted space. There's a persistent dock at the bottom that you can customize with shortcuts, which is fine, but then its space usurpation is augmented by making widgets fit within windows inside the tablet, allowing them insufficient room to be informative at a glance and forcing unnecessary scrolling from the user to see more content. That's true whether you're talking of the Friend Stream, Messages, Music, My Shelf (for ebooks, powered by Kobo), News, or Weather widget. Nothing is even close to employing the full screen without opening the app itself. Moreover, when you receive a message or play back music, the lockscreen is dominated by big and gaudy UI elements that also play fast and loose with screen real estate that could be better utilized. Overall, there's a definite sense of inefficiency to what HTC has done here.

HTC Watch

Another 3D interface awaits eager movie lovers once they step into HTC Watch. Sadly, as attractive and quick as the interface to this movie-renting and -buying app may be, at present it's only dedicated to showing off a set of eight trailers. We're told we're on the very precipice of the service going live and permitting Flyer owners to buy and enjoy movies across their Watch-compatible devices (the Sensation being another one announced to support it), but at the moment there's little we can comment about. The eventual system will offer films on a progressive download basis, which you can consider just another form of streaming. You just have to let the Flyer buffer up a bit of content at first and then you can simultaneously watch and download your movie. We're sure that's slick stuff, but disappointed not to be able to test it -- particularly since the Flyer is already on sale. What we can say is that the trailers we checked out on the Flyer looked spectacular. The resolution on the screen is plenty dense enough, but it's really the quality of that 7-inch display that kept us mesmerized by what were teasers to some pretty appalling flicks. Top marks for hardware, but HTC needs to get its house in order and make this thing live already.

Update: And just as we've said all that, HTC has turned Watch loose in the UK. Pricing varies between £7.99 ($12.94) and £9.99 ($16.20) for movie purchases, and £2.49 ($4) and £3.49 ($5.65) for movie rentals, depending on the film's age and popularity. At present, some flicks are only available to rent and others are only available to buy, but we expect that's just a temporary situation while HTC gets its store built out properly. There are also TV show episodes up for consumption, with 60-minute Gossip Girl blasts costing you £1.49 ($2.40) to own. As usual, we've provided currency conversions as simple guides to pricing, you should expect HTC to have separate deals arranged for content distribution in the US, whose cost will likely differ from that in the UK.

OnLive and gaming

Speaking of live things, we were also bummed not to be able to test out the OnLive cloud gaming service. It's only available in the US for now, whereas we reviewed the Flyer in the UK and there's nary a trace of it on the tablet. The US product (and the UK one once OnLive crosses the Atlantic) will benefit from an app that jacks it into the OnLive network and gets you playing such things as Assassin's Creed: Brotherhood, Just Cause 2, Borderlands, and -- eventually -- Duke Nukem Forever! You can rest assured we'll be doing a separate feature on how this touchscreen device handles the control schemes of these games in due course.

As to playing Android Market games on the Flyer, we couldn't find a single one that caused it any performance issues, though we admittedly spent most of our time shaking monkeys out of trees in Angry Birds Rio. Still, for the speed junkies among you, we made sure to run a batch of benchmarks to check how quickly this tablet's heart beats. The usual proviso should be heeded here: graphical tests such as those carried out in Quadrant run at the device's default resolution, so the Flyer's 1024 x 600 panel will be at an immediate disadvantage to smartphones running more modest pixel counts. Our average scores were as follows: Quadrant: 2,050, Linpack: 55 MFLOPS, Neocore: 51fps, Nenamark: 36fps. Basically, it performs exactly in line with what you'd expect from a machine employing a 1.5GHz processor, Adreno 205 graphics, and 1GB of RAM.

Magic Pen

And now we come to the Flyer's headline differentiator: the Magic Pen. A lot of work has clearly gone into making this stylus a coherently integrated and value-adding element of the Flyer's retail proposition. We're inclined to believe the major reason HTC is bundling a case in with this otherwise sturdy tablet was so that there could be a place to stash the Magic Pen, which in itself is styled very much in keeping with the Flyer's aesthetic and is also made of aluminum. The Flyer's Notes app is almost entirely dedicated to the Pen and serves to show both its greatest strength and weakness. The strength is the sheer variety of useful things you can do with the app, the weakness is that it's the only one that truly harnesses the stylus to its full potential. Admittedly, the Kid Mode app has a rudimentary painting canvas and the Kobo-powered ebook reader lets you annotate books on the fly, but the fact remains that the utility of the Magic Pen drops off steeply once you step outside of Notes. You'll still be able to draw over anything else you see on the Flyer's screen, though you'll need to capture a screenshot (HTC calls this a Scribble) of the page before applying your nib to it.

Inside the Notes app, you're able to annotate, highlight, and doodle to your heart's content. There's also an audio recording function that intelligently associates typed or written notes with the time in a recording, essentially creating automatic timestamps. Sadly, this doesn't work too brilliantly as it requires a pretty sizable gap between note-taking in order to insert a new timestamp, which may make it less useful if you're constantly writing away during a lecture.

Use in academic environs may indeed be the Flyer's big target market, so a discussion is merited of how well it works as a receptacle of handwritten notes. We put in a few sincere attempts at jotting things down with the stylus and were met by a pair of issues: firstly, if your hand makes contact with the screen before the Magic Pen, the Flyer takes that as indicative of your intention to type and brings up the onscreen keyboard, and secondly, refined input with the pen is very hard indeed. We'll readily admit we're not as practiced at using pens as we are with keyboards, but writing on the Flyer was significantly harder than using a real ink diffuser. Our letters were about twice the size as on real paper and approximately five times as ugly. We encountered similar difficulty when trying to accurately plot a course on a Scribble of Google Maps -- it was just too hard to stay within the lines.

So, the Magic Pen isn't all that hot on intricate detail, but if you decide to use it as a fast and loose accessory to the rest of your work on the Flyer, you'll likely be very well rewarded. It's weirdly addictive to add doodles and annotations, whether to webpages or images captured with the tablet's camera, and we found ourselves spending lengthy sessions trying out the pressure sensitivity (not a wide range by any means), different nub size and shape options, and color variations. On the whole, input recognition works very well and we recognize a bunch of uses that it can be put to, both practical and farcial, but HTC will need to step up its game and introduce more in the way of pen-friendly software. One note-taking app will not bring the stylus revolution about by itself.

Wrap-up


We came, we saw, we doodled. The HTC Flyer is the result of a well thought-out and executed plan by HTC. It is truly differentiated from the Android tablet pack with its robust aluminum construction, Magic Pen inclusion, and more responsive interface, and aside from a few imperfections and a general immaturity of tablet-specific software, it's as competently designed a tablet as we've yet seen. Its 7-inch display is a beauty to behold and, though it may be encased in a somewhat bulky body, its size strikes the right balance between portability and utility. The real issue holding the Flyer from a successful launch, in our opinion, will be its pricing. We got to grips with the 32GB, 3G-equipped variant which retails at £600 in the UK, or £21 more than the similarly outfitted iPad 2. The latter is thinner, faster, and bigger, which in most people's eyes will make the choice between the two a no-brainer in favor of the Apple device. What's even more perplexing is that the 16GB, WiFi-only Flyer will cost £480, or exactly the same as the 32GB WiFi-only iPad 2. How HTC hopes to convince buyers to spend more for less, we're not really sure.

Setting aside the economics, we truly enjoyed our time with the Flyer and will regret to see it depart our testing nest. It's a fine tablet pointing to a bright future for HTC's newly expanded mobile device range. We'd probably advise waiting until the next generation to see prices reduced to saner levels and refinements made on the software front, but that's true of any device ever built. The Flyer will find a market for itself, and there'll be a group of very satisfied users for whom it'll provide a unique blend of functionality. You'll just have to carefully consider your mobile computing needs and how well they mesh with what HTC has to offer.