Here’s our video walkthrough of Samsung’s One UI 4. 1 based on Android 12
Samsung has been incredibly timely with updating a lot of its devices to the latest version of its Android skin – we’re talking about One UI 4. 1, which came out alongside the Galaxy S22 family a few months ago. This is Samsung’s second One UI version based on Android 12, and now that it’s made its way to flagships and mid-rangers alike, we decided to take a good look at it and see what’s new and what’s changed.
And what better way to do that than a quick, concise video outlining the key features of One UI 4.1? Right? Well, that’s what we thought, so here’s our freshly baked video on that exact subject.
We go over the interface and how it looks, as well as the customization options available and minor niggles regarding the default settings. We then turn our attention to the launcher and its choice of feed-like UI you can see to the left of your leftmost home screen, the task switcher, app drawer, edge panel, power button shortcuts, and from there it’s on to preinstalled apps, as well as quick dives into some of the essential ones like the dialer.
Then you might want to know about some privacy and security features, the very handy Dual messenger, game-related stuff, and Samsung’s Dex and Link to Windows features – the former turning your phone into a computer and the latter connecting your phone to your Windows PC. We also cover widgets, the built-in keyboard, and a ton of camera features, as well as the newly trendy memory extension option that Samsung calls RAM Plus. We hope that you enjoy this video, which is jam-packed with valuable information.
WhatsApp for iOS now rolling out long-anticipated Reactions feature, here’s how to use it
After many months of testing and much waiting, WhatsApp finally launches its eagerly awaited Reactions feature. Mark Zuckerberg , Meta’s CEO, made the announcement in a Facebook post .. With that, iOS and Android users will be able to react to a message as similarly as they can on Instagram.
Reactions began rolling out today. This means that it may take several days or even weeks before the feature starts to work for everyone. As of now, people will be able to react with six different emoji: thumbs up, red heart, laughing face, surprised face, teary face, and hands together as thanks/prayer.
WhatsApp also posted how to use the Reactions feature in its FAQ:
Long press on a message.
Tap to select one of the displayed emoji.
Just like Instagram, users can change their reactions to a different one by long-pressing the same message and changing the emoji, or just clicking on the same one to remove it.
WhatsApp notes some details about the new feature :
You can only add one reaction per message;
Reactions to disappearing messages will disappear when the message disappears;
It’s not possible to hide reactions or reaction counts;
Recipients might see your reaction before you remove it or if removing it wasn’t successful. If removing an allergic reaction is unsuccessful, you won’t receive notification.
In the near future, WABetaInfo says WhatsApp is working on the ability to let users add any emoji as a reaction.
Apart from this feature, the company has been rolling several other features, such as the ability to call up to 32 people, create a Community, and more.
Apple Music is kicking apps out of the dock on iOS 15 in weird bug
An apparent bug in iOS 15 is causing Apple Music to force itself back into your home screen dock, even if you’ve previously deleted the app from your device. Apple Music will be automatically reinstalled from the App Store if you remove it from your iPhone.
The bug was discovered by Kevin Archer, an iOS developer. Archer shared a video that showed how the Apple Music app was downloaded from the App Store and then the app returning to the default place on the home screen. This is the far bottom-right position, which is where the Music app is located in the stock home screen configuration on a new iPhone.
While the video shows the Apple Music app replacing Spotify in the dock, TechCrunchnotes that the issue affects any app located in that spot of the dock and is not exclusive to just Spotify.
We found the Apple Music app replaced all sorts of apps that were in users’ docks, including first-party apps like the built-in Camera app, as well as other third-party apps, like Twitter. Another developer, replying in the Twitter thread, noted Apple Music bumped out Apple’s Safari app from their iPhone dock, as well.
TechCrunch also notes that some users have noticed that Apple Music will also take over as the music app Siri uses for voice commands. This isn’t necessarily true, however, as Apple doesn’t offer the ability to set a default music app for Siri commands. Instead, the company says that Siri uses intelligence features to choose a music service and that choice can change overtime.
9to5Mac’s Take
Apple added the ability to delete stock iPhone apps with an iOS update several years ago, allowing them to be re-downloaded from the App Store.
iOS 15 code analyzed by 9to5Mac indicates that there’s an internal iOS file with the default position of each app on the home screen, which is used to organize the apps after you restore your phone. Apple has not tested what happens if you remove a stock app and reinstall it from the dock.
While it’s easy to assume that this is some sort of “anticompetitive” practice (and some of the usual characters on Twitter have already done so), that doesn’t appear to be the case. As the code mentioned shows, this is just a bug that Apple is likely to fix in a future update.
this isn’t just the dock. i reinstalled something the other day and it went to its default position on screen 1. https://t.co/MGEpVDtfQP
Jony Ive to detail LoveFrom inspiration, Marc Newson collaboration in magazine takeover
Former Apple Chief Designer Officer JonyIve will take over the How to Spend It magazine starting this weekend. Ive is set to go in-depth on his process of “making and creating,” ranging from buildings and products to things that are “exquisitely temporal.”
How To Spend It is a popular magazine from the Financial Times that “covers fashion, interiors, art, design, travel, and lifestyle and is renowned for its compelling visual aesthetic.” Ive is set to take over the magazine as guest editor this weekend, for the issue releasing on May 7.
Regarding the takeover, Ive said:
Long an obsession of mine, it has always struck me that the process of creating and making finds expression in so many different forms. This is a rather personal issue of How To Spend It, and I have gathered together many of the people, objects, and places that I love.
Ive has kept a relatively low profile since he departed Apple in 2019 to form his own independent design firm called LoveFrom. Ive delivered a moving commencement speech for the California College of the Arts in 2021 when he also took part in the RE:WIRED conference last year as well.
Ive has taken over How to Spend It :
A special feature sees Jony Ive and Marc Newson, longtime collaborators and founders of the design collective LoveFrom, talk craftsmanship and friendship at Newson’s workshop in the Cotswolds. David Sims shot the cover. It shows Ive with his dad Michael. This is a simple expression of paternal love and connectedness, and wisdom that we all pass along.
When Ive’s original departure from Apple was announced in 2019, Apple said that it would be a client of LoveFrom and the two would continue to collaborate. Details on the extent of the collaboration are pretty unclear, though one report has indicated that Ive was involved in the design of the 24-inch M1 iMac last year.
‘After Steve’ book review and tidbits: Forstall friction, Apple Car origin, Jony’s exit
While it’s unlikely that Ive’s takeover of How To Spend It will reveal too much about his time at Apple, it’s always interesting to hear from the iconic Apple designer. Once the release is available, we’ll share it with you.
Hangar 13’s Haden Blackman is stepping down as studio head, leaving 2K
Haden Blackman, founder of Mafia 3 developer Hangar 13, is leaving the studio and publisher 2K after serving seven years as the studio’s head.
Announced in a memo addressed to the studio’s staff, which was provided to Polygon by publisher 2K, Blackman is stepping down to quote, “pursue his passion at a new endeavor.” Blackman, who founded the studio in 2014, previously served as the creative director on Star Wars: The Force Unleashed and lead producer on Star Wars: Galaxies.
Nick Baynes, who joined Hangar 13 in 2018 and served as the studio head of Hangar 13 Brighton, will take over as studio head. “While change can be challenging, it can also breed new opportunities and success,” the memo states. “We are confident the studio is in great hands heading into the multiple projects currently under way, and the team has 2K’s full support.”
With the current crop of Star Wars titles in production one may wonder if Blackman will return to the helm of a new Star Wars title. Kotaku reports that former Hangar 13 COO Matthew Urban has also left the studio, which is said to be developing a new prequel to the Mafia trilogy.
Apple provides $25 million to CNote investment platform to support communities of color
CNote is a women-led impact investment platform using technology to invest in diverse communities. Announced today, Apple is using the CNote platform to give back $25 million to underserved communities across the US. This is one of multiple efforts from the tech giant in tackling racial inequality throughout the country.
The $25 million funding is also part of Apple’s Racial Equity and Justice Initiative, aiming to combat systemic racism and expand capital opportunities for people of color. In addition, this effort builds upon Apple’s previous commitments to widen the range of economic empowerment for minority entrepreneurs.
We’re committed to helping ensure that everyone has access to the opportunity to pursue their dreams and create our shared future. We can help equity, entrepreneurship, and access by working with CNote in order to direct funds to previously under-resourced communities via their local financial institutions.
Lisa Jackson, Apple’s Vice President of Environment, Policy and Social Initiatives
The funding is already going to good use
Since the deposit, the money has been given to mission-driven financial institutions across the US. Overall, the $25 million will continue to offer access to capital and financial products and services within historically underserved markets. Capital has been given to the Bank of Cherokee County in Oklahoma, where 95% will be deposited back into its community.
CNote moves client deposits into FDIC- and NCUA-insured accounts at a variety of mission-driven institutions like low-income designated (LID) credit unions and minority depository institutions (MDIs).
Corporations have an enormous opportunity to help communities across the U.S. thrive by changing the way they manage their cash reserves, and we’re excited to see Apple at the forefront of this emerging trend. We have moved Apple deposits to low-income communities as well as communities of color through our platform.
Catherine Berman, CEO of CNote
These deposits can be used to create small-business loans and affordable housing, as well as a fair alternative for predatory lending. It’s not only Apple that’s working with CNote in offering these deposits – Mastercard, PayPal, Netflix, and others do as well.
9to5Mac’s Take
This $25 million offering with CNote fits into Apple’s desire in being a company for everyone. It also reminds me of the end of Apple’s company credo:
Apple has shown a strong commitment to diversity over time as it continues to make improvements. Overall, it shows that Apple is putting its money where its mouth is, and I hope to see this continue in the future.
More on Apple’s diversity initiatives:
Apple opens submissions for its second Impact Accelerator program to tackle inequality
Apple shares new data about inclusion and diversity in the company
Review: 40K goes full Mad Max in the new Necromunda: Ash Wastes set
On Saturday, Games Workshop’s latest hype train, a $299 boxed set called Necromunda: Ash Wastes, rounded its final corner on the way to retail release. It sold out almost immediately, meaning that eager fans’ best bet for securing a copy in the short term will be hitting up their local retailer and hoping for the best. The set itself is excellent, full to bursting with new scenery and excellent miniatures. But while I’m thrilled about the quality of the kit itself, I’m even more excited for the opportunities it opens up for the Necromunda franchise as a whole. This is just the beginning of the Mad Max-ification of Warhammer 40,000, and I’m excited to see where it goes from here.
Necromunda differs from regular Warhammer 40,000 in several important ways. One, it has completely different rulesets. This means that individual models cannot be used across the two systems. They also require separate rulebooks. But Necromunda has an advantage in terms of start-up costs for new players. While you’ll need dozens of models to field an army in 40K, you really only need about 10 or so to get started in Necromunda, thanks to its focus on smaller-scale skirmishes. That makes it one of the lowest-priced points of entry into the Warhammer hobby as a whole.
Image: Games Workshop
This makes the AshWastes boxed set even more impressive for the price. Turns out, you get quite a lot for nearly $300. The set includes two gangs of 10 miniatures each, four mounted soldiers, and two four-wheeled vehicles for a total of 26 fighters in all. There’s also a double-sided map, a bunch of cards, dice, rulers, and the like. But the real treasure here is the terrain.
This set of game terrain is one of the best and most customizable that Games Workshop produced over the past decade. These “hab units”, which are basically bomb-proof slum dwellings, have modular designs that allow you to make different shapes. You can opt for the standard yurt-like hexagonal footprint, or you can get creative and use them to build longer, oval structures. They’re also easily stacked, meaning you can customize the density of your futuristic shanty town to suit your taste.
Photo: Charlie Hall/Polygon and Photo: Charlie Hall/Polygon
Most importantly, they feature the same kinds of detailing found in previous Necromunda boxed sets. These new pieces will fit in the existing collections of veteran players, and newbies will have an easier time finding a place for them.
Photo: Charlie Hall/Polygon
Photo: Charlie Hall/Polygon
Best of all, nearly all of the terrain is friction-fit. Some of the components, like the walkways, only need gravity to hold them in place. This makes it possible to create unique environments for each game. It should also be fairly simple to add homemade accessories to the terrain later on: Just include a few hook-like clips that are roughly the right size to latch onto the terrain’s built-in grommets, and you’re good to go. It’s an absolute gift for the kitbashers, modders, and artists who have worked to make Necromunda one of the most fascinating subcultures within the modern 40K community.
However, it’s the ruleset that ships with Ash Wastes that will set the tone for Necromunda going forward. The 176-page hardcover book includes a highly refined ruleset that GW has been hammering on since the game was rebooted in 2017. The book contains everything you need about foot fighting and is presented in an updated, more streamlined format. It also includes rules for fighting with vehicles — a first for the franchise that originally launched in the 1990s.
The Ash Wastes Nomads get mounts, but they’re not the same as a vehicle and use different rules than the Orlock quad bikes. Photo: Charlie Hall/Polygon
Vehicular battles completely change Necromunda from a traditional tabletop wargame to something straight out of a post-apocalyptic action movie. They’re most impactful in a new game type called a Rolling Roads battle. Played on a six-foot-by-four-foot table, both sides treat that table as a kind of treadmill by moving all of the terrain eight inches closer to the edge each round. Players alternate placing terrain along the edge of their table. The result is a dynamic obstacle course that should have players colliding with each other on a regular basis. But the game takes the kinetic action even further, adding in rules for leaping between vehicles in motion; for side and head-on impacts; for running troops over; for pushing enemy vehicles off the road; and even for massive multi-vehicle pile-ups.
These mutant sand fleas are easily the most charming new units in the boxed set. These details reveal the bond between mount and rider. This finish was achieved with a base coat of Citadel Colour Zandri Dust with Army Painter’s new Speedpaint, specifically Sand Golem, brushed carefully over the top. {Edge highlights are drybrushed Citadel Ushabti Bone, with Magic Blue eyes via Vallejo Game Color.|
Photo: Charlie Hall/Polygon. Photo: Charlie Hall/Polygon
Oddly enough, Necromunda: Ash Wastes only comes with two vehicles, and they’re only made for one of the game’s two factions. This means that the lavish box set’s most exciting new game mode is absolutely off limits to those who have only purchased this set alone. Additional vehicles for the game’s other factions have yet to be released, and only a few have even been announced.
The bottom line: If you are interested in the Necromunda franchise and would like to start, this is a great (albeit expensive) way to do so. But if you’re a die-hard fan who wants to add vehicular mayhem to an already existing campaign, I think you’re better off waiting for more vehicles to get released. If you’re already invested in the franchise, maybe wait and pick up the Ash Wastes rulebook when it becomes available a la carte. By that time, we’ll likely have at least a few more vehicles — like the massive Cargo-8 Ridgehauler — available for purchase. You can also make something from scrap parts you have lying around. Regardless of how invested you choose to be in this particular set, Necromunda: Ash Wastes should continue to be a source of inspiration and good times at the gaming table for years to come.
Necromunda: Ash Wastes was reviewed using a retail copy provided by Games Workshop. Vox Media is an affiliate partner of Games Workshop. Vox Media does not have affiliate partnerships. However, Vox Media might earn commissions for products bought via these links. You can find additional information about Polygon’s ethics policy here.
The survival game, from developer Fntastic and publisher Mytona, is also shifting from Unreal Engine 4 to Unreal Engine 5. “The transition to a more advanced and adapted open worlds engine, will make the gameplay of The Day Before even more fantastic,” the companies said in a statement.
That same statement points out the game’s pre-release success on sites such as Steam, citing that “millions” of people have wishlisted the game. It currently sits at the top of Steam’s top wishlists chart.
The Day Before is set in a post-pandemic world with survivors and zombies fighting one another, mixing realistic visuals, gunplay, exploration, vehicles, and a survivor colony safe zone. Despite the serious setting, the game’s marketing hasn’t shied away from being playful with its music choices.
Fortnite fights its way back to iOS (sort of) without the App Store
Amid the ongoing legal battle between Apple and Epic Games, Fortnite is coming back to the iPhone and iPad thanks to Microsoft. The popular battle royale game is now available on Microsoft’s Xbox Cloud Gaming platform, which is supported on iPhone and iPad via Safari.
As noted by The Verge’s Tom Warren on Twitter, this marks the first time a free-to-play game has been available on Xbox Cloud Gaming. In fact, documents unearthed as part of the Epic vs. Apple legal battle revealed that it was Epic holding Fortnite back from being available on the Microsoft service (similar to why Fortnite isn’t available from the App Store).
Of course, some important context here is that Xbox Cloud Gaming is not available in the App Store due to disagreements between Microsoft and Apple. Instead, the service is accessible via Safari on iPhone and iPad. The service has generally received positive reviews, and Microsoft has made significant improvements to the experience since it originally launched.
If you’re looking to try Fortnite via a cloud gaming service on iPhone and iPad, there is another option as well. Fortnite is also available via Nvidia’s GeForce Now cloud gaming service, giving you two options to try Fortnite on iOS, depending on your preference between cloud gaming platforms.
Whether Fortnite ends up back in the App Store remains to be seen, but the legal battle between Apple and Epic games is expected to continue for multiple years. Both companies are appealing the outcome, even though Apple has referred to it as a “resounding victory” for the App Store.
Microsoft says that cloud gaming on Xbox.com is supported on iPhone and iPad devices running iOS 14.4 or higher. Other requirements include a 10Mbps minimum internet connection and a Bluetooth or USB controller.
You can try Fortnite on Xbox Cloud Gaming starting today via Microsoft’s website. The game is free to play, with no installation or subscription required. If you try it out, let us know what you think down in the comments!
Rogue Legacy 2 review: an endlessly replayable roguelite
About 10 hours into my roguelite adventure in Rogue Legacy 2, the game’s random heir generator served me a Ranger character with a massive spoon instead of the usual bow and arrow. Not one to turn down an interesting twist, I grabbed the spoon lad and embarked on another run through Rogue Legacy 2’s twisting, ever-resetting castle.
Despite his powerful utensil — which bounced around the room, dealing critical damage on ricochets — my hero eventually fell, either to a skeleton, a burst of fire, or some spikes, just as all his ancestors had before him. But his death only fueled my hunger for discovery — with spoons, spinning hammers, mysterious scythes, and pizza occasionally gracing my runs, I knew I’d never tire of Rogue Legacy 2’s endless nonsense.
Roguelites have grown plentiful in the nine years between the first Rogue Legacy and its recently released sequel. Some — Hades, Slay the Spire,Monster Train, Vampire Survivors— have ascended to the pantheon of exceptional run-based games, overlooking an endless sea of dime-a-dozen imitators that couldn’t hold my attention past a few runs. Thankfully, Rogue Legacy 2 has lived up to the high standard set by the original, and cut through the roguelite noise by offering pure chaos.
Image: Cellar Door Games
In Rogue Legacy 2, as in all roguelites, the meta goal is to repeat runs over and over, gaining incremental progress and permanent upgrades after each death. But unlike in other roguelites — even some of my favorites — I never want to put Rogue Legacy 2 down after yet another failed boss attempt. I gladly hoist my sword, axe, bow, staff, spear, or spoon high and immediately run it back.
As in the first game, Rogue Legacy 2 derives its longevity from the “heir” system, which lets me choose a new descendant at the beginning of each run. They’re really just a collection of randomized spells, weapons, and talents pulled from a dozen character classes — but it’s easy to get attached to the ones that carry me particularly far into the game. I can also use gold from previous runs to upgrade my family’s estate (which unlocks further classes and stat upgrades), purchase new armor, or apply special runes to enhance my abilities.
Each of these many features ensure that I’ve always got new tools and effects to play with. Even if I do get an heir with the same combinations as their ancestor, the castle layout, the myriad upgrades I’ve picked up in recent generations, and the omnipresent chance for bizarre items (like the spoon) ensures that my adventure won’t play out the same way.
However, Rogue Legacy 2’s biggest strength is occasionally a weakness. The game obfuscates the specific effects of traits and relics before you acquire them for the first time, which forces experimentation early but can be quite frustrating when it becomes the leading cause of my next failure. I’ve lost numerous promising runs because I’ve picked up a new, mysterious relic only to discover it had a potent negative side effect. In one instance, I gave up and retired my hero when I discovered their secret trait meant I could only deal damage with critical attacks. And even now, with over 30 hours of playtime, there are traits and relics that I will never pick up again because they’re just too obnoxious to deal with.
Perhaps the most challenging aspect of Rogue Legacy 2’s chaos is to accept how rare those “perfect” runs truly are. I’ve died after acquiring an excellent class, relic, and weapon combination, knowing I’ll likely never get that exact build back again. But it’s to the game’s great credit that — despite its relatively high difficulty level — I’ve usually felt as if each of the heroes I select have a fighting chance. So when I lose those once-in-a-lifetime heirs, like spoon lad, I simply shrug it off and make a point to remember them, knowing I’ll never see their ilk again.
Image: Cellar Door Games
The beauty of Rogue Legacy 2 is how it harnesses randomness and unleashes it in brilliantly balanced bursts. Even if every hero isn’t as memorable to me as spoon lad, I can look back on the portraits of my past ancestors and they’ll tell me a story. I remember the farting Valkyrie that got burnt to a crisp by a fireball, or the gigantic Knight who could hit enemies through the ceiling without ever leaving the ground.
It’s so easy to get bored and frustrated in roguelites after banging your head against the same set of rooms or bosses for hours. Games like Hades or Dead Cells get around this by giving players dozens of builds to put together each run. However, those games are comparatively streamlined — despite a lot of randomness, they still give me enough tools to tailor the game to my play style. In those cases, I’m bending the game to my will. Rogue Legacy 2, on the other hand, makes that much more difficult. If I don’t bend and meet the game halfway, I’ll likely break.
Rogue Legacy 2’s extremely random nature would crush a lesser game, but Cellar Door Games uses that pressure to create diamonds. Even if it’s occasionally frustrating, Rogue Legacy 2 refuses to ever let me be bored, and that’s more than enough to set it apart from the heap of roguelites that have followed in the original game’s wake. I’m 30 hours into Rogue Legacy 2, and I’m still discovering new toys to play with. But I still haven’t found another spoon.
Rogue Legacy 2 was released out of early access on April 28 on Xbox Series X, Xbox One, and Windows PC. The game was reviewed through Steam using a code provided by Cellar Door Games. Vox Media has affiliate partnerships. These do not influence editorial content, though Vox Media may earn commissions for products purchased via affiliate links. You can find additional information about Polygon’s ethics policy here.