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Wizards Unite is a sorcerous smorgasbord for the Pokémon GO generation – TechCrunch

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Niantic’s follow-up to the absurdly popular Pokémon GO, the long-awaited Harry Potter: Wizards Unite, has one major drawback: unlike its predecessor, you can’t explain it in a single sentence. There’s so much to do in this game that it may repel some casual players — but while its depths of systems and collectibles may be nigh endless, don’t worry: you still basically just walk around doing wizard and witch stuff.

We first reported the news that this was coming back in 2017. Last week I got to spend a short time playing the game at Niantic’s office in San Francisco, and while they didn’t reveal all their secrets, I saw enough to convince me that HP:WU (I await a catchier nickname, like PoGO) will be a huge time sink for any Harry Potter fan and will probably convert or cannibalize many players from GO.

If you were worried this would be a slapdash cash-in effort like some of the HP tie-ins we’ve seen… don’t be. This is legit. Rowling isn’t involved, and the voice actors are sound-alikes, but still legit.

And just to get some of the major facts out of the way before we move on: it’s coming out sometime in 2019 (I’d guess before Summer but they wouldn’t say), in 17 languages (listed at bottom; actual countries where it’ll be offered unknown), there’s no wand accessory yet (I asked and they all looked nervous), minimum specs are reasonable and AR is optional, and it’s free but there are in-app purchases.

So what is this game? While it would be misleading to say it’s just HP:GO, the similarities are deep. But there’s a lot more going on. Perhaps I’d best summarize it in bullet point form before I embark on the many details. In HP:WU you:

  • Walk around a wizarding-themed version of the real world looking for locations at which to resupply and “foundables” to encounter
  • Dispel, battle, or otherwise deal with the “confoundable” associated with these
  • Earn reward items from encounters and for entering foundables in your registry
  • Use reward items to level up in various professions, brew potions, and battle alongside others at “fortresses”
  • Find rare foundables that advance the overall plot of why this is all happening anyway

So let’s take that piece by piece.

(By the way: The few images I have here were provided by Niantic and Portkey Games, the studio under WB Games who co-developed the game; I actually saw much more than what the shots show, so if something I describe isn’t illustrated directly, don’t worry — it’s in there.)

Walkable Wizarding World

Yes, this was the only image of the map we got.

“For Harry Potter fans, the line between the real world and the wizarding world is paper thin,” said WB Games’s Jonathan Knight. So they wanted to make it seem like, as with the pervasive hidden nooks and secrets of the HP world, “magic is all around you.”

The plot that enables all this is that, in a post-Deathly Hallows HP world, a macguffin event has caused magical items and creatures to appear all over the muggle world, threatening to expose the existence of magic; Witches and wizards are being recruited to track these things down and deal with them.

Conveniently, the event snatched these things and people from all throughout history and the world, laying them down willy-nilly — so you’re just as likely to find Fleur Delacoeur as Hermione Granger, or a young Dumbledore as an old one.

As a member of the SOS squad (enforcing the “Statute Of Secrecy” mandating separation between the magic and muggle worlds, you know), you’re tasked with tracking down these various things wherever they appear and reporting back to the ministry.

The map is, like in Pokémon GO, where you’ll be spending most of your time.

As before, it reflects the streets and features nearby: streets, parks, landmarks, and so on. It’s decidedly busier this time, however, both with gameplay elements and set dressing. Brooms and owls zip overhead, potion ingredients clutter the ground around you, and locations to visit sprinkle every block. (Although I’d hoped they’d use the Marauder’s Map aesthetic, they were probably right not to: it would probably get old fast.)

You interact with these locations as you would spin Pokéstops in GO, with “inns” and “greenhouses” giving you a semi-randomized reward every time (and starting a 5-minute cooldown). Encounters and ingredients pop up like Pokémon did, appearing semi-randomly but with some tendencies or affinities — for example, you’re more likely to find school-related foundables by actual schools, and so on. These places are helpfully noted by a little flag that highlights the affected area, such as: “Golden Gate Park – you’ll encounter more magical creatures here.”

The equivalent to lures are “dark detectors,” which will cause encounters to pop up with more frequency around the location you attach it to — and you can stack them! These will no doubt be a popular purchase.

One nice touch: when you move quickly, your character flies on a broom. No more “running” along the highway. That always did bug me.

Of course you’ll also be able to customize your appearance, and you even get to make a (non-public) “wizarding passport” complete with a moving photo you can outfit with various AR props. Your Hogwarts house is just something you select and which has no gameplay effect — for now.

Swish and flick

When you tap an encounter, you enter an AR minigame where you may, for instance, have to cast a spell to free Buckbeak the gryphon from a magical ball and chain, or defeat a monster threatening a character from the books.

You do this generally by tracing a shape with your finger on the screen to cast a spell. You don’t get to choose the spell, unfortunately, it’s built into the encounter. The more accurate and quick your trace is, the better the power of the spell — a bit like throw quality in Pokémon.

It’s similar in combat except you’ll also have to quickly cast protego when the enemy attacks you. That’s right, there are hostiles in this game! And although you can’t “die,” running out of stamina will fail the encounter or mission. More combat options open up later, though, as you’ll see. Encounters also vary in difficulty, which can be determined from the map or within the encounter — you may find some foes or rescues are beyond your power until you pump up a bit (or quaff a potion).

There are other little twists on the formula, though — the team said they have over 100 unique encounters, all fully realized in AR. And although you can only interact with them from a sweet spot that appears on the ground in AR, you can take your time to walk around or closely inspect the scene.

Foundables and confoundables and the other 20 things

There are a ton of these little pages.

Everything you’ll encounter is a foundable, and falls under one of numerous categories: magic zoology, dark arts, oddities, magical games and sports, Hogwarts, and so on.

And every foundable is listed in a sort of sticker book you’ll fill in bit by bit as you encounter them. Free Buckbeak however many times and it’ll be fully filled in, giving you various bonuses and, perhaps more importantly, the ability to take AR photos with the creature or character in question.

The creatures and characters range from common to very rare, of course, and you’ll need to get dozens of the former to fill in the book, but only one or a handful for certain plot-related items. They only shared the bare bones of the story, which will be revealed through in-game text and events, but a “deep, multi-year narrative arc” is promised. You can probably expect new foundables and ingredients and such to be added regularly.

One detail I found highly compelling was that weather, time of day, and even astral phenomena like moon phase will affect what you encounter. So for instance, werewolves may only come out on the full moon, while certain potion ingredients only appear (or appear more) when it’s raining, or in the evening. This kind of real-world involvement is something I’ve always appreciated and one that Niantic’s games are uniquely suited to take advantage of.

Potions will be necessary for healing and buffing yourself and others, so you’ll want to collect ingredients all the time; you mix them in a sub-screen, and can follow recipes or try your luck making something new.

One very cool thing they showed off that doesn’t really show well in images is a Portkey — you know, the objects in HP that transport you from here to there. It’s not exactly a canon treatment in the game, as they create portals instead, but it makes for a great AR experience. You put the portal down and literally step through it, then look around at a new scene (for instance, Ollivander’s shop or Dumbledore’s office) in which you can find items or presumably encounter monsters and other stuff. Portkey “Portmanteaus” are a bit like egg incubators in that you charge them up by walking, and can find or buy more powerful ones.

Min-maxing managed

What perhaps surprised me most in the team’s presentation of the various systems of the game was the extent of the stats and professions. There are three “professions,” they explained: auror, magical zoologist, and professor (“if you’re a bit of a goody-goody” — I resent that).

I figured these would be a bit like a play style bonus — one gives you more combat prowess, another is better for taming creatures, and so on. Boy, is there a lot more to it than that!

First of all, you should know that you have stats in this game. And not weird hidden ones or a relatively meaningless one like your trainer level in Pokémon GO. No, you have a straight-up stat screen filled with all kinds of stuff.

And your profession isn’t just a bonus or special ability — it’s a whole skill tree, and one to rival those of many a “serious” RPG.

As in many other games, some nodes are simple things like an increase in stamina or spell power — some you can even upgrade several times to increase the effect. But others are entirely new abilities you’ll be able to use in various circumstances. I probed through a bunch in my limited time and found things that, for instance, healed allies, debuffed enemies, improved potion effectiveness, etc. These are definitely going to have a significant effect on gameplay.

You can advance in any of the professions you want, however you want, though of course the further you progress down a tree, the more powerful abilities you unlock. You do this with tokens you earn from encounters, leveling, and challenges, so you get a steady trickle. It should take a good while to fill these out, though no doubt we’ll have some real tiresome types who’ll do it in a week.

Fortress of Jollitude

(It’s a portmanteau of solitude and jolly cooperation, because this is the teamplay part… let me have my fun.)

The last major aspect of the game is Fortresses. These are a bit like Gyms from Pokémon GO, in that they are multiplayer focused, but for now they’re strictly player vs enemy.

Fortresses are large, obvious locations on the map where you and up to four other players can join battle against a host of enemies in order to receive rare foundables and other rewards. How it works is that you and whoever else wants to play get within range of the Fortress and tap it. (They didn’t provide any images of one, inside or out, but you can see the roof of one just at the top left of the paw circle in the map image above.)

You’ll then have a chance to join up with others by presenting a special item called a runestone. You’ll be getting these from normal encounters now and then or a few other sources, and there are 10 different kinds with multiple rarities — and depending on which you use, or which combination your team presents, the Fortress will have any of a variety of challenges and encounter types. (I only saw combat.)

This is where the combat complexity comes in, because all the enemies are presented to all the players at once, and you can take on whichever you choose. Have you leveled your magical creature taming? You better take on that hippogriff. Do extra damage against human foes? You’re on Death Eater duty. Stocked up on spells that hinder opponents or heal allies? You can use them from the select screen in real time, for instance if your friend is about to be knocked flat by a high-level Dementor and needs a hand.

I only got to test a small amount of this, but the possibilities for actual strategy and team synergy were very exciting, especially compared to the extended slugfests of Pokémon GO raids.

“Your forever Harry Potter game”

That’s how the team described Wizards Unite, and although a small-screen experience will never equal the immersion or magic (so to speak) of the cinema or the richness of the books, this does look like a dandy game and it will certainly be a heck of a time sink for countless players worldwide.

I only got to see a few minutes of the game in person, so there are parts I missed and parts that weren’t being shown; for instance, your Hogwarts house will likely figure later in multiplayer games, and more abilities are on the way.

I worry a bit that the simplicity and casual serendipity that defined Pokémon GO have been abandoned for a level of complexity that may be daunting for some. Yet at the same time I worry that the grind of collecting however many Buckbeaks you need to complete a page of the registry isn’t as satisfying as catching (and grinding up) a dozen Charmanders to power up your favorite ‘mon. And the AR experiences so far exhibit much visual variety but (that I saw) didn’t differ much from one another except in the trace you had to draw.

But there’s a great deal here and a great deal to like. It’s new, it’s fun, and it’s HP. I know I’m going to be playing.

(Lastly, the game will be released in the following languages: English, French, Italian, German, Spanish, Brazilian and European Portuguese, Polish, Russian, Swedish, Norwegian, Dutch, Danish, Turkish, Simplified and Traditional Chinese, Japenese, Korean, and Latin American Spanish.)

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Some Google Pixel Watches are falling apart

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Enlarge / The Pixel Watch. It’s a round little pebble.

Ron Amadeo

Here’s one of the improvements Google might want to look into for the Pixel Watch 2: better glue. Android Police spotted a few reports of the back panels of some Pixel Watches just falling off. A few posts on the PixelWatch subreddit have photos of this phenomenon; several commenters say it happened to them, too.

This certainly seems like something Google should cover under warranty, and with the device being less than a year old, everyone should be under warranty. You also have a strong argument if you contact Google support about a device that has fallen apart. The scary thing is this will also compromise the device’s water resistance, and we doubt Google is covering every instance of water damage. Most reports indicate Google is taking care of the problem, but a few users were initially threatened with a $300 repair fee, which was later waived.

When iFixit tore down the Pixel Watch, it noted the back adhesive was a novel “liquid gasket” the site had never seen before. The report said, “The rear glass appears to be held in place by a kind of liquid gasket that seals tightly, but comes open clean. It also peels off the glass with virtually no residue.” It sounds like Google’s fancy glue peels off a little too easily. Poorly adhered back panels were also a recent problem with Fossil watches, and in the “Gen 6” versions, Fossil acknowledged the problem and said it was fixed.

We all know manufacturers like to build completely fastener-free smartphones, but it’s not unusual to see visible screws on the back of a traditional watch. Some watches turn the entire back panel into a giant screw, with a threaded edge running along the back cover, and the whole thing screws into the watch body. Maybe a real fastener would help the Pixel Watch.

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Google Wallet for Android now supports digital IDs

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Enlarge / A Maryland digital ID.

Google

Google Wallet on Android is finally getting ready for your digital driver’s license and other US state IDs. Google says the feature is rolling out this month, and it will slowly start bringing states online this year. Of course, your state has to be one of the few that actually supports digital IDs. Google says Maryland residents can use the feature right now and that “in the coming months, residents of Arizona, Colorado and Georgia will join them.”

The road to digital driver’s license support has been a long one, with the “Identity Credential API” landing in Android 11 in 2020. Since then, it has technically been possible for states to make their own ID app. Now Google Wallet, Google’s re-re-reboot of its payment app, is providing a first-party way to store an ID on your phone. Some parts of the Identity Credential API landed in Google Play Services (Google’s version-agnostic brick of APIs), so Wallet supports digital IDs going back to Android 8.0, which covers about 90 percent of Android devices.

Maryland has supported Digital IDs on iOS for a while, which gives us an idea of how this will work. An NFC transfer is enough to beam your credentials to someone, where you can just tap against a special NFC ID terminal and confirm the transfer with your fingerprint. Wallet has an NFC option, along with a “Show code” option that will show the traditional driver’s license barcode.

IDs are saved locally on your device, but Google lets you remove them remotely from myaccount.google.com, so if you lose your phone, you can still secure your ID. In the full-fat, Android 11 version of the Identity Credential API, Google supposedly has a “Direct Access” mode that can transfer your ID over NFC even if you don’t have enough power to boot up the phone. Google says that will require special hardware support, though.

Reality has not necessarily caught up to Google’s and Apple’s technical implementations. Just like Apple’s announcement in 2021, Google only mentions the Wallet IDs working at airport TSA check-ins, and the support document notes that “you must still carry your physical ID as needed.” For it to actually replace a driver’s license, police would have to be trained and equipped to accept a digital ID during a traffic stop. Ideally, they would have a portable ID scanner/NFC reader because the alternative of handing over your entire phone to the cops does not sound very appealing. Laws and technology rollouts have to happen individually across all 50 states, so it’s hard to track how far along any of this is. It does not sound like much progress has been made, though. IDScan.net, a company that makes digital ID solutions, currently tracks 12 states as having some kind of active digital ID program and another 11 in a “pilot” program.

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Hobbyist grinds down original chips by hand to make a Game Boy-sized NES

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If you want a portable console that can play old Nintendo Entertainment System games, the easiest option is software emulation, whether you’re using Nintendo’s official Switch app, a portable PC, or some cheap knockoff emulator handheld. For those who want better accuracy than software emulation can provide, there’s always the Analogue Pocket, which can (with current firmware) re-create the NES in hardware using its FPGA chip.

But some purists are unsatisfied with anything other than original hardware—that’s the only possible explanation for projects like the TinyTendo, which goes to extraordinary lengths to squeeze an entire NES into a portable package roughly the size and weight of the old gray monochrome Game Boy. The project is the creation of hardware modder Redherring32, who eventually plans to open-source the project.

For miniaturization projects like this, you often see chopped-up or fully custom-printed circuit boards used with the original chips to contort the hardware into a new shape. This landscape orientation mod for the original Game Boy is a good example. But more drastic measures were needed to squeeze an entire NES into a handheld console, most notably the removal of bulky pins and ceramic that the original chips all use.

“TinyTendo utilizes real NES chips that have been physically cut and ground down smaller,” wrote Redherring32. “A simple run down is that I sand away the bottom of the chip till I hit the die and leads, then I cut the chip smaller with a Dremel. The end result is 10x10x2mm, and surface mountable.”

The hand-cut chips save a substantial amount of space by losing the pins and ceramic.

Soldering the hand-cut chips to a custom PCB creates a fully functional NES board that is “smaller than a Raspberry Pi 3,” though the design also integrates a power management PCB, a button PCB, and other boards for audio and other functions. The console has a built-in LCD screen, charges over USB-C, and plays  miniaturized (non-original) game cartridges, though full-size carts could be played with an adapter.

The downside of this project is that it requires the sacrifice of an actual NES to make it work. This prototype was made from an NES with a “very damaged motherboard,” and we would encourage anyone who wants to make their own to harvest parts from non-functional consoles rather than destroying functioning hardware.

Redherring32 is responsible for several other modding and preservation projects, including open source PCB designs for the original front- and top-loading NES motherboards and the “PicoPad,” a functional controller that’s considerably smaller than the connector that plugs it into the NES.

Listing image by Redherring32/Twitter

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