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#Also I’m in love with the idea of GB being a mechanic (or something similar) as a human
cheezyratz · 9 months
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“I’ve been thinking a lot about you lately” or “don’t ever do that again” for the Fluff prompts for GreaseDinah?
Greasedinah “I’ve been thinking a lot about you lately”
💛-🖤-🩵-🤍-💛-🖤-🩵-🤍-💛-🖤-🩵-🤍
Dinah sighed as she walked to Pearl’s flower shop, her feet almost dragging. It was part of her routine to visit the small little shop every Friday, mostly because by then her other flowers would have already wilted. (She wasn’t the best at keeping flowers, but she was doing her best!) However, some days, for example this Friday, she was going in hopes the flowers could cheer her up. This week hadn’t been the greatest for her. She had tried to show Buffy and Ashley a trick she thought she had mastered, only to end up with a sprained wrist. ‘At least the splint is cute,’ she thought to herself as she continued to walk. Dinah froze at the shop’s door as she saw a familiar figure walk out of it. “GB?” She asked. “I didn’t know you liked flowers,” She continued, with a smile on her face. The mechanic, Greaseball, or ‘GB’ as Dinah called him, was holding a big bouquet of daisies wrapped in white paper with a big sky-blue bow holding it all together. “Well uh, they’re actually for you,” Geaseball spoke softly, voice close to a whisper and face turning pink. He handed the flowers to Dinah, before taking a card out of his pocket and handing it to her as well. “Heard from Rusty about your fall. Thought you’d uh.. like some flowers.” “Oh, that’s very kind of you GB,” the two smiled at each other. “It’s nice to know I’ve got someone thinking about me,” Dinah let out a pleased sigh, before smelling the flowers. “Then you’ll be happy to hear I’ve been thinking about you a lot lately,” Greaseball smirked. “Well…” Dinah began, taking Greaseball’s hand into hers, “I’m thinking we should go get some icecream.” the two smiled at each other again, before making their way down the street.
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felassan · 3 years
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Jon Renish (Foundation Technical Director @ BioWare, working on DA4) recently did a Twitch stream where he played through some DAO. Although he works on DA, this is his first time playing through DAO. He’s playing through it looking at random details from a dev perspective as he’s currently working on DA4 and therefore wants to know more about the previous games.
On the stream he mentioned some tidbits on the development of DA4. There were also some insights and anecdotes about the development of DAO and similar. It’s a 3 hour stream so I collected them here in case that’s of use to anyone (for example not everyone can watch streams which don’t have subtitles/captions). The stream is a fun/interesting watch though, so if you’re curious or able to watch I recc doing so. 😊 The rest of this post is under a cut for length.
Please note that there’s some paraphrasing on my part, this is not a transcript.  There are also some additions from another dev who featured on the stream to give some commentary. The stream also contains more snippets that at times I couldn’t make out (I tried my best!).
(There is a mention of Cullen’s VA in the text below.)
DA4
Jon said he can talk about things about DA4 that aren’t “consumer-facing”, but he can’t say anything about the game that would be consumer-facing but which isn’t already publicly available. There are several reasons for this. One, that’s not his job, there are people whose job this is and they let each other do their respective roles. Two, BW are a publicly-traded company, so if he said something that could affect that that would be insider trading. Three, they’re not done making DA4 yet, so if he said that they have added [x] to the game and people got all excited about that or pre-ordered on that basis, but [x] ended up being cut, people would be like ‘BioWare lied to us’, when it’s just that things changed during the course of development, as is often the case
He’s glad that fans are excited for the game but notes that fan expectations are always double-edged. It can be really tough as some people started ‘playing’ the game in their heads as soon as they heard of it. That’s fine, he loves that, but he hopes that peoples’ expectations don’t turn into requirements. Clearly BW have alluded to certain characters, like Solas, being in the game, but some fans say things like “If [say] Morrigan isn’t in the game, then, rahhh!” Y’know, there’s a lot of talk about how certain characters have to be in the game, and yeah.
On characters which are quantum (i.e. characters which can die or which can have similar end-states as death in previous games): their being quantum makes it really hard for the devs to work with those characters in subsequent games. The devs naturally aren’t going to put as much effort into characters which could have died previously. A character can have had an amazing appearance throughout/role in a previous game, but if there is a risk of something happening to them and of them being removed [effectively] from the plot, it just doesn’t make sense to have them as a major character in a subsequent game. If a character can, say, sacrifice themselves in some glorious ending, the devs have to make sure that if they use them again, in worldstates where the character didn’t do that, the character is kind of ‘muted’, as the devs don’t want to disrespect the players who made a different choice
A comment in chat expressed a wish for Shale in DA4. Jon’s response is that he has no idea on that front
Bugs don’t come out of crunch, they come out of development in general. Crunch does impact on the quality of a game though. In recent years BW are always really trying to reduce crunch, they’re currently working really hard to bring it down. The best way of doing that is by controlling scope. As creatives it’s tough to balance wanting to make great stuff and be industry-leading with the desire to constantly do extra passes over things they’ve created like the audio, art etc. Their biggest enemy is time, other ways of reducing crunch or time spent in general include iterating tools to make often-repeated processes as time-efficient as possible
I think the following was an observation on the industry in general as opposed to a BW-specific/-exclusive comment: he thinks that as a result of this sort of thing [working to reduce crunch], a lot of games are going to have to be smaller and a lot more focused in scope i.e. the devs will have to focus on hitting the key selling points of that particular game/series as hard as they can, and cut down on branching out sideways/wide on a bunch of random other stuff
Jon doesn’t personally engage in character creators in games, but he knows that for some players that expression is worth a lot of time and focus. BW want to be industry-leading in this kind of stuff as it’s something which is interesting/key/integral to their games
In a way BW have made their own nest of problems what with every DA game being so different to the previous one. Still, he notes that each game has a staunch fanbase that says that their particular favorite game is the best one in the series
He doesn’t want people who think that DA4 isn’t what they want to buy it and be upset - there are so many other great games out there! BW are going to make the game they’re going to make - if some people like it, that’s great, and if some people don’t, that’s cool. Sometimes waiting until reviews are out and/or really seeing beforehand if a game is something that you want [has things/features in it that you want] prior to getting it - as opposed to jumping right in or pre-ordering - is a good idea. Fans don’t always know what they want, but they do know what they like - these are 2 different things
He hopes that whatever they ship for DA4, people go “I enjoyed this experience”, and that then, if there’s additional content for it down the road, people can decide, “do I want this further content?”
On hair: BW are using the new hair technology in the latest version of the Frostbite engine, so they’ll see what they can do! This was said in response to a comment about the hair in the latest FIFA games (as EA make FIFA)
A comment in chat asked about a flying mechanic (griffons). Jon’s response is that flying is such a heavy gameplay mechanic that you can’t put it in a game without everything in the game being built about it (see Anthem)
Relating to the above comment, in DA4 mounted combat would be cool but then they’d have to make the game ‘around’ mounted combat and make the mounted combat feature meaningful
On the underwater concept art: it should not be interpreted as a promise of gameplay. BW have amazing artists who sit down for a couple weeks while they’re in early production and just draw loads and loads of all kinds of stuff. Concept art is like a moodboard or Pinterest board. Elsewhere in the stream he advised, take all the concept art together like a mosaic and ask, ‘what is the overall theme[s] here?’, and to zoom out from individual details. [This stuff echoes PW’s word on concept art]
BW don’t generally write things or the choices as bleak as the choices in DAO were anymore. This is a conscious choice on their part, they want their game to be fun [note: this was said when the side quest in Orzammar where the Warden has the option of convincing a dwarven mother to abandon her young baby to die was being played through. It seems to refer to intensively grimdark choices/beats of this kind]
I think this was more of a general comment on games: SSDs (solid state drives) mean that players will see shorter elevator rides (Mass Effect - was this a reference to the remaster?) and fewer switchback corridors (those are actually loading zones). Generally, these are going to change mechanically the time it takes to do stuff in games
The devs have lots of features on their backlog that they’d like to offer players but each will ofc involve implementation and subsequent maintenance, and each one that is chosen to add is being chosen over something else. And sometimes, it’s hard for them to tell if [x] feature or [y] feature would be better to add to the game
They’re about to work on a giant feature (a pure tooling feature, something that isn’t consumer-facing) that is probably going to take ~2 staff years of effort [I think “staff effort” includes multiple staff working concurrently, so 2 years of staff effort doesn’t = 2 years of time chronologically] to get done in the next few months. They’re investing all this effort across the people working on it because they don’t want their artists and designers etc to have to deal with the problem that it’s going to solve anymore. I’m not sure what this feature is but elsewhere in the stream they referred to tooling and automation and gave the example of, the better your tooling is, the fewer times you have to manually set the camera for a human vs elf vs dwarf position, for dynamically-generated [cinematic?] content and for the first pass to be automated (if this is the case, less time is spent/wasted on redoing it and manually touching it up) [see last bullet point in this section]
He doesn’t know how big DA4 is going to be but said “let’s ballpark and say like most games it’ll be somewhere between 70 and 100 GB”
If we kept our Wardens as the PC throughout all 3 games, at the end they would be so powerful that it’d be a bit like “Let’s just do [thing], I’ve killed gods before, whatever”. He thinks it’s good that they have fresh characters each time in DA in order to reset that power level. Some people want more Commander Shepard in the next Mass Effect and he feels like, ‘what else could you possibly want / what else could that character possibly do after 3 games?’
When asked how much freedom he/they have now to focus on next gen, he said that there’s actually almost no difference on that front. The problems never change. They now have better renderers, better ray-tracing, better graphics cards etc, but they have always made DA games for high- and low-spec PCs, so it’s actually about gameplay systems. The freedom isn’t power-based and them getting access to more cores and more RAM generally isn’t going to change how the games are played. The games still have to be made for hard drives on PC. Dev creativity matters more than power here. The challenge of building a BW game is more about/from managing loads of different plotstates, loads of different art pieces, etc
On the title situation (two): names are the last thing they worry about because names have to go through legal before being approved. Every name, including character names, has to be checked in case it’s a famous person, or associated with something bad, or offensive in a different language due to localization etc
They don’t do face scans of people with big beards
There was also a bit about changes/developments to/in the cinematic design process and associated tooling [?] but I found it too hard to follow sorry >< This bit of commentary begins at timestamp ~ 1:52:45 and continues til ~ 2:00:05 [keep listening through the bit where they pause for a cutscene]
General BW
There’s currently ~350 staff in Edmonton, ~200 in Austin and more elsewhere
He notes that DA games sell pretty well, but relative to EA games in general, they’re a drop in the bucket compared to FIFA
DAI
5% of players of DAI never created a character [Q: does this refer to people who just used the default appearances/presets with no editing, or people who only played multiplayer?]
The mounts don’t actually go faster than running, this is an illusion
I think they said it has 55,000 lines of dialogue. [I’m pretty sure I remember devs elsewhere saying it has 80,000 lines of dialogue]
One of the companions had to have their name changed during development because of legal/translation reasons. It sounds like the original name sounded too close to something offensive
DA2
Back when DA2 was internally code-named “Nug Storm”: this was at the beginning when it was pitched to the team on a set of slides. The image on the slide for that pitch had devil horns, a metal hand and no flesh, it was just made out of fire and flames
DAO
The engine DAO is made on is the third engine that they tried for it during development. [David Gaider has gone into the DAO engine stuff some on Summerfall’s series of DAO playthrough streams]
The cracks on the cracked eluvian asset are modelled after the crack on the Tardis in Doctor Who from around that time, as at the time some devs had been talking about Doctor Who a lot. A dev actually added this factoid to DAO’s entry on TV Tropes but someone else (evidently not a DA dev) came by and deleted it saying that it was too much of a stretch x)
Before the game had its name there was an HTML script that randomly generated possible titles for consideration, it adds verbs and nouns together e.g. “Grim Dark”. One of the craziest possibilities that it once generated that the devs always remember is "Bone Wind”
One of the portraits that’s used for decoration around the world in-game (it’s of a bearded human man) is actually of a specific BW staff member
He played through Stone Prisoner, where Wilhelm’s son Matthias gives exposition in the cellar. Matthias is voiced by GE and this had been pointed out to Jon earlier on. Jon: “I don’t think that character’s voice acting was super strong there”
On the in-game area towards the end of Stone Prisoner: Outdoor areas in games are large and one of the things needed for them is streaming, so different chunks can be ‘streamed in’. There’s a tower [?], and technically the top of the tower was made an outdoor level so that sky stuff could be there, though it didn’t really need to be. The person that made it an outdoor level chose the very smallest chunk size for the terrain mesh, which determines how fine of a streaming they do. So when playing, every time you moved like 4 meters, the game would stream out 50-100 chunks behind you and the same in front of you (this is the bubble around the player of what actually exists). Because it was so small, it was constantly thrashing the CPU and disc to do all the loading. The devs were like “this isn’t going to work”, but they barely had any time. The solution: they made a new level that was outdoor and copied all the sunlight and other settings, but with the largest chunk size. They copy-pasted the entire level from one to the other. The problem with that many chunks then is that there was a giant expanse of flat terrain sticking out of the middle of the tower. They didn’t know if the story was going to involve shots of the outside of the tower for this sequence or not, so they took the terrain deformation tool and bundled all the terrain vertices at the bottom of the tower in a giant clump. So to this day there’s a mess of vertices and twisted terrain at the bottom of the final level that probably no-one has ever seen [not sure though if this anecdote is in reference to a place in that DLC or somewhere elsewhere in the game?]
There were also some tidbits on Anthem, however I didn’t note them down (sorry).
If you think I misheard or misunderstood anything from this stream please let me know and I will edit/fix it. :) 
(Thankyou to some of my friends who explained a tech detail from this to me.)
[source]  <-- current rewatch link
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latestnews2018-blog · 6 years
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Living with the new 15-inch MacBook Pro
New Post has been published on https://latestnews2018.com/living-with-the-new-15-inch-macbook-pro/
Living with the new 15-inch MacBook Pro
When reviewing hardware, it’s important to integrate it into your life as much as possible. If you can, swap it in for your existing devices for a few days or a week, to really get an idea of what it’s like to use it day to day.
There are certain nuances you can only discover through this approach. Of course, that’s easier said than done in most cases. Switching between phones and computers every week isn’t nearly as glamorous as it sounds, especially when juggling multiple operating systems.
As a MacBook Pro owner, however, this one was a fair bit easier. In fact, there’s very little changed here from an aesthetic standpoint, and beyond the quieter keyboard and Siri integration, there’s not a lot that’s immediately apparent in the 2018 MacBook Pro refresh for me. That’s because I’m not the target demographic for the update. I write words for a living. There are large portions of my job that I could tackle pretty easily on an Apple IIe (please, no one tell the IT department).
This upgrade is for a different class of user entirely: the creative professional. These are the people long assumed to be the core user base for the Mac ecosystem. Sure, they only account for around 15 percent of Mac users, according to the company’s estimates, but they’re the people who use the machines to make art. And as such, it’s precisely the group of influencers the company needs to court.
In recent years, however, some vocal critics have accused the company of taking that key demo for granted. Apple has seemed more focused on a populist approach to its technology. The simplification of pro software like Final Cut X and the seeming abandonment of the Mac Pro have been regarded as exhibits A and B.
For the first time in recent memory, the company has serious competition for the hearts and minds of creative pros, including Microsoft, which has made the category a focus with its high-end Surface line.
But the last two years have seen Apple fighting back. The company was uncharacteristically open about the status of the Mac Pro line, which has been undergoing a fundamental rethink. In the meantime, it released the iMac Pro and added a bunch of new features to macOS aimed firmly at that category.
The new MacBook Pro continues that trend; the form factor remains the same, and the changes are largely under the hood. But these are in fact extremely powerful machines built around the premise that, in 2018, one shouldn’t have to compromise power in order to go portable. Well, maybe a little — but in those cases where you need some intense graphical processing, there’s always an external GPU, which makes the machine capable of VR and other process-intensive tasks.
The new Pros top out at a bank-breaking $6,699, presenting a healthy jump over the highest-end models money could buy last year. For the rest of us, however, the starting price remains the same, at $1,799 for the 13-inch and $2,399 for the 15.
Keys to quiet
There’s a lot going on here. First, as many pointed out in the initial announcement, Apple didn’t alter the fundamentals here — they just made the loud typing a bit quieter. That was a surprise to many, given everything that’s happened on that front over the last several months. After all, if the company was going to go out of its way to update the technology, wasn’t a fundamental rethink in order here?
A couple of things. First, things (and lawsuits) didn’t really start getting hot and heavy on that front until recently. The first major class-action suit was filed back in May. Hardware iteration happens slowly, especially with a massive company that supports so many users. After all, you want to get things right — especially when correcting a known issue. A couple of months is hardly sufficient lead time.
https://techcrunch.com/wp-content/uploads/2018/07/old-keyboard.wav
Old keyboard
Second, Apple says the actual instances of real keyboard failure are a small minority. I’m inclined to believe that’s the case, though the internet certainly has the tendency to amplify these kinds of things. But still, there seems a reasonable possibility that some bigger fix is in the works.
The company will also point out that, in spite of pushback, many users like the new keyboards. Based on the multiple threads of discussion we had after the news was announced, I can tell you that this is anecdotally true among the TechCrunch staff.
Things got better with gen two, and I’ve certainly become more used to typing on it. I still didn’t love it at first, but I’d say I’m pretty much keyboard-agnostic at this point.
https://techcrunch.com/wp-content/uploads/2018/07/new-keyboard1.wav
New keyboard
Along with the mechanics, the key travel is the same. So if you had issues with the typing being too shallow for your liking, sorry, you’re out of luck here. An early teardown points to a thin, silicone membrane sitting on top of the keyboard switch that serves to help protect the undercarriage from spills, food particles and the like. I once got a small piece of something stuck under there and it hampered movement entirely.
In my case, it was nothing that a blast of canned air couldn’t fix (we don’t all have one lying around, but we really should), but clearly not everyone has been so lucky on that front. It seems as though the muffling of the sound and the extra sense of tactile pushback was a happy accident of a kind here, but hey, we’ll take it.
youtube
Here’s a longish thing we wrote after getting our hands on the system. We enlisted Anthony Ha, TechCrunch’s Loud Typing World Champion five years running (they tried to recruit him out of college, but the allure of writing about VCs was too strong) to try it out. Even with Anthony downright punishing the keys, the result was noticeable.
The new keys aren’t silent, but they’re a lot less likely to get you kicked out of the library. There’s not a huge difference between the actual decibel levels between the two, but the older model’s more staccato typewriter clacking sound has become more dull and less harsh on the ears, which likely makes it sound that much quieter.
Another tidbit here for people who focused on such things: The keys’ cap color is ever-so-slightly lighter than the last. I thought I was going crazy at first, but there you go. I mean, I still think I’m losing my mind, but for non-keyboard-related reasons.
About those specs
Apple didn’t hold back on the specs with the review unit it sent along. The model sports:
2.9 GHz Intel Core i9
32 GB of DDR4 memory
Radeon Pro 560X
4TB of storage
Configured on Apple’s site, that will run you a cool $6,669 — about the same as the monthly rent on a studio apartment in San Francisco, from what I understand. It’s worth noting here that it’s the SSD storage that really pushes the cost into the stratosphere. That’s an additional $3,200 over the default 512GB.
Again, 4TB is probably overkill for the vast majority of users. All of the above configurations are, really, but they’re there if you want/need them. Apple was able to push memory up to 32GB courtesy of finally introducing DDR4 to the MacBook. That move does come with a hit to the battery life, however, so the company went ahead and increased the battery size to offset that hit.
The company says the laptop gets around 10 hours of use in its testing. I admittedly put it through something a bit more rigorous than standardized testing when incorporating it into my daily usage — recording a podcast on Skype, listening to music while working/browsing the web (it’s part of my job, I swear) — and got a few hours less than that.
As for performance, Apple’s not messing around here. Running Geekbench 4 (a popular PC benchmark), I got an impressive 5540 on the single core and 23345 with the multi-core test. Geekbench got similar — if slightly lower — results in its own tests on the high end. Here’s founder John Poole on the findings:
For the 15-inch models, single-core performance is up 12-15%, and multi-core performance is up 39-46%. Since the underlying processor architecture hasn’t significantly changed between the 2017 and 2018 models, the increases in performance are due to higher Turbo Boost frequencies, more cores, and DDR4 memory.
The 2018 MacBook Pro is the most substantial upgrade (at least regarding performance) since the introduction of quad-core processors in the 2011 MacBook Pro.
Taken together, that represents a significant upgrade from last year’s model. Individual performance will vary depending on a lot of different topics, but there’s no doubt these are powerful machines.
Hey, Siri
The addition of hands-free Siri functionality didn’t get a lot of play here, but it’s an important one — if not for the computer itself, then for Apple’s broader ambitions. Like Google’s play, Siri was mobile first.
But Apple’s assistant has always been about building a broader ecosystem of contextual search that can help the company tailor its offerings to individual user needs. We saw this manifest itself last year with the addition of HomePod, a typically Apple high-end approach to the insanely popular world of smart speakers.
The assistant has actually been available on macOS since Sierra (10.12) rolled out back in late 2016. This, however, marks the first time hands-free voice interaction has been available on the desktop. Apple says it was the T2, introduced on the iMac Pro, which allowed for the capability — just one of an extremely long list of features the company has offloaded on the proprietary chip.
Like other key features, Siri is enabled during setup. If you’re the sort who sticks masking tape over your webcam, you can also simply opt out of having the MacBook’s microphones listening in for the wake word. And you can always untick the “Listen for ‘Hey Siri’” box in Settings.
Setup is more or less the same as on iOS. You’ll be prompted to speak a couple of phrases to train the AI on your voice. Device interaction functions similarly as other assistant hardware ecosystems. The moment you say, “Hey, Siri,” your iPhone/Mac/HomePod, et al. communicate with one another, prioritizing either the device that heard the query the best (likely the closest) or was most recently used.
I ended up disabling the feature on my phone in order to test it on the desktop, because there were too many instances of the phone picking it up or having Siri pop up on both at once and then disappearing on the one that was de-prioritized. When the feature was switched off the phone, however, its desktop counterpart was plenty responsive.
All of this leads to a key question: Is a desktop smart assistant ultimately very useful? The primary driver of voice functionality is the ability to free up your hands from having to type. Presumably, however, you’ve already got your hands at or near the keyboard if you’re close enough for Siri to hear you.
Multitasking seems to be the primary use-case here. Say you’re typing and want to know the weather or find movie times, you can definitely do that. Ditto for sports scores — it took a query or two, but “did the A’s win yesterday?” got me the answer I wanted, with a conversational reply, “the Athletics eked out a win over the Giants in the Bay Bridge Series by a score of 4 to 3 yesterday.”
Hey Siri, a win is a win, okay?
Multimedia functionality, which seems like one of the most logical applications, is still limited here. Siri will find and play things in Apple Music, but ask her to play something on Spotify and that’s a no-go — you’ll get an Apple Music link and Wikipedia entry instead. Siri knows which side her bread is buttered on. Ask her to play a movie and she’ll confess that she can’t do that.
More functionality is surely on the way. For now, however, Siri on the desktop is more a nice addition than necessary feature.
Toning it down
Like Siri, True Tone is opt-in during the setup process. You can toggle it on and off at the beginning, which I suggest, just so you know what you’re getting yourself into. And, like Siri, you can always go back into settings later to adjust if it’s not to your liking. Clicking Option and the Touch Bar bright icon will get you there, as well.
The effect, which debuted on the iPad Pro (and rolled out to other new iOS devices) utilizes a light sensor (new for the Mac) to determine the ambient color and brightness of its surroundings. It’s a sort of more sophisticated version of the brightness detection Apple computers have had on board for some time now.
If you’ve ever fiddled with a camera (even the one on your phone in most cases), you recognize the importance of white balance. That’s the thing that turns objects weird colors when you step into different lighting settings. It’s a key to perceiving contrast getting lifelike reproductions of images. I have two 15-inch MacBooks in front of me right now (that’s just how I roll), and it’s like night and day. You’ve got no idea how blue the screen you’ve been staring at is until you see it up against another True Tone-enabled display.
For a majority of us, it’s a nice feature, but for photographers, video producers and designers who rely on a MacBook for their work, it’s a much bigger deal. As recently published support documents point out, the feature will also work with a handful of secondary displays, including Apple’s own, and LG’s Ultrafine 4K and 5K.
Upgrade time?
I’m staring at my now 2017 MacBook Pro as I type this. It’s always tough to compete with the latest and greatest, especially when it’s been specced out like crazy. I’m going to miss the quieter keyboard and True Tone display, for sure. Hands-free Siri, I can really take or leave at the moment, based on current functionality.
But I’m not ready for an upgrade just yet. For a majority of users, the upgrades on the high end will mostly amount to overkill. Thankfully, however, the low-end price points remain the same at $1,799 and $2,399 for the 13- and 15-inch, respectively.
Those who expect a lot more from their machines will no doubt be excited to see what these laptops can do. The new MacBooks aren’t a fundamental rethink by any stretch of the imagination, but they’re a welcome acknowledgment that the company still considers creative pros a key part of its DNA.
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