Technologies
Backbone Pro Review: A Smart Mobile Game Controller That’ll Cost You
It’s slick, comfortable and clever, but you pay the premium for it.
Pros
- Bluetooth plus some in-controller processing means you don’t have to play with your phone inserted
- Software now provides access to emulators for retro games
- Much better, ergonomic grip than Backbone One and other «flat» controllers
- Rear buttons
Cons
- Expensive, especially if you need the subscription
- Can still only use USB for charging (now both controller and phone), not audio
- A lot of features, including the unified game hub and launcher, emulators, live streaming and more require a $40 annual subscription
One game controller to rule them all? Not yet, but the Backbone Pro sets out on that path and covers a fair bit of ground — for a nontrivial $170 price tag (thank you tariffs) plus an optional subscription at $40 a year to bring the necessary features into play.
I tested the iPhone version of the app; Android is forthcoming.
The original — and still available — Backbone is designed to run only with a phone snapped into it, which obviates the need for built-in wireless or batteries; the Pro has its own Bluetooth radio and batteries, so it can operate independently like a typical Bluetooth controller. For the Pro, Backbone retronyms the original function as «handheld mode,» differentiating the Bluetooth as «wireless mode.»
That’s the functional difference between the two controllers. The Pro was redesigned significantly from the original as well, both to accommodate the new capabilities and to make it feel more upscale; sorry, old iPhone owners, it will only come with USB-C, not Lightning connectors (so iPhone 15 or later). And underpinning it all is the software, notably its subscription upgrade, Backbone Plus.
During my preannouncement briefing, Backbone’s CEO, Maneet Khaira, explained his philosophy about where his corner of gaming was heading. «Our view is that in the future … all you have to do is buy just one device and you can play games on any screen. And maybe you could be a kid who doesn’t own a console, and you could be able to play Fortnite on a TV, because that’s just the TV you can buy at Best Buy, right, and you can play games on it. So our goal is to make one device that works at every single screen, so you can move from can move from screen to screen, and that way we can bring gaming to a lot more people and expand like the addressable market of gaming. And that really is what we try to accomplish with Backbone Pro in a nutshell.»
But it’s the subscription software that enables what he’s describing — the hardware is nice, but there are a lot of competing controllers — and the most difficult part to pull off thanks to all the game launcher and service fragmentation.
A more traditional, organic design
One problem with the initial generation of on-phone controllers, like the Backbone One, was that they were designed to be as small as possible. That meant feel and features were frequently sacrificed. With the Pro, Backbone tried to keep it small, but reinstated a lot of the design characteristics that players want, such as grips that you can actually grip, full size thumbsticks, rear buttons and Hall Effect triggers.
Backbone also changed the switch type on the ABXY buttons (to carbon pill) to make them quieter rather than the crisp clickiness of those on the older controller. They’ve got deeper travel, which to me registers as slightly less responsive, but I’m a button masher so after a while I got used to them. I didn’t feel a lot of latency in local games — actioners like Carrion and Hades on the phone — but over wireless I do think I experienced occasional lag (in Lies of P on a Mac, Dead Cells on an iPad and more). Bluetooth has gotten a lot better, but it’s still not perfect. You can still connect wired if it becomes an issue.
The grips offer a solid handhold, and they have a little more texture than the Backbone One, but less than the Xbox Wireless controller, and they feel a little softer than the other parts of the controller. Pretty comfy for long hours of gameplay.
I’m not crazy about the left and right buttons — because of the controller and button sizing I have trouble using them without having to think about it — which makes the rear buttons so useful for me. Those are a little bit harder to press to prevent accidental activation, but not so hard that I can’t operate them with weaker fingers (my ring fingers) so I remapped them as default in the software.
That said, they’re still a little bigger than those on the Backbone One, as are the triggers, and still relatively clicky. I have mixed feelings about the triggers, though. They’ve got a relatively deep pull, which can be great for aiming but not as responsive as I like for shooting. The software lets you set virtual trigger stops and deadzones (as well as joystick deadzones), but without the physical stop it’s only partially effective for me. But you’ve got the control if you want to try it.
There’s a dedicated Bluetooth pairing button and analog jack for audio on the left grip and USB-C charging on the right. In addition to charging the batteries in the controller it can charge your phone, and when it’s charging your phone it trickle charges the controller battery. (Backbone rates the battery at 40 hours, but I somehow drained it a lot faster on the first charge. Now it’s draining more slowly.) But as with the Backbone One, you can’t use the USB-C port for audio, video or data.
When you pair the controller with another device but the phone is connected, it gives you a choice as to which device you want to control. But once you’ve set the profile via the phone — I wish it were possible to cycle through profiles in hardware so the phone wasn’t necessary — you probably want to remove it. I found that it disconnected Bluetooth when I went to the Backbone app using the touch screen, for example.
Software and $oftware
The free Backbone software delivers some basic capabilities that you get with most mobile controllers, although that includes more-basic-than-basic stuff like «you can use it» and button mappings (for the iPhone it refers you to system settings, anyway). Everything else requires the $40 annual subscription, which means for the Pro you can end up spending $210. There’s a month free trial.
The Backbone Plus subscription does offer a lot. In addition to what you’ve previously gotten for the Backbone One — such as support for streaming, chat, a unified game launcher, perks and discounts — Backbone’s added retro games and emulators to the hub, and specific to the Pro, game profiles with button remappings and deadzone/trigger stop settings on a per-game basis.
It also lets you save different device connections in the app for easy switching (which Backbone calls «FlowState»), which is one of the slickest aspects of the software specific to the Pro. For instance, once I’d paired to my iPad, I subsequently simply had to go to the list of paired devices and select it to connect and control. You can also select the profile you want to use. After that, remove the phone from the controller.
It’s as seamless as I’ve ever seen, and when it’s not it’s because of the Byzantine ways you have to set up things on Apple devices or how the services work — web app shortcuts to play Xbox Cloud gaming and GeForce Now’s painful login process spring to mind.
I generally like the software, but I wish there was an option to turn off the audio while scrolling through the game thumbnails, which autoplay. If you’re sensitive to sound (in a neurodivergent way), it’s like a cat walking across your brain, gripping with its claws. I had to mute my phone just to browse. I find it ironic that the company redesigned the buttons to operate more quietly but the software is still noisy.
Compatibility claims can get confusing as well. For instance, Backbone claims it can work as an Xbox controller, but there’s no Bluetooth support in the console: You have to use Remote Play or cloud gaming, which aren’t always feasible. In my case, Remote Play isn’t supported by my network configuration — a double NAT setup — and cloud is hit or miss (even an Xbox Cloud Gaming lightweight game like Blue Prince ran fine for a while and then started to degrade and Expedition 33 barely ran). Neither of those is within Backbone’s control, but can affect the Backbone Pro experience.
The hardware is compelling if you like the on-phone controller concept or want something a little smaller to tote for your Bluetooth gaming — you don’t need to subscribe for that — but it’s certainly not for the budget minded given you can find tons of alternatives for a fraction of the price. If you play on a lot of different Bluetooth-equipped devices, though, and are willing to shell out for yet another subscription, the Backbone Pro’s probably the slickest option out there.
Technologies
Apple CarPlay Ultra vs. Google Built-In: How the Next-Gen Auto Software Rivals Compare
Apple and Google are supercharging their car software experiences. Here’s how they differ.

I’d spent an hour driving a $250,000-plus Aston Martin up the Los Angeles coast when my hunger pangs became impossible to ignore, and as I’ve done many times before, I asked Siri (through Apple CarPlay) to find me a taco place. But then I did something no other car on the planet allows: I asked Siri to blast the AC and make the air colder. That’s because the 2025 Aston Martin DBX I drove was the first vehicle to come with Apple CarPlay Ultra, the upgraded version of the company’s car software.
Apple debuted CarPlay Ultra at WWDC 2025 last month, and this year’s version of the Aston Martin DBX is the first vehicle to launch with it (pairing with an iPhone running iOS 18.5 or later). As I drove the luxury crossover around, I fiddled with other features that aren’t available in regular CarPlay, from climate control to radio to checking the pressure on the car’s tires. Ultimately, Ultra gives deeper access to more car systems, which is a good thing.
That reminded me a lot of a new feature announced at Google I/O back in May: Google Built-In, which similarly lets users control more of a car’s systems straight from the software interface (in that case, Android Auto). When I got a demonstration of Google Built-In, sitting in a new Volvo EX90 electric SUV, I saw what this new integration of Google software offered: climate controls, Gemini AI assistance and even warnings about car maintenance issues.
But the name is telling: Google Built-In requires automakers to incorporate Android deeper into their cars’ inner workings. Comparatively, Apple CarPlay Ultra support seems like it won’t require car manufacturers to do nearly as much work to prepare their vehicles, just adding a reasonably advanced multicore processor onboard that can handle an increased task load. (Aston Martin will be able to add CarPlay Ultra support to its 2023 and 2024 lineups through firmware updates because they already contain sufficiently advanced CPUs.)
Both solutions reflect Apple’s and Google’s different approaches to their next versions of car software. Apple’s is lighter weight, seemingly requiring less commitment from the automaker to integrate CarPlay Ultra into their vehicles (so long as it has adequate processing power onboard), which will run through a paired iPhone. Google Built-In does require much more integration, but it’s so self-sufficient that you can leave your Android phone at home and still get much of its functionality (aside from getting and sending messages and calls).
Driving with Apple CarPlay Ultra: Controlling climate, radio and more
As I drove around Los Angeles in the Aston Martin with Apple CarPlay Ultra, I could tell what new features I would be missing once I stepped back into my far more humble daily driver.
At long last, I could summon Siri and ask it to play a specific song (or just a band) and have it pulled up on Spotify. Since Apple’s assistant now has access to climate controls, I asked to turn up the AC, and it went full blast. I asked to find tacos and it suggested several fast food restaurants — well, it’s not perfect, but at least it’s listening.
To my relief, Aston Martin retained the physical knobs by the gearshift to control fan speed, temperature, stereo volume and the car’s myriad roadway options (like driving assistance) in case the driver likes traditional controls, but almost all of them could also be altered in the interface. Now, things like radio controls (AM/FM and satellite) and car settings are nestled in their own recognizable apps in CarPlay’s interface.
Ultimately, that’ll be one of CarPlay Ultra’s greatest advantages: If you enter an unfamiliar vehicle (like a rental), you still know exactly where everything is. No wrestling with a carmaker’s proprietary software or trying to figure out where some setting or other is located. It’s not a complete replacement — in the Aston Martin’s case, there were still a handful of settings (like for ambient light projected when the doors open) that the luxury automaker controlled, but they were weaved into CarPlay so you could pop open those windows and go back to Apple’s interface without visibly changing apps.
The dependable ubiquity of Apple’s CarPlay software will likely become even more essential as cars swap out their analog instrument clusters for screens, as Aston Martin did. There’s still a touch of the high-end automaker’s signature style as the default screen behind the wheel shows two traditional dials (one for the speedometer, one for RPMs) with Aston Martin’s livery. But that can be swapped out for other styles, from other dials with customizable colors to a full-screen Maps option.
Each of the half-dozen or so dashboard options was swapped out via square touchpads smaller than a dime on the wheel next to the other touch controls. On the dual-dial display types, I swiped vertically to rotate between a central square (with Maps directions, current music or other app information) or swiped horizontally to switch to another dashboard option. No matter which one you choose, the bottom bar contains all the warning lights drivers will recognize from analog cars — even with digital displays, you’re not safe from the check engine light (which is a good thing).
Apple CarPlay Ultra doesn’t yet do everything I want. I wish I could also ask Siri to roll down the windows (as Google Built-In can — more on that later) and lock or unlock specific doors. If Apple is connected to the car enough to be able to read the pressure in each tire, I wish it could link up with the engine readout and be able to tell me in plain language what kind of maintenance issue has sprung up. Heck, I wish it could connect to the car remotely and blast the AC before I get in (or fire up the seat warmer), as some proprietary car apps can do. And while Apple Maps and Waze will be included at launch, Google Maps support is not, but it’s coming later.
These aren’t huge deficiencies, and they do show where CarPlay Ultra could better meet driver needs in future updates, notwithstanding the potentially dicey security concerns for using CarPlay Ultra for remote climate or unlocking capabilities. But it shows where the limits are today compared to Google’s more in-depth approach.
Google Built-In: Deeper car integrations — and, of course, Gemini AI
The day after Google I/O’s keynote was quieter back in May, as attendees flitted between focused sessions and demos of upcoming software. It was the ideal time to check out Google Built-In, which was appropriately shown off in a higher-end Volvo EX90 electric SUV (though not nearly as pricey as an Aston Martin).
As mentioned above, Google Built-In has deeper integrations with vehicles than what I saw in Apple CarPlay Ultra, allowing users to change the climate through its interface or access other systems, including through voice requests. For instance, it can go beyond AC control to switch on the defroster, and even raise and lower specific windows relative to the speaker’s position: cameras within the car (in the rearview mirror, if I remember right) meant that when my demonstrator asked to «roll down this window» pointing over his left shoulder, the correct window rolled down.
Google Built-In is also connected to Gemini, Google’s AI assistant, for what the company is calling «Google Live,» a separate and more capable version of the Android Auto assistant experience in cars right now. With a Live session, I could request music or directions much like I could with Siri — but my demo went further, as the demonstrator tasked Gemini with requests better suited for generative AI, such as asking, «Give me suggestions for a family outing» and telling it to send a specific text to a contact.
The demonstrator then asked Gemini for recipe advice — «I have chicken, rice and broccoli in the fridge, what can I make?» — as an example of a query someone might ask on the drive home.
Since you’re signed into your Google account, Gemini can consult anything connected to it, like emails and messages. It’s also trained on the user manuals from each car-maker, so if a warning light comes on, the driver can ask the voice assistant what it means — no more flipping through a dense manual trying to figure out what each alert means.
There are other benefits to Google Built-In, like not needing your phone for some features. But there are also drawbacks, like the need to keep car software updated, requiring more work on Google’s end to make sure cars are protected from issues or exploits. They can’t just fix it in the most current version of Android — they’ll need to backport that fix to older versions that vehicles might still be on.
This deeper integration with Google Built-In has a lot of the benefits of Apple CarPlay Ultra (a familiar interface, easier to access features), just cranked up to a greater degree. It surely benefits fans of hands-off controls, and interweaving Gemini naturally dovetails with Google’s investments, so it’s easy to see that functionality improving. But a greater reliance on Android within the car’s systems could be concerning as the vehicle ages: Will the software stop being supported? Will it slow down or be exposed to security exploits? A lot of questions remain regarding making cars open to phone software interfaces.
Technologies
A Samsung Tri-Fold Phone Could Be in Your Future, if This Leak Is to Be Believed
UI animations might have revealed the imminent release of a so-called «Galaxy G Fold» device with three screens.

Samsung has been showing off mobile display concepts with three screens at trade events such as CES for several years, but it might finally bring one to market soon if a leaked UI animation is any indicator.
As reported by Android Authority, an animated image from a software build of One UI 8 appears to show what some are dubbing a «Galaxy G Fold» device with three display panels. The screens would be capable of displaying different information or working in unison as one large display. The new phone model could debut as early as next week at Samsung’s Unpacked event on July 9 in Brooklyn.
Huawei released a tri-folding phone in February, the Mate XT Ultimate Design.
Some websites have gone into overdrive trying to uncover details on what Samsung’s new device might include and how much it may cost, with Phone Arena reporting that according to a Korean media report, it could be priced at about $3,000.
Samsung didn’t immediately respond to request for comment.
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