Technologies
2023 Could Be the Metaverse’s Make-or-Break Year
A wave of new VR/AR headsets is coming, but Apple’s plan is the biggest mystery of all.

I could tell you about all the VR headsets and AR glasses and theoretical apps I tried this year that were supposed to define 2022’s vision of the metaverse. Instead I’ll just tell you about the best thing I did this year, and the thing I miss the most: Doing improv acting workshops with a little group of other performers in VR.
We gathered every week in an app called Altspace VR, invited by a brilliant interactive acting teacher named Jeff Wirth. We met every Monday, exploring ideas in performance with avatars. I put on my Quest 2 headset in my dusty little home office and met with friends I’d never seen in person.
The class ended too soon, and when I look back, I remember these sessions like we were really together. That’s what the metaverse is to me. It’s a real thing. We’re just not all there yet.
2022: A brief look forward, but only brief
More recently, standing in a kitchen, changing countertops and looking at cabinet finishes, I walk over to the window. I see a blank white room outside, along with a mirror. I see myself, with a VR headset on. I’m standing in a virtual room, suspended in a real room with mixed reality, wearing a Varjo XR-3 headset. This jarring moment represents the future — yet still the unrealized potential — of what could be coming next.
I thought 2022 would be a big year for VR and AR, and even the metaverse, a buzzword concept that’s a stand-in for how the world’s internet and virtual communities, including social media, could evolve. It wasn’t. An economic downturn, crypto’s collapse, waves of tech layoffs, and the delay of many of the most-expected VR/AR devices turned this year around fast.
Now 2023 is looking to be the big year for immersive «extended reality» (aka XR). Apple’s long-expected headset should arrive, with expectations that it’ll rattle the landscape. Meta’s Quest 3 is confirmed. The PlayStation VR 2, a headset I’ve already tried, is coming in February. And who knows what other surprises the new year will bring?
As far as the metaverse goes, it’ll only move as far as mass social adoption takes it. I’m more interested in the hardware that’ll power such tech, because until VR and AR headsets take their next leap, it’s still going to be a challenge to expect people to spend more time in them than they already are. But this is what 2022 showed me, and where it points to 2023.
Magic Leap 2, Meta Quest Pro: A mixed-reality future coming
The two headsets that made the biggest impact on me this year bookended 2022: Magic Leap 2 and Meta Quest Pro. They are, in many ways, mirror products. One is trying to approach the future of mixed reality from the AR side; the other is coming to mixed reality from the VR side. Both are trying to become more comfortable, and more reliable. Both show that there still is no ideal form for The Next Headset yet, but we’re slowly getting closer to a consensus on how the devices might do it.
The Magic Leap 2, a follow-up to the original Magic Leap headset that debuted back in 2018, has pivoted from a device targeted at the masses to a headset for business. The hardware is considerably better, and it maps overlaid, glowing virtual objects onto the real world with a greater field of view. It also, amazingly, dims out the world – a bit like a pair of sunglasses. But it’s not the ideal set of AR glasses: it runs on a more powerful dedicated processor connected to a belt-mounted mini-computer that it’s tethered to, and its single controller is fine for basic controls but not necessarily for full immersive interaction.
The Meta Quest Pro really isn’t that big a change from the two-year-old Quest 2, and certainly isn’t worth the extra $1,100 for anyone who isn’t a developer. But its improved features eye- and face-tracking, and better mixed reality with color passthrough cameras — are indicators of what will show up on many VR headsets (and AR ones) in 2023 and beyond.
The Quest Pro’s mixed reality is what really surprised me. It’s not great, but it’s similar in spirit to what the Varjo XR-3 headset can do. And the Pro, when it’s on my head running a mixed-reality app, reminds me more of AR headsets like the Microsoft HoloLens 2 than a VR headset. The way I can see the world and also see around the display through my peripheral vision feels like some sort of glasses-like AR experience, for a moment, even if it’s not.
No one is able to make good AR glasses yet. Instead, everyone’s trying to get a bit closer as best they can.
Expect more competition for Meta
The Pico 4 VR headset, made by TikTok parent company ByteDance, feels like a clone of the Meta Quest 2 but with some improvements. What’s really surprising is its price undercuts Meta’s. ByteDance did this intentionally, and likely at a loss, but it shows that somewhat affordable standalone VR headsets could be a much more common thing going forward. Pico already has them. Some of Qualcomm’s device partners using the company’s ubiquitous VR/AR chips will have them, including, likely, HTC Vive, which is already teasing a mixed-reality headset for CES. Valve is rumored to have a standalone VR headset of its own, codenamed Project Deckard, that could make a big gaming splash. Pimax, a manufacturer of VR headsets, has a combination gaming handheld/VR headset called the Pimax Portal expected for early 2023, too.
What about phone-connected headsets?
Qualcomm has been promising a wave of phone-tethered AR and VR devices for years, and they’ve been starting to emerge. HTC’s Vive Flow, released in 2021, was an attempt at a smaller pair of phone/VR glasses. Qualcomm’s latest initiatives for smaller AR glasses arriving between 2023 and 2025 can work wirelessly with phones. It’s probably pretty likely that the powerful phones we carry with us will help do some of the heavy lifting for smaller headsets in the next few years. Apple could be planning that approach with its expected headset in 2023.
Here comes Apple
Apple’s long-expected headset, likely to be VR with mixed-reality capabilities similar to what the Quest Pro provides, could shake up the landscape like nothing else since the Oculus Rift. Apple’s products tend to disrupt and take over categories: the iPhone, the iPad, the Apple Watch, AirPods. Can Apple do the same with VR and AR? It’s a far greater challenge, especially with the technical questions and the expected price (well over $1,000, possibly several thousand), as well as the recession climate we’re in globally.
Even more interesting to me is who else comes out of the woodwork alongside Apple. Google has been laying low with AR and VR for years since its discontinued Google Daydream platform, but recent efforts like Project Starline and assistive smart glasses show there’s exploration going on. Samsung hasn’t had a new AR or VR device in years, either, even though the company was a VR pioneer with Gear VR and tends to jump into markets early with bold experimental products. Will 2023 be a year for showing surprise products?
Will people care enough to wear them?
As I ask myself whether VR headsets really have a future in people’s homes, I’m distracted by my 14-year-old son, who’s literally playing a VR game on the Quest 2 right next to me. VR’s already here for many people. It’s hard to appreciate that. It’s not «what if,» it’s «what else can I do?». VR headsets are mostly clever, limited-use game consoles for most people. Meta’s tried to flex the Quest to be more. Not everyone’s been interested, and the Quest’s not fully up to the challenge.
The next wave of VR and AR headsets need to be better at what they do: to be better game consoles; have more comfortable displays, more useful controllers and ways to interact; be more interconnected with the apps and devices we already have; be more portable and more accessible.
They need to work better with prescription glasses (I find many headsets don’t fit with my glasses, or can’t accommodate my prescription). New apps need to emerge that can show what a seamless 3D virtual world can do for us. Sony, Meta, possibly Apple and whoever else shows up next year need to do this, because VR/AR headsets aren’t necessary tools for everyone yet. They have proved some successes: for design, for simulations, for gaming, even for fitness. In 2023, I’m interested in seeing if they can be more.
One thing that does seem certain, though: There are a lot of new VR headsets coming in 2023, and they’re coming soon.
Technologies
Trump to Sign Bill Banning Deepfakes, Nonconsensual Images: What to Know
The bipartisan ‘Take It Down’ Act passed swiftly in both the Senate and the House, and has been championed by First Lady Melania Trump.

President Donald Trump is expected to sign the bipartisan Take It Down Act into law on Monday, a significant step in regulating the nonconsensual sharing of intimate images, including AI-generated deepfakes. The legislation aims to protect individuals from the harmful effects of such content, which has been increasingly prevalent in the digital age with the expansion of artificial intelligence.
Read more: Jamie Lee Curtis Celebrates Meta’s Removal of Fake AI Ad
What are deepfakes?
Deepfakes are realistic but fake images, videos or audio created using artificial intelligence to mimic someone’s appearance, voice or actions.
One widely reported example was a 2022 viral video of Ukraine’s President Volodymyr Zelenskyy. In the altered clip, Zelenskyy appeared to urge Ukrainian soldiers to surrender to Russian forces, a message he never actually delivered. The video was quickly debunked, but it raised serious concerns about the use of deepfakes in disinformation campaigns, especially during wartime.
Deepfakes have also been used to spread sexually explicit content or revenge porn.
Read more: Election Deepfakes Are Here and Better Than Ever
What are the key aspects of the Take It Down Act?
The Take It Down Act prohibits knowingly sharing or threatening to share intimate images of someone without their permission, including digitally altered or AI-generated deepfakes. Here is a breakdown of the bill and what it targets:
- Criminalization of nonconsensual sharing: The act makes it a federal offense to distribute intimate images without the subject’s consent. The bill applies to both real and AI-generated content.
- Mandatory removal: Online platforms, such as tech and social media sites, are required to remove flagged content, including any copies of the material, within 48 hours of notification by the victim.
- Mandatory restitution: Violators will face mandatory restitution and criminal penalties such as prison time, fines or both.
- Protection of minors: The legislation imposes stricter penalties for offenses involving minors, aiming to provide enhanced safeguards for vulnerable individuals.
- Enforcement by the Federal Trade Commission: The FTC is designated as the primary agency responsible for enforcing the provisions of the act.
Who supports the Take It Down Act?
First Lady Melania Trump has been a vocal advocate for the legislation over the last several months, emphasizing the need to protect children and teenagers from the damaging effects of online exploitation. Her efforts included public appearances and discussions with lawmakers to garner support for the bill.
The bill, introduced by Sen. Ted Cruz (R-Texas), gained bipartisan backing, with cosponsors including Sen. Amy Klobuchar (D-Minn.) and Sen. Cory Booker (D-N.J.). It passed the Senate unanimously in February, followed by House approval in April with a 409-2 vote.
What are the criticisms and concerns about the bill?
While the act has been praised for addressing a growing issue, it has also faced criticism from various groups. Some digital rights organizations express concerns that the law could infringe on privacy and free speech, particularly regarding the potential for false reports and the impact on encrypted communications. There are also apprehensions about the enforcement of the law and its potential misuse for political purposes.
For instance, representatives of The Cyber Civil Rights Initiative, a nonprofit that supports victims of online abuse, voiced strong concerns about the bill, according to PBS News. The group criticized the takedown provision as overly broad, vaguely written and lacking clear protections to prevent misuse.
What are the next steps?
Trump is expected to sign the bill Monday at 3 p.m. ET. This act will mark Trump’s sixth bill signed into law so far in his second term. By his 100th day back in office, he had enacted only five, marking the lowest number of new laws signed by a president in the first 100 days of a term since the Eisenhower administration in the 1950s, based on an analysis of congressional records by NBC News.
The signing of the Take It Down Act represents a significant move towards regulating nonconsensual intimate imagery in the digital realm. While it aims to provide greater protection for individuals, ongoing discussions will be essential to address the concerns and ensure the law’s effective and fair implementation.
Technologies
Anno 117 Pax Romana Preview: A Beautiful Simulation of a Prosperous Time
Diplomats and traders rejoice. The year 117 is a perfect setting for the Anno series.

Over three decades, the Anno series has plunged gamers into deep real-time strategy experiences set within some of the most massive empires that humans have ever built. From the Renaissance to the Industrial Revolution, Anno tasks players with balancing ravenous economic growth with conflicts of ideological revolution — and coming out the other side with a strong, unified state.
The next game in the series, Anno 117: Pax Romana, has the earliest historical setting for the Anno series to date, and it’s an incredibly ambitious shift (nearly as much as the brief stint in futuristic settings with Anno 2070 and Anno 2205). As the dates suggest, Anno 117 takes place during a time of immense economic and cultural prosperity in antiquity — and I got an early peek at how that looks during a three-hour hands-on virtual preview session moderated by an Ubisoft employee.
While Anno 117: Pax Romana is a game where you’ll still be focusing on your economy and fostering positive relations first and foremost, you’ll also need to consider building fortifications and training units for land and sea combat.
As the game is centered on growing your own Roman empire, you’ll have to choose which end to colonize first, either beginning in Latium (in modern-day western Italy, around Rome) as a Roman governor or expanding Celtic influence by starting in Albion (in modern-day England). My hands-on preview was limited to Roman gameplay, but I was able to see how much depth the Celts add to the game. Starting in Albion doesn’t just change the map geography and resource nodes you can build around, it changes the research trees, religions and construction projects you’re able to access as well.
Many contemporary 4X strategy games (it stands for explore, expand, exploit and exterminate) such as Sid Meier’s Civilization 7 and Age of Mythology: Retold focus heavily on outmaneuvering and destroying your opponents. In Anno 117, there isn’t really the same type of «win condition» — and there’s far less extermination to revel in overall.
The interwoven construction systems of Anno 117 are easy to pick up but difficult to master, especially if you want your empire to span multiple islands across the map. Here’s what I picked up about the game during my three-hour preview.
When building a civilization, the devil is in the details
If you’re choosing to set a game in the golden age of Roman civilization, it definitely makes sense to focus on graphical fidelity — I’m sitting down here to engage with the beauty and culture of Pax Romana.
Anno 117 doesn’t disappoint in this regard. Toward the tail end of my hands-on preview, I frequently found myself straying away from my self-imposed objectives to simply watch my citizens barter in the marketplace or work away on the wheat or hemp farms that stretched across the countryside.
Each dwelling you build adds three new citizens to your island, and these nonplayable characters are fully simulated as they go about their day-to-day business.
I watched the plebeians master their crafts, making silks and baking bread before they retired to cultural centers to find an education. The lower class libertini mined ore, chopped wood and delivered goods on handcarts, creating a constant stream of foot traffic that was mesmerizing to keep an eye on.
The complexity of these real-time interactions is a real treat. If too many workers gather at a warehouse with goods and raw materials, the roadways jam up and productivity drastically drops. It felt incredibly natural to manage these blockages and make necessary adjustments because I was already so involved with the little lives carrying on in the game.
Once you build something you feel truly proud of, Anno 117 has features that let you toggle the heads-up display off — I used this photo mode to capture some of my favorite pictures for this section of my preview. The images can’t capture the simple joy of watching fields of golden wheat swaying in the wind, but I think they convey the splendor of a budding city-state in Latium.
You might need an urban planning degree to run a well-oiled machine
If I could go back in time and restart my Anno 117 preview play session, I’d choose to take a beat before beginning construction on my starting island.
That’s no joke — every resource node, production center and citizen dwelling will affect how future supply chains are built, and that’s before factoring in the increasingly complex web of roads you’ll have to build to connect everything to the docks.
I shrugged and placed my first houses and farms randomly in the middle of the map, and it started causing problems for me hours later when I needed to build out unhygienic pigsties and hazardous kilns to broaden my civilization’s economic prospects.
There’s almost an overwhelming number of variables to juggle. Resources can only be extracted from certain nodes (and some fisheries and farms can only be built where the soil or water is suitably fertile for them), warehouses need to be located close enough for storage and production facilities will need speedy access to requisite materials.
More complex goods require multiple resources to make, which means your supply chains will become even more complicated as ore, grain and animal products move further and further around your budding city.
As settlements become cities, problems emerge. Certain structures can spread disease and others are fire hazards, and you’ll need to invest in Pax Romana’s version of hospitals and firemen to mitigate these risks. I didn’t have to worry about invading forces in the demo — my Pax Romana was a true time of peace — but you’ll have to secure your borders in the full release, ensuring that there is enough military manpower spread around that your citizens are safe. It’s been some time since land combat was featured in an Anno game, but you can train warriors and scouts that patrol your land for different quest objectives.
The speed of your city’s growth and expansion is largely dependent on the caliber of citizens you’re drawing to your island: In order to upgrade your citizens, you must cater to their basic needs and their luxury wants by building them into the city-state’s supply chain.
This can be confusing to a new player — I was left momentarily scratching my head about being limited to construction of logging camps, wheat farms and basic food and clothing production — but the real construction possibilities open up once you begin diversifying your population with more worker types. I unlocked the plebeians in the latter half of my first hour with Anno 117, and that’s when the game truly picked up and more construction options became available.
Even so, I’d caution against rushing the citizen class upgrades. Expanding too quickly is a huge strain on your purse, and I found that I needed to spend a lot of denarii in order to establish a decent income.
This is one of the cases where slow and steady improvements to your supply lines are extremely important. I quickly learned the lesson that private equity seemingly hasn’t: Don’t sacrifice long-term growth on the altar of short-term profits. That’s a good way to get hosed down with a net negative denarii drain, which will slow your expansion indefinitely.
If you’re willing to take the time to do some very basic planning before clearing out trees and establishing your first builds, I expect players will find Anno 117 to be a very rewarding (if occasionally confusing) city builder spanning a rich territorial tapestry of different island factions.
Hidden at the periphery: Trade routes, disputes and random events
During my three-hour play session, I was largely relegated to a single island, building out the basic necessities and cultural landmarks that serve to kickstart a burgeoning Roman province. Even still, I was able to get a glimpse at some of the game’s deeper systems — and there’s a lot going on in the wider world while the player is getting themselves situated.
There are many other nonplayable characters governing their own states on neighboring islands, and I would occasionally get notifications informing me of their achievements in research, development and trade.
These pop-ups created a sense of urgency — my civilization was not being built within a vacuum, and I couldn’t be sure if these other peoples had a tendency to build mutually beneficial relationships or if they stood only to conquer their nearby foes. I mostly enjoy building trade routes and forging alliances with others, but I would be lying if I said that these infrequent updates didn’t have me contemplating an investment in a bigger military presence.
I imagine that starting with the Romans in Latium or the Celts in Albion won’t just affect the nodes you can unlock in your research tree, but will change the way different neighbors interact with you as you make contact with them throughout the wider world.
Not every interaction with outsiders is a promise to paint the streets or oceans red — and outside of trade, there are other ways that NPC factions help you build a better future.
Provinces that adopt the same faith as you cement the belief in your gods, and both societies will reap greater buffs as the religion spreads among a larger population. These boons can increase research speed, military might or economic production. A rising tide raises all ships, and spreading religious fervor benefits all governors who worship the same gods.
Players will exert influence on the wider world, but it will also exert an influence on their own city-state: The society they’ll build is only one piece of a much grander, ever-shifting puzzle.
On a more granular level, a player’s civilization will undergo random events and disputes that keep it in a state of perpetual motion. Their people are never at a standstill (unless one uses their omnipotent powers to literally pause time) and as such, they’ll have trade disagreements, spread rumors and even riot.
Some of these events are simple decisions: In a moment of economic turmoil, I took a bribe from a wealthy businessman, but ended up enraging workers throughout the city; another time, I chose a personal advisor who increased my passive income instead of one who would optimize the storage of my warehouses.
Other events start up more involved questlines — when citizens live in fear of a nearby shipwreck that is said to be haunted, I’d have to train up a scouting party and send them into the depths to report on what was truly happening. These secondary objectives make your territories feel alive and engage the player outside of the usual city-building activities.
There’s a complex world hidden behind the curtain of Anno 117, but the game is approachable for new real-time strategy players, continuing the series’ usual throughline of placing an emphasis on solving conflict through economic and diplomatic means.
Combat is certainly present, but I was able to completely avoid it during my preview session, leading me to wonder how much fighting there will truly be for the more military-minded players. Either way, Anno 117: Pax Romana sold me on its premise — and I wanted to continue building my empire during this historically unprecedented time of peace.
Anno 117: Pax Romana is set to be released in 2025, but we don’t have an exact date as of yet. The game will be available on PC, PS5 and Xbox Series X and S.
Technologies
Google I/O 2025: How to Watch Google’s Biggest Event (and What to Expect)
Google’s biggest event of the year will almost certainly be about all the ways AI will help you get stuff done.

Google’s main I/O 2025 keynote takes place on May 20, with I/O continuing over May 21 for developers to get hands-on with Google’s latest products. At its keynote, we expect Big G to talk about its various innovations across its constantly expanding suite of products and tools — no doubt with a huge focus on AI throughout. If we collectively cross our fingers, promise to be good and eat all our vegetables, then we may even be treated to a sneak peek at upcoming hardware.
Read more: Android 16: Everything Google Announced at the Android Show
Google also hosted a totally separate event that focused solely on Android. The Android Show: I/O Edition saw the wrappers come off Android 16, with insights into the new Material 3 Expressive interface, updates to security and a focus on Gemini and how it’ll work on a variety of other devices.
By breaking out Android news into its own virtual event, Google frees itself to spend more time during the I/O keynote to talk about Gemini, Deep Mind, Android XR and Project Astra. It’s going to be a jam-packed event, so here’s how you can watch I/O 2025 as it happens and what you can look forward to.
Google I/O: Where to watch
Google I/O proper kicks off with a keynote taking place on May 20, 10 a.m. PDT (1 p.m. EDT, 6 p.m. BST). It’ll be available to stream online on Google’s own YouTube channel. There’s no live link on the I/O website yet, though you can use the handy links to add the event to your calendar of choice and register your details if you want more info from Google. Which maybe you do.
What to expect from Google I/O 2025
Not much chat about Android 16: As Google gave Android 16 its own outing already, it’s likely that it won’t be mentioned all that much during I/O. In fact at last year’s event, Android was barely mentioned, while uses of the term «AI» went well over a hundred.
Android XR: Google didn’t talk much about Android XR during the Android show, focusing instead on the purely phone-based updates to the platform. We expected to hear more about the company’s latest foray into mixed-reality headsets in partnership with Samsung and its Project Moohan headset, so it’s possible that this is being saved for I/O proper.
Gemini: With Android being spun out into its own separate event, Google is evidently clearing the way for I/O to focus on everything else the company does. AI will continue to dominate the conversation at I/O, just as it did last year (though hopefully Google can make it more understandable) with updates to many of its AI platforms expected to be announced.
Gemini is expected to receive a variety of update announcements, including more information on its latest 2.5 Pro update which boasts various improvements to its reasoning abilities, and in particular to its helpfulness for coding applications. Expect lots of mentions of Google’s other AI-based products, too, including DeepMind, LearnLM and Project Astra. Let’s just hope Google has figured out how to make this information make any kind of sense.
Beyond AI, Google may talk about updates to its other products including GMail, Chrome and the Play Store, although whether these updates are big enough to be discussed during the keynote rather than as part of the developer-focused sessions following I/O’s opening remains to be seen.
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