Technologies
The Next Big Must-Have Phone Feature? DIY Repairability
We’re keeping our phones for longer, and we’re keen to get more life out of them still. It’s time for mobile makers to get with the program.

Performing a highly technical demonstration in front of a live audience of journalists is always a risky move on the part of a technology company. You can almost guarantee that tech will fail you at the very moment you need it to perform at its best.
But not this time. Nokia Product Marketing Chief Adam Ferguson made the brave and somewhat bold move of replacing the battery on one of the company’s three new budget phones live on camera, all while providing onlooking press with a running commentary of exactly what he was doing and why it’s so important.
Ferguson promised it would take him less than 5 minutes to complete the battery transplant, and though we can quibble over a few seconds either way, he fundamentally proved to be a man of his word.
«If someone like me — who isn’t particularly good with his hands, as you’ve probably seen from some of my shaky handling there — can do it while speaking to all of you, hopefully it demonstrates that absolutely anybody can,» he told us during the demo, which took place virtually, in the week preceding Mobile World Congress.
The Nokia G22, now awake following major surgery performed by an amateur in front of our eyes, is designed with repairability at its very core. Thanks to a partnership with tech repair company iFixit, owners of this phone, announced at MWC in Barcelona on Saturday, will be equipped with guides and support to fix their phones themselves when the time comes. All they’ll need is a guitar pick and a #00 screwdriver.
It puts Nokia, which isn’t even in the top five global smartphone brands, ahead of the game this week at the world’s biggest mobile show, where sustainability is a major theme. In the context of the global climate crisis, the problem of electronic waste has become an increasingly pressing concern for tech companies and for consumers. Ensuring the products we use have a long life and aren’t easily disposed of as soon as our battery starts to flop is a key step in reducing the environmental impact of our tech use.
«We’re seeing already that people are holding on to their phones for longer,» Steven Moore said in an interview during the lead-up to Mobile World Congress. Moore is head of climate action at mobile industry body GSMA, which hosts MWC. He said the average lifespan of a smartphone has already stretched from two to three years. Plus, he added, people are showing more interest in repairing their phones, and are open to purchasing refurbished models in the first place.
Nokia isn’t the first to do this. Since 2013, Fairphone, a Dutch social enterprise, has been focused on trying to make modular phones that have a smaller environmental footprint. Since last April, Apple has also been supporting people who want to take care of DIY fixes on their iPhones, through its Self Service Repair program.
But the difference right now is that DIY repairs are beginning to shift from being a niche perk to being an important headline feature of new phones. «As consumers increasingly demand more sustainable and longer-lasting devices, the ability to repair smartphones easily and affordably will become a key differentiator in the market,» Ben Wood, chief analyst at CCS Insight, said in a statement.
Nokia might not be the pioneer of the repairability trend, but it’s adopting the practice at a key time. This year at MWC sustainability is front and center, as companies across the mobile landscape strive to reduce their environmental impact in line with the GSMA’s goal of the mobile industry reaching net zero carbon emissions by 2050.
Any phone manufacturers who don’t come to the show this year with a well-rehearsed set of arguments for why they aren’t taking control of repairability options for their devices should be prepared to face criticism, Emma Mohr-McClune, chief analyst and practice lead at analysis firm Global Data, said in a statement.
«At present, operators are staying out of this argument, but at one point even operators will start demanding more choice in this regard,» she added.
With pressure mounting from consumers and from other areas of the mobile industry, it’ll be up to phone manufacturers to respond by making it easier to replace device parts such as batteries and screens, which often bear the brunt of long-term use. But it’s important that they don’t neglect software as part of this conversation either.
When OnePlus released the OnePlus 11 earlier this month, it extended its support period for up to four years of Android updates and an additional fifth year of security updates. Without the promise of long-term security updates such as this, an otherwise decent phone can become unusable.
Good future-proofing also doesn’t lessen the responsibility on phone makers to ensure devices are already as sustainable as possible before they even reach your hands.
According to Moore, 80% of the environmental footprint of a mobile phone has already happened before you take it out the box. «That really means that we need to consider the actual embodied emissions and environmental impact within the device,» he said.
The long-term vision for future phones, as laid out in a GSMA strategy paper released in November, is that one day our devices will be 100% recycled and recyclable, as well as made with 100% renewable energy.
«There’s no device at the moment that fits that description, but we’re already seeing really promising signs from some of the manufacturers on this,» Moore said. «There’s a lot that the industry can do [and] I think we’re just at the beginning.»
Technologies
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Technologies
Alaska Airlines Flights Resume After IT Outage. What to Do if You Were Affected
The outage affected Alaska Airlines and Horizon Air flights for several hours on Sunday.

Alaska Airlines paused its operations for several hours late on July 20 due to what the company called, «a significant IT outage» that affected its operations.
About three hours later, flights resumed and the company posted on X: «Alaska Airlines has resolved its earlier IT outage and has resumed operations. We sincerely apologize for the inconvenience, and encourage guests to check your flight status before heading to the airport.»
The delays affected Alaska Air and Horizon Air flights at airports including Seattle-Tacoma International Airport, where about 49 flights were canceled and 43 were delayed as of the moving of July 21, according to a local report.
In an email to CNET, Alaska Air gave more details about what caused the outage on Sunday. «A critical piece of multi-redundant hardware at our data centers, manufactured by a third-party, experienced an unexpected failure,» the company said in an email.
«When that happened, it impacted several of our key systems that enable us to run various operations, necessitating the implementation of a ground stop to keep aircraft in position. The safety of our flights was never compromised,» Alaska Air said. «We are currently working with our vendor to replace the hardware equipment at the data center.»
The company added the outages were not related to a cybersecurity incident that affected Hawaiian Airlines in June.
In total, more than 150 flights were canceled, including 64 cancelations on Monday. «Additional flight disruptions are likely as we reposition aircraft and crews throughout our network,» the company said.
What customers can do
If you were or continue to be impacted by the disruption, you’re probably wondering what to do next.
«We appreciate the patience of our guests whose travel plans have been disrupted,» said the airline. «We’re working to get them to their destinations as quickly as we can. Before heading to the airport, we encourage flyers to check their flight status.»
Last year, rules changed on what customers are entitled to when flights are canceled or delayed. Although airlines have tried to roll back those rules under a new presidential administration, they’re still in place.
Those changes to compensation called for automatic, prompt refunds for canceled or significantly delayed flights without requiring customers to jump through excessive hoops to get compensation. The determination for a refund often depends on whether a cancelation resulted in a wait time of three or more hours.
According to the Department of Transportation’s Airline Cancelation Delay Dashboard, Alaska Airlines has some of the more flexible customer policies regarding delays and cancelations,
Alaska’s customer service line is at 1-800-252-7522. They also offer a Help Center web page that includes an AI-powered chatbot called Ask Alaska.
Technologies
Dying Light: The Beast Hands-On: Brutal Survival in a Zombie-Ridden Forest
I got to preview Techland’s next entry in its Dying Light series, which brings the parkour zombie horror to the great outdoors.

Two hours into my gaming preview of Dying Light: The Beast, I was jogging through a beautiful woodland dotted with cabins and park benches — a spot that would make for a lovely vacation, if not for the hordes of zombies wandering all over. Despite stealthily creeping around, I was spotted by a large group and frantically fended them off with a shovel, growing more desperate and overwhelmed — until my rage meter maxed out and I became a beast. I roared and tore the zombies limb from limb until the red haze lifted from my vision, leaving me human again to continue my journey through the park.
At a preview event in Los Angeles, California, Polish studio Techland set me and other media members up to play the first few hours of Dying Light: The Beast. It’s the next entry in the beloved Dying Light series of games, which combine first-person parkour movement with zombie horror action. After the long gap between the 2015 original and its 2022 sequel Dying Light 2 Stay Human, the third game is coming out just three years later, with a release date of August 22, 2025. Dying Light: The Beast is a course correction that brings back more of the horror and vulnerability that made the first game so successful, Dying Light franchise director Tymon Smektala told me.
«Wtih Dying Light: The Beast, we want to recapture that fear, that horror, that tension that the first game had,» Smektala said. «Maybe it was beginner’s luck, but we actually managed to capture the atmosphere and the feel and the balance just right.»
Part of that is bringing back the first game’s protagonist, Kyle Crane, who has been locked away for a decade while the zombie plague he once tried to contain rampages across the world. After escaping an underground lab, Crane quickly discovers that years of experiments done on him have left him with bursts of strength and bloodlust, which comes in handy when he’s beset by mutated enemies — he becomes a monster to fight monsters.
Prior Dying Light games let players explore open-world cities with free-roaming parkour movement, leaping over railings and climbing up fire escapes. The Beast expands this to a seemingly less suitable environment: Castor Woods, a sprawling forest that feels like a national park, where players have to thread their way through woodlands, rivers, mountain paths and other terrain. Techland challenged itself to see if the series’ parkour movement to evade zombies rather than fight them all would work in different biomes, Smektala said — and he believes they’ve cooked up something unique that pushes players to change how they move and deal with the living and the dead.
«So you could say, ‘okay, maybe I can hide behind trees and try to use how dense the forest is to lose the chase,’ but on the other hand, you never really know what you can find behind that tree, what hides in those forests,» Smektala said. «We like the fact that there are places on the map where you basically feel weaker, where you feel more fragile.»
Swinging between fragility and «Beast Mode» revenge
In my handful of hours with The Beast, I frequently felt that sense of vulnerability, confidently taking on a couple zombies, only to get cornered by half a dozen more shambling up behind me. Combat feels slow and weighty, relying on timing to avoid exhausting myself. I had to circle enemies carefully and slip between their attacks as my melee swings gradually took them down one by one — with guns and bullets scarce, at least early on.
But when I’d hit (or had been hit) enough to fill my rage meter, the game’s unique mechanic, Beast Mode, activated turning me into a monstrous force of nature, battering zombies and ripping off their limbs (if not worse — the game’s brutal dismemberment isn’t for the weak-stomached). Beast Mode is a deliberate counterbalance for handling hordes and turning the tides in combat — partially inspired, surprisingly, by the classic game Pac-Man.
«Pac-Man, if you think about it, is actually also a survival game where you are chased by ghosts. You are super weak, just one touch and you die — but there are those power pellet moments, you grab them and suddenly you can start chasing ghosts,» Smektala said, comparing that «cathartic overpower state» to the new Dying Light’s Beast Mode.
To make sure these moments land when they’re most needed, Techland has made under-the-hood tweaks, including filling the Beast Mode meter faster when the player is surrounded by zombies or when being chased by an undead horde at night (more on that later). The game keeps these mechanics hidden, Smektala explained, to prevent players from gaming the system. They’re designed to heighten the thrill of pursuit and reversal — fine-tuned through extensive player testing.
«You really feel like these are your last moments, the zombies are coming at you … and they’re just about to grab you and suddenly you see that meter has been charged and then you can turn 180 and get that moment of resetting the situation,» Smektala said.
Beast Mode isn’t the only escape route. Unlike the second Dying Light game where players can paraglide between buildings, The Beast’s national park areas are too broad for aerial traversal — but I could jump into abandoned vehicles and drive away from sticky situations… at least until the gas ran out. (You can refuel at select spots and unlock skills to burn less fuel.)
Whether you’re smashing zombies with improvised weapons, tearing through them in Beast Mode or mowing them down in a car, the game’s brutality is unmistakable — and it’s been dialed up since the last Dying Light, thanks to further optimizations to Techland’s in-house C-Engine. For The Beast, the studio has doubled the number of possible wounds zombies can take, so whether you strike the head or midsection, you’ll see injuries that match.
Techland also went all-in on realistic blood spatters rendered by C-Engine: Artists ordered liters of fake blood and spent days creating real-life splats to digitize for the game.
«So if you enter a room [in the game] and you see blood dragging on the floor or a blood splat on the wall, actually there was an actor in our mock-up studio that was dragging his body on the floor to leave that mark, and then we just scanned it and put it into the game,» Smektala said.
Surviving the least relaxing vacation of your life
My preview started an hour or so into Dying Light: The Beast, after Crane escapes from the underground facility. He’s woken up in the territory of The Baron, a sadistic noble ruling over the national park-like territory in an unspecified European country — one inspired by Swiss landscapes, a Techland developer told me. His small army of soldiers roam the land doing his bidding, adding another hazard standing between Crane and escape, but they’re far from the worst things in this strange land.
After escaping the facility, Crane wanders down a mountain trail to find a monastery that he clears of zombies to turn into a safe house. But his final task is to face a mutated monstrosity with a gas mask — the game’s first boss. After putting it in the ground, a scientist named Olivia introduces herself and pledges to help Crane. She takes a blood sample from the creature and convinces Crane to administer it to himself, granting him the upgrade to his Beast Mode.
These monsters, which Olivia calls Chimeras, are the faulty results of The Baron’s experiments. They roam the woodlands and she urges Crane to hunt them down to grow stronger so he can defeat the psychopathic noble. Each new kill grants a point in the Beast Mode skill tree, unlocking bonuses and new abilities like a ground slam.
After that, the game opens up, allowing players to alternate between following the main story or side quests and engaging with the game’s open world — exploring territory, gathering supplies and weapons and establishing safe houses to rest and recover. The safe houses are key to waiting out the dangerous dark hours, as the day-night cycle from Dying Light’s earlier games returns. When the sun sets, powerful nocturnal ghouls called Volatiles emerge. If alerted, they’ll unleash zombie hordes in a chase sequence that only ends with clever evasion — or reaching a safe house.
While players can simply sleep through the night, certain treasure-laden zombies only emerge after twilight, and I imagine other incentives or missions will lure players out of their safe houses.
Nighttime also becomes more manageable as players get stronger, either through acquiring equipment or leveling up — killing enemies will give Crane a bit of experience, while finishing story missions will award a lot. Every level grants a skill point to improve Crane’s stealth, parkour or combat abilities, which are important to gather to handle some of the game’s tougher enemies, from zombies in combat armor to Chimeras encountered in the wild.
As players explore and fill in the map, they’ll find some areas have level thresholds. I was driving around when I spotted an intriguing building across the river — an abandoned mental hospital likely full of loot — but it was 8 or 9 levels above me, and I didn’t want to risk it. You can offset level gaps with gear: Weapons are scattered throughout the world, with rarer loot hidden in riskier spots — like the military convoy I cleared out to score higher-level equipment.
Other weapons must be crafted, and there’s a cornucopia of materials scattered around, some that you’ll pick up off the ground and others scavenged from defeated zombies. You’ll need blueprints to make key weapons — I found one for a bow in the starting monastery safe house — and yes, once I built it, I needed to craft the arrows, too.
Becoming your own Beast
With a sprawling map to explore, crafting and skill trees, Dying Light: The Beast felt like a familiar yet fun mashup of Far Cry and Mirror’s Edge, all set in lovely woodland scenery (as an outdoorsy person, I’m partial to the natural setting, though there is a town in the game to provide some urban parkouring). Combined with the day-night cycle and a story pitting survivors against the vicious Baron, open-world game fans have a lot to chew on in Techland’s upcoming game — especially those who want a bit more of a challenge in their combat.
To ameliorate that difficulty, The Beast offers co-op mode, letting players team up with up to three friends. But teaming up won’t make the game instantly easier, as Techland made sure to adjust the game’s challenge accordingly, from spawning more zombies and making them stronger to giving them area-of-attack swipes to hurt multiple teammates. The Chimeras will be especially beefed up — so much so that players may not be able to take them down solo when playing with others in a game session.
A couple hours into the preview, after taking down a pair of hulking Chimeras, I was tasked with chasing down a third in a swamp. This fiend was different — a spindly blood-soaked ghoul that reminded me of the fearsome Witch special enemy from the Left 4 Dead games. She dashed in and out of the foggy marshland, and I struggled to track her and land hits while dodging her own — barely eking out a win thanks to some clutch Beast Mode transformations.
When I next took on a hefty Chimera with a concrete slab for an arm that I encountered after delving into the train tunnels, it became clear Techland had designed each of these fights as its own unique arena brawl. I was down in the depths, hunting an especially lethal monster that had been terrorizing survivors, and that Chimera wasn’t it. After chasing down the culprit, I pulled back the hood to reveal a familiar face — Crane’s own. Another failed experiment, maybe? As my preview ended, I was left wondering what The Beast truly referred to.
As I stepped away, I could feel the game’s open-world hooks sinking in — I just wanted to craft one more weapon, secure one more safe house, hunt one more Chimera and push past the edge of my map.
Dying Light: The Beast launches on August 22 for PC, PS5 and Xbox One X/S.
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