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Biggest Apple Announcements From WWDC 2025: Liquid Glass, iOS 26, New Camera App Look and Much More

Apple’s annual developers conference brought us a new Liquid Glass design, updated operating systems for all the Apple devices, new options for text messages and AI visual search.

Apple’s Worldwide Developers Conference (WWDC) acts as its annual showcase for everything new the company plans to include in its software for the next year, providing developers lead time (and incentive) to integrate imminent features and capabilities for iPhones, iPads, Macbooks, Apple Vision Pro, Apple Watch and Apple TV in their upcoming releases.

Today’s event brought us a Liquid Glass redesign across operating systems, unified version numbers for the OSes (all ending in 26, e.g., iOS 26), except MacOS Tahoe 26, which still incorporates a tourist destination. Plus, the new Gaming app — which is mostly a hub but with some group features — which we’ve been waiting for.  

Apple prepped buzz for the event by releasing new retro merchandise for the nostalgic among us.

The event began with a buzz video of Craig Federighi, senior VP of software engineering, racing in an F1 car to promote the F1 movie produced by Apple for its Apple TV Plus streaming service.  

If you’re more the «moment-by-moment» type, you can check out our archived live blog. Or just skip to the memes inspired by the closing song. Or just go straight to the part where you complain it bored you.

Public betas of the new operating systems will be available in July, and the first developer beta for iOS 26 is available right now. 

Liquid Glass redesign stole the show

Apple’s «gorgeous new design,» for all its platforms the first overhaul since iOS 7, made possible by better displays and more powerful components.

Apple’s vision for its next operating systems’ interfaces is almost literally that: It’s inspired by VisionOS. The new design system is called Liquid Glass, and brings a return to more pervasive translucency for the OS elements — the same aesthetic that informs the software for its Vision Pro VR/AR headset. That means more lens-like appearance, with specular highlights and dynamic movement as you change viewing angle. Navigation behavior changes as well.

iOS 26: The new operating system (and naming) is official

Liquid Glass will probably make the most impact on Apple’s most popular device. But in addition, there’s a new unified layout for communications, integrating Phone and FaceTime. Call Screening will wait until someone begins to talk and tell you who it is before ringing through, while Hold Assist will keep the call connected in the background and ring you when someone answers. Across the apps, there are lots of interface elements floating and more features just a tap away.  

The long-rumored «new destination» for gaming, Apple introduced the Games app. There’s a hug for Arcade, and it shows events and your entire game library in a single place. There’s Play Together for managing co-op and group challenges. Developers can use that for turning single-player games into group challenges.

And it works with a controller. Heck yeah.

Messages gets a customizable background that’s shared across a chat, group chats can host polls, and you can request or receive Apple Cash in group chats. You’ll be able to filter messages out from recent and unknown senders out of notifications. Emoji generation gets smarter by letting you combine and modify Genmoji to more accurately reflect what you want to convey. New ChatGPT styles include things like oil painting, or the ability to ask for a specific style that’s not a preset. 

Live Translation is now live in the communications apps with this version of the OS, and will work when you call someone who’s not on an iPhone.  

In addition to the new look, which includes things like dynamic scaling of widgets based on the photo on the lock screen, can automatically make the photo 2.5D and animated artwork for what’s playing. There’s lyrics, live lyric transliteration, mixing via the new AutoMix feature and music pins in your library. 

The camera makes it more streamlined to access the basic photo and video modes, plus all the options have been made a quick gesture away. Library and Collections tabs are back in Photos. Apple opens Visual Intelligence to not only screenshot search, but can use it across apps or call up ChatGPT. 

Maps can learn your preferred routes and take them into account, gives you travel time estimates and remembers where you’ve been for a visited-location history.

Apple Wallet will offer passport info for digital IDs (for everything but flying). Pay will offer in-person redemption of Rewards and use of Installments.

iPadOS 26 gets more Mac-like every year

Though probably not the most popular updates people care about, iPadOS 26 did get a lot more architectural changes aside from more Liquid Glass prettiness and the Live Translation, communication and AI features from other devices.

The substantive changes include a new windowing system to improve multitasking. There’s a grab handle to resize full-screen apps to windows, using the flick gesture to tile — it works with a trackpad as well as touch. It looks very similar to MacOS. 

Expose brings up thumbnails of open windows so you can select the one you want. There’s also a persistent menu bar at the top of the screen, like a desktop OS. Heck yeah. And it doesn’t require a specific high-performing iPad; it works with Stage Manager and on multiple displays. Of course, some people are wondering (dreading?) what it will be like to use on an iPad Mini.

Files finally grows up, like a detailed list view with the ability to resize columns, the ability to drag a folder to the Dock and more. 

Preview comes to the iPad, and the OS adds support for selecting a mic and providing a noise-isolation option across apps. There are also more tools for creators, such as local capture via video conferencing apps, with mic options for better sound. 

Background tasks — yes! — will show up as live activities, so you don’t have to put it down and walk away for a render.

MacOS Tahoe… 26

This year’s location name is Tahoe, and the update includes the same communications appearance updates as iOS 26. MacOS Tahoe incorporates the Liquid Glass design, too. You can add a new set of controls to the control center, change colors or add emoji to folders.

Continuity gets Live Activities, like on the iPhone, and the Phone app comes to the Mac with shared history and the other new AI features.

Shortcuts now have intelligent actions, like summarizing text or comparing things. Spotlight adds some of the annoying features of Windows search, like mixing results across types you don’t want. Quick Keys are two-letter shortcuts for apps and actions, along with suggestions. It keeps a clipboard history, which should make a lot of folks happy.

The Games app on Tahoe has the same features as the app on iPhone, plus an in-game overlay. Updates to Apple’s Metal graphics framework, Metal 4, add frame interpolation, denoising and more for potentially better game performance and quality. Upcoming games include Crimson Desert and Inzoi. 

Workout Buddy makes its debut in WatchOS

The Apple Watch OS incorporates AI in a new Workout Buddy, which keeps your fitness history and offers vocal coaching (ugh, pep talks) with a summary of your workout stats at the end. Workout has a new layout and custom workouts. 

Smart Stack uses more data to prioritize and predict which features you’ll want soon. It’s smarter about notifications, basing the volume on the ambient noise in your environment, and adds a Wrist Flick gesture for things like dismissing notifications.   

The new design also permeates Apple TV Plus and TVOS. Apple also announced some new upcoming originals and new seasons of existing shows like Slow Horses and Foundation.

TVOS will let you jump back into shows more quickly and get into karaoke with your iPhone as the mic. 

VisionOS 26 adds more for business

This operating system already had the look, but Apple’s taken VisionOS 26 deeper and more into-the-real-world. Widgets can be personalized and persistently overlaid. The OS will remember window placement. Photos can also create spatial views of photos and automatically convert images in articles, for instance. Personas will potentially look more accurate. 

Collaborative Pro usage got a co-op game callout, but it’s for business. If you’re using a shared team device, you can save your settings on your iPhone. There’s also a new Eyes Only mode for privacy. Logitech Muse 3D stylus and PSVR hand controllers are two of the interesting new accessories for it.

You’ll be able to edit Premiere Pro video and playback native 360-degree playback for popular action cams.

Technologies

The Agony and the Ecstasy of Endless Gaming Crossovers

In navigating my own love-hate relationship with this phenomenon, I talked to some of the devs behind them to get a better sense of how these crossovers work and why companies pursue them.

When my friends want to play Magic: The Gathering, I wade through my two-dozen or so decks built for Commander — the card game’s casual, multiplayer format. I might choose the deck built around Elenda, the Dusk Rose, a vampire saint who can create legions of vampires. Maybe I’ll take my Narset, Enlightened master deck, which lets me cast powerful spells for free when she attacks. Both Elenda and Narset are original characters from Magic: The Gathering.

Or maybe I’ll grab my Lightning, Army of One deck, constructed around the Final Fantasy 13 character, so I can attack people for absurdly high amounts of damage. Maybe my Godzilla deck will engage in glorious combat against my friends’ decks led by characters from Dracula or Warhammer 40K. Would Eowyn from Lord of the Rings be a better match-up against the forces of the Imperium?

It’s a double-edged sword, this impulse toward crossovers. And it’s happening in games far beyond Magic: The Gathering.

Overwatch featured skins from Persona 5 in September, Halo armor and weapons showed up in Helldivers 2, and edgy looter shooter Borderlands 4 is showing up in… golf game PGA Tour 2K25. The crossover crown lies eternally with Fortnite, thanks to its never-ending influx of skins from games, movies, comics and real-life celebrities — leading players using the Sabrina Carpenter skin to stop shooting each other and, say, hold impromptu concerts instead.

When the elements fit each other are handled with care, it’s a fun way for fans to engage with multiple interests simultaneously. But when it feels carelessly thrown-together or when the elements don’t mesh, it can feel like a cash grab that hollows out the original property. And what works for one player might feel egregious or immersion-breaking to another. 

«Am I the problem?» I ask myself, as I work on a fourth Magic deck built around a Final Fantasy character, after spending hundreds of dollars on cards and accessories from the set. 

I do realize that the money I spent on the release event and weekly drafts screamed to Hasbro, «It’s working!» At the same time, playing with cards from that Final Fantasy set was also the most fun I’ve had with Magic in several years. 

Corporations betting big on brand crossovers feels like the unavoidable consequence of a world in which players look more and more for customization and ways to show off their personalities and interests, which dovetails with companies looking for lucrative ways to attract new players and increase revenue in ongoing games. Is other media filtering into popular games about the joy of including familiar faces, or does it turn characters into digital bumper stickers, starved of their identity from their original context? 

The answer, like it or not, is both. 

Money is a big part of the motivation, but expanding reach and offering customization also factor in

Blending different properties together generally requires an intense collaboration between the property owners and the game inviting the crossover. So what makes these gaming collaborations worth it for those parties? 

There’s a financial incentive, to be certain, as Hasbro has made astonishingly clear. In its second-quarter 2025 earnings call, CEO Chris Cox noted that Magic: The Gathering’s Final Fantasy set made $200 million in revenue in one day, while it took the Lord of the Rings set six months to hit that milestone. To put those two collaborations in the context of original Magic: The Gathering sets, the bestselling Magic set before Lord of the Rings was Modern Horizons, which made $200 million over two years. 

Admittedly, $200 million in 24 hours is performance that Magic: The Gathering will likely struggle to replicate, even with the overabundance of outside properties coming next year: Teenage Mutant Ninja Turtles, The Hobbit, Star Trek and Marvel. Still, Cox said the company feels good about the collaborations set to launch next year in terms of pleasing players and bringing in revenue. And Final Fantasy ultimately points to the financial power of a good gaming crossover, one where the properties are handled thoughtfully and intentionally (even if some of that intention is making the collaboration more collectible).

To better understand how and why these crossovers happen, I talked with some of the people powering these gaming collaborations. 

There were «a lot of clues» both internally and externally that Magic could support these kinds of crossovers in the game, said Aaron Forsythe, Magic: The Gathering’s vice president of research and development.

Sets like Lord of the Rings and Final Fantasy can also help funnel new players into a game that has been around since 1993.

«With Final Fantasy, we have seen a marked increase in play participation, especially among players who haven’t previously participated in our Organized Play programs,» said Rebecca Shepard, the vice president of franchise for Magic: The Gathering. That participation also extends after the launch of sets based on the other properties, which Magic brands Universes Beyond.

She noted that Universes Beyond releases also lead to increased interest in older products, demonstrating the crossovers’ ability to drive interest in the game’s original creations.

Magic’s designers have spent decades creating multiple in-game worlds or «planes» with their own lore, characters and mechanics. To a certain degree, crossovers are baked into its premise. 

But what about something with a considerably smaller scope, like the hero shooter Overwatch 2? The team-based game is set in nearish future Earth, where other Blizzard games like Diablo and Starcraft are minimal parts of the world as references and outfits. But aside from a small Lego crossover, other external properties were mostly only winked at… until the game introduced skins from the popular manga and anime One-Punch Man back in 2023.

The game’s collaborations started out as infrequent events, but now show up roughly every season.

The Overwatch team was nervous for its first collaboration and took a cautious approach, said Aimee Dennett, Overwatch’s associate director of product management. Devs wanted to ensure that heroes were still recognizably Overwatch characters while also maintaining the integrity of the game’s lore. The solution was described as «our characters are cosplaying,» meaning that the Overwatch heroes maintain the iconic parts of their visual identity, while incorporating elements that are recognizable as the characters from the crossover properties.

There are also internal motivations for these opportunities.

«We’ve found that it has such a positive effect on the team,» said Overwatch’s Art Director, Dion Rogers. People who work on the game are also fans of these properties, and the opportunity to design those crossovers can be a creative spark for the developers. 

Fortnite didn’t start the party, but it did invite basically everyone

Fortnite is the de facto example of crossovers in gaming. It represents an astonishing evolution of a concept that kicked off decades ago. 

Video game publishers were firmly protective of their properties to keep their games unique, but gaming website Giant Bomb asserts that crossovers started in earnest with 1992’s Battle Soccer, where Godzilla could take the pitch against giant mech Gundams and superheroes from Japanese TV. A few years later, Marvel’s X-Men faced off against Street Fighter characters in a move that would eventually spawn the Marvel vs. Capcom series of fighting games.

Crossovers ramped up in the 2000s with Sonic the Hedgehog and Solid Snake as the first two characters not owned by Nintendo to show up in Smash Bros. Brawl, a few years before horror movie villain Freddy Krueger first appeared in a Mortal Kombat game. Thematically, these all make some sense — but Fortnite took crossovers to another level. 

The crossovers started with the Infinity Gauntlet limited-time mode, where players could transform into Thanos, the villain of the 2019 film Avengers: Infinity War. It was quickly followed by the first Marvel-themed skins for Black Widow and Star-Lord that any player could wear. That kicked off a wave of Fortnite crossovers that would grow beyond Marvel to also include DC Comics, Star Wars, celebrities and various other games.

More have followed in Fortnite’s wake. The jump to include characters from other media besides video games has proven popular, with games like Mortal Kombat bringing in the villainous superhuman Homelander from The Boys, and the asymmetrical PVP horror game Dead by Daylight leaning heavily into killers and survivors from various games and movies — and also Nicolas Cage as himself, delivering some truly amazing voice lines.

Still, when it comes to bringing in everything from everywhere, nothing tops Fortnite, where crossover events feel less like guest stars and more like the first stop for major franchise promotion. And the cumulative results are, for lack of a better word, bonkers. Now a squad of Ariana Grande, Billie Eilish, Lady Gaga and Sabrina Carpenter can face off against a squad made up of Darth Vader, the Joker, Thanos and Mortal Kombat’s Sub-Zero… and then perform *NSYNC’s Bye Bye Bye dance on the villains’ corpses.

Epic Games, the makers of Fortnite, declined to comment for this story. 

Convenience and customization… at a cost

While crossovers with other properties help bring revenue and new players into games, they also risk alienating players whose primary interest is in their games’ original concepts and who may feel the crossovers move the game away from its identity.

«We listen and learn more than folks realize but at the same time, our goal of making Magic for everyone — because it is — can also frustrate our existing players,» said Shepard in response to a question about the feedback to Universes Beyond and the seemingly polarized responses online.

You can see that frustration in videos from prominent Magic creators, with titles like «The Problems With Universes Beyond — Even if You’re NOT a Hater» and «Half of Magic: The Gathering Will Not Be Magic: The Gathering.» The discussions in those videos touch on multiple elements, but center around the proportion of and execution of Universes Beyond sets and how those sets do or don’t gel with the rest of the game. 

That tension exists with most gaming crossovers. I wasn’t initially a fan of Overwatch’s move into collaborations. For me, the image of Doomfist in a yellow suit and flowing cape cheapened a character who’s supposed to be a surly big bad in the Overwatch universe. To me, it felt tonally mismatched with his identity, and I feared Overwatch feeling less like Overwatch as a result.

But the response I saw was largely positive. A change being celebrated doesn’t mean it’s necessarily good for the game, nor does outcry mean a change is bad. But there were clearly people who wanted the customization and expression of anime skins, highlighting the tension inherent in gaming collaborations like this.

Magic’s Aaron Forsythe acknowledged the competing interests, saying, «Players that have been with us for a while don’t feel the need for a change of this magnitude, and I appreciate how this hits them. But we’re doing this both because we want to grow the game — and we are — and because we think it’s another really fun way to enjoy it.»

For longstanding fans who have played the game for years, perhaps even decades, it may feel like the resources for the game’s original ideas are being diverted to fuel crossovers. 

There are degrees, though. In the case of Magic: The Gathering, one-time Secret Lair drops like Sonic the Hedgehog that mostly show up in casual multiplayer formats may not seem as disruptive. But over the course of next year, Magic will release four more sets based on outside properties, bringing the total to seven such sets in two years. More than any individual card or set, that density of outside properties might feel particularly unwelcome, contributing to the feeling that it’s just Fortnite now.

Everyone is here (and here to stay)

I think a lot of the response to crossovers comes down to two things: how well the concept fits and how good the execution is. Fortnite itself has become a conglomeration of various game types — from Battle Royale to Lego to Ballistic, festivals and Creative modes — so the game featuring skins from all kinds of movies, games and celebrities sort of fits into that «everything for everyone» idea. 

Something like Dead by Daylight is an example of using crossovers with a narrower focus, incorporating horror icons that fit its gameplay and lore. Resident Evil characters trying to escape from Halloween’s Michael Myers doesn’t make total sense, but there’s enough of an internal logic in the genres of slasher films and survival horror games for it to work. 

And, despite my initial reservations about Overwatch’s collaborations, I was immediately enthralled when I saw Kiriko’s Suki skin from Avatar: The Last Airbender. In addition to giving me a new outlet for my favorite character from the show, it just fit the visual identity and the concept of the Overwatch hero, a protector in her own right.

The people behind the games acknowledge how much that matters. «If we don’t do this right,» Overwatch’s Rogers told me, «the fans will call us out.» Players have their own ideas of what fits and what doesn’t, and they aren’t shy about voicing those feelings. But Rogers said that getting it right instead helps maintain the identity of the game’s heroes.

Similarly, Magic’s Shepard said one step in the process of evaluating potential crossovers is feeling out whether it feels like «an authentic relationship» for the game and its players. The challenge, however, is that each player’s mileage will vary when it comes to that authenticity. 

There’s no putting these crossovers back in the box, for better and worse. We’ll continue to have more options to play as our favorite characters across a variety of games. Right now, if I wanted to, I could fire up Street Fighter 6 and play a game as Chun-Li in the context of her original series. I could then swap over to Fortnite and run around sniping people as Chun-Li before logging into Overwatch and playing as Juno in her Chun-Li skin, healing people with a Martian mediblaster. And then over the weekend, I could play Magic: The Gathering with my friends and pull out a deck built around a Chun-Li character card.

For Chun-Li superfans, that’s great. At the same time, my Magic opponents may be sick of playing against characters from Stranger Things, Jurassic Park and Marvel, which might break the immersion of the game for them. 

The demand is there and the complaints are valid. Companies will follow the money. But each game’s developers have to find their own way of squaring the crossover — justifying (or not) how another creative world collides with theirs. 

For Overwatch’s Dennett, as the game grows and changes, so does the team’s philosophy about collaborations — because pushing the boundaries of what’s possible in the hero shooter sparks the imaginations of its player base. 

«It’s sort of a self-reinforcing cycle, where our players grow and change so much, and so do the types of collaborations, and the types of collaborations change, which grows and changes our players.»


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Today’s NYT Mini Crossword Answers for Friday, Nov. 21

Here are the answers for The New York Times Mini Crossword for Nov. 21.

Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.


Need some help with today’s Mini Crossword? It’s not too tough today, but read on for the answers. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.

If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.

Read more: Tips and Tricks for Solving The New York Times Mini Crossword

Let’s get to those Mini Crossword clues and answers.

Mini across clues and answers

1A clue: Pump iron
Answer: LIFT

5A clue: Peer
Answer: EQUAL

7A clue: Like the music of Rick James and James Brown
Answer: FUNKY

8A clue: Animal that can’t change its stripes, per an old adage
Answer: TIGER

9A clue: Pointed part of a fork
Answer: TINE

Mini down clues and answers

1D clue: Dominant hand for Shohei Ohtani when batting, but not pitching
Answer: LEFT

2D clue: Resignation proclamation
Answer: IQUIT

3D clue: Mushrooms, mold, mildew, etc.
Answer: FUNGI

4D clue: «Is this seat ___?»
Answer: TAKEN

6D clue: U-shaped instrument in ancient Greece
Answer: LYRE

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