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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.

Technologies

Octopath Traveler 0 Review: A Solid JRPG Dragged Down by Forgettable Characters

The Octopath Traveler prequel is so close to being a fantastic RPG.

When Octopath Traveler launched in 2019, it was something that looked similar to yet ended up being totally different from the traditional turn-based Japanese role-playing game Square Enix was known for. The series made some innovative changes to the formula, from the roster of eight playable characters to the Boost system. But with Octopath Traveler 0, it feels like the prequel didn’t move forward, and if anything, took a tiny step backwards. 

Octopath Traveler 0 acts as a prequel to the series’ first two entries, and instead of playing as one of eight unique characters with their own storylines, you step into the role of a silent protagonist who is seeking revenge. If that sounds boring, well, it kind of is. 

If there’s a saving grace to the game, it’s its class and combat systems, which offer a good mix of standard RPG fare with enough novelty — including some deliciously evil villains — to keep you playing.


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Players can pick one of eight jobs for the protagonist: warrior, hunter, merchant, apothecary, cleric, scholar, dancer or thief. As expected, each class has its own unique traits, and classes like the warrior, cleric, hunter, scholar (black mage) and thief have the standard fare that RPG fans should expect. It’s the other classes that are unique to the game. I started off as a merchant who could use weapons with powerful attacks, along with skills that earned a little more money from battles. Then there’s the apothecary, a unique class that heals and cures the ailments of their teammates while also being able to do heavy damage with an axe. 

As you progress and unlock more job skills and level up, there will be an option to obtain another job. This means the hero can take skills from one job — such as spells and physical attacks — and use them with a class that wouldn’t normally have them. This can result in a warrior, for example, being able to use the powerful spells of the scholar class to create a unique battle mage. With eight jobs to choose from, there are plenty of options available to create different combinations to use in battle. 

But for all the new ground that the class system covers, the plot is pretty generic territory.

Boring Traveler

The real selling point of the Octopath Traveler series is, well, the travelers. The first two games featured eight playable characters, each with their own background story to learn. That was the selling point of the game that made it stand out from the sea of traditional JRPGs.

This time around, Square Enix decided to do something a little different and a little dull, making the hero a silent protagonist. Not only is the hero quiet throughout every conversation in the game, but get this, they’re on a revenge mission, as if that’s never been done before in a JRPG (snark intended). 

Yes, the hero is a silent protagonist whose village was wiped out by this evil duo in search of a magical trinket. The hero survives and is trained in secret until it’s time to exact revenge on the three people who doomed his home: Tytos and Auguste, who were responsible for the attack on the village, and Lady Hermina, a wealthy heiress who gave the two the info on the location of the trinket. 

This lackluster origin story of the hero and their motivations really dampens any interest I had in playing as the character. The same goes for the allies that join the hero throughout the game. They have their stories, some a little sad, but for much of the game, they’re just a member of the team. 

Thankfully, the real heroes of the game’s story are the bad guys. Following the drawn-out intro sequence, once the hero sets out on their revenge quest, players can choose to go after any one of the three previously mentioned villains. Each has its own story arc, and they’re just deliciously dark. The characters are truly evil, with the most interesting background and developments, giving an almost Game of Thrones vibe. My favorite was Auguste the Playwright, referred to as the Master of Fame. When completing his story arc, there is just a series of these seemingly regular people who show their utter devotion to him by sacrificing their own family members and themselves to Auguste’s delight.

There is something refreshing in seeing true villains. There is no moral quandary or philosophical debate on whether the people you’re fighting against are horrible people or if they are simply misguided with good intentions. No, these people are horrible and need to be stopped. It’s just a shame it’s the boring, silent protagonist that has to do the heavy lifting to defeat them. 

Octo-Mazing

Where Octopath Traveler 0 really excels is the combat. It’s turn-based, but to liven things up, the series has the «Break and Boost» system. 

Every enemy has a shield number that depletes when attacked, and once it reaches zero, that enemy is «broken» and unable to attack for multiple rounds. To help speed up this process, characters have Boost Points that increase with each round of a fight. When a character has three BPs, they can use powerful attacks or simply do multiple attacks at once. As every enemy has multiple weaknesses to certain weapons and spells, this system adds an extra layer of strategy to determine whether you bide your time to beat them down or rush them down. Occasionally, you’ll end up in a situation where a tough enemy gets broken and you notice that all of your characters are loaded up with BP, which leads to a satisfying beatdown on the bad guy, raining down powerful attack after powerful attack. 

And yet, the depth of strategy doesn’t end there. New in Octopath Traveler 0 is a whole second row of characters on the team. These backup fighters can be tagged in throughout combat to provide a bit of a mix-up in strategy. You can keep your physical warriors up front while having the mages hang out in back and switch when needed. Or rotate in the same character type when needed, so when a healer gets low on health, they can swap out with another healer. Couple this dynamic of switching out characters on the fly with the «Break and Boost» system, and you have a very active turn-based combat. 

Obtaining these extra characters on the team comes with rebuilding the hero’s village, Wishvale. The burned down town starts off with one home, but as you progress, you’re given more options to expand. Other towns have people looking for new places to live or adventures to partake in, and those choices can be explored via Path Actions, a recurring feature from earlier games in the series. 

When talking to particular NPCs, there is an option to learn a bit more about them by inquiring using a Path Action, which is just a matter of pressing a certain button (the X button for the Xbox version, Square for PlayStation and Y for Nintendo Switch). Doing this will then give you some background on the character and some options. Some NPCs will gladly join your team to fight with you for a price, while others will have items to give you by selecting the Entreat option and a success rate will be shown for each item they possess, with the lower success rate set for the more valuable items. There’s also the Contend option to battle the NPC, which isn’t wise to do early on, as it seems all the townsfolk have been battling dragons for generations, so fight them early on at your peril. Fail to obtain an item from an NPC or lose to them in a fight, and your reputation takes a hit. Take too many hits to your reputation while in a town, and none of the NPCs will offer these Path Actions anymore until you visit the tavern and pay a fine to restore it. 

The presentation of Octopath Traveler 0 is not much different than the previous games. The graphics are the HD-2D art style Square Enix has been using for this series and the Dragon Quest remakes, a retro mix of 2D sprites amid 3D backgrounds that evokes nostalgia for the games of yesteryear with some modern polish. Octopath Traveler 0’s soundtrack and voice acting are also on par with the higher quality the series has been known for. 

Like other games in the series, Octopath Traveler 0 can easily take players 100 hours to complete, especially if they delve deep into the town-building aspect. While I wish there were more interesting heroes to embody, once players get past the generic plot premise and delve into the meaty combat, there is no question that this game is a worthy entry into the franchise and a pick for those looking for a new JRPG to spend all their time with. 

Octopath Traveler 0 is now available on Nintendo Switch 2, Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, and PC. 

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Technologies

Galaxy Z TriFold vs. Huawei Mate XT: One Is the Most Versatile Phone I’ve Ever Used

Samsung’s Galaxy Z TriFold and Huawei’s Mate XT, part of a new category of phones called «trifolds,» offer diverging experiences when it comes to using them.

Huawei introduced the world’s first «trifold» phone, the Mate XT Ultimate, last year and launched it outside of China in February 2025. Despite only actually folding in two places, the phone was called a trifold because its 10.2-inch display divides into three sections.

I’ve been using it on and off since February and I liked the Mate XT so much that it made me skeptical about the Galaxy Z TriFold‘s design when Samsung first showcased it at the APEC CEO Summit in October. But after trying Samsung’s first trifold for myself, during a brief hands-on test at a Samsung store in Dubai, I changed my mind.

As foldable phone sales are expected to rise 30% year over year in 2026, according to analysts at IDC, it’s important for both Samsung and Huawei to find their own hook for customers. Each of these foldable phones has their place in the market and offers a different appeal. One is a tablet that folds into a phone, while the other is a three-in-one and the most versatile smartphone I’ve ever used. One of them has «Z TriFold» in its name but the other actually folds in a «Z» shape.

Here’s how the newly-launched Samsung trifold phone compares to the Huawei Mate XT Ultimate — the phone that pioneered this category.

Samsung Galaxy Z TriFold vs. Huawei Mate XT design

Both the Galaxy Z TriFold and Mate XT have large screens that divide into three panels (hence the name) and have two hinges to connect them. And yet, they’re vastly different.

The Huawei trifold phone has a single screen that folds in a Z shape to allow for three different forms. You can use it as a phone (fully folded), a mini-tablet (half-open), as well as a wide-screen tablet (fully opened). I’ve mostly used the Mate XT either in mini-tablet mode (one fold) or fully unfolded. And I found myself using it in phone mode (fully closed) only when I made calls.

In comparison, the Galaxy Z TriFold folds in a U shape as both panels fold inwards. You can only use it fully folded as a phone or fully opened as a wide-screen tablet, without the added ability to use it as a mini tablet.

Samsung’s Z Trifold uses two different-sized hinges and three panels of varying thickness, allowing the device’s flaps to fold on top of one another. The left hinge is like the one on the Fold 7 and comparatively tighter than the right hinge (the wider one), which springs open after you push it to a certain angle. On the back of the phone is a second display that occupies the «middle» section to use when the phone is fully closed.

When fully folded, its lowermost panel has a protruding edge, giving it a solid lip to grab onto while unfolding. It’s a nice addition to the flat-sided design, which doesn’t leave much space between panels. I found it easier to unfold than its sibling, the flat-sided Galaxy Z Fold 7.

The Huawei Mate XT has curved sides and a single screen, but because of that Z shape, it gives you three ways to use it. The right hinge unfolds like the Galaxy Z TriFold — you pull it out — but you don’t need to unfold the other side. With just one panel unfolded, it becomes a usable mini-tablet.

You can unfold the third section, at the back of the left panel, to open it fully and use it as a wide-screen tablet. Because it uses a single flexible screen, part of the soft folding display is always exposed to the elements when the device is folded shut in phone mode. So far, I haven’t noticed any scratches on the display but it is definitely less protected than Samsung’s inner screen. However, Huawei bundles a case with an extended lip to protect the always-exposed right side of the screen.

Both of these trifold phones have minimal screen creases but Samsung’s Galaxy Z TriFold feels better when I run my finger over the folding parts. While Huawei’s creases are deeper, they don’t bother me in day-to-day use. The creases on both phones are visible under direct artificial light and at an extreme angle.

The Huawei Mate XT is slimmer than the Galaxy Z TriFold. It’s just 3.6mm thick at its thinnest part when fully unfolded and 12.8mm when folded. In comparison, the Samsung phone is 3.9mm thick at its thinnest part and goes up to 12.9mm when fully unfolded. At 309 grams, the Z TriFold is also slightly heavier than the 298g Mate XT.

The Huawei trifold phone feels more premium than the Galaxy Z TriFold — probably because of its faux leather back, curved sides and gold accents. Samsung’s foldable has a carbon-fiber finish, which feels durable but not as premium.

The Mate XT has an IPX8 rating, while the Galaxy Z TriFold is rated IP48 for dust and water resistance. The «4» in IP48 means it’s protected against dust particles measuring over 1mm but not against everyday dust and pocket lint. Neither of these phones is truly dust-proof, but both are rated for water resistance, just like a standard smartphone.

Samsung Galaxy Z TriFold vs. Huawei Mate XT displays

The Galaxy Z TriFold has two screens: a Galaxy Z Fold 7-like 6.5-inch AMOLED screen with a 120Hz variable refresh rate and a 422ppi pixel density. It unfolds to a 10-inch tablet-sized screen with a 120Hz dynamic refresh rate with a lower 269ppi pixel density.

The Huawei Mate XT has a single 10.2-inch OLED screen with a 90Hz refresh rate and 382ppi pixel density. It has a lower refresh rate but a higher resolution and slimmer bezels. You can use it as a 6.4-inch phone, a 7.9-inch mini-tablet or a 10.2-inch widescreen tablet which makes it a more versatile design than Samsung’s trifold phone. The Mate XT’s display when folded down into «cover screen» has a wider aspect ratio with slimmer bezels than the TriFold’s cover display. 

I haven’t watched videos on the Galaxy Z TriFold, but I assume the experience would be better on the Huawei since the main screen has a wider aspect ratio (when fully unfolded). It has less letterboxing (thick borders on top and bottom) than the Galaxy Z TriFold, which provides a slightly narrower aspect ratio when fully unfolded. However, it could be better for multitasking, especially when running three apps side by side, but I’ll need more time with the Samsung phone to come to a conclusion.

Galaxy Z TriFold vs. Huawei Mate XT performance and battery

The Samsung Galaxy Z TriFold has the Qualcomm Snapdragon 8 Elite for Galaxy chip, the same processor that powers its other 2025 flagship smartphones including the OnePlus 15. The chip is tuned for efficiency and I expect it to handle multitasking on a standalone DeX with ease. The TriFold also comes with 16GB of RAM and 512GB or 1TB of storage.

In contrast, the Huawei Mate XT runs on an in-house Kirin 9010 chip and is paired with 16GB of RAM and 512GB or 1TB of storage. It runs EMUI 14.2 operating system on global variants, which doesn’t have preinstalled Google apps. Despite the ban on US companies working with Huawei — including Google, the company behind Android — there are workarounds for installing the Play Store. You won’t encounter these kinds of hurdles on the Galaxy Z Trifold.

The Samsung trifold phone runs on One UI 8, based on Android 16. You get fast animations, smooth multitasking, a multitude of customization options and a better overall experience. The Galaxy Z TriFold will also get seven years of OS and security updates.

Both phones pack a 5,600-mAh battery but it remains to be seen how they fare against each other. I haven’t pushed the Mate XT to its limits and it delivers an entire day of use on a single charge. When I need to top up the battery, I use the bundled 66-watt charger or use wireless charging at up to 55 watts. The Galaxy Z TriFold supports 45-watt fast charging and Qi wireless charging.

Samsung Galaxy Z TriFold vs. Huawei Mate XT cameras

Both phones have three rear cameras that are identical to those found in the Galaxy Z Fold 7. The Galaxy Z TriFold has:

  • a 200-megapixel main camera with optical image stabilization (OIS) and a f/1.7 aperture
  • a 12-megapixel ultrawide camera with a 120-degree field of view
  • a 10-megapixel 3x optical zoom telephoto camera with OIS and support for 30x digital zoom
  • two 10-megapixel front-facing cameras — one inside the cover display and the other inside the folding screen 

In comparison, the Huawei Mate XT has:

  • a 50-megapixel main camera with OIS and a variable aperture (f/1.4 — f/4.0)
  • a 12-megapixel 5.5x optical zoom telephoto camera with OIS
  • a 12-megapixel ultrawide camera with a 120-degree field of view
  • a 8-megapixel selfie shooter

Based on my experience with the Fold 7, you can expect vibrant colors, good dynamic range and balanced processing in low-light photos on the Samsung trifold phone. Images from the Huawei tend to have an over-processed look and it doesn’t do well with certain skin tones. But the Mate XT captures better portraits than my Fold 7. I’ll be able to test the photography chops from both phones once I have the Galaxy Z TriFold.

Here’s how the two foldable phones specs compare:

Samsung Galaxy Z TriFold specs vs. Huawei Mate XT Ultimate

Samsung Galaxy Z TriFold Huawei Mate XT Ultimate
Cover display size, tech, resolution, refresh rate 6.5-inch AMOLED, 2,520×1,080 pixels, 1-120 Hz refresh rate none
Internal display size, tech, resolution, refresh rate 10.0 AMOLED, 2,160×1,584 pixels, 1-120 Hz refresh rate 10.2-inch AMOLED, 3,184×2,232 pixels, 90Hz refresh rate
Pixel density Cover: 422 ppi; Internal display: 269 ppi 382 ppi
Dimensions (inches) Open: 6.27×8.43×0.15 inches (leftmost panel) / 0.17 inches (center panel) / 0.16 inches (rightmost panel with the side button); Closed: 6.27×2.95×0.50 inches Open: 6.17×8.62×0.14-0.19 inches; Half-open: 6.17×8.62×0.19-0.29 inches; Closed: 6.17×2.89×0.50 inches
Dimensions (millimeters) Open: 159.2×214.1×3.9mm (leftmost panel) / 4.2mm (center panel) / 4.0mm (rightmost panel with the side button) Closed: 159.2×75.0x12.9mm Open: 156.7x219x3.6-4.75mm; Half-open: 156.7x219x4.75-7.45mm; Closed: 156.7×73.5×12.8mm
Weight (grams, ounces) 309g (10.9 oz.) 298g (10.51 oz)
Mobile software Android 16 with One UI 8 HarmonyOS 4.2 / EMUI 14.2
Cameras 200-megapixel (main), 12-megapixel (ultrawide), 10-megapixel (telephoto), 10-megapixel (cover screen, selfie) 50-megapixel (main), 12-megapixel (ultrawide), 12-megapixel (periscope telephoto), 8-megapixel (front-facing)
Internal screen camera 10-megapixel 10-megapixel
Video capture 8K 4K
Processor Qualcomm Snapdragon 8 Elite for Galaxy Kirin 9010
RAM/storage 16GB + 512GB, 1TB 16GB + 512GB, 1TB
Expandable storage No No
Battery 5,600 mAh 5,600 mAh
Fingerprint sensor Yes Yes
Connector USB-C USB-C
Headphone jack No No
IP rating for dust and water resistance IP48 None
Special features 45W wired charging speed, Qi wireless charging, Galaxy AI, NFC, Wi-Fi 7, Bluetooth 5.4 66W wired charging speed, 50W wireless charging, NFC, Wi-Fi 6, Bluetooth 5.2

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Technologies

Today’s NYT Connections Hints, Answers and Help for Dec. 24, #927

Here are some hints and the answers for the NYT Connections puzzle for Dec. 24 #927

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


Today’s NYT Connections puzzle is kind of tough. Ooh, that purple category! Once again, you’ll need to look inside words for hidden words. Read on for clues and today’s Connections answers.

The Times has a Connections Bot, like the one for Wordle. Go there after you play to receive a numeric score and to have the program analyze your answers. Players who are registered with the Times Games section can now nerd out by following their progress, including the number of puzzles completed, win rate, number of times they nabbed a perfect score and their win streak.

Read more: Hints, Tips and Strategies to Help You Win at NYT Connections Every Time

Hints for today’s Connections groups

Here are four hints for the groupings in today’s Connections puzzle, ranked from the easiest yellow group to the tough (and sometimes bizarre) purple group.

Yellow group hint: Cash out.

Green group hint: Chomp

Blue group hint: Walleye and salmon.

Purple group hint: Make a musical sound, with a twist.

Answers for today’s Connections groups

Yellow group: Slang for money.

Green group: Masticate.

Blue group: Fish.

Purple group: Ways to vocalize musically plus a letter.

Read more: Wordle Cheat Sheet: Here Are the Most Popular Letters Used in English Words

What are today’s Connections answers?

The yellow words in today’s Connections

The theme is slang for money. The four answers are bacon, bread, cheese and paper.

The green words in today’s Connections

The theme is masticate. The four answers are bite, champ, chew and munch.

The blue words in today’s Connections

The theme is fish. The four answers are char, pollock, sole and tang.

The purple words in today’s Connections

The theme is ways to vocalize musically plus a letter. The four answers are hump (hum), rapt (rap), singe (sing) and whistler (whistle).


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Toughest Connections puzzles

We’ve made a note of some of the toughest Connections puzzles so far. Maybe they’ll help you see patterns in future puzzles.

#5: Included «things you can set,» such as mood, record, table and volleyball.

#4: Included «one in a dozen,» such as egg, juror, month and rose.

#3: Included «streets on screen,» such as Elm, Fear, Jump and Sesame.

#2: Included «power ___» such as nap, plant, Ranger and trip.

#1: Included «things that can run,» such as candidate, faucet, mascara and nose.

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