Samsung Galaxy J2 Review

Samsung Galaxy J2 Review

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At a time when Chinese manufacturers were offering amazing features on smartphones at rock-bottom prices, the Galaxy J1 was something of a joke when it was launched in India at the beginning of 2015. Extremely low-end hardware and a slow software experience that you wouldn’t want even your enemy to suffer made the Galaxy J1 one of the worst Samsung phones we had seen in a long time.
Six months later, Samsung launched the Galaxy J2 for a slightly higher price (roughly $130) than the Galaxy J1′s. Thankfully, the company made major improvements to the hardware: a larger screen, better processor, more storage and higher-resolution cameras for the same amount of money make the J2 seem more attractive than its predecessor, even if it still pales in comparison to what the Chinese competition is offering.
But the software is where it counts in this day and age, and does the Galaxy J2 bring enough improvements to the overall user experience? Let’s quickly get started with the review to find out.

Design

Despite all its achievements in the mobile industry, smartphone design isn’t one of Samsung’s strong suits. The Galaxy J2 looks as average as a smartphone can look, with a rounded design and a thick faux metal rim that stands out like a sore thumb. The phone feels okay in the hand thanks to the soft-touch back panel, which is removable and gives you access to the battery, two SIM slots, and a microSD slot.  That faux metal rim is the main source of the ugliness here, and we have no idea why Samsung couldn’t have at least made it a bit thinner.
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On the front of the phone are the navigation keys (a hard home button and two capacitive non-backlit back and recent apps), the earpiece, proximity and front-facing camera sensors, and the Samsung logo. Volume buttons are on the left, the power button is on the right, the primary microphone and microUSB port are at the bottom, and a 3.5 mm headphone jack is present at the top. Around the back we see the 5-megapixel primary camera in the center, with an LED flash and loudspeaker grille on each side. Near the bottom is the 4G DUOS logo; the J2 supports 4G only on one SIM, with the second SIM slot only supporting 2G networks.
Again, nothing about the Galaxy J2′s design looks like any meaningful effort was put into it. That fat rim around the device is something we wish Samsung would just do away with, and a bit of focus on the looks of its devices could help the company do slightly better in this segment of the market.
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Display

The Galaxy J2 features a 4.7-inch Super AMOLED display, with a resolution of 540×960 pixels (qHD). Phones priced so low don’t usually offer a great viewing experience, but the Galaxy J2 defies that convention thanks to its Super AMOLED display. OLED displays are intrinsically more attractive than LCD displays, and as a result the Galaxy J2 doesn’t disappoint. The screen has a lot of contrast, gets really bright (especially when you enable the Outdoor mode), and shows very deep blacks.
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Viewing angles are good as well, though you do have a bit of color shift when you tilt the phone to an angle and then look at the display. The display isn’t very sharp, since the qHD resolution only equates to around 230 ppi of pixel density, and the Galaxy J1 actually has a sharper display because it only measures 4 inches. For the price this is forgivable though, and the advantages of the AMOLED panel make up for the not-so-high screen resolution.
Oh, and in case you were wondering, the Galaxy J2 doesn’t feature an auto-brightness option, something that is missing on higher priced budget Samsung phones like the Galaxy J5 and Galaxy J7 as well. The Outdoor mode (accessible from the notifications shade) helps in bright daylight, but Samsung really needs to understand that removing the auto-brightness feature is one of the last things it should do when looking at how it can reduce the price of a smartphone.
Here’s a detailed analysis of the Galaxy J2′s display.

Cameras

The Galaxy J2 comes with a 5-megapixel autofocus camera at the back, and a 2-megapixel camera at the front. The rear camera’s performance is at par with cameras found on devices in the sub-$150 price range, which is to say it’s not very good. Images aren’t very sharp, with dull colors and noticeable noise indoors. In low-light conditions the camera gets severely limited, and it can take a couple of seconds to get proper focus on the subject before a picture gets captured. Video quality is unimpressive as well, with a lack of detail very prominent in pretty much every scenario and noticeable shake.
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Selfies were a highlighted feature on the Galaxy J1, and it’s the same for the Galaxy J2 as well. Surprisingly, the front camera is better than the one on the back. Despite the low-resolution sensor, the pictures it takes are pretty sharp, at least when you compare it to the rear camera. Color reproduction is also pretty good, though the Super AMOLED display does help in adding to the images’ charm. Noise control is also done well, and the front camera’s performance is good enough for posting images to social networks like Facebook and Instagram.
The Galaxy S6 feature that allows you to launch the camera app from anywhere by pressing the home button twice in quick succession is available on the Galaxy J2, though it’s disabled by default. Quick access to the camera is one of the top reasons for this shortcut to exist, but most of the time the phone can’t launch the camera app quickly enough because of the not-so-powerful hardware inside (which we will talk about after the software section.)
Check out a few camera samples below.
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Software

The Galaxy J2 runs Android 5.1.1 Lollipop, with the newest version of Samsung’s TouchWiz UX on top (the one that debuted on the Galaxy S6 and S6 edge earlier this year.) If you’ve used a Samsung smartphone before, you will feel right at home when you pick up the J2. Samsung’s user interface is the most intuitive in our opinion, especially now that the company has started cutting down on unnecessary features. That’s not to say you don’t get a lot of additional functionality over what you would find on a device that runs a stock version of Android, but none of the added stuff is in your face.
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Ultra Data Saving Mode is one feature that is exclusive to the Galaxy J2 (and to the Tizen-powered Z3.) This feature helps you save on data costs by compressing all incoming and outgoing internet traffic, and allowing you to limited data usage on a per-app basis. It’s certainly useful if your data plan doesn’t give you a lot of data, and its implementation across the operating system means you can drastically reduce the amount of data you use up everyday.
The Galaxy J2 also supports themes, but sadly there is no option to install additional ones over the ones that come pre-installed. This might be a limitation because of the qHD display resolution, as theme makers will have to adapt their themes to support this particular resolution, a task they might not be ready to undertake given the Galaxy J2 is extremely limited in terms of availability. Of course, support could be added later on as more qHD smartphones from Samsung become popular, but at this point you will have to make do with the rather unimpressive pre-installed themes to freshen up the software’s look.
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The J2 doesn’t come with Samsung’s proprietary music player either, an omission that can be seen on all Galaxy J devices, so you will have to make do with the Google’s Play Music app. But other than this, you get most of the features you get on costlier Samsung devices, including features like Download Booster.

Performance

This is the part where the Galaxy J2 brings the biggest improvement over the Galaxy J1. Partly because of the optimized version of Samsung’s TouchWiz UX, the Galaxy J2 performs adequately most of the time. There are a few stutters here and there, notably in the app opening animations and when you expand notifications on the lockscreen, but otherwise the J2 doesn’t suffer from the performance issues of its predecessor. Apps launch rather quickly, though there was sometimes a noticeable lag when switching between apps.
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When it comes to gaming, the entry-level nature of the J2 becomes noticeable. Temple Run 2 ran fine, but Angry Birds 2 didn’t do anything except show a blank screen, indicating compatibility issues with Samsung’s new quad-core Exynos 3475 chipset. Also, like other low-end Samsung devices, the J2 failed to download any high-end game (like Asphalt 8) due to the very low internal storage, so we were unable to test those out.
Overall, the Galaxy J2 performs slightly above average for the hardware it carries. It’s good for basic usage that includes social networking, some browsing, and a bit of basic gaming, but if you’re a demanding user the Galaxy J2 won’t hold up too well.

Battery

The Galaxy J2 comes with a 2,000 mAh battery, which is slightly larger than the 1,850 mAh battery found on the Galaxy J1. The hardware might not be too demanding - 2,000 mAh batteries aren’t exactly large enough for everything a smartphone is subjected to today, but battery life on the J2 isn’t bad. With general usage involving some calls, browsing, WhatsApp and three email accounts syncing all day, the phone was able to make it through the day easily. Heavier usage, especially when taking a few images with the camera, reduced the phone’s endurance by a considerable amount, but it still managed to get through an 8-hour work day with aplomb.
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That said, battery life is nowhere near as good as that of the Galaxy J5 or Galaxy J7, both of which are higher-end devices in the series and benefit from battery capacities often seen on flagship smartphones. Both the Galaxy J5 and J2 could go into the second day before needing a charge, and it’s disappointing to see Samsung isn’t maintaining the same battery performance on all phones in the lineup.
Like every other smartphone from the Korean giant today, the Galaxy J2 comes with the Ultra Power Saving Mode feature. Ultra Power Saving Mode is basically a fancy name for an option that turns the phone into a feature phone of sorts. Almost everything gets disabled, including the display’s color output, to save battery. You can make calls, use WhatsApp or browse the internet and use a couple of basic apps like the calculator when this mode is on, and that’s about it. Wi-Fi and mobile data get disconnected when the screen is off to reduce idle drain, and all of it helps when you want to make every drop count.

Audio/Call Quality

The Galaxy J2 comes with a single loudspeaker at the back, like most Galaxy smartphones. The loudspeaker doesn’t get very loud, but sound quality is acceptable, with noticeable punch to the output. No, you won’t be listening to music on this loudspeaker very often, and overall it’s pretty much average. Expect to miss a few calls when the phone is in your pocket and you’re in a crowded place, and don’t expect to be able to easily listen to what the other person is saying when you put a call on the loudspeaker.
Speaking of calls, call quality on the Galaxy J2 is also just average. Both parties on a call can listen to each other well, but there is noticeable hiss sometimes when the network signal isn’t strong. The phone was able to latch on to mobile networks quite well for the most part. As is usually the case, it wasn’t too capable of providing a good signal in low coverage areas, but that’s a common problem across the budget smartphone market.

Wrap Up

The Galaxy J2′s best feature is the Super AMOLED display, considering its low price tag, even though we could have done with higher resolution. Performance is also good for the most part, but there’s pretty much nothing else here that can make the Galaxy J2 an instant recommendation.
It’s disappointing, to be honest, especially since the Galaxy j5 and Galaxy J7 are so much better, making the Galaxy J2 (and the Galaxy J1) look like an afterthought. The J2 is by no means a bad phone for the price a major manufacturer like Samsung is asking you to part with, but we just can’t help but feel the company isn’t offering much in the ever growing budget smartphone market. There are a lot of better options available in the J2′s target market, some of them even priced lower, and we hope Samsung can start making budget phones that don’t make you feel like you are sacrificing on most of the important aspects of a smartphone.

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HTC 10 review

HTC 10 Battery

OUR VERDICT

It's a hard phone to rate on first impressions – HTC has put all the right bits in here, but I felt the same way with the One M9. However, the brand seems to have addressed the foibles and appears genuinely excited by the new 10.

FOR

  • Amazing audio
  • Great design
  • Battery improved

AGAINST

  • Camera not impressive
  • Boomsound not great
  • Slight bugs still in system
If there's one thing you can say about HTC, it's that it's been a victim of its own success.
The One M8 was one of the greatest phones ever made, one that I'll still dust off from time to time now just to get a feel for it once more. It was design perfection, filled with genuine innovation and offered a great identity too, standing out well from the Android crowd.
  • Buy HTC 10 (32GB) at Amazon for $629.71
The trouble was, that phone was already building on the great HTC One, which started the 'amazing design' trajectory in flagship smartphones that HTC is now famed for. So where did HTC go next? What was the next big innovation, the next great thing that this underdog in the smartphone world was going to bring?
Well, it didn't happen on the One M9, that's for sure. The brand panicked, stuffed the best components into an all-too-familiar shell and hoped the big numbers would make it a success. It wasn't.
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This time around, things were going to be different. For the all-new HTC 10 I was told that the brand took things back to basics, made the changes it needed to and focused heavily on making the phone useable and a pleasure to mess around with as before.
But does the HTC 10 impress? Is this the return to true innovation from a company that used to be unafraid to take risks, a reboot back to the winning ways?
Before we get into that, let's take a look at what the phone looks like on paper. It's got an all-metal body, thankfully doesn't go down the same iPhone-a-like design as the One A9 from 2015, and doesn't just stuff in tech for the sake of having a higher spec.
If you're lucky enough to live in the UK, get in there early and apply discount code 'HTC10' to get 10% off, giving you a price of £512.99.
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It's got the new Qualcomm Snapdragon 820 chipset, loads of RAM, a much more refined camera and – with contract pricing starting at around £38/US$23/AU$75 per month – it's going to be competitively positioned, coming in similar to or in some cases a shade below the Samsung and Apple prices. So, that sounds all great, right?

Key features

One of the most irksome features of the HTC One M9 was…well, there weren't really any features to talk about. The same BoomSound speakers were back, firing audio forwards into your face, and the camera was just a 20MP effort that took some okay pictures; not terrible, but nothing you'd tell your friends about down the local watering hole.
In fact, it was just the design that made it worth checking out at all, that combined with HTC's special sauce.
This year, thankfully, there's a lot more to talk about, starting with the efforts made to improve how the phone feels to use. It's got a much lower latency compared to the earlier models, which means the response under the finger is a lot more impressive.
In fact, the constant chat in our briefing about the phone was about 'tuning', that HTC had gone further than any other brand in making the HTC 10 a phone that will impress the second you glide a finger across the screen.
Let's drop out for a second and talk about the name: it's not the HTC One M10, but simply the HTC 10. Apparently, this represents the best ever, the top of the pile, the maximum score you can get in gymnastics.
To me, that sounds like this is HTC's last ever phone. But you can bet there'll be some 'turn it up to 11' tag lines next year when the HTC 11 pops up.
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Anyway, back to the 10. The screen is also upgraded from the previous model, using Super LCD 5 and boosting the pixel count to QHD resolution, offering 564 pixels per inch, to push up the sharpness significantly.
The camera is dropped in terms of the megapixel count, down to 12MP with a 4:3 resolution (sound at all similar to any other top-end phones on the market?). HTC tells me this is something actually requested by photographers, and given it's put such a big effort into making the camera as good as it could be, it's believable that HTC would listen to them.
The 10 has also been given the best DxO Mark on the market of 88, which HTC says means it's claimed the crown of 'best camera in a smartphone'. It doesn't at all – that title was previously held by Sony and the Xperia Z5, and there's no way those were the best cameras on the market by any stretch of the imagination.
The camera, which supposedly has blink-and-you'll-miss-it autofocus thanks to the second-generation laser autofocus on offer, also comes with 4K video recording combined with 24-bit sound, so you'll get professional-grade videos when you're out at a gig and completely missing the chance to enjoy the artist you paid so much to see.
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Talking of the audio, that's the other area HTC's been putting a big effort into. The two front-facing speakers, which looked so iconic on the front of the recent One range, are gone, with two speakers now firing out the high end and bass tones separately.
They also point in different directions, but despite having separate amplifiers they work in concert to, it's claimed, give amazing sound without headphones (spoiler alert: they don't).
The headphone element is important though, as HTC has taken the bold step of not only making the HTC 10 Hi-Res Audio Certified, but has also bundled in some high-end headphones with the handset, so everyone has access to the improved tones.
These aren't cheap to make, so it's good to see HTC taking a hit on its margins to give something back to its users. You seeing this, Tim?
And a special word for the interface, which HTC is bragging quite heavily about – and it's anything but heavy. The brand has worked with Google to 'reboot Android' and make something cleaner, more easy to use and upgrade, ridding the phone of pointless duplicated apps in the process.
The aim is for the project to eventually find something that all brands will use, leading to an end of the skins that sit atop LG, Samsung and Sony phones despite them all using the same base software. Will that happen? Would it be a good thing for HTC? Who knows – but it's good that someone's trying.

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HTC Vive review


HTC Vive review


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OUR VERDICT

If you have the budget, the HTC Vive is the best virtual reality experience on the market, bar none.

FOR

  • Best VR experience
  • Intuitive controls
  • Software partnership with Valve

AGAINST

  • $800 price tag
  • Requires a high-end GPU
  • Less comfortable than the Rift
Imagine that you're in the audience of the historic screening of L'arrivée d'un train en gare de La Ciotat, the 1895 short film that depicted a train coming towards the audience. Imagine seeing a moving image, an entirely new medium, unfold before your eyes for the very first time.
Picture that, with all the emotions of fear and joy and surprise and wonder, and I think you'll be able to begin to understand what it's like using the HTC Vive.
Describing what it's like to use virtual reality of this caliber is an almost impossible job. It's like describing video games to someone who's never played them before or a symphony performance to someone who has never been to a concert. It's possible, yes, but the words you use will pale in comparison to the experience of actually trying it for yourself.
But, from both my experience and that of the dozen or so guests I've had stop by to try the Vive over the past two weeks, the Lumiere train analogy remains the best I can come up with.


Virtual reality is an entirely new medium and, to that end, has some of the problems all new mediums face when they first start out. The naysayers will claim that there aren't full games out yet – technically not a true statement, but one I hear all the time nonetheless.
They'll say that it's too expensive and the hardware just isn't that good yet, but while it's a somewhat pricey setup, the experience you'll get on the HTC Vive is unrivaled. It's lightyears ahead of Google Cardboard and Samsung Gear VR, miles ahead of PlayStation VR and completely floors its main competitor, the Oculus Rift.
When paired with the proper hardware – a PC with an Intel Core i5-4590K and either a Nvidia GTX 970 or AMD R9 390 GPU – the HTC Vive is an incredible gateway into a new medium, one that is currently dominated by short demos and rough-around-the-edges games, but should one day play host to full-length films, television shows and contemporary art.
The positives, in condensed form, include: one-to-one movement tracking; a perfectly natural 110-degree field of view; there's nary a screen tear or dropped frame when you're using the right equipment; movement feels natural; it has best-in-class controllers; and the experiences, the demos and the games available through SteamVR, simply blow the competitors away.
The headset will start shipping soon and, thanks to a partnership with Valve, it will launch with dozens of games and experiences for you to try on day one.


But before we tackle games, let's take on the elephant in the room: price.
The HTC Vive itself sells for $799 / £689 / €899, and that's before you buy a computer with the recommended specs.
For comparison, the Vive costs twice as much as the PlayStation VR and $200 more than Oculus Rift. Now, ultimately the question is whether you'll find that it's worth the extra cash for a better experience.
That's a fair discussion to have, albeit one that we can do almost nothing about right now. New hardware, especially at the cutting edge of a nascent industry, is going to be expensive.
But wait, why is it so expensive? What exactly does it do?


How does the HTC Vive work?

The first time we got our hands on the HTC Vive was at Mobile World Congress 2015, where HTC first made the announcement of its partnership with Valve, and it has been retooled and vastly improved since that original showing.
The consumer version works wonderfully, is vastly easier to setup and feels ready to be shipped to the public which, considering that units are supposed to go out any day now, is a very good thing.
Like other virtual reality headsets, the Vive has the arduous task of completely immersing you in a video game by producing two images simultaneously. However, unlike PlayStation VR and Oculus Rift that use a single camera to track your head and extremities, HTC Vive has two base stations, which sit on the wall attached to the included wall mounts or a high shelf and help map track your movements as you walk around in the 3D world.


What the stations track are small divots on the top of the two controllers and on the headset itself. There are 72 of these dots speckling the controllers and helmet that help accurately track the Vive.
Inside every box is a Vive headset unit, two controllers, two base stations, a cloth to wipe down the lenses, a small hub that sits between the headset and your PC, charging cords for the controllers and power cables for base stations. Also packaged with every unit are three games: Job Simulator, Fantastic Contraption and The Lab. It's everything you're going to need for a great virtual reality experience minus the computer that powers the whole thing.
New to the consumer version is a spectacularly simple setup program that should, for the vast majority of tech enthusiasts, allow you to breeze through the setup process.
Once you're plugged in and the room has been mapped out, you're free to roam around every inch of the digital space. This means digital worlds can be more expansive and more immersive on the Vive than the other two systems and, thankfully, less nausea-inducing, too.
The only limitations you'll encounter once inside your digital world are faint blue walls made up of lines that keep you inside the playzone. These blue lines are superimposed into your game by SteamVR, the software put out by Valve that's running underneath every virtual experience.
It's called "chaperone mode," and its practical application is to prevent you from moving too far outside the area that you've set up for the Vive and potentially stumbling into furniture/plants/animals/etc around your home and hurting yourself.


As for the games themselves, what's there is simply amazing.
In the course of two weeks, I've played 20 or so titles, some of which are much, much better than others. I'll cover them in detail in a moment but, in short, they were mostly fantastic showcases for VR, full of personality and just as varied as you might expect. One minute I was on top of a castle fending off stickman invaders with a bow and arrow, the next I was inside of an arcade cabinet fighting spaceships in three dimensions. I played mini-golf on an impossibly constructed multi-level course and trained to become both a ninja and space pirate.
Some of what I just described is part of Valve's The Lab, a collection of games that the iconic developer put together to introduce players to virtual reality. While I haven't seen every third-party title on the Vive (it's almost impossible considering that about 5-10 new games have been added every day in the past two weeks), the difference between first-party and third-party titles are night and day.
This is something I see changing in the coming weeks, months and years, however, and not something I hold against the system on day one.

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