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Nothing Ear 3 Review: Super Sounding Wireless Earbuds, Not-So-Super Mic

Nothing Ear 3 Review: Super Sounding Wireless Earbuds, Not-So-Super Mic

From the start, Nothing was designed to be an antidote to Apple and its omnipresent AirPods. While Apple focused on a sort of all-purpose minimalism, Nothing adopted a hallmark transparent look that, if not altogether disparate (both pairs of wireless earbuds have a similar stem design), at least gave its Ear products a unique design language. That quest for being different extended into features, too. In 2023, Nothing introduced personalized EQ, giving it a visual and technological difference over Apple’s AirPods and eventually a ChatGPT integration, which was a first in the category.

But a lot happens in a few years, especially in a space as saturated as wireless earbuds, and while Nothing’s Ear are still a solid pair of earbuds, they feel… a little less of an earful. Apple now has its AirPods Pro 3 with high-tech features like real-time translation and heart rate monitoring, while non-Apple competitors in the same price range, like OnePlus and Google, aren’t pulling any punches with their own entrants into the space that offer personalized EQ, AI features, and noise-canceling that compete with pro-level gadgets.

Nothing Ear 3

The Nothing Ear 3 have solid sound, but flub the one thing that makes them unique.

Pros

  • Great sound
  • Solid ANC
  • They look very cool
  • Case feels premium

Cons

  • Super Mic is a super letdown
  • May not be worth the premium over last gen

But just in the nick of time, as Nothing’s flagship wireless earbuds seem to be falling behind, the company is back with its $180 Ear 3 that offer a new look and one truly unique feature for improving voice calls. As usual, Nothing is taking some chances, and not just in the visual department. For me, some of those risks are really paying off, but others… well, they’re not so super.

Nothing Ear 3 gets a visual update

© Adriano Conreras / Gizmodo

So much of Nothing is about looks. That’s not a knock on the company. This is technology that you wear, and because of that, appearance can be make-or-break. Chances are, if you’ve bought Nothing products in the past, you agree, which also means, if you saw Nothing teasing its Ear 3 wireless earbuds before its release, your eyebrows may have been raised.

I’m going to get straight to the point: the Ear 3 look great. I was worried at first that the Ear 3 may scale back on the transparent part of its wireless earbuds, but that’s not the case here at all. Sorry for the alarm bells, anyone who reads my blogs. Instead of a homogeneous black look on the outside of the stems, the Ear 3 goes with a metallic silver that really makes them look like a capital “G” Gadget. As Gizmodo’s Senior Editor, Consumer Tech, Raymond Wong, noted to me, this thing has big Talkboy vibes (shout out to Macaulay Culkin). There’s still a transparent shell that lets you see the internal components through the sides and back of the earbud stems.

Nothing Ear 3 07
© Adriano Contreras / Gizmodo

The case also adopts the same metallic look, shedding the white version (there’s also still black) for an aluminum that both looks and feels genuinely different. The “Talk” button (more on that later) is also nice and shiny, inviting you to push it. This case now has some weight in your hand, and I really love that. No one wants to carry around heavy gadgets, but Nothing did a good job here of balancing the weight to make the case and buds feel premium without making it feel chunky.

The design language also feels more aligned across flagship audio products now, bringing together the Ear 3 and the Headphone 1, which have an aluminum finish. If you’re a fan of the Headphone 1, or prior Nothing buds, you’ll love the look of the Ear 3. Another thing you’ll love? The sound.

A much-needed audio upgrade

I thought the Ear were nice wireless earbuds when I first listened to them in 2024, but I’ve tested a lot of newer earbuds since then, and in that testing, my opinion has shifted. The Ear still hold it down, but the sound and ANC aren’t quite as premium as I’d like them to be, especially with a slight cost premium over brand new buds like the OnePlus Buds 4. In short, it was time for an upgrade.

According to Nothing, the Ear 3 now has a redesigned 12mm dynamic driver and “patterned diaphragm surface” that is meant to “lower total harmonic distortion from 0.6% to 0.2% versus the previous in-ear generation.” Nothing also says that the redesigned architecture increases bass response and delivers a wider soundstage. That’s all rhetoric, though, and at the end of the day, what you really want to know is, “Do these sound better than the last generation?” and in my anecdotal testing, they definitely do.

Nothing Ear 3 11
© Adriano Contreras / Gizmodo

I tested the Ear 3 back to back with the Ear (which is actually newer than the Ear 2) and found that there was a lot less distortion when listening to C.W. Stoneking’s “Desert Isle”. There’s more spatiality in the Ear 3 than the Ear, making guitars and vocals sound like they’re in their own place instead of muddled together competing. Vocals in particular sound clear and natural, which is great if you’re like me and tend to listen to a lot of rock music. One vast improvement over the Ear is in the bass department. As I’ve said many times, I don’t particularly care about having a ton of bass in wireless earbuds, but I do appreciate a pair that can still provide low end without sounding over-compressed or super simulated. I’d say the Ear 3 do just that, especially after testing bassier music by listening to Daft Punk’s “Da Funk”.

As usual, I also dove into the Nothing X app and used Nothing’s personalized audio test to tune the Ear 3 to my specific hearing. I can’t overstate this enough: stop sleeping on your wireless earbuds’ companion app. There’s a big difference in the sound before using the personalized EQ and after, and while this won’t be the case with everyone, I’m 33 years old and a couple of decades of going to shows and listening to loud music means I could probably use a little assistance in the hearing department. The Ear 3 sound great out of the box, but personalized EQ really sends the audio over the top. In short, Nothing is still holding it down with its flagship-level sound, and the Ear 3 is an even bigger improvement generation-to-generation than its jump from Ear 2 to Ear.

Active noise cancellation (ANC), however, I found a little less improved generation-to-generation. Though to be fair, Nothing isn’t touting better noise canceling this time around. I gave the Ear 3 the obligatory subway test, and while they passed, they weren’t quite as formidable as my favorite noise-canceling wireless earbuds, Bose’s Quiet Comfort Ultra Earbuds (2nd Gen). They’re still much better than the similarly priced Galaxy Buds 3 FE from Samsung that I recently tested. I do think they’re slightly more noise-canceling than the last generation, though that could be due to Nothing’s redesign of the buds, which are meant to provide a better and more comfortable fit in your ears—that could create better passive noise cancellation and the illusion of stronger ANC.

Battery life is also only slightly improved. Nothing says the Ear 3 will get 5.5 hours of listening with ANC on, while the Nothing Ear was rated for 5.2 hours. This is nowhere near the best battery of wireless earbuds in this class; in fact, it’s a little under. Six hours is generally the standard nowadays. In my testing, I went from 100% to 80% battery in a little over 1 hour of listening at 70% volume with ANC on high.

So, that’s the good, pretty good, and just okay news about the Ear 3. But there are some things I really don’t like, so let’s talk about them.

Super Mic? More like soupy mic.

There’s one aspect of the Ear 3 that can’t be compared, since Nothing is the only company really trying it. I’m talking about the “Super Mic,” a new exclusive feature in the Ear 3 that lets you use microphones in the case for clearer calling and voice recording. By pressing the “Talk” button on the case, you can activate the feature and get recording or calling—one push activates the feature until you release the button, while a double-tap will turn the feature on until you turn it off.

According to Nothing, there are two Micro-Electro-Mechanical Systems (MEMS) mics inside the case that use beamforming to zero in on your voice and cancel out environmental noise at the same time. The Ear 3 also take advantage of bone-conducting capabilities that detect “microvibrations” in your jaw that are meant to detect speech. The process of relaying the results of your Super Mic voice is a bit convoluted. Nothing says your voice is “sent to the case antenna, relayed to the earbud antenna over Bluetooth, then passed to the phone.”

Nothing Ear 3 01
© Adriano Contreras / Gizmodo

Per Nothing, Super Mic “focuses on your voice, cutting through surrounding noise (up to 95 dB) for clearer calls and voicenotes.” In theory, I love the idea. Wired earbuds are a big thing again, and a major part of that (outside the superior audio quality) is that they usually come with an on-cable mic for clearer calls. This theoretically makes the Ear 3 a best of both worlds situation, giving you wired earbud-level mics for calling (or better) while not having to deal with annoying wires.

The only problem is… the Super Mic doesn’t work as advertised. I ran the feature through a few different tests, and the results were varying degrees of muddy. At first, I played background music while using Super Mic to record my voice through my iPhone’s Voice Memo app. Instead of canceling out the background music (lo-fi beats playing at 75% volume from a Chromebook about a foot away from me), it mixed my voice and the beats together, creating a kind of muddled amalgam that wasn’t very pleasant to listen back to.

Nothing Ear 3 04
© Adriano Contreras / Gizmodo

Similarly, I simulated subway noise (something more “environmental”) on YouTube at the same volume and distance, and the results were similar. My voice was still mixed in with the ambient sound that I hoped it would filter out. Super Mic did seem to work better out on the street near my office (a fairly busy part of downtown Manhattan), though I still wouldn’t describe the results as “super” in any way. Even when Super Mic effectively filters out environmental noise, I find the fidelity to be choppy and compressed-sounding at times. It’s nowhere near as pleasing to listen to as recording through the native mic on my iPhone 13.

Super Mic did filter out noise effectively while walking on the street next to ongoing construction and in a fast casual restaurant that was playing music, but it still picked up other people’s voices in settings where people were talking nearby, which would make using the feature in an environment with other people potentially problematic.

There’s also the issue of compatibility. Nothing says Super Mic is designed for voice calling in apps like Zoom, Teams, Google Meet, WhatsApp, WeChat, and is also supported in native voice memo apps on iOS and Android. However, Nothing makes it clear that the feature “isn’t optimized” for in-app voice messaging through third-party apps like Snapchat or native voice features in iOS Messages and the like. This is a long way of saying that your mileage may vary when it comes to Super Mic, and while compatibility can’t be blamed on Nothing—it’s up to Apple and Android to allow third-party mic access, and in what apps—it still limits the Super Mic feature, making its use a lot more restricted than it ought to be.

I reached out to Nothing about the issue I had with Super Mic, but haven’t yet determined if there’s an issue with the wireless earbuds or a problem with the feature. (Yes, I was using the right firmware and Nothing X build). Other reviewers have reported their own issues with Super Mic, too.

Good buds, but a little (ear)itating

When you make a big bet, you might lose a little money—no risk, no reward. No matter your rote idiom of choice, that sentiment tends to be true. Super Mic could be a cool feature if it’s refined, but for now, I would file it firmly in the “undwhelming” folder. Maybe it will improve with future software, but I can’t really guarantee that, so all I have to work with is what we have right now, which is to say a Super Mic that seems to be plagued by a serious case of Kryptonite.

Nothing Ear 3 05
© Adriano Contreras / Gizmodo

The annoying part is that everything else about the Ear 3 is pretty solid. They look great, they sound great, and ANC is sturdy. The battery life leaves something to be desired, but it’s not so bad that it’s disqualifying. But this is what happens when you try to do something different sometimes, you gotta take the hits with the misses. Alright, I’m done with the corny euphemisms now, I swear.

The Ear 3 might falter out of the gate with a shoddy Super Mic feature, but if you like the way Nothing wireless earbuds look and you want solid sound and ANC, the Ear 3 are still worth a look. Just don’t expect to be taking any Zoom calls from a construction site with these things just yet.

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Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report">More than a decade later, the team behind N++ is back with a multiplayer sequelBack in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”Image: Metanet SoftwareAs creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.Andrew WebsterCloseAndrew WebsterSenior entertainment editorPosts from this author will be added to your daily email digest and your homepage feed.FollowFollowSee All by Andrew WebsterEntertainmentCloseEntertainmentPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All EntertainmentGamingCloseGamingPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All GamingInterviewCloseInterviewPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All InterviewReportCloseReportPosts from this topic will be added to your daily email digest and your homepage feed.FollowFollowSee All Report#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report

N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.

#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report">More than a decade later, the team behind N++ is back with a multiplayer sequel

Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.

The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.

The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.

The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.

“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.

“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”

In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.

The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”

A screenshot from the video game N Plus Infinity Times Two.

Image: Metanet Software

As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”

As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.

“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”

Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report

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