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How SNK will bring back a golden age, with help from Cristiano Ronaldo | Kenji Matsubara interview

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How SNK will bring back a golden age, with help from Cristiano Ronaldo | Kenji Matsubara interview

Kenji Matsubara joined SNK three years ago as CEO of a Japanese game company with a rich heritage in fighting games like King of Fighters.

This year, at the Tokyo Game Show, his company showed off Fatal Fury, whose last installment as a video game was 26 years ago. This is what it means to try to bring back the golden age of SNK. Matsubara was hired by a new set of bosses: the Saudis. The crown prince turned out to be a big fan of SNK”s games. The kingdom of Saudi Arabia’s Misk Foundation acquired SNK and Toei Animation as part of a move into the game industry. His mission was to grow the business.

Matsubara was able to grow the company from 200 people to 600 now, but he isn’t in a huge rush. Rather, the investment is a measured push that will bring back the company’s older franchises and launch some new ones as well. The company has added a Tokyo office in addition to its Osaka team, as well as a new studio in China. Matsubara doesn’t want to grow too fast, but he also wants to make a significant impact on SNK’s future. He thinks it’s important to grow but maintain the company’s culture.

There are still more ways to grow. The company could expand in Europe and North America as it seeks a larger global footprint. Matsubara also said the company’s recent teaser with soccer legend Cristiano Rolando could also draw a lot of interest to the company’s games.

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I met Matsubara eight years ago when I last went to Japan for work. He was then working at Sega, and he was on a panel I moderated during a Tokyo visit and he reminded me of our encounter by showing me a picture. It slipped my mind, but he didn’t forget. It was a nice personal touch that gave me an insight into him. I interviewed him at SNK’s headquarters in Tokyo ahead of the Tokyo Game Show.

Here’s an edited transcript of our interview.

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Kenji Matsubara is CEO of SNK.

GamesBeat: I thought it would be good to get some context for how SNK has been able to grow in recent years, especially when so much of the rest of the game industry has had a hard time. How has your strategy helped lead to a better outcome at the moment?

Kenji Matsubara: I entered SNK about three years ago. At the time we only had our one office in Osaka. We didn’t even have an office in Tokyo. We only had a couple of hundred people, so it was still a small company. However, recently Saudi Arabia had purchased the company. That helped us with our growth. They chose me to take charge.

Before entering SNK, I did a lot of work with a lot of different companies globally – American companies, Japanese companies. I had a lot of experience, but not working with Saudi Arabia at that point. That was a new experience for me. When I was speaking to the prince about why they had purchased SNK, it turned out he was a big fan of our titles, even back in the ‘90s. A huge fan of our different IPs. He felt that at the time it was a golden age. SNK was one of the shining examples of a popular game company in that era. One of the reasons they became our parent company is that they wanted to bring back that golden age. That’s why they brought me on, to be able to lead that charge at SNK.

SNK has many properties.

After I became CEO, I wanted to make sure that dream came true, that vision the prince had for SNK, bringing back the glory days of SNK. We set up a big goal to be one of the top entertainment companies in 10 years from when we first discussed the plan. I wanted to accomplish that one step at a time, rather than just going for this big goal all at once. Slowly making plans and movements. In that 10 years’ time, we want to become a bigger company, but from the start, for example, we put together a three-year plan. A lot of my past experience helped with putting together these plans. I used a lot of that experience to figure out how we’re going to achieve that growth. It’s been two years now, and we’re still putting the plan into action, coming up with the next steps.

To go into a few more details of that plan, specifically SNK has focused on fighting games for many years at this point. Fighting games have a tendency to have a lot of hardcore fans in general, more so than other genres. We have a lot of fans who really love these games, but we have so many different IPs at SNK, so many different series that we maybe haven’t been using lately to make new titles. There’s a lot of potential there. We want to focus on other titles as well, like action games, not just fighting games, so we can realize our full potential. I want to start by making movements in those different genres and different IPs that aren’t necessarily fighting games. Our development teams are currently working on revitalizing different IPs and different genres we maybe haven’t touched in a while.

SNK has a lot of potential and our dev teams have a lot of experience, but we need to start by revitalizing the company – for example, by employing new rules or updating different regulations. We’re telling all the SNK employees about this great potential we have, but we have to start on things like working with HR, working with each team to make sure that we’re a cohesive company that fits into the new image I have. We’re updating our greenlight process for new titles and making sure that there’s a better flow, a better structure to the company that we maybe didn’t have before. There are basic company rules and regulations we need to keep working on to make sure we achieve future growth and potential that I believe we have.

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GamesBeat: How many people work for SNK now? How have you enabled new teams to come together?

SNK has more than 600 people.
SNK has more than 600 people.

Matsubara: We have more than 600 employees at the moment. We have offices in Osaka and Tokyo in Japan. We also have a Chinese studio, as well as offices in Singapore, Korea, and Taiwan. For dev studios, we have a studio in Osaka, two in Tokyo, and one in China.

For the Osaka studio, they continue to work on our classic IP, the games everyone knows and loves. They continue to make fighting games, since that’s a big pillar for us, as well as bringing some of our IPs to new genres that they’ve never touched before. That’s going to be a big task for them. For Tokyo, about two years ago we started that studio. Tokyo is working on new IP, triple-A titles featuring brand-new IP for SNK. It’s not like Osaka, which is working on our beloved older IP.

We also have a retro studio working on retro titles. The retro team started up very recently. They’ll be making a lot of remakes, reboots, and ports. That’s going to be their focus going forward. The Chinese studio is working on using our existing IP to make mobile games, mobile versions of classic SNK as well as mobile games with new IP. That’s their main goal.

GamesBeat: Who is making Fatal Fury, then?

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Matsubara: That’s Osaka, yes. They make a lot of our fighting games, focusing on our traditional titles.

GamesBeat: For that game, it’s the first entry in the series in about 26 years. How do you approach creating demand for that, given that a lot of gamers today weren’t alive when the last game came out? Do you feel like you need to modernize it in any way for modern gamers? Do you maybe want to bring back classic titles and revisit franchises more often in the future?

SNK is bringing back Fatal Fury for the first time in 26 years.

Matsubara: When you compare fighting games to other genres, there’s a potentially larger player base for action, adventure, more generally popular genres. We want to bring back that golden age of fighting games and bring back the player base. We want to continue to help grow that player base for fighting games in general. That’s going to be a big thing for us, bringing more people into the fold for fighting games with our marketing and promotions. People who maybe weren’t fighting game fans before.

We noticed that other companies like Capcom and Namco–with their fighting games, they’re adding content in their games that isn’t necessarily just focused on core fighting game fans, but that other fans could be interested in as well. We want to do more of that going forward, having some aspects of the game that would bring in fans that aren’t just there for fighting games. In addition, esports is a huge pillar for us. That’s another part of our marketing, a way to create a lot of hype for our games. Esports is incredibly important to us here at SNK. We’re always at the Evo events. We run a lot of tournaments ourselves. We want to bring all of our titles to esports as much as possible and show people what’s really interesting about our games through these tournaments.

To go a bit more into esports, we’re running the SNK World Championships. That’s a big event for us. For the first time, in our previous tournament, we brought the finals to America. We were in Hollywood, Los Angeles. That was big, to bring SNK and esports to a global audience. We’re currently planning our next event, and we’d also like to bring the finals to North America. We’re trying to make it a big event for a lot of different players that the media can cover, a big event for esports and the game industry in general.

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Last year King of Fighters was also chosen as part of the esports Olympics event we were a part of in Asia. For King of Fighters to be chosen, that was very important for Japan, for SNK, and for gaming in general. I feel that esports is going to be a big part of our marketing moving forward, and especially for the upcoming Fatal Fury, to bring it to more people than ever. Of course, Saudi Arabia will support us on that, bringing esports and Fatal Fury to as many people as possible through tournaments.

GamesBeat: The Saudi relationship seems very appropriate. They’re very interested in esports as well. That’s a strategic alignment.

The calm before the storm at the SNK booth before the Tokyo Game Show opens.

Matsubara: I heard you were at the Esports World Cup. Unfortunately I wasn’t able to meet up there, but I was at the finals as well. It was great to hear that they’re doing more moving forward, focusing on the Olympics. Saudi Arabia has a lot of plans for esports, and we definitely want to continue to work with them to ramp up our esports efforts and have more titles be a part of their esports events. That’s going to be an important way for us to bring our titles and SNK to a more global level. That’s a big next step for us.

GamesBeat: I’ve been thinking a lot about where the talent in the game industry is around the world. It’s been interesting to watch Saudi Arabia’s approach. With Manga Productions, they bought into Toei here in Japan and then brought a lot of Toei’s animation experts to Saudi Arabia. They were training a lot of their people in Saudi Arabia. More than half of the new hires at Manga Productions were from this program, and they were mostly women. It was an interesting way for them to generate talent. Do you have some of the same opportunities to train more people and grow the talent base like they want to? Creating more jobs in Saudi Arabia, either directly or indirectly, through these accelerator programs.

Matsubara: We’re part of the same parent company as Manga Productions, and I’m very familiar with what’s going on there, the process at the moment. Currently, we’re bringing people from Saudi Arabia to work at our Osaka office. That’s already moving. Some of our people are working over in Saudi Arabia full time as well. It’s a bit different from what you’re talking about, but that’s where we are at the moment.

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In the future, I think there will be a phase that’s relevant to what you’re talking about, helping them train people in Saudi Arabia. Not at the moment, but that may be a potential phase in the future. Currently we’re working with Misk on their internship efforts. We’re going to continue to work with them in that regard. We want to keep working with them in the future on things like this, and there may be an effort in the future around something similar to what you’ve described.

GamesBeat: I never thought we would come to a point where we had too many games. There are a few million in the app stores now, as well as user-created games on platforms like Roblox. There have always been winners and losers in the game industry, but after the pandemic, a lot of American and European companies expanded very fast. A lot of companies in the U.S. and Europe hired a lot of people, and then they hit a slowdown. They’ve been laying off a lot of people more recently. I’m not sure we’ve seen that as much in Japan, and I wonder what the difference is. In hindsight, it feels like the American and European companies greenlit a lot of games, but didn’t have enough talent and quality behind each one. But I’m not sure about the cause and effect involved in what we’re seeing in the industry right now. I wonder what your thoughts are.

An office at SNK's headquarters.
An office at SNK’s headquarters.

Matsubara: I feel like there are two big reasons for this. After the pandemic, many companies in the west, as you mentioned, grew very large and then had this layoff period. One reason I think not a lot of Japanese companies went through the same–in Japan there’s a culture we have around trying to make a company bigger, but maintaining the company culture, making sure that sticks around. Scaling up, but keeping that culture alive is very important. Once you make the company bigger, you make sure you’re doing it all as a team. You’re keeping all the teams connected together as you scale up, finding ways to keep that company culture alive throughout the process.

At the same time, I also note that a lot of Japanese companies just didn’t grow as big or as quickly as some in North America and Europe. There wasn’t necessarily as much to shed afterward. At a lot of Japanese companies, the focus isn’t to become really big all at once. It’s to continue to be able to get a product out to fans over a longer period of time. We’re going forward for the long haul, as opposed to more immediate growth. There are good and bad aspects to that, of course, and I’m sure companies in the west have their own feelings about that. But because of that, we’re not seeing as much shrinkage. We’re seeing slower growth, but not as many layoffs.

GamesBeat: What’s your road map and strategy for new IP and taking your existing franchises into the future? What is SNK’s future like in the near term, as well as the long term?

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Matsubara: As I mentioned before, I started working here about three years ago. We created a mid-term plan about two years ago at this point. Specifically, I want to increase our pipeline of titles in general, with more output of SNK titles on a regular basis. That’s bringing existing SNK IP to new genres, and also creating all-new IP as well. We’re not mentioning any specific titles, but we’re looking at having some of these games coming out in 2026, 2027, 2028. They need several years of development. This would be for new and existing IP.

Neo Geo is one of SNK’s stable of brands.

Meanwhile, we’re trying to ramp up our dev teams and increase employee numbers overall. We want to become more global in general, especially with our development efforts. We’ve licensed out different titles in the past, and now we want to work with our marketing team and our western sales and business team to do more work in those areas globally – doing sales work globally, doing marketing work globally. That’s a task we have here at the company. We currently don’t have offices in North America or Europe, so there’s still a lot that we need to do moving forward to become a global company. We hope to create new offices in those regions to support our publishing efforts, especially in the west. And of course we want to ramp up our development opportunities and other opportunities with our M&A team. That’s the full road map in a nutshell.

Recently we announced that we’re working with Cristiano Ronaldo. That’s a big partnership for us. That’s thanks in large part to the prince and our parent company. That’s helped us set up the sponsorship that we’ve recently announced. We’ll be sharing more details in the future, but this is big not only for us at SNK, but for Fatal Fury as an IP in general. It’s going to be huge for the game and the company. Because we’re working with one of the biggest superstars in soccer, that’s exciting for everyone here. We’re looking forward to doing more with him in the future.

I worked at Sega for about six years. Sega has become a very global company. They’ve bought multiple companies in Europe, and of course they have offices in North America and Europe. They have thousands of people working on games, even in Europe. We’d like to get to that level in the near future and do something similar at SNK. We have some catching up to do, of course. We want to develop more titles and publish more titles on a global level.


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How Hurricane Helene became a monster storm

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How Hurricane Helene became a monster storm

The Southeastern United States is reeling from Hurricane Helene, a monstrous storm that made landfall in Florida on Thursday before cutting a terrifying path all the way up to Tennessee. How did it get this bad?

The storm has killed more than 100 people, and hundreds more are still missing. Power is out for millions of people. Residents around Asheville, North Carolina — one of the hardest-hit areas — are reportedly struggling to find food, water, and cellphone service. We don’t yet know what the full impact of the storm is; search and rescue missions are still underway, and scientists are finalizing data on how powerful the storm was.

But it’s clear that the storm was disastrous because of its unusual size, intensity, and speed. The perfect conditions were in place to supercharge the storm.

“Everything that we say a hurricane can do, Helene did do.”

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“It had all the different weapons at its disposal that a hurricane [can have],” says John Knox, distinguished teaching professor and undergraduate coordinator of the Atmospheric Sciences Program at the University of Georgia. “Everything that we say a hurricane can do, Helene did do.”

While Helene was still churning in the Gulf of Mexico, forecasters were already warning that the storm was going to be “unusually large.” At its maximum, tropical storm-force winds extended nearly 350 miles away from Helene’s center. That enormous reach put Helene in the 90th percentile for storm size, according to the National Hurricane Center. On the ground, that means the effects of the storm — wind, storm surge, and heavy rainfall — were felt across an unusually large area.

Not only was the storm huge but it was also stronger than most. Storm systems this large don’t always develop a small inner core that allows them to quickly strengthen. But Helene was able to form a relatively small eye and then rapidly intensify, a term used to describe tropical storms with sustained wind speeds that rise by at least 30 knots (roughly 35 miles per hour) in a 24-hour period.

It made landfall with winds reaching 140 miles per hour, making it a major storm and a Category 4 out of 5 on the Saffir-Simpson hurricane scale.

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Helene packed a punch with water, too. When it hit Florida’s Big Bend region, it brought a massive storm surge, inundating the coastline with up to 15 feet of seawater. The underwater topography off Florida’s west coast, with a more gradual incline, acted like a ramp, making it easier for the storm to bring a taller wall of water with it. The sheer size of the hurricane also meant that the storm surge flooded a wider area.

Heavy rainfall dropped more water onto communities, leading to historic flooding in western North Carolina. Close to 14 inches of rain were recorded at the Asheville airport over three days between September 25th and 27th. The highest preliminary total was more than 31 inches of rain, recorded in Busick, North Carolina.

“It certainly has been a very catastrophic event in portions of Southeast US, especially the southern Appalachians where they’ve seen just tremendous amounts of rainfall and flooding,” says Daniel Brown, branch chief of the hurricane specialist unit at the National Hurricane Center. But with damage and fatality reports still coming in, it’s probably still too soon to know how Helene compares to other storms, he says.

Adding to its rampage, the storm was fast, with a forward speed reaching between 20 to 30 miles per hour. By comparison, storms that land along the Gulf of Mexico typically only move forward at a speed of about 10 to 15 miles per hour, Brown said. Tropical storms tend to weaken once they move over land since they draw strength from heat energy from warm waters at the surface of the sea. Helene’s speed, however, allowed it to keep more of its strength as it moved inland.

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“That is why the impacts were felt much farther inland than [people are] typically used to,” says Karthik Balaguru, a climate scientist at the Pacific Northwest National Laboratory. “The farther inland it goes, I mean, more people would be exposed to this hazard.” Another risk factor is that inland communities may not have as much experience preparing for hurricanes as coastal areas more used to coping with this kind of disaster.

Climate change is altering the calculus for storms like Helene. Rising global temperatures create conditions conducive to more intense storms that can gain strength quickly and stay more powerful onshore. Helene developed amid soaring sea surface temperatures in the Caribbean Sea and the Gulf of Mexico. Waters along the storm’s early path got as high as 31 degrees Celsius (87.8 degrees Fahrenheit), providing ample fuel. The atmosphere’s ability to hold moisture is increasing because of greenhouse gas emissions from fossil fuels, allowing for more severe downpours.

Sea surface temperatures on September 23rd.
Image: NASA Earth Observatory

To know how big of a role climate change played with Helene specifically, scientists will have to conduct more research. But Balaguru likens the effect of climate change to the world having a weakened immune system. “It doesn’t mean that you will become sick. It just increases your tendency to become sick,” Balaguru says.

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Altogether, the pieces were in place for the perfect storm with Helene. “The storm started big, which was bad, it went over hot water, which was bad, it hit a place that is prone to high storm surge, and then it accelerated and went into populated areas and took wind and rainwater to those populated areas,” Knox says. “You don’t want to see much worse.”

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New Snapdragon X-series chip in testing – code name: Project Glymur

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Qualcomm Snapdragon 7c Gen 2

The CPU market of late has been dominated by Intel and AMD; Qualcomm, with its AI-powered, energy-efficient Snapdragon X-series ARM processors, aim to challenge that.

Qualcomm’s current X-series processors have been making waves since their June 2024 launch. Winfuture have exclusively revealed that Qualcomm has been working on its next-gen high-end Snapdragon X2 CPU “SC8480XP”, under the codename “Project Glymur”.

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Dell 42U Server & Networking Rack

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Useful quantum computers are edging closer with recent milestones

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Useful quantum computers are edging closer with recent milestones

An exhibition model of IBM’s Q System One quantum computer

Misha Friedman/Getty Images

Despite all the hype around quantum computers, they are still far too error-prone to be of real use. But recent experiments show that this may not always be the case, boosting the credibility of claims from companies like Google and IBM that we might get useful quantum computers as soon as 2029. These latest experiments represent key milestones and signal that we are entering a new age, say researchers.

“Suddenly, really useful devices seem tantalisingly close, in a way that they never have done before,” says Jamie…

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The Lenovo ThinkSystem SR670 V2 is a GPU-rich 3U rack server that supports eight double-wide GPUs.

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The Lenovo ThinkSystem SR670 V2 is a GPU-rich 3U rack server that supports eight double-wide GPUs.

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Apple iPhone 16 vs. Samsung Galaxy S24: Which is best?

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Apple iPhone 16 vs. Samsung Galaxy S24: Which is best?

Apple recently released the iPhone 16, almost nine months after Samsung unveiled the Galaxy S24 series. Although these phones are similar in many ways and are the cheapest in their flagship ranges, they run on different operating systems. How do these two phones compare in other aspects? Is one better than the other? Which one is the superior choice based on your preferences?

Let’s compare the two phones and find out which one suits you better.

Apple iPhone 16 vs. Samsung Galaxy S24: specs

Apple iPhone 16 Samsung Galaxy S24
Dimensions and weight 5.81 x 2.82 x 0.31 inches

6.0 ounces

5.79 x 2.78 x 0.30 inches

5.93 ounces

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Display 6.1-inch Super Retina XDR display

1179 x 2556 resolution (460 PPI)

60Hz refresh rate

2,000 nits peak brightness

1 nit minimum brightness

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6.2-inch FHD+

1080 x 2340 resolution (416 PPI)

120Hz refresh rate

2,600 nits peak brightness

1 nit minimum brightness

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Processor A18 chip

Six-core CPU

Five-core GPU

16-core Neural Engine

Qualcomm Snapdragon 8 Gen 3 for Galaxy

Eight-core CPU

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Number of GPUs not announced by Qualcomm

Hexagon Processor

Rear cameras Dual camera system

48-megapixel Fusion main

12MP ultrawide

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Triple camera system

50MP main

12MP ultrawide

10MP telephoto

Front cameras 12MP selfie 12MP selfie
Storage and memory 8GB/128GB

8GB/256GB

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8GB/512GB

8GB/128GB

8GB/256GB

AI Apple Intelligence (coming soon) Galaxy AI
Durability IP68 IP68
Software and support iOS 18

Six to eight years of software updates

Android 15

Seven years of software updates

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Battery and charging Up to 22 hours between charges

Unknown battery size

45W wired

30W wireless

4.5W reverse wireless

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Up to 24 hours between charges

4,000mAh

25W wired

15W wireless

4.5W reverse wireless

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Colors Ultramarine

Teal

Pink

White

Black

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Cobalt VioletAmber Yellow

Marble Gray

Onyx Black

Jade Green (Samsung exclusive)

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Sapphire Blue (Samsung exclusive)

Sandstone Orange (Samsung exclusive)

Price Starting at $800 Starting at $800
Review 4 out of 5 stars 4 out of 5 stars

Apple iPhone 16 vs. Samsung Galaxy S24: design and display

Samsung Galaxy S24 in Marble Gray held in hand.
Christine Romero-Chan / Digital Trends

At first glance, at least on the front, there isn’t much difference between the Samsung Galaxy S24 and the Apple iPhone 16. Both have rounded edges and similar aluminum bodies. The Galaxy S24’s display is a tad larger at 6.2 inches compared to the iPhone 16’s 6.1 inches, and you’ll notice two new buttons on the Apple phone (more on that below).

When turned on, the displays reveal more distinctions. Samsung’s phone offers a higher refresh rate and peak brightness, while the Apple device provides a sharper resolution. Both phones have the same minimum brightness, just 1 nit, which is fantastic in lowlight conditions.

The Galaxy S24 is protected by Gorilla Glass Victus 2 on both the front and back, while the iPhone 16 features a Ceramic Shield front and a color-infused glass back. Both phones offer IP68 protection, making them dustproof and water-resistant up to 6 meters for 30 minutes.

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The most important point that stands out regarding the displays is the refresh rate for each handset. In 2024, it’s embarrassing that the iPhone 16 (and iPhone 16 Plus), like previous models, is stuck at 60Hz, versus the 120Hz on the iPhone 16 Pro and Galaxy S24 series. A higher refresh rate provides a smartphone experience that is more visually pleasing, responsive, and comfortable, which is most noticeable during gaming. (The iPhone 17 is expected to offer a 120Hz refresh rate — finally.)

The Galaxy S24 features three familiar buttons: a side key and two for volume. The side key turns the screen on and off or locks the device, while the volume buttons allow you to control media, calls, and notifications.

The iPhone 16 also includes a side button for on or off functionality and volume up and down buttons. New to this model is a Camera Control button, which offers enhanced control of the phone’s Camera app during photo or video capture. This includes access to features such as zoom, focus, and exposure. The iPhone 16 also now has the Action button, a versatile and customizable feature first seen in the iPhone 15 Pro series. This button can be programmed to execute various simple and complex actions, enhancing the phone’s functionality and personalizing it to suit individual preferences.

Design is always a tough category to call, because so much of it is personal. The Camera Control button is a game-changer, but the 60Hz refresh rate really does hold the iPhone back. We’re giving this to the iPhone, largely because 60Hz on an iPhone doesn’t generally feel slow, and because the Camera Control button is very good.

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Winner: Apple iPhone 16

Apple iPhone 16 vs. Samsung Galaxy S24: performance and software

iPhone 16 hands on.
Digital Trends

The Galaxy S24 is powered by the Qualcomm Snapdragon 8 Gen 3 for Galaxy, a customized version of the Snapdragon 8 Gen 3 specifically designed for Samsung devices to deliver improved performance and efficiency. Our tests showed that the Galaxy S24 is fast and capable of handling everyday tasks without lag or stuttering. However, when taking many photos quickly, the phone became warm, although it never got too hot to hold.

The iPhone 16 is equipped with the all-new A18 chip, which Apple claims offers an improved CPU speed of up to 30% and 40% faster GPU performance compared to the A16 chip found in the iPhone 15. Despite these significant improvements, we did not notice substantial performance enhancements during our tests, possibly because the regular iPhones were already very fast.

However, the iPhone 16 includes an A18 chip, which will support Apple Intelligence (see below) when it’s released; the iPhone 15 did not.

The iPhone 16 runs iOS 18, and the Galaxy S24 includes Android 14. Your preference will likely come down to personal experience at this stage. But if you don’t have a choice, don’t worry. While they still have their differences, iOS and Android are generally quite similar these days, and it won’t take you long to find your footing when switching from one to the other. Apple usually offers iPhone users six to eight years of iOS updates, while Samsung has confirmed that Galaxy S24 users will receive seven years of Android updates.

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It’s a tough category to call. The newer Apple phone has the edge in pure power, but whether that means a smoother experience is difficult to gauge because there are too many variables to consider.

Winner: Apple iPhone 16

Apple iPhone 16 vs. Samsung Galaxy S24: cameras

The Camera Control on the iPhone 16.
Apple

We’ve tested the camera systems on both phones. Overall, they offer mixed results.

First, it’s important to note that the Galaxy S24 has a triple rear camera system, while the iPhone 16 offers a dual camera system. The former offers a 50-megapixel main, 12MP ultrawide, and 10MP telephoto, while the latter provides a 48MP Fusion main and 12MP ultrawide. On the front, both have a 12MP selfie camera.

Our Galaxy S24 camera system test mainly yielded positive results. In the past, Samsung devices have been known for producing oversaturated colors in photos. However, thanks to improved algorithms governing color representation, the images now tend to be more accurate to life. Overall, images were much better when there was no movement when taking a shot. Otherwise, it can mean a blurry picture. Close-up shots with the Galaxy S24 were good, and the selfie camera was “just” decent.

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The iPhone 16 features a 48-megapixel primary camera with 2x optical zoom, a 12MP ultrawide camera, and a 12MP selfie camera, similar to the iPhone 15. However, there are some significant changes.

The new iPhone introduces autofocus for the ultrawide camera, allowing macro photography and enabling the capture of spatial photos for viewing on an Apple Vision Pro. Additionally, the primary camera now has an anti-reflective lens coating and can capture pictures with zero shutter lag, a feature previously exclusive to Pro iPhones.

In our tests, the primary camera captured detailed photos with pleasing colors. The ultrawide camera performed well, though not exceptionally, and taking macro photos was enjoyable. The selfie camera on the iPhone remained as reliable as ever.

The standout feature across the entire iPhone 16 lineup is the physical Camera Control button on the phone’s right side, just below the power button. Pressing this button activates the Camera app, and a single press takes a photo while pressing and holding it records a video.

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Additionally, the Camera Control has a capacitive sensor on its top. A light double press on the Camera Control, while the camera is open, activates a new UI for selecting various camera controls such as exposure, zoom, and styles. You can slide your finger across the Camera Control to cycle between them, lightly press the button to select one, and then slide your finger again to adjust the chosen control.

While this may present a learning curve, it’s a fun, new experience that shouldn’t take long to figure out. Furthermore, Apple Intelligence is adding more features.

Winner: iPhone 16

Apple iPhone 16 vs. Samsung Galaxy S24: battery and charging

Samsung Galaxy S24 in Marble Gray showing home screen.
Christine Romero-Chan / Digital Trends

The Samsung Galaxy S24 has a 4,000mAh battery intended to last a full day with regular use; however, we could use more than a day on a single charge. On a down note, the basic Galaxy S24 model only supports charging speeds of up to 25 watts, unlike its larger counterparts, the Galaxy S24 Plus and Galaxy S24 Ultra, which support 45W charging.

On the wireless front, the Samsung phone does not support the new Qi2 wireless charging standard. Wireless charging is still possible but is limited to 15W, which may be slow. The phone also features reverse wireless charging, with a speed of up to 4.5W.

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The iPhone 16 has a 4,685 mAh battery, allowing you to use the phone throughout the day without recharging. The standard iPhone 16 series now supports MagSafe charging up to 25W, an improvement from the previous 15W. In addition to MagSafe, the iPhone 16 also supports Qi2 and Qi wireless charging and 4.5W reverse wireless charging, similar to the previous model.

In our tests using an Anker 747, the iPhone 16 charged from 5% to 60% in approximately 30 minutes, and it took 90 minutes to reach 100%. While charging from a low or dead battery to around 70% is quick, the final 30% takes longer.

The Samsung Galaxy S24 and the iPhone 16 have strong batteries, but neither is exceptional, which is expected as they are the more affordable flagship models from their respective companies. Therefore, we consider this a tie.

Winner: iPhone 16

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Apple iPhone 16 vs. Samsung Galaxy S24: AI

Apple Intelligence on iPhone 15 Pro.
Nadeem Sarwar / Digital Trends

When history is written, this year’s smartphones will be remembered for being among the first to embrace artificial intelligence. The Galaxy S24 includes Galaxy AI, while the iPhone will eventually include Apple Intelligence. When discussing either of these products, it’s important to note they are both works in progress, especially in the case of Apple Intelligence, which has not yet been released.

Galaxy AI brings a range of advanced AI capabilities directly to Galaxy smartphones and tablets. It aims to provide intelligent and personalized experiences while enhancing the functionality of various features. These include an enhanced user experience, improved functionality, privacy and security, and offline accessibility.

Apple Intelligence, which the company revealed at the Worldwide Developers Conference (WWDC) in June, will eventually be found on every Apple product. It’s a suite of AI features designed to enhance productivity, creativity, and the overall user experience. It combines on-device and server-side processing to deliver powerful AI capabilities while prioritizing user privacy.

Apple Intelligence features will initially be divided into three broad categories: photo and video editing, writing, and contextural suggestions or automation.

The iPhone 16 series comes with iOS 18, which does not include Apple Intelligence. You will have to wait for iOS 18.1 and iOS 18.2 to be released later this year to access it. However, not all Apple Intelligence components will be available on the iPhone 16 series even after these updates arrive, as full releases might extend into 2025.

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As an iPhone 16 buyer, you are promised to be among the first to experience the new tools, but since the biggest new features aren’t ready yet, this has to go to the Samsung phone.

Winner: Samsung Galaxy S24

Apple iPhone 16 vs. Samsung Galaxy S24: price and availability

The starting price for each phone is $799, which includes 128GB of storage. For $859, you can get the Galaxy S24 with 256GB. The 256GB iPhone 16 model from Apple is priced at $899. Unlike Samsung, Apple offers a 512GB storage option for $1.099.

Availability is strong for both of these phones, as they’re some of the most popular phones on the planet. Walk into anyplace that sells phones and you’re going to be able to find these.

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Apple iPhone 16 vs. Samsung Galaxy S24: verdict

The pink iPhone 16 display.
Joe Maring / Digital Trends

When deciding between the Galaxy S24 and iPhone 16, your choice may depend on whether you prefer Android or iOS. If you don’t have a strong preference for either operating system, the iPhone 16 is the better option. Historically, new iPhones released in the fall tend to outperform Galaxy S models released earlier in the year, and this pattern continues with the latest models.

While the Galaxy S24 might be available at slightly lower prices due to being slightly older, the iPhone 16 offers some advantages, such as access to 512GB of storage. Despite the price difference, the iPhone 16 stands out with its design, performance, camera, software, and additional hardware features like the Action button and Camera Control. Overall, the iPhone 16 is the preferred choice over the entry-level Galaxy S24.






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