Last month the iPhone Duo hit the streets and reviews hit the web. A product launch of the Duo's caliber is like unwrapping an N64 on Christmas morning: pure excitement.
I waited outside my Apple Store Friday morning just to get my hands on the thing. The Duo makes a remarkable first impression.



I didn't buy one or anything—too rich for my blood at the moment—but I left my twenty or so minutes with the device thoroughly impressed. I could see myself "maining" the phone. It doesn't hurt that I have big "early adopter" energy and put up with software paper cuts every summer by putting developer beta one on my main phone. I have a high tolerance (aka stubbornness) for the bleeding edge.
That attitude is also why I was a bit surprised at the weight of negative talking points in the Duo reviews I read or watched. Part of John Gruber's opening gobsmacked me a bit:
"The Duo name is perfect. It truly is like having two devices in one. The outer device is, by far, the worst iPhone Apple has ever made. It’s a miserable fat little thing. The inner device is a splendid, joyful, beautiful tablet, with a UI that out-iPads the iPad. For me, by far, it’s my favorite tablet experience ever. I prefer it to any iPad or Kindle-like reader I’ve ever used."
"...miserable fat little thing" is brutal.1
More than the device's physical attributes, I was surprised at how many critics focused on the third-party app support. Marques Brownlee spent nearly 20% of his review discussing "The Apps Situation."
"So the app situation on the iPhone Duo is its biggest downside right now. Like, right now, as I release this video, at launch...
...The problem is most apps, at least most of the ones I use right now, are not optimized yet, which means... they look like this."
Gruber briefly mentioned the app compatibility as well. I love his orthodontist line.
"Using apps that haven’t been updated for the iOS 27.0 SDK is a terrible experience. They just look like little virtual iPhone Minis floating in a sea of black on the big inner display. You can zoom them, like the old “2×” button on iPads when running iPhone apps, but that stinks too. Apps that have been compiled for the 27 SDK but haven’t yet updated to the new Duo-specific APIs in the 27.1 SDK are ... OK. But even some of them blow. Take a look at the NYT Games app, and its custom crossword keyboard — it needs an orthodontist..."
But one day later, Gruber updated the review with the following paragraph:
"One day later and there’s an updated version of the NYT Games app, and they’ve fixed the orthodontic mess of their crossword keyboard, in both orientations. Screenshot. This goes to show just how fast the Duo-optimized updates are streaming in from developers. My review was up-to-date when I published at 7:00pm ET Wednesday, and outdated by the time I woke up Thursday morning."
That's the nut of why I felt so surprised. The iPhone Duo is coming in hot and fresh to developers. Apple could have (and should have) stemmed this tide by earlier support and offerings to developers, but that's not the way the development story has unfolded. Apple has to pay for it in reputation and feedback.
To me, reviewing the iPhone Duo should be a long-term commitment. I would take my time, let the device and its software marinate, before I gave a review. That's easy for someone who doesn't have one to review. For the authors and creators with review units, that does not seem to be a luxury they can afford. I get that! Their businesses rely on eyeballs being drawn to their website, platform, etc. It's a battle for attention. When everyone else is hitting publish at the same time, you want to be there and win your slice of the battlefield.
Because I am me, I think of video game console reviews or game reviews themselves. Were the value, performance, and enjoyment of the PlayStation 5 a done deal at launch in November 2020? Did the Wii peak at launch with the likes of Wii Sports, Twilight Princess, Excite Truck, Red Steel, Cars, Happy Feet, and Call of Duty 3? The hardware doesn't change in a definitive way, not unless there are revisions or new peripherals. The PS5 won't stop looking like a white monolithic router and the iPhone Duo won't stop being a miserable fat little thing. The software experience will change though. Developers' and users' understanding of the devices' capabilities will change.
Brownlee often recites this mantra of never buying hardware on the promise of software. I've agreed with that for a long time. It makes sense. Companies love to offer lofty promises, especially when they are selling something. In more recent years, I feel like that piece of advice needs a tweak. Never buy hardware on the promise of software from a person or company that never keeps their promises. I know that doesn't roll off the tongue, but it rings true to my ears.
In November 2012, if you bought a Wii U, were you buying it for the hardware promise of off-TV play and asymmetrical multiplayer or were you buying it for the next-generation Nintendo games that were sure to come? Were those early 3DS adopters there for glasses-free 3D and Street Fighter IV in their pocket or the potential of Nintendo games on the go with that kind of power? Both of those consoles were not received well at launch, critically or commercially. It was up to Nintendo to prove their worth with software and they delivered some of the most acclaimed titles of that generation. The 3DS went on to be the thirteenth best-selling console of all time.
Is anyone buying a new Googlebook with genuine hopes that Google will keep the laptop alive for more than a few years before sending it to the graveyard?2
These products and their ecosystems are unknowable at launch. We may have an idea or even know their potential, but I think we have to live with the new before passing judgment, especially when the new is radical. The iPhone is a known quantity. The Nintendo DS and the Wii were known quantities. Reviews from the voices I trust that take their time are my favorite. Sometimes, all the time you need is the provided review time under embargo. Sometimes it requires more.
Last year, Gruber missed the review window for the iPhone 17 Pro line and the iPhone Air due to an unplanned hiatus. He published his review this year, on the eve of when Apple revealed the iPhone 18 Pro and the iPhone Duo to the world.
"354 days is arguably more than a few, but given that I missed the window for reviewing them when they were new, I thought it might be interesting to consider the iPhone 17 Pro and iPhone Air on the cusp of their being obsoleted by the next generation of iPhones."
Gruber lived with the Air. He experienced a year of its battery life, camera, and weight. Stephen Hackett did the same with his superbly titled "Air to the Throne" piece.
"In the world of technology, trade-offs change nature over time. The first iPhone was amazing, but it was expensive and only ran on AT&T. The original MacBook Air was an incredible piece of engineering, but it ran hot and slow.
After a product matures, those trade-offs begin to shift, especially when it becomes a family of products...
...Last year, the iPhone Air upset the apple cart, adding a new third option that was both better and worse than its more established siblings.
I’ve been using one for the better part of a year, and the trade-offs aren’t as bad as you may think."
The catch is these devices never changed the software experience in a radical, meaningful way. Sure, the chips get better every year and enable better performance and capabilities, but Fantastical runs the same on my iPhone 15 Pro Max as it does on today's iPhone 18 Pro Max. Fantastical runs differently on the iPhone Duo. The more and more developers get their hands on and live with the iPhone Duo, the better the third-party software experience will be. Same goes for Apple, as its teams are being flooded with external feedback now.
Games can be the same today, especially those with a live service bent. Earlier this year, I had the pleasure of getting a review code for Bungie's new iteration of Marathon. Press was asked to hold final impressions until after the endgame map was unlocked in the second half of March. My review went out at the end of April. I spent some 130~ hours before I felt like I could publish my review on the game. I went through patches and changes. I tried new modes and levels. I lived with the game and I think my review is all the better for it. I still am living with the game, although not as much as I'd like to. As a live service game though, Marathon is still changing and shifting. Reviewing Marathon should be dynamic as Bungie responds to feedback.
The iPhone Duo is going to change as Apple responds to feedback and updates the Duo's flavor of iOS, and as the third-party developers come up with delightful and useful experiences. The Duo experience media had a month ago has already changed with the swath of updates, both first- and third-party. I hope some critics come back a year from now and revisit the device. I hope some continue to live with the device as their personal phone. I think the best review has yet to be written.
Footnotes
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While I obviously have not lived with the Duo like John, I did quite like the outer display of the Duo. It felt reachable like that thumb ad for the iPhone 5...at least, reachable for a Big Phone user for the last eight years. ↩
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Checking Killed by Google taught me that ChromeOS is scheduled to be terminated in 2034. What? Unsurprising to me though are the amount of "deaths" lately. Lots of little AI project casualties. ↩














