You could opt for the mono earbud which comes in the box if you like, though. Sure, voice calls are technically possible, but the Sidekick II feels like a brick to hold to your ear, and as it lacks Bluetooth you can’t use a wireless headset instead. Making voice calls isn’t at the top of the list. The fact that it looks like a game console is related to the various uses for which the Sidekick II is designed, mostly messaging and entertainment. It measures 129 x 66 x 23mm, and weighs 198g. Size-wise you are going to need a spacious pocket to accommodate this device. When you see one as you walk by a T-Mobile store (the company has the Sidekick II exclusively), you will be struck by two things: it looks a whole lot more like a games console than a phone, and it is big. Then again, I guess being undecided is actually having an opinion, and the reality is that my view is more complex than simply ‘I don’t know’, because there are elements I really like about the Sidekick II, and elements I don’t. This is not something we reviewers like to admit to very feely. Both times I’ve played with this kit I have been unable to decide whether I like it or not. I’ve only had the model I am reviewing for a couple of weeks, but a while ago, and long before the UK launch, the American company behind it, Danger, loaned me a unit for a few months. I’ve spent several months with the Sidekick II one way or another.
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