Feral to produce Mac-native version of Deus Ex: Human Revolution

Feral has announced that it will release a Mac-native version of Deus Ex: Human Revolution. Already available for the PC, Xbox 360, and PlayStation 3, the Mac-compatible version will be released this winter.

Deus Ex: Human Revolution is a prequel to the original Deus Ex, released in 2000 for the Mac and other platforms. The game has already received widespread critical acclaim, so its release for the Mac will come as welcome news for series fans who haven’t bought it for one of the consoles (or anyone like me who’s recently had their console die on them — to the last I will grapple with thee, Sony).

Feral hasn’t announced a specific release date or price for the Mac version of Deus Ex: Human Revolution, but it’ll most likely be priced comparably to the PC version. It’s a fair bet the game will require some hefty hardware to run it, however; don’t be surprised when your old school MacBook’s Intel GMA 950 doesn’t make the list of supported graphics processors.

Feral to produce Mac-native version of Deus Ex: Human Revolution originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 21:00:00 EST. Please see our terms for use of feeds.

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Macworld’s tips to make OS X Lion’s iCal less annoying

The changes made to iCal in OS X Lion have definitely been polarizing, and even some of the novice Mac users I know have found some of them questionable. The word “fugly” has come up more than once when discussing iCal’s new faux-leather trim, an interface choice that makes a little more sense on the iPad than it does on the Mac. Macworld came up with a few tips to dispatch some of the annoyances introduced in OS X Lion’s version of iCal, including the new UI elements.

Rather than copy all Macworld’s tips here wholesale, I’ll recommend you head there and check their advice for yourself. I will highlight one of their tips: getting rid of that execrable leather trim is not only possible, it’s quite easy via a third-party program called Lion Tweaks, recommended by Macworld. The application bundles together several of the Lion-related tweaks covered here and elsewhere in an interface that’s about as simple as it gets. Reverting iCal’s skin to a nice, bland aluminum took less than a minute, and my eyes thank me for it. It’s a modestly “hacky” solution to a purely aesthetic problem, but it’s preferable to that oddball skeuomorphic design.

Even after implementing all the recommended tweaks, it’s worth noting that the article writer himself says that ultimately, “Use a better calendar program” is his top recommendation. For my part, the only reason I stick with iCal on the Mac is its integration with the Calendar apps on the iPhone and iPad via MobileMe (and soon iCloud).

Macworld’s tips to make OS X Lion’s iCal less annoying originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 20:00:00 EST. Please see our terms for use of feeds.

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NearPics is a clever idea that could be a lot better

I’m always looking for free apps that blend well with my passion for photography. I’ve been playing with NearPics, a free app from UK developers The Mac Box. The idea is simple. Start the app on your iPhone and photos that have been taken near your location appear in a slide show.

I tried NearPics in Southern Arizona and it worked quite well, bringing up a couple of dozen photos of nearby locations, including some parks, some pictures of a nearby mall, and some nice sunsets. That’s as far as it goes, but it could be a lot better. The pictures are sourced from Panaramio.com, not from users of the NearPics app. It would be so much better if I could just use the iPhone camera and submit images directly. I noticed that on Wi-Fi, the app was pretty fast, but in several locations it was dog slow on 3G. I think some users might just give up. The app runs a slide show, but the user has no control of the interval that the images change. You get to choose start and stop. That’s it. Support for Flickr and other image services would be welcome.

A tap on an icon takes you to Google Maps to see where the photo was taken, which is handy if you want to go there and take some photos on your own, but rather than build the Google Map into the app, you have to exit, making for a somewhat jarring experience.

NearPics is a good idea, but it could be so much more useful. Sure it is free, and I appreciate the effort, but with just a little more in terms of features and NearPics would be an app that lots of photographers would use. Then again, unlike Color, there is some utility to the app. You can see some example photos in the gallery below.

Gallery: NearPix

NearPics is a clever idea that could be a lot better originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 18:00:00 EST. Please see our terms for use of feeds.

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MacBook Air EFI Firmware Update 2.1 addresses Thunderbolt issues

Apple has released MacBook Air EFI Firmware Update 2.1 to address issues with Thunderbolt performance and OS X Lion Recovery over the Internet on 2011-model MacBook Airs. According to Apple, the update is intended to “resolve issues with Apple Thunderbolt Display compatibility and Thunderbolt Target Disk Mode performance on MacBook Air (mid 2011) models.”

The 3.99 MB update is fairly large as firmware updates go (they’re usually less than a megabyte), and as with all firmware updates, Apple emphasizes that you must not interrupt your Mac’s power during the update lest you risk turning it into a very attractive brick. The update requires OS X Lion, which is pre-installed on affected model MacBook Airs.

MacBook Air EFI Firmware Update 2.1 addresses Thunderbolt issues originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 17:15:00 EST. Please see our terms for use of feeds.

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Daily iPad App: Machinarium

Machinarium is a charming game with an arresting and engaging art style; it debuted on the Mac and PC platforms a couple years ago. It’s very similar to the point-and-click adventure games that saw much popularity in the late 80s to early 90s. You must guide a robot character through a rusted, run-down cityscape populated entirely with robotic characters and cybernetic animal life, solving puzzles along the way in order to advance the story.

The art style and music, both of which are among the best I’ve seen in any game from any genre, combine with an eccentric storytelling method (told entirely without words) to deliver a unique and unforgettable experience.

Machinarium was incredibly fun (and challenging) when I played it on the Mac last year, and at the time I thought to myself that the game would be a perfect fit for the iPad. Fortunately, Amanita Design thought the same thing, and Machinarium is now available for the iPad 2. I specifically mention the iPad 2 for a reason; that’s the only iOS device that has enough horsepower to run Machinarium.

Playing through Machinarium on the iPad 2, you might wonder why a 2D adventure game like this will only run on Apple’s most powerful iOS device while heavy-duty 3D games like Infinity Blade or Rage will run on the original iPad and iPhone 4 just fine. As it turns out, Machinarium was originally built entirely in Flash for desktop platforms, and it’s been ported to the iPad 2 via Adobe AIR. This enabled the developers to deliver mostly the same experience as the desktop version, but it also meant that the iPad 2 was the only device able to run the game to their satisfaction.

“The memory limitations of iPad 1 (which are somewhere around 115 MB RAM per app) are just quite challenging,” the developers said in response to complaints about the app not being available for the original iPad. “You have to have it running around 80-90 to keep it stable and the app has tons of timeline animations, the sources are 1 GB, all compiled into one single SWF file + some assets. The app was originally made for PC and upgraded for tablet devices. When you start creating tablet apps from scratch it’s a whole different story. The game is now made with ‘no compromises’ compared to the desktop version and that keeps it unique.”

Having played all the way through Machinarium on both the Mac and iPad 2, I’ll say that the iPad version does come fairly close to the developer’s “no compromises” claim. I compared screens from the iPad version and Mac version side by side. Apart from minor differences in some UI elements and a lack of multi-layer, faux-3D “foreground” elements on the iPad version (something I didn’t even notice on the Mac version until comparing them), Machinarium on iPad 2 is in nearly every respect identical to the desktop version. The game’s art style is a perfect fit for the iPad, and you’ll almost certainly find yourself entirely absorbed into the game as you hold it in your hands.

However, while Machinarium on the iPad 2 runs very well and delivers an experience that’s definitely worth the price tag, the app does demonstrate a few of the perils associated with porting Flash-based games onto a touchscreen device. Machinarium’s Flash-based desktop iteration consumes around 70 percent of CPU resources on my MacBook Pro, a device with approximately 4.5 times the overall computing power of my iPad 2, so it’s no surprise that only Apple’s most powerful mobile hardware can handle the game even after porting it.

Porting the game into a more iOS-friendly format made it so Machinarium could run (and run well, without a hint of lag) on the iPad 2. However, the game is still very demanding on battery life; my iPad lost over a third of its charge after two hours of play, about the same amount of battery charge a turbo-3D game like Infinity Blade would consume.

Perhaps more frustrating is some interface elements for Machinarium’s desktop version have been lost in translation on the touchpad interface — another common caveat about porting Flash games to iOS. Controls in the desktop version of Machinarium were largely context-based; hovering the mouse pointer over certain areas of the screen would give users clues about what elements they could interact with and how they could interact with them. That context-sensitive interface is almost entirely gone from the iPad version of Machinarium, meaning that at some points the only way to progress is by tapping blindly on the screen and hoping something happens.

Additionally, the game can sometimes be confused about which action you’re trying to take. One particularly frustrating example of this was on a screen where you have a choice between pushing a crate or climbing on top of it. Several times in a row the game thought I wanted to push the crate instead of climbing on it, and each time this resulted in a solid minute of animation from pushing the crate to the next screen over and back again. On the Mac version, with its context-sensitive and mouse-based controls, this was never an issue. As another example of how the desktop interface was somewhat lost in translation on the iPad, the game’s built-in hint system relies on a minigame that was easy enough on a Mac with keyboard controls, but the same controls on a touchscreen made it frustratingly difficult.

None of these issues are knocks against Machinarium itself or its developers, but rather something to keep in mind when playing (or developing) any game that wasn’t initially designed with a touchscreen interface in mind.

One more thing worth noting: while the art style may make it seem as though the game would be perfect for younger children, unless your kids are packing some serious brainpower it’s likely they’ll become frustrated by the game’s challenging and sometimes elliptical puzzles. Heck, the same goes for adults; if you don’t find yourself hurling four-letter words at the game during at least one of Machinarium’s many puzzles, then submit your application to Mensa right now, brainiac.

Those complaints aside, Machinarium on the iPad 2 is definitely worth your time and your five dollars, especially if you never played the Mac version. Though the interface isn’t a perfect translation to the iPad, the game’s art, music, and charming story are each worth the price of admission on their own. When they’re put together, five bucks feels like a bargain. Don’t just take my word for it; as of this writing, Machinarium is the top-selling iPad app.

Daily iPad App: Machinarium originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 16:40:00 EST. Please see our terms for use of feeds.

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Looking back at Apple’s 1984 ad

Ars Technica has an excellent interview with Steven Hayden, former creative lead at advertiser Chiat/Day and one of several people behind Apple’s iconic 1984 ad. Hayden sheds some light on the behind the scenes negotiations that went into this advertisement.

It’s well known that Apple’s board of directors did not like the ad and threatened to fire advertiser Chiat/Day, but, according to Hayden, it was supposedly Steve Wozniak’s faith in the project that helped bring it to fruition. Hayden also revealed he had to interview with Scott Ridley’s mother in London before the famed director agreed to work on the American commercial. For additional quips like this, check out the rest of Ars Technica’s full interview here. It’s worth the read.

Looking back at Apple’s 1984 ad originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 16:00:00 EST. Please see our terms for use of feeds.

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Daily Mac App: gfxCardStatus

gfxCardStatus for Mac

Some newer MacBook Pros have been packing dual graphics cards for a while now, with the ability to dynamically switch between them — integrated for battery life and discrete for performance. It’s often tricky to know which card is currently in use as the switch between the two is seamless. That’s where gfxCardStatus comes to the rescue.

Sitting up in your menu bar, gfxCardStatus shows you at a glance which card is currently active, but more than that, it actually allows you to manually switch between the GPUs. A drop down menu provides you with three options: Integrated Only; Discrete Only; and Dynamic Switching, which is the system default that lets OS X decide which graphics card is required. If you want to save as much battery power as possible, leaving it on integrated only will ensure that the power hungry discrete GPU doesn’t fire up. On the other hand if you want maximum performance all the time, then discrete only will make sure the most powerful GPU is fired up.

For most situations OS X does a decent job of managing power considerations, but if you want a little more control, gfxCardStatus will let you set up GPU power schemes to define which chip is used depending on power source.

gfxCardStatus is one of those little apps that’s both useful and doesn’t get in your way. You won’t need it a lot, but if you’re on battery power and you want to keep working for as long as possible, the little menu bar app can be a life saver.

It’s freely available (donations accepted) to download from the developer’s site and is Lion-ready.

Daily Mac App: gfxCardStatus originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 15:00:00 EST. Please see our terms for use of feeds.

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Daily Update for Sept. 12, 2011

It’s the TUAW Daily Update, your source for Apple news in a convenient audio format. You’ll get all the top Apple stories of the day in three to five minutes, which is perfect for a quick review of what’s happening in the Apple world.

You can listen to today’s Apple stories by clicking the inline player (requires Flash) or the non-Flash link below. To subscribe to the podcast for listening through iTunes, click here.

Daily Update for Sept. 12, 2011 originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 14:50:00 EST. Please see our terms for use of feeds.

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Your personal, iPhone-powered SATCOM

The Scout Observer by Scout is an iPhone dock that is a bit too pricey and sophisticated for most of us. It’s a six pound box designed for the military that turns into a portable satellite communication terminal when it’s mated to an iPhone 4.

It offers a spectrum analyzer, power meter, multimeter and a block downconverter which lets you locate and measure satellite signals.

No cost is given for this mean machine yet. Tt’s scheduled to ship in the 4th quarter of 2011. Note: The direct link to information on the Scout Observer seems down for the moment. Hopefully the device will work better than the website. Here’s a link to the general company website.

Your personal, iPhone-powered SATCOM originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 14:30:00 EST. Please see our terms for use of feeds.

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New AT&T iPhone ad re-touts ability to “talk and surf” simultaneously

After several years as the exclusive carrier of the iPhone, AT&T has been seeing some competition from Verizon (and soon, rumor has it, Sprint). In its latest network television advertisement, AT&T uses a family-oriented theme to point out one major advantage the GSM carrier has over its CDMA competitors — the ability to make a phone call and use data at the same time. This is the same theme AT&T has hit in previous ads about a forgetful husband and a music-trivia mistake.

The current implementation of Verizon’s and Sprint’s CDMA network prevents users from using data while on a phone call. If you’re on the phone and want to look up a web page, you have to end your phone call before you can pull down the website data.

It’s an issue that polarizes some iPhone users. Many Verizon customers claim they don’t need to surf and call at the same time (after all, they’ve never had the capability with other phones, so why should it bother them?), while some AT&T customers cite this ability as the primary reason they stay with the sometimes fickle network of AT&T.

[Via Edible Apple]

New AT&T iPhone ad re-touts ability to “talk and surf” simultaneously originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 14:00:00 EST. Please see our terms for use of feeds.

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360iDev Denver: Matt Drance on the past and future of iOS development

This week’s 360iDev conference in Denver, CO kicked off today with a keynote from former Apple employee Matt Drance, who offered a summary of what’s changed (and what hasn’t) since the last time he spoke to this conference two years ago. He also discussed the attitudes developers need to take this platform on successfully.

Drance started out by saying that, quite obviously, “it’s been a hell of a couple years” for both Apple and the iOS platform. Back in the early days of the iPhone, Steve Jobs said Apple hoped to sell 10 million devices, and to date, Apple has actually put 220 million devices out there (as of July of this past year). Drance was very enthusiastic about the platform — he says that back when John Doerr said that the iOS platform was “bigger than the personal computer,” even he, as an Apple employee thought, “I don’t know, John. I’m paid to pump this stuff, and even I think that’s a bit much.” But Doerr was right, said Drance. The portability and power of iOS and the devices Apple has made transcends even what the personal computer was able to achieve, and it’s only going to get even more influential from here on out.

Drance also made the point, however, that some things haven’t changed in the past few years. While the app landscape and individual app quality are both very different, the general system of making and releasing apps hasn’t changed that much. And that’s pretty amazing, said Drance, because not only is Apple supporting developers, it’s still putting them front and center in commercials for iOS devices. This is one of the richest and most powerful companies in the world, said Drance, and Apple is using developers’ work (by showing third-party apps its TV commercials) to sell their extremely popular devices. “Apple never puts its reputation in other people’s hands,” said Drance. “But they’re still doing it” by showing off developers’ apps, a tablet, and a pair of hands in the official commercials.

Finally, Drance walked through a series of entreaties for the developers in attendance, which he said were designed to help them get in the right mindset of the conference. He walked through the general needs of an app (appearance, interaction, stability, performance), and then said while designers tend to work on an app’s appearance and interaction, and developers tend to deal with stability and performance, in actuality, everyone working on an app or any piece of software should be concerned with quality across the board. Drance encouraged teams to share concerns with each other whenever questions of quality came up. “It’s not about winning the argument,” he said, “it’s about having one.”

Drance also suggested developers start out with a plan and stick to it, and remain organized to do so. He shared a quick story of a sprinkler system issue in his yard, and showed pictures he took after digging up the pipes and finding a mess of criss-crossing and tangled PVC. “There are no comments here,” he joked, nabbing a big laugh from a roomful of developers. But Drance said the lesson was to go for quality in everything, on every level of development.

Finally, Drance asked the devs in attendance to keep moving forward, both in terms of the apps they’re working on (“Ship” was one of his directives) and in their own skillsets. “Learn the language,” he said, pointing out that being well-versed in Objective-C was the same as having a solid grasp on French or even English. Apple’s own code doesn’t use methods like “ApplicationLaunched” — iOS uses a method called “ApplicationDidFinishLaunching,” which Drance said reflected how even Apple approaches its own language.

Drance’s talk was an excellent start to the week. TUAW will be here in Denver all week long covering the conference and the developers attending it — stay tuned for more.

360iDev Denver: Matt Drance on the past and future of iOS development originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 13:30:00 EST. Please see our terms for use of feeds.

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Happy 5th birthday, Apple TV

Get out the cake and candles, it’s birthday time! Five years ago today, Apple introduced the pre-cursor to the Apple TV. Code-named the iTV, the home entertainment device was “the last thing” presented during Apple’s “Its Showtime” press event held in San Francisco on September 12th, 2006.

The iTV was introduced as a smaller Mac Mini that works with the Apple Remote. It ran modified OS X software with an interface that resembled a souped-up version of Front Row. It also included a USB port, 802.11B connectivity, component video, HDMI output and optical audio. Just like the current model, it was advertised as a device to watch media pulled from your computer and iTunes account.

Renamed the Apple TV for its launch, the first generation device hit retail shelves on January 9th, 2007 and received a lukewarm reception. The second generation model was introduced four years later at Apple’s fall event on September 1, 2010. Still not a flagship product, Steve Jobs called the device a “hobby”.

Though a hobby, the new Apple TV has some notable improvements, including a significantly smaller form factor and iOS which enabled features like AirPlay streaming. Sales of the AppleTV still pale in comparison to the iPhone and iPad, but the addition of other services like Netflix and the increased interest in video streaming bode well for the future of this device.

Happy 5th birthday, Apple TV originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 13:00:00 EST. Please see our terms for use of feeds.

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You’re the Pundit: When will iOS 5 debut?

Other sites have rumors and speculation. We have the TUAW braintrust. We put the question to you and let you have your go at it. Today’s topic is iOS 5. When exactly will this new firmware launch?

So far, Apple has shipped seven iOS 5 betas. Will we see an eighth or ninth beta? Or is it time for the Gold Master release candidate? And if so, how long until iOS debuts and is distributed to consumers? Will it be in synchrony with a new iPhone?

You tell us. Place your vote in this poll and then join in the comments with all your predictions.

View Poll

You’re the Pundit: When will iOS 5 debut? originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 12:00:00 EST. Please see our terms for use of feeds.

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Hamburg, Germany Apple Store to open this weekend

Remember that German Apple Store that was painted with a giant Microsoft logo while it was under construction? Well, it’s finally ready to open sans its Microsoft branding.

The new Jungfernstieg store in Hamburg, Germany will shed its window coverings later this week and open for business this weekend. The two-level retail location, which formerly housed a jewelry store, will become Apple’s seventh retail outlet in Germany.

[Via ifoAppleStore]

Hamburg, Germany Apple Store to open this weekend originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 11:00:00 EST. Please see our terms for use of feeds.

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LA Times critic disparages future Apple Campus

Los Angeles Times Architecture Critic, Christopher Hawthorne, examined the architectural plans for Apple’s newly proposed campus and wasn’t too pleased with what he saw.

Instead of buying into Jobs’ architectural sales pitch like the Cupertino City Council did, Hawthorne criticizes the building, claiming it’s not futuristic mothership, but is “doggedly old-fashioned” and reflects the suburban corporate architecture of the 60’s and 70’s.

Hawthorne also criticizes Jobs’ tight control over the building plans, noting that the architects designing the building are hardly ever mentioned by Jobs. The critic implies that Jobs likes to appear as if he plays an active role in the design of each building, but really has little to do with it. It’s the architects that do the bulk of the work.

Hawthorne even disapproves of the building on a socioeconomic level claiming the building’s serene and secure environment keeps its employees aloof from the world around it. He notes it’s “essentially one very long hallway connecting endlessly with itself” and calls its a “retrograde cocoon.”

LA Times critic disparages future Apple Campus originally appeared on TUAW – The Unofficial Apple Weblog on Mon, 12 Sep 2011 10:00:00 EST. Please see our terms for use of feeds.

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