ipad Archive

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Marco Arment’s iPad 3 Buying Guide

Marco’s got a very comprehensive FAQ on all the decisions you’ll need to make when considering the iPad 3. I couldn’t have said it any better myself.

This quote really cemented my decision to go for a 4G enabled model:

I used my iPad 2 with tethering for a few months. It wasn’t nearly as good as giving the iPad its own 3G service. With tethering, the iPad isn’t always connected. Getting and keeping it connected takes a bit of effort. Sure, it’s not a lot, but that friction adds up and just made me use it a lot less.

Which new iPad should I get? – Marco.org

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Review: Infinity Blade

I’m just going to go ahead and say it:

Infinity Blade is the best gaming experience I’ve had on the iPhone.

Seriously. You can take your Angry Birds, Fruit Ninja, and all of your lame tower defense game clones and shove them in your favorite orifice because this game makes those look like amateur hour. From the time I downloaded Infinity Blade on my phone last Thursday, all I’ve wanted to do is play it nonstop.

To put this in perspective, you’re talking a guy who has all of the video game consoles, a gaming-ready PC, a Kindle, a Blu-Ray player, Netflix, a backlogged DVR of TV shows, and a sports fan. Needless to say, I’ve got a lot of entertainment that I could/should have been plowing through instead.

Nope, I had to max out my Infinity Blade character first.

Read the rest of this entry »

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Epic Citadel Brings Unreal Engine To The iPhone/iPad

Hot off the announcement of their first iOS game (Project Sword – check out the clip at the end of this post!) this morning at Apple’s iPod event, Epic Games (Gears of War, Unreal Tournament) sends word that a playable tech demo of Unreal Engine working on the iPhone is now live on the iTunes store.

Entitled Epic Citadel, the demo gives you a sneak peek as to what kind of graphics you can expect from Project Sword when it releases later this year. As you can see from the screenshots below, the graphics are jaw-droppingly good. It reminded me a little bit of the wonder I experienced when I saw the first Unreal engine fly through way back in the 90’s before the first Unreal game came out.

Now, don’t expect much of a game with Epic Citadel, it’s basically a really pretty graphics tech demo. You can move around using virtual dual analog sticks or you can let the software take over and provide a “Guided Tour”, which is basically an autopilot demo. You can also navigate by tapping anywhere on the screen and the character will automatically walk there.

I gave it a short test drive and the frame rate was locked in at about 30fps for the most part, but dipped below during a flyby or when a lot of the environment was in view. Nevertheless, it’s a real impressive piece of software and might be worth keeping on your iPhone/iPad just to show off to your friends. Plus, at “free”, its the right price.

We’ve already got a cool gyroscope control proof of concept with ngmoco’s Gun Range. Epic’s Epic Citadel shows us what the graphics capability of the iPhone/iPad is. Come on devs, enough with the demos. Let’s get a real game out now, eh?

Download Epic Citadel for free on iTunes

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Microsoft Confirms Kinect Pricing At $150 – Internet Goes Into Conniptions

This morning, we finally got confirmation on pricing for Microsoft’s Kinect peripheral for Xbox 360. Now, this shouldn’t come as a surprise to people who noticed that Gamestop had posted the $149.99 price on their website right around E3 time last month. However, Microsoft had been strangely quiet on confirming this price point until today.

Here are the two ways you can obtain Kinect this fall:

  • For anyone currently owning an Xbox 360: Kinect peripheral w/ Kinect Adventures game, $149.99
  • For anyone without an Xbox 360: New Xbox 360 w/ 4GB memory storage and matte finish + Kinect peripheral w/ Kinect Adventures game, $299.99

Basically, if you are a new Xbox 360 owner, you can grab both for a $50 discount off MSRP. Microsoft also announced that all first-party Kinect launch titles would be retailing for $49.95.

Now, after reading gaming community reactions to this, one would think that Microsoft had done the video game equivalent of leaving Cleveland to join the Miami Heat. The vast majority of commenters and posters on notable video games communities voiced their extreme displeasure at the price point for Kinect. Many labeled Kinect as a “rip-off” and made comparisons to Sega’s ill-fated 32X peripheral addon for the Genesis. One poster on the neoGAF called it “A disaster of Kin proportions.” Even Microsoft’s own community site, Major Nelson, wasn’t immune to the backlash.

What went wrong? Just one year ago, Kinect (then called Project Natal) was the darling of both core gamers and the mainstream media. People were drinking the Kool-Aid of limitless possibilities in hands-free gaming combined with a futuristic “Minority Report’-esque interface for viewing media content.

Two factors led us to this point.

First of all, the launch software simply is not compelling, at least to core game players. The best game Kinect has going for it is a dance game which admittedly is quite good, but may not have quite the same appeal to Johnny McCallofDuty. The other software is widely viewed as non-gamer content (fitness titles and kids software) or glorified Wii mini-game collection knock offs.

Secondly, Microsoft bumbled the pricing information of the product. When first announced, many people were estimating that Kinect would cost at least $199.99. Pricing seemed to be secondary to the wonder and amazement that such a product existed and could be obtainable by the consumer.

In October of 2009, Wedbrush Morgan analyst, Robert Pachter, guessed the price of Kinect (then Project Natal) at $49.99 (!) with a worst cast scenario of $99.99. Gamers were thrilled. Not only was this device imminent, it would be affordable too!

Flash forward to June of 2010 where online retailers such as Gamestop and Amazon put up the Kinect for pre-order at a $149.99 price point. Grumblings were heard throughout the gaming community, but most were holding out for hope that Microsoft would change the pricing back to at least $99.99  when it gave an official announcement. They did not.

Clearly, Microsoft needed to sell the device at the $149.99, but knew that community backlash was already brewing. They tried to compromise by bundling in Kinect Adventures in with the peripheral. (If we assume Kinect Adventures would have cost $49.99 separately, one could derive a $99.99 price for the device and add the $49.99 for the game to get to the $149.99 price point) However, this seems to have gone largely dismissed by the community because it’s a title that no one desired nor was it perceived as being worth the full retail price tag of $49.99.

If it’s one thing people don’t like, it’s the feeling of being bait and switched on pricing, even if said pricing was never confirmed by the manufacturer. Contrast this with the public response to iPad pricing prior to launch.

Popular opinion before Apple launched the iPad was that it would be priced around the $800-$1000 mark. The Wall Street Journal published speculation in early January of 2010 that the device would cost upwards of $1000. When Apple finally announced the product with a starting price point of $499, it was lauded as being “affordable” and public perception was very positive.

Some conspiracy theorists out there feel that Apple “leaked” this misinformation to the WSJ to manufacture this positive perception. Whether or not this was engineered by Apple or predicted organically, the fact remains that it worked. iPad pricing is a virtual non-issue in terms of internet debate fodder. Microsoft would have done well to haved learned from this.

My Take:

Would I have liked the Kinect to be priced at $99.99? Sure, I mean, paying less is always good. Does $149.99 turn me off from purchasing it? At the end of the day, I don’t think it does. I’m still in love with Dance Central and even at the $200 price it’ll take to play it, it’s no worse than shelling out $200 for a plastic instrument Rock Band bundle to me.

The main concern prospective buyers should be having is with the apparent dearth of quality software titles, at least for solo players. If you’re a core gamer who has no interest in dancing, you suddenly have no reason to buy the Kinect at launch, unless you want a slightly clumsy, yet cool feeling way to navigate your media on your Xbox.

If you’re a casual social gamer or want something kid-friendly, then you have a more compelling decision to make this fall. I firmly believe that total hands free gaming is a lot more intuitive and exciting than having to deal with an a peripheral, at least in a social gaming setting. It’s a much more fluid experience to just move people to and from the front of the TV, rather than having to deal with calibrating and passing along multiple controllers. It’s also a better experience for non-gamers to skip having learn how to use any controller in the first place, no matter how simple it is.

Either way, I still believe Microsoft has a promising product here with the Kinect. The idea of hands free interfaces is a mighty compelling one to me and I’ll most likely be in on the ground floor if only to support the initiative. And because I’m a shameless early adopting gadget freak.

Most people, I’d imagine though, would be best served with the “wait and see” approach with Kinect.

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Marvel Comics Inches Ever So Slowly To The Digital Age

Today, Marvel announced that the upcoming Invincible Iron Man Annual will be available on their iPad app “day and date” with the paper release of the book on June 30th.

I’d like to look at this with optimistic eyes. It’s the first step to being able to buy and read all of my comics on my wonderful iPad device the day they are released. There’s a catch though.

According to Marvel:

“Fans going to their local comic store can pick up the entire Invincible Iron Man Annual at a low price that day or all three chapters through the Marvel Comics app.”

No actual numbers are given in the press release, but we know the paper comic is going to be $4.99. A la carte digital comics are $1.99 through the Marvel app. With a little conjecture from the “three chapters” wording, one can quickly deduce that the digital version will cost $5.97.

I can’t help but think of the bullshit we’ve gone through (and are still going through) with the music industry and mp3s. Digital consumers are again being treated as second class citizens. Higher prices than the “real” product. We’re supposed to be excited about getting ONE comic “day and date” with the paper release? Is it that hard to scan in 32 pages per book each week and program in the guided view? Why isn’t everything available digitally at the same time as the paper release?

Comics are expensive nowadays. $4-$5 per issue isn’t a trivial cost anymore, especially when you follow multiple titles a month. Like in the music industry, we need a proper subscription model here. I realize there’s a fine balance with the retailers that have to be kept, but as a consumer, it’s just becoming too cost prohibitive to continue reading what I’ve been reading, much less trying out new titles. Also, trying to convert the average movie-going audience into comic buyers with a $4 monthly book may be a pipe-dream out of the RIAA playbook. Try convincing casual radio listeners to buy $14 CDs nowadays.

A monthly unlimited digital subscription fee for iPad/tablet users might be a good first step. The traditional comic buyers are still going to go to the store for the paper copies. You’d expand your readership into the mainstream with a better chance of convincing them to become lifelong comics fans.

Hell, you might even get some double-dip cash from tech savvy readers like me.

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Postgame: Sam and Max Season 3 Episode 1: The Penal Zone iPad

Postgame is a new experimental segment on the blog where I give my thoughts on a recently finished game. It’s not as comprehensive as a review, but not as brief as a tweet.

Sam and Max Visit The Alien Brain

Playing Sam and Max Episode 1: The Penal Zone on the iPad was like dating a gorgeous, funny woman who was prone to random crazy breakdowns. You put up with the crazy stuff because you love the highs and try to ignore the lows. The Penal Zone has gorgeous graphics and fully voiced characters. The game’s presentation is pretty much exactly what you would see on the PC or Xbox 360. Unfortunately, it’s pretty obvious Telltale Games didn’t have access to a preproduction iPad because the number of technical issues that plagued this title were abundant. Random crashes, freezes, sporadic long load times, and framerate slowdowns plagued my playthrough of the game.  (Coming from a PC game “save early and often” background, the crashes never set me back too far.) I’m sure they did the best that they could to make the launch date given what they had to work with, but telling the user to reboot the iPad each time he wants to play, DOS boot disk style, is almost too much to ask. On the bright side, I think Telltale knew this and that’s why the price of the game was lowered to $6.99 (from $9.99).

Max Versus Stinky

I’m going to be honest and say I have never been that great at adventure games. Inevitably I’d always end up using a walkthrough for some or most of the game. With that said, I’m proud to say I completed all of The Penal Zone without looking to the internet for help. I’d like to say it’s all due to my leet deductive reasoning skillz, but it’s mainly a credit to great game design.  There’s an excellent subtle hint system manifested through one of Max’s new psychic powers, future vision.  With it, you can see what the future of certain items/people brings.  Armed with this information, you can divine what you should do next.  It’s a great way to help dense players like me get on the right track while making them feel awesome for figuring things out own their own.  Max’s other main psychic power, teleportation, adds an almost Portal-like way to approach problems.

RAWRAHGUAHRHG

The Penal Zone is a great adventure game.  You’d be hard pressed to find a more high quality 3-4 hour experience on the iPad.  It’s just a shame the technical issues mar the otherwise awesome game.  If you have the patience to deal with some slowdowns and random crashes, it’s a recommended purchase on the iPad since it’s only $6.99.  Otherwise, I’d recommend getting it on the 360/PS3/PC/MAC platforms.  It’ll cost a bit more, but you’re paying for stability.

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Steve Jobs Explains Why Theres No Flash On iPhones

Many people wonder why their beloved iPhones, iPod Touches, and iPads (iDevices) don’t support Flash.  People often cite this lacking feature as a reason to avoid Apple mobile products.  Today, Steve Jobs published an open letter arguing Apple’s case.

Here’s the TL;DR of what he had to say:

  1. Adobe’s Flash is a proprietary and closed platform. Apple’s pushing HTML5, which is an open web standard not owned by Apple.
  2. Most video on the web is actually in a format viewable by iDevices, H.264.  Yes, you can’t play Flash-based games, but games from the app store are better anyway.
  3. Flash is the number one cause for Mac crashes, is full of security holes, and has never performed well on a mobile device.
  4. Most Flash video drains battery life at almost double the rate of H.264.
  5. Flash was designed for mice, not touch devices.
  6. Allowing developers to use Flash for mobile app development means apps created for the lowest common denominator, rather than apps created to maximize the capabilities of iDevices.

Reading this letter made a whole lot of sense to me.  I’m a power user.  I own both a Mac and a PC.  I know firsthand that Flash makes my Macbook fan spin like a tornado and my PC browser crash every day.  I couldn’t care less about what format my web videos play in if they load fast, look good, and don’t slow down my device.  Yes, it sucks that I can’t play the latest fad flash game on my iDevice, but rare is the case that I run out of things to do on my mobile that I clamor for it.

I don’t have an allegiance to either company; I just want the day to come where I can go to a restaurant website and not have my browser crash.

Steve Jobs’ Thoughts on Flash.

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Review: Comic Zeal 4 For iPad

Comic Zeal Splash Screen

Without question, one of the killer apps for the iPad is the ability to read comics/graphic novels digitally. While the screen size of the iPad isn’t exactly 1:1 with the size of a comic, it’s close enough to provide an almost identical reading experience.  It might be even better than the real thing, since you can easily screen shot pages and email them to friends.  No other device on the market currently can offer this capability.  In fact, I’ve probably spent more time reading digital comics on the iPad than doing anything else on it so far.

You’ll need to download an app to read comics, as there’s no built-in function on the iPad to do so. I’ve been using Bitolithic’s Comic Zeal 4 for iPad since launch week and have put it through its paces.

TL;DR version of this review: While not perfect, Comic Zeal is worth the $7.99 price if you intend to spend any significant time reading multiple comic files on your iPad.

File Import:

Comic Zeal 4 supports the .cbr, .cbz, and.cbi filetypes for digital comics import.  I haven’t come across a situation yet where I needed more filetypes supported, but if you need PDF or RAR support, you’ll need to either convert them or find another app.  Transferring comics to the iPad is very simple.  You plug in your iPad to your computer’s USB port, navigate to the Apps tab in iTunes, and click on the Comic Zeal icon under the “file sharing” section.  From there, you drag and drop any number of comic files to transfer them over.  I found transfer speeds comparable to those of mp3 files.  Finally, the next time you open the Comic Zeal app on your iPad, there will be a short processing queue for all of the comics you transferred earlier.  In the initial version of the app, this process took an unbearably long time.  Fortunately, the 4.0.2 update addressed this and the queue is now a minor inconvenience.  According to the developer, this extra bit of processing is needed in order to optimize reading performance for the iPad.

I’d like to see a form of Wi-Fi syncing in the future, preferably a solution that accounts for batch file importing. (Update: I’ve been informed that you can do this currently via Comic Zeal Sync, a free Java app downloadable from the Bitolithic website.  It is very simple to use and sync.  No fiddling with network settings is necessary. It would still be nice to have a solution that doesn’t require the installation of a standalone app, though.) I can see myself in situations where I’m away from my main PC, but would like the capability to add content to read.  The recently released free Cloud Reader app offers this capability, but requires far too many clicks in order to get over a large number of files.

The UI:

Comic Zeal UI

As you can see above, Comic Zeal makes good use of pop-over window panes in its interface.  The biggest strength of Comic Zeal is its thoughtful interface for organizing and navigating your collection.  All of the comics in your collection are represented by icons of the actual comic’s cover.  You can then sort your comics into graphically represented long comic boxes (think folders) via a slick tap interface.  Once you go into edit mode by tapping the edit button, you can then tap the comics you want to select.  Selected comics will jiggle, like when you manipulate icons on the iPad home page.  From there you can either delete the selected comics or move them into an “other” or existing folder.  You can also change the view to display only icons or text and icons.  It’s pretty nice, but there are a few nits I’d pick. A “select all” button would be nice, along with a clarification that the “other…” selection on the move window really means “new folder”.  Also, the ability to rename folders seems like an obvious oversight.  Finally, as cool as the “jiggling” animation looks, it can be hard to tell what’s jiggling and whats not when you have an entire screen of icons selected.  Some simple checkboxes may provide a more salient solution.  Nevertheless, organizing your digital collection on Comic Zeal is a treat.

The other icons I didn’t find as useful.  The “Recents” and “Downloads” sections are currently useless as they puts the most recently accessed or downloaded files on the bottom, forcing you to scroll through pages before getting to them. (Bitolithic has confirmed this as an issue and will have it fixed for a future release.) There’s also a “Featured” button which should be labeled most appropriately as “Download” or “Store”.  From there, you can download selected golden age and Flashback Universe comics for free.

The Reading Experience:

Comic Zeal Free Golden Age Comic Page

Comic Zeal 4’s reading experience is polished.  Your trusty swipe and pinch gestures make it intuitive to flip pages and zoom in and out.  Unlike it’s competition, pages are displayed in the correct order and distinctly on each screen.  Splash pages automatically resize to fit width-wise in portrait form.  You’ll probably want to rotate the screen to landscape in order to properly read the pages without zooming.

There are a few puzzling interface decisions, though.  I’ve been trained by iBooks, Kindle, instapaper, Goodreader, and countless other apps that single tapping the middle of the screen hides and shows the menu bars.  Single tapping in Comic Zeal zooms in to wherever you tap.  It takes a double tap (or a tap on the watermarked arrow) to bring up the menu.  You can change this behavior by going into the iPad settings section, but it’s odd as to why the default settings aren’t set up like most iPad apps.  I also found myself constantly wanting to tap the margins to change pages, but the app doesn’t have that capability yet.  (Bitolithic promises this will be in the new version.)

Buttons on the bottom bar allow you to snap a screen shot, lock the screen orientation, open a file, page forward and backwards, and seek to a page with a slider.  I love the screen shot button, as it provides an obvious way to snap a page to share with people.  In future versions, I’d like to see this expanded upon to allow for a screen shot of selected panels and easy access to share them via twitter/email/etc. It would also be great to have a way to read lots of consecutive single issues without having to navigate the collection through multiple taps.  Perhaps the arrow keys on the bottom menu could be used for next/previous issue in a folder.

Reading in Comic Zeal is a breeze once you learn the quirks of the interface.  It’s relatively clean, but could be so much better with a few small changes.

Conclusion:

At iPad launch, Comic Zeal was one of two solutions for reading your own comics digitally.  It still is, with the difference being that the alternative app, Cloud Reader, is now free rather than more expensive.  That being said, I still think Comic Zeal provides enough in the way of features to warrant the purchase if you plan on frequently reading digital comics.  If you’re only looking for an app to demo to your friends or read a digital comic file here and there, you’re better off with the official Marvel app or Cloud Reader.

A promising sign with Comic Zeal is that Bitolithic appears to be listening to feedback and has provided transparency in their development process through their twitter feed.  $7.99 is a bit more than an impulse purchase on the app store, but for an app i use constantly, I consider it worth the investment.  If Bitolithic follows through on its promises and continually evolves Comic Zeal, it could be the beacon for a true digital comics revolution.