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  • Dad hooks up an iPad and Hue light to Minecraft for his son

    by 
    Mike Schramm
    Mike Schramm
    03.13.2013

    Sure, the Phillips Hue (a light bulb that can be controlled with an iPad) might seem slightly silly, but one dad found a really good way to use it: By helping his son play some Minecraft. Dad #1 Jim Rutherford set up a quick iPad app to easily and quickly sync up the Hue light with wherever the sun is in his son's Minecraft game, and then the app automatically controls the light according to Minecraft's schedule. In other words, the light makes it exactly the same brightness in the real world as it is in the game's world. It's a very cool idea (and the app also has the added benefit of serving as a clock for the Minecraft game, as well as giving Rutherford some good experience for setting up the Hue). He's now open-sourced the project as well, and you can find the code for it on git. It's as neat a use for the Hue as any, and it's a great way for father and son to bond (and code) thanks to an iPad. [via TechCrunch]

  • Battlefield's Ben Cousins all set to release The Drowning on iOS for DeNA

    by 
    Mike Schramm
    Mike Schramm
    02.14.2013

    A little while ago, I said here on TUAW that the Ngmoco brand was "effectively done on the App Store," with the company's biggest games finally being shut down at the end of next month. And that hasn't changed at all -- the Ngmoco name just plain isn't being used. Ngmoco's parent company, DeNA, is still chugging along. A few years ago, DeNA, under the banner of Ngmoco, picked up former EA developer Ben Cousins, a veteran of both the Battlefield franchise and EA's "EAsy Studio" division, which specialized in free-to-play, casual browser-based games. Cousins' studio, which started out as Ngmoco Sweden, has now been renamed Scattered Entertainment, and he's set to release, with the help of DeNA, his first mobile free-to-play title, called The Drowning, sometime in March. TUAW got to see an early version of the game running on video, and chat with Cousins earlier this week about what it's been like working with Ngmoco/DeNA, and just how he put together his first mobile free-to-play title. What's probably most interesting about The Drowning, right off the bat, is just how different it is for everyone involved. DeNA (and Cousins, to an extent) has basically made its name on mainstream, casual experiences: It runs a very large Japanese social network called Mobage, and has found its first big hit in the US with Rage of Bahamut, a fairly casual social card game. But The Drowning is dark and atmospheric, and makes use of the much more hardcore first-person shooter genre. "We wanted to make a zombie game, but we didn't want it to be like every other zombie game on mobile," says Cousins. The Drowning is about "the apocalypse happening in the modern era. Overnight, completely unexpected and synchronized across the world, all of the deep sea oil rigs in the world start leeching this new oil and they can't stop it. And that oil seems to be creeping across the ocean towards populated places." Workers fall into this oil, disappear and then a week later return as monstrous zombies, trying to bring more and more living things under the water. It's creepy and strange, and it also sets up a solid premise for the other thing that's different about The Drowning: It's a first-person shooter designed not with virtual controls, but with controls meant to work best on a touchscreen. You can see the video below for a full rundown of how everything works, but Cousins says the idea for the controls came just out of constant "testing and prototyping and experimenting and trying out different things." "During one of the market research sessions," recalls Cousins, "I was sat behind a one-way mirror," watching a tester play with the game. The tester became frustrated with the virtual controls he was using, and expressed his frustration to Cousins: "Why can't I just tap enemies to shoot them, or tap the world to go there? Why can't I use these gestures to control a shooter," asks Cousins, "because that felt like the most natural thing to do." So the team worked to take the gestures we normally use on touchscreens like the iPad -- pinch and zoom, swipe, tap and so on -- and plug those into the usual shooter inputs. The result seems very fluid -- you can swipe around the screen to look, tap one finger to move through the 3D environment or tap two fingers to fire, with the point of attack coming in between your two finger taps. "With a single finger tap you were obscuring the contact point, and a lot of satisfaction of shooting these enemies in the game was kind of lost," says Cousins. So the team had the idea to use your two fingers "as an iron sight," and that worked well. "I can do it all in one fluid motion and I can shoot moving targets and things like that." Originally, the controls also included moves like jumping and crouching, but as the gestures became more streamlined, those actions got removed from the code. And Cousins says they weren't needed, though he does say the team built out one prototype using an actual Counter-Strike map, "where you can do everything you need just using the standard gestures." The actual gameplay isn't just killing zombies, however, says Cousins. The game's player character is originally based in Seattle, but is eventually forced out of the city by the invading creatures. He flees to a fictional nearby island, and there meets Charlotte, a mechanic/welder who can help him make weapons and other gear. From there, the game is basically a series of areas that open up in sequence, with the player going out to collect scrap and explore, and returning to Charlotte for upgrades and new weapons. Eventually the player will unlock vehicles, but these are essentially just keys to new places to play, like a boat that will deliver you around the island, or a helicopter that can climb up to a new area. The game is free-to-play, but Cousins says even he had things to learn from how DeNA runs their business models. At EA, he was considered the "F2P expert," but at DeNA, "it was evident in the first week that I was one of the least knowledgeable people in the company about free to play." In Japan, says Cousins, "the free-to-play market is so much more mature." As a result, there isn't an IAP "store" in The Drowning. Rather, Charlotte's upgrades take time, so if you want to progress faster through the game, you'll be asked to pay. She also has a scrapyard where you can find new rare recipes and other upgrades, and it'll cost IAP currency to visit, or to make sure you get an extra rare (but still random) item from her. In the game itself, there is no multiplayer mode. But as you go through the game, you'll sometimes come across larger boss creatures that are way too strong to beat on one run through. Those creatures will also appear in your friends' games, and together, run by run, you'll be able to take them down for a chance at a rare or better item, says Cousins. So there's a sort of asychronous multiplayer game at work. But it's basically skippable, he told us -- you can ignore the larger creatures if you'd rather not deal with them. Cousins says Apple has changed his life three different times -- with the iPod, the iPhone and then the iPad, and he's very happy to have to chance to give back to the platform. I have concerns about The Drowning's business model for sure. While Cousins and DeNA seem more than convinced that Western audiences are ready to pay for random chances at items and time savers (as they're already doing with Rage of Bahamut and its ilk), we haven't seen a model like that show up in a more hardcore first-person shooter. The Drowning does look like a very different take on what DeNA, and even Cousins, have delivered in the past. The setting looks very interesting and well-done, and those controls do seem like a very smart take on first-person shooting for the touchscreen. The Drowning should be available to the public sometime this March, so we'll know for sure then if all of the work on this game, back since June of 2011, has been worth it.

  • Airturn is a Bluetooth-enabled music page turner for iPad

    by 
    Mike Schramm
    Mike Schramm
    02.01.2013

    We heard about the Airturn when it first released a few years ago, and the company is here at Macworld/iWorld 2013 this week in San Francisco, showing off both the older two-pedal unit, and the brand new four-pedal unit you can see above. That piece in the middle of each unit is a Bluetooth device, and it hooks up to about 40 different music apps and score readers on iOS, so that musicians can turn pages and scroll down virtual music sheets without using their hands. There's even optional bite- and tongue-switch accessories The standard Airturn unit, called the BT-105, is US$120, and you can set up the pedals in quite a few apps to not only turn the page, but also toggle audio or navigate lists as you go. The four-pedal version arrived last year, and it's $159 (though both models have a discount on at the expo this weekend). Airturn shared a booth with a company called The Gig Easy, that makes music stands for the iPad. They seemed very sturdy indeed, and I'm not sure what else you'd want from a way to hold your iPad up while you play. Seems like there are plenty of excellent options for musicians looking to use iOS to read and play their tunes.

  • Double Robotics shows off its iPad-equipped robot

    by 
    Mike Schramm
    Mike Schramm
    02.01.2013

    We heard about Double Robotics and their plan to make an iPad-topped robot last year, but the real thing is running around the floor of Macworld/iWorld 2013 this week, and I think it's the coolest thing I've seen at the show. Company founder David Cann told me that Double was originally working on a toy accessory for iOS, when he and his co-founder discovered that they'd have to do a lot of traveling to Asia to set up manufacturing and production lines. They had the idea then of making a telepresence robot with an iOS device, and from that idea, the Double was eventually born. The thing is quite impressive -- it's basically an iPad mounted on top of a long pole, which is then attached to a two-wheel base, so it all looks and works similar to a Segway. The iPad itself is only used for communication (it's controlled with another iPad remotely, with both movement controls, height adjustment controls and video passed back and forth across the Internet), so the box at the bottom is a real robot, running movement and keeping the whole setup stable. I got to drive the unit around for a bit, and it reminded me of a first-person shooter game -- there are two sticks, one for movement and one for rotation. The whole setup seems very strange at first, but I definitely get how it could be used, as the video is very clear from the cameras, and the unit itself is very easy to control and move around. Cann told me that the company has about 900 pre-orders for the device so far, and the team has heard of possible applications in security, schools, factories and even real estate: House sellers could use the device to give a remote tour, or potential home buyers could visit property from a distance, or at a specific time of the day when they couldn't be there in person. The battery in the robot unit will last about eight hours or so, depending on exactly how much driving you're doing, according to Cann. There's a stand on the bottom that you can extend remotely, to save a little battery life and hold the unit in place. And of course as the pole goes higher, the robot has a little tougher time trying to keep the whole rig upright, but as far as I could see, it was very stable. We even gave the robot a little shove, and it was more than capable of balancing itself out. The whole thing was very impressive. At US$2,500, this isn't exactly a consumer product, unless you're a consumer with a lot of money to burn. But for a telepresence solution, that price is relatively cheap, and the added benefit of using an iPad could be very attractive to potential buyers as well. Cann said the Double is just about ready -- the company hopes to have units shipping out to customers within the month.

  • CES: Roccat's Power-Grid is almost ready to be switched on

    by 
    Mike Schramm
    Mike Schramm
    01.11.2013

    Roccat first showed us the Power-Grid system (that uses an iPhone app to control various functions on a PC and the company's PC accessories) at CES in 2012 before officially announcing it last March. And now, a year later, the service is almost ready for launch. It's not quite good to go, but Roccat kindly showed off the near-finished version to us at this week's CES in Las Vegas, and man, is it ever impressive. Before I start going on and on about how just versatile and useful Roccat's app will be, I'll get the one major catch out of the way first: This product isn't for a Mac. It does of course use an iPhone, but the app ties over wi-fi into a desktop app that, Roccat has confirmed, is only going to be available for PCs. Mac compatibility is a remote future possibility, but Roccat told me that "it will take some time" -- the company has a long history of Windows accessory customization, and not so much with OS X. So for now, the Power-Grid service will only work using the iPhone app to control and PC and the software on it. But if you do happen to use a PC with your iPhone, you'll love what Power-Grid can do. Just as we heard last year, the app will have a series of screens with control buttons on them, and those controls will hook into PC functions. One screen will be full of various status updates (tracking your PC's CPUs, RAM, hard drive space and so on), and some of those controls will be interactive (tapping on the C: space listing, for example, will open up a Windows Explorer window on the PC set to the C: directory). A sound control screen will offer access to system audio, including the main volume as well as sliders for mic volume and other options. There's also a controller for your music client that Roccat says will work with all of the major players, including iTunes. Another screen will have updates from various social networks and programs like Twitter, Facebook, TeamSpeak, Skype and even RSS feeds, so you can browse through everything while a game is running on your PC's screen. And a final screen is called the "News Center", and will feature a series of curated feeds (including great blogs like TUAW, Joystiq and Engadget) and content to include if you want. Any of these tabs can be deleted or moved, but those are the main core tabs available to everyone. Where the Power-Grid gets really interesting, however, is after the default tabs. First up, Roccat will offer a number of other tabs built to offer functionality in various games or apps. I was able to play with a Skyrim tab, for example, that offered macro buttons on the iPhone to do things like change the game's camera, or bring up the skills or map screen automatically. The whole thing was surprisingly responsive: Just pull up the Skyrim tab on the iPhone, hit a button and then immediately the effects appeared on screen. And thanks to Roccat's experience with keyboard macros, the iPhone buttons are very powerful: One button toggled moving in the game, and another one attacked with a weapon or cast a spell, which put a surprising amount of functionality just on the iPhone. There are also tabs like that planned for League of Legends, Starcraft (think of just setting up a production queue by tapping a button on your phone), and a number of other games. And there will be a few non-game tabs available as well, according to Roccat, including functionality for Word, Photoshop and other popular apps. But even that's not the most interesting part. Tabs can also be custom made by users button by button, through a very simple process of first setting the button's attributes, and then just dropping and placing it on to the tab and syncing up to the iPhone app. Anything you can do on your PC with a keyboard can be placed into a button macro, and then you can drag and set that button up however you like, turning your iPhone into a custom-made controller for your PC. It's really unbelievable, and even if you don't have the time or interest to create a custom tab for yourself, users will be able to share and favorite tabs online, so you can just wait until someone else makes the one you want. The Power-Grid was an interesting idea when I first heard about it at last year's CES, but it's about to become a really incredible reality. Roccat said the biggest difficulty right now is getting Apple's approval on the whole system, but hopefully we'll see both the PC desktop app and the iPhone app (both of which are set up to be free!) available within the next few weeks.

  • Use tmutil to take control of Time Machine in Mountain Lion

    by 
    Mike Schramm
    Mike Schramm
    11.07.2012

    Time Machine works best when you use it as it's designed: You simply let it run in the background and do its thing, only bothering it when you have to go back and get an old version of a document out. But if you ever want to do anything a little crazy with Time Machine ("adopting" a backup history on a migrated machine, for instance) it can be a little cranky. For those situations, says researcher Simon Heimlicher, there's a cool little Terminal command called "tmutil." The command, which was introduced in OS X 10.7 Lion, allows you to reconnect your computer to older backups if you swap hard drives or upgrade your Mac. While Lion and Mountain Lion will give you the option to inherit old backups when you migrate your machine, it's nice to be able to do it manually if you need to. It also allows for a few other functions, like combining and comparing backups, manually restoring items and adding or removing exclusions directly. Our buddy Cory Bohon points out a few more undocumented commands for checking your backup status. It should be noted that the improper use of "tmutil" could very easily munge your backups beyond salvaging, so be cautious. If you use Time Machine quite a bit, especially in those crazy ways it's not always meant to be used, it sounds like "tmutil" is well worth learning about.

  • Blizzard shows parental controls for World of Warcraft, Diablo III, and StarCraft II

    by 
    Brendan Drain
    Brendan Drain
    11.06.2012

    MMOs and other online games have such a wide appeal that they attract players of all ages. Some MMOs simply add a minimum age requirement to the signup process and advise parents not to let their children play, but others implement strict parental controls. Blizzard recently released a new video explaining the parental controls that parents can use to monitor and control their childrens' play time in World of Warcraft, Diablo III and StarCraft II. Parents can use the system to limit the total number of hours an account can play each day or week or even schedule specific play times on a calendar. The controls can also limit the use of RealID and voice chat and even mute all of the game's chat channels if necessary. Parents can also disable Diablo III's real money auction house and use of the Blizzard forums. WoW Insider suggests that parental controls may actually be equally useful to students who need to limit their play time or any player who might want a weekly report of his activity. Read on to see the full video and find out how to use parental controls on your child's Battle.net account.

  • iOS Task Switcher concept explores feature's potential

    by 
    Mike Schramm
    Mike Schramm
    10.09.2012

    The Verge forums user Sentry posted the concept art you see above for the (underutilized) iOS task switcher, and I think it's awesome. Sentry's vision adds a lot of worthwhile information to the multitask bar without sacrificing the clear layout. The app thumbnails are great, but I really like the various controls for music, WiFi and Bluetooth. It's such a pain to have to dig down into the Settings app every time I need to switch one of those on my phone or iPad, and having them accessible with just a double-tap and a swipe would be excellent. I already heavily use the audio controls that pop up when you double tap the iOS Home button while your device is locked, and sliding them into the task switcher seems like a no brainer. iOS 6, of course, was just released, so we're now waiting for Apple to tell us what's next with the portable operating system. Hopefully, an excellent revamp of the task switcher like this is being worked on right now. [via RazorianFly]

  • Duo Games reveals Gameloft-branded iOS controller, coming very soon

    by 
    Mike Schramm
    Mike Schramm
    10.02.2012

    iOS publisher Gameloft has teamed up with Duo Games to make a Bluetooth-powered controller for iOS games, called the Duo Gamer controller. As you can see above, the controller comes with a tablet stand for your iPad. It features a d-pad and four buttons (as is pretty standard for these sorts of things), plus two analog sticks for FPS look/shoot movement or anything else developers want to use them for. The big feature of this controller is in the software. It's co-branded with Gameloft, which means that all of Gameloft's popular iOS games will work with it out of the box. That includes big series like NOVA, Modern Combat, and the upcoming Wild Blood, all big-budget mobile titles that borrow heavy influence from console games, where these analog sticks are used as well. In other words, Gameloft is trying to bring the full console experience to Apple's tablet, courtesy of this gamepad. Presumably the API for this controller will be open (ideally, it would also work with the iCade standard, but IGN doesn't mention whether that's the case in its writeup or not), so any developer will be able to program their games to work with it. Even if not, however, the Gameloft library has a large audience as is, and just knowing any future titles will be compatible will go a long way toward pleasing fans of the company's games. The Duo Gamer controller is set to show up in stores right around now, for an MSRP of US$79.99.

  • Netflix for iOS has second screen remote control for PS3

    by 
    Mike Schramm
    Mike Schramm
    09.26.2012

    There's a sweet feature that's hidden in Netflix's mobile apps for iOS and Android, in the form of a remote for Netflix on Sony's PlayStation 3, Engadget reports. When you use the iPad or iPhone app to play a video while on the same network as a PlayStation 3 (also running Netflix), you'll see an option to watch on your device or the PlayStation. Opt for the latter, and you can control the PS3 playback with your iOS device. It's a very cool feature that must have been implemented only recently (which is probably why it's poorly documented). Unfortunately, this trick seems to be limited to the PS3. As long as Netflix can see which devices you're logged in on, however, it should be able to control them as well. We can expect to see more of this cross-device app action in the future, especially as cloud apps and services like this become more and more prevalent.

  • Hulu's PlayStation 3 app upgraded, is the first for the living room to deliver the 'new experience'

    by 
    Richard Lawler
    Richard Lawler
    09.10.2012

    The folks over at Hulu have been focused on cleaning up content discovery and playback for a while, and now they've turned their collective eye to the PlayStation 3 Hulu Plus app. An update rolling out this evening brings a number of tweaks we saw hit its redesigned website in August, including the "tray-style" layout of shows, larger artwork, improved search with results that appear in the dropdown and simplified player controls. Take a peek in the gallery for a few screenshots of the new UI or after the break for an intro trailer. Although other platforms weren't mentioned specifically Hulu said the PS3 is the first living room device to show off its new experience, which leads us to believe other devices should get a similar look eventually. Subscribers can take a look on the PlayStation Network to see if they find any improvements, non-subscribers can, as usual, jump in on a free seven day trial.%Gallery-164901%

  • PS Vita firmware update adds button controls, iTunes playlists and more

    by 
    James Trew
    James Trew
    08.15.2012

    If you're a Vita owner, then this week must feel like running through rain of joy, as new features and functionality keep coming. Well, why not splash in a puddle or two along the way, as we learn what treats the next firmware update for the handheld -- version 1.80 -- will bring. First up is the ability to use the console's buttons on the home screen and within some applications -- yeah really! In addition to that mind-bomb, you'll also be able to fast-forward and rewind video, import playlists from the PS3 and iTunes (10.6.3 or later) as well as use the rear touchpad for scrolling and zooming in the browser. There's a bunch of other minor tweaks, too, just skip down to the source for the breakdown or wait until "late August" for the download.

  • Smash Bros. director says Wii U version will be familiar and focused

    by 
    Mike Schramm
    Mike Schramm
    08.08.2012

    Masahiro Sakurai, who is overseeing the upcoming Namco-created iteration of Smash Bros. on the Wii U and 3DS, says the goal for the game will be to keep things focused and fresh, rather than blowing out either the mechanics or the character list.Sakurai told IGN that because the franchise is so popular lately, he believes the core gameplay is on target, and thus won't change much in the next installment. "The game system itself is complete," says Sakurai, "so we don't want to make it 3D or introduce complicated controls just for the sake of it." The Wii U's new controller will be used, but outside of that, it sounds like things will stay familiar for fans.That will be true for characters as well. While Sakurai thinks "Snake and Sonic joining were fantastic," he's leery of going too far outside the Nintendo staple, for fear of losing "the focus of the game." Will there be anything new at all? Sakurai says only that he and his team are thinking of "ways we can introduce a slightly different, fun experience all the while keeping the usual frantic game play."

  • World of Warplanes devs working on expert mode, control schemes

    by 
    Jef Reahard
    Jef Reahard
    07.17.2012

    Part four of Wargaming.net's ongoing World of Warplanes-focused dev diary series is here. The new video touches on the game's control schemes, and like previous installments, this episode features a number of WoWP developers talking about their baby. The game differs from World of Tanks, and from most of its MMO contemporaries, by virtue of its z-axis and the challenges inherent in aerial combat. Wargaming.net is providing a variety of control options for players ranging from flight sim enthusiasts to newbs who have no idea which end of joystick is up. Keyboards, gamepads, mice, and joysticks are all fair game. That said, not all input devices are ideally suited to fast-paced combat. "Keys operate on a dual-mode on/off principle that makes smooth movement incredibly difficult to manage," explains producer Anton Sitnikau. Interestingly, Sitnikau also reveals that the devs are working on an "expert mode" that will grant players full control over their aircraft. World of Warplanes has heretofore been marketed as more of a casually accessible arcade battler than a flight sim. Check out the full dev diary after the break. [Source: Wargaming.net press release]

  • Control4 delivers home automation Starter Kit for under $1,000 including installation, we go hands-on

    by 
    Zach Honig
    Zach Honig
    06.28.2012

    Replacing a house full of switches and dials with a single remote seems a desirable proposition, but less-than-intuitive setup processes and fees that run far into the thousands make a disconnected home the only option for some. Like other home automation system manufacturers, Control4 has a bounty of offerings that can run up pricing into that out-of-reach range, but if you're looking to adjust audio and video in a single room, the new Starter Kit should get you going for just shy of a grand, including installation. That price includes a HC-250 Controller, which delivers IR control for up to eight components (via splitters connected to the four IR ports on the rear), serial control for up to two receivers or other systems and IP control for an unlimited number of devices. There's also an SR-250 ZigBee remote in the box, which offers full control through a television interface (HDMI and component outputs can be found on the HC-250's rear). You can also have full access through a variety of add-ons, including a $999 7-inch in-wall touchscreen with camera, a portable version for the same price, or any Android, iOS or Mac device -- access licenses for smartphones, tablets and computers run $199 each, or $499 to cover the entire home. The Starter Kit can enable control of a single room, which may be fine for some users -- to add additional home theater setups you can bring on more HC-250s at $599 a pop. There's also an option to add ZigBee lighting controls ($129 per switch), ZigBee door locks ($150 to $350) or a door intercom unit with camera ($799). All-in, outfitting a large home can be quite pricey, and the Starter Kit is designed to get folks in the door, rather than to deliver a complete solution. We tested the controller with a TV, audio system, a pair of lights on two zones, the door intercom and a deadbolt, and all performed seamlessly without an hiccups. We also took a look at the intuitive drag-and-drop PC-based interface, which owners can use to change macros and add media. Introducing new components to the rig will require a dealer service call (or remote access, if you're just trying to loop in something like a NAS to serve up content). The Control4 Starter Kit is available through third-party dealers beginning today, including Magnolia Home Theater in select Best Buy stores (in that case, Geek Squad will handle the install). That sub-$1,000 figure factors in two hours of labor, and may climb a bit higher depending on dealer rates. Still, if you're just looking to get your feet wet, this seems to be a solid solution. Thumb through the gallery below for a closer look at the components and interface.

  • The iCade Mobile puts console-style buttons on your iPhone or iPod touch

    by 
    Mike Schramm
    Mike Schramm
    06.12.2012

    We first heard about the iCade Mobile back when the unit was introduced at CES this year, and as mentioned last week, it's now out and available. I've been playing with one for a couple of weeks now, and I can tell you that it's an impressive device. The unit is sturdy, the buttons work great, and the whole device does a terrific job of turning your smaller iOS devices into something like a Sony PSP-style handheld console. There are a few drawbacks, however. The biggest one is the same issue that all of the iCade devices have had, popular as they may be: Compatibility. While the list of games compatible with iCade is already long and growing, the list of games I usually play on the iPhone is even bigger, and most of my favorite games aren't ready. There are a few quality games on the compatible list (including a few giant arcade collections from famous companies like Namco and Midway), so there is definitely plenty to play with the iCade. But if there's a game you love that's not on the list, it obviously won't help you with buying the product. If your favorite game is compatible, pairing your iOS device with the Bluetooth-enabled gamepad is a simple affair. Getting the iPhone or iPod touch inside the rubber holder in the middle is actually the hardest part of connecting the two, though it's not too bad, and once its in, it fits securely. The other main issue with the iCade mobile is that while Ion Audio has wisely and faithfully designed the unit to match up to Sony's handheld PSP console, it has chosen to instead label the buttons as 5, 6, 7, and 8, which are presumably what they correspond to on a Bluetooth keyboard (all iCade units use the same protocol, which makes it easy for developers to program compatibility into their apps). But even games that are compatible with the product don't tend to make use of these markings, so playing with the iCade is often an exercise in trial and error. It's not usually clear if the unit is working right away and which buttons do what. One-button games are obviously not a big problem, but more complicated games can be frustrating. Labeling the buttons with clearer symbols (and having better designed compatibility in the third-party apps) might make the experience smoother. Once you get everything working and know which buttons you're pushing, things work great. The buttons have a nice press to them. They might be a little loud if you're a real stickler, but I like that they're tactile (which is why iPhone users want buttons in the first place). The d-pad isn't the best I've ever used, but it too is well-defined. The triggers are less impressive. They're a little too small, and the bumper buttons can be hard to reach, especially if you have big fingers like I do. But at this point, not many games use them anyway, and I haven't seen one yet that uses all of the buttons available. So it all comes down to developers, essentially. If there's a game that you love that's iCade compatible, I can't see any reason not to pick this device up. It's well built, and it makes games that require precision especially responsive. But odds are that your favorite games on iOS aren't yet included in the list, and if that's the case, you may find it easier to wait. Many of the best iOS games take full advantage of the phone's touchscreen, and obviously you don't need an iCade for that. In the end, Ion is bumping up against the old chicken-and-egg problem: More developers should support iCade, but in order for them to want to do so, more consumers will need to buy iCade in the first place. Hopefully we'll see more and more games support products like this, and these ever-more-popular control units will become ever more useful. At least, until the audience gets big enough, and Apple decides to Sherlock it right away from everyone else.

  • Netflix web streaming interface gets a new look with bigger icons, embedded previews

    by 
    Richard Lawler
    Richard Lawler
    05.16.2012

    With the exception of tweaks for new features like HD video and closed captioning Netflix's Silverlight-based web player has been largely unchanged for years, but today everything is being reworked. As detailed in a post on the company's blog, PC and Mac users (no word on ChromeOS) the size of the player controls now scale to the window they're in and replace words with icons. Other new features users will notice is the ability to preview additional episodes of TV series without stopping the stream, title information that pops up when the stream is paused and that full screen viewing now has the same options as the windows player. The finale tweak is that the back to browsing button that brings viewers back to their queue has shifted from the bottom right to the top left. Hit the blog for the full breakdown, or just expect a surprise tomorrow when you're watching Downton Abbey at work Drive in the comfort of your own home during leisure time. [Thanks to everyone who sent this in]

  • Amazon tablet update brings parental controls, lets kids play with Fire

    by 
    Brian Heater
    Brian Heater
    05.03.2012

    So you've got yourself Kindle Fire and a house full of young, impressionable children. What to do? Have no fear, update 6.3.1 is on its way, bringing with it parental controls like password protection for purchases, content disabling in the library and the ability to block access to the device's Silk browser. The world will be a safer place once the update starts rolling out over the air in the next few days.

  • OnLive and Rockstar release touch-controlled version of LA Noire

    by 
    Mike Schramm
    Mike Schramm
    03.20.2012

    Way back in December, when OnLive first announced it would release a set of tablet apps for its cloud gaming service, we heard that Rockstar Games was also working on touch controls for LA Noire, making the console and PC game behave more like a native touchscreen app. And tonight, OnLive says those controls are finally available. If you load up LA Noire in an OnLive mobile app, you can play it by directly swiping across the screen rather than using virtual buttons or OnLive's wireless controller.You'll need a free OnLive account to sign on to the service, and you'll need to buy LA Noire on the service if you want to play the whole thing (though just like all of the other games on OnLive, there is a free trial available to play with as well, no installation required).And for now, you'll still need an Android tablet. OnLive has said it's working on an iOS version, but even though the company has released an iOS app for its Windows PC cloud service, the game client is "still in approval process with Apple," the company told Joystiq. It's been in that situation ever since it was announced, which suggests perhaps Apple isn't so happy with the app, though OnLive couldn't confirm anything along those lines. At any rate, if you have the app on Android and want to try touching LA Noire a little more directly, give it a shot.

  • MechWarrior Online kicks off Mech Warfare Month

    by 
    Justin Olivetti
    Justin Olivetti
    03.07.2012

    Driving a multi-ton battle 'Mech isn't like picking your friend up at the 7-11 in your dad's Prius; it's a massive, complicated war machine that has to be understood before it can be wielded against foes. So if you think that piloting one in MechWarrior Online will be as simple as hitting the WASD keys and the occasional 1 or 2, think again. This is why Piranha Games has launched Mech Warfare Month on the official MWO site, giving us a full run-down of how movement and combat is handled in the game. Concepts such as 'Mech "torso twists," jump jets, environmental obstacles, and heat management have to be taken into account from the onset. To bring down the hammer on enemy 'Mechs, players will use a balance of energy, projectile, and ballistic weapons -- and they have to keep track of ammo while doing so. Piranha wraps up the post with a lengthy list of keyboard and mouse commands that will be necessary to learn for safe 'Mech operation. While the full list of controls and HUD details may send some running for their nearest touch-screen device, this level of detail is exactly what attracts such a devoted fanbase to the franchise. We're speaking with Piranha Games at GDC this week, so stay tuned for an in-depth interview as to how this game is shaping up! [Thanks to Nimsy for the tip!]