Apple concluded today’s WWDC opening keynote by unveiling macOS Monterey, which was fitting given that so many features coming to the Mac this year are also new to other platforms or are coming from those platforms to the Mac for the first time. It’s a release that promises closer integration than ever before between the Mac and Apple’s products through a long list of individual feature releases and updates. Let’s dig into the details.
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Earlier today, Apple officially opened their new flagship retail store in Rome, Italy. Located on the popular Via del Corso street in the city’s historical center, the new store – which we previously covered here – is located in the historic Palazzo Marignoli, a 19th century building that has been renovated by Apple and painstakingly restored to its former glory.
I, along with our designer and photographer Silvia Gatta, was able to visit the Via del Corso store yesterday ahead of its grand opening to the public. Coincidentally, the occasion also marked the first time Silvia and I were able to visit the center of Rome free of red-zone restrictions since October 2019, when we took an amazing tour of Rome to demonstrate the iPhone 11’s camera capabilities before the pandemic hit our country in early 2020.
Besides the underlying sense of euphoria for seeing the Spanish Steps again and being around tourists for the first time in nearly 18 months, we came away impressed with what Apple has accomplished with its new Rome retail store. The Via del Corso store is an outstanding exercise in blending Rome’s rich architectural history with the modern reality of Apple’s computers and wearable devices – a challenge that the company didn’t take upon lightly, and which has, in fact, shaped the overall identity of the Via del Corso store.
Let’s take a look.
In recent years, the narrative surrounding the iPad platform, and particularly its more advanced Pro line, has largely focused on the great divide between the iPad’s hardware and software. It’s a story we’ve had to grapple with for a while now: it was clear with the original iPad Pro in 2015 that its software – still called iOS at the time – needed to take better advantage of the 12.9” display, but we had to wait until 2017’s iOS 11 to receive drag and drop between apps; similarly, the iPad Pro was redesigned in late 2018 with the Liquid Retina Display and a gesture-based interaction system, but it was only in 2019 that Apple relaunched the iPad’s software as a standalone platform parallel to iOS but optimized for iPad.
The perception since the iPad Pro’s introduction is that its hardware has consistently leapfrogged its software, leaving many to wonder about the untapped potential of iPadOS and a third-party app ecosystem that could have been vastly richer and more powerful if only iPadOS allowed developers to write more complex apps. Effectively, “too good for its software” has long been the iPad Pro’s hardware mantra.
The 2021 iPad Pro, launching publicly this Friday, doesn’t alter that public perception at all. If anything, this new iPad Pro, which I’ve been testing in the high-end 12.9” flavor with 2 TB of storage for the past week, only widens the chasm between its hardware and software: it’s an absolute marvel of engineering featuring the Apple-designed M1 chip, a brand new Liquid Retina XDR display, and 16 GB of RAM1 that hints at a powerful, exciting future for its software that just isn’t here yet.
I say this as someone who’s been using the iPad as his main computer for nearly a decade at this point: from a mere hardware standpoint, the new iPad Pro is everything I could have possibly dreamed of this year, but it leaves me wanting for so many other iPadOS features I’d love to see Apple address at its developer conference next month.
The new 12.9” iPad Pro hits all the right notes as a modular computer that can be a tablet with an amazing display, a powerful laptop, and an extensible workstation; its hardware is a remarkable blend of tablet-first features and technologies first seen on Apple’s line of desktop computers. It’s hard to believe the company was able to deliver all of it in a device that is only 6.4mm thin. However, the new iPad Pro’s more powerful nature doesn’t fundamentally change my daily workflow. At least not with its current version of iPadOS that will (likely) be obsolete in two weeks.
Let’s dive in.
Later today, Epic Games and Apple will square off in a high-stakes trial in US federal district court that’s nominally about money. However, if that were all that was at stake, the claims each company has made against the other would likely have been resolved by now. Companies the size of Apple and Epic settle because it’s rarely in their interest to have a judge make decisions for them. However, this trial is different.
There’s more to these disputes than Epic’s allegation that Apple violated antitrust laws and Apple’s claims that Epic violated its developer agreement. Underlying it all is the way the dispute was precipitated by Epic. The Fortnite creator’s actions don’t necessarily absolve Apple of antitrust violations, but Epic’s calculated orchestration of events leading to the dispute have not gone unnoticed by the judge presiding over the case and may influence the trial’s outcome. Coupled with Epic’s efforts to get regulators around the world to take up its cause and its very public crusade against the way Apple operates the App Store, it’s not surprising that the claims haven’t settled. Instead, the parties will begin today with opening arguments in front of US District Judge Yvonne Gonzalez Rogers, who the parties have agreed will decide the dispute instead of a jury.
Regardless of your opinion of the way Apple runs the App Store or Epic’s litigation tactics, the thing to keep in mind as the trial starts is that the judge is being asked to settle a legal dispute, not set policy. Both companies have made specific claims against the other, which by definition means the judge’s ruling will likely be narrower in scope than it would be in an antitrust case brought by the US government. Nor is any remedy imposed by the judge likely to be as broad as government regulation of the App Store might be someday.
Still, that doesn’t mean the stakes aren’t high; they are. An adverse ruling against Apple could significantly change the way the company operates the App Store and would likely trigger more antitrust lawsuits and regulatory scrutiny in the future. As a result, I thought it would be useful to dig in and take a closer look at some of the parties’ arguments and the context in which this dispute arose to provide a better sense of what to expect from the trial, which is expected to run about three weeks, and what the outcome might be.
Apple today released version 14.5 of iOS and iPadOS, a substantial update to the operating system for iPhone and iPad that debuted in September and introduced features such as Home Screen widgets, multi-column app layouts on iPad, compact UI, a redesigned Music app, and more.
Version 14.5 is the biggest – or, at the very least, most interesting – update to iOS and iPadOS we’ve seen in the 14.0 release cycle to date. That’s not to say previous iterations of iOS and iPadOS 14 were low on new features and refinements – it’s quite the opposite, in fact. Perhaps the pandemic and Apple’s work-from-home setup played a role in the company spreading new iOS functionalities across multiple releases throughout 2020 and the first half of 2021, but, regardless of the underlying reason, iOS and iPadOS 14 have evolved considerably since their public launch six months ago.
With iOS 14.2, Apple shipped the traditional “emoji update”, but was also able to include a redesigned AirPlay interface, face detection in AR, and a brand new Shazam integration in Control Center; with iOS 14.3, the company rolled out its new ProRAW photography API alongside support for the Fitness+ service, App Clip codes, and the ability to launch apps directly from Home Screen shortcuts; version 14.4, released earlier this year, saw the arrival of proximity-based music handoff for iPhone and HomePod mini alongside new options for Bluetooth settings and other performance improvements.
It’s difficult to tell whether some of these features were originally planned for a September release and got delayed because of the pandemic1, or how many of these are Apple’s response to user feedback following the release of iOS and iPadOS 14, but one thing’s for sure: Apple hasn’t stood still over the past few months, and today’s iOS and iPadOS 14.5 are continuing the trend of major iOS and iPadOS updates released ahead of WWDC.
Let’s dive in.
It’s hard to believe that it’s been two decades since Mac OS X was released. I wasn’t a Mac user in 2001, but as a tech fan, I followed the release of OS X and the later switch to Intel closely, which was what finally convinced me to buy my first iMac.
Today, with Mac OS X gone and Intel chipsets not far behind, I thought it would be fun to look back at OS X and the transition to it compared to the recent switch to macOS 11 Big Sur. I started by watching Steve Jobs’ introduction of Mac OS X at Macworld Expo in 2000, which was a perilous time for the Mac. The company was just two and a half years into Jobs’ return as iCEO and had recently filled out its simplified product grid, adding the iBook to the iMac, Power Mac G4, and PowerBook lineup.
As I wrote in a recent issue of MacStories Weekly, the original Doodle Jump is one of my all-time favorite iOS games. This classic features an adorable doodle (officially dubbed “The Doodler”) bouncing its way up what appears to be a sheet of notebook paper. The beautifully simple controls consist of tilting your device to maneuver The Doodler and tapping your screen to fire projectiles at the monsters and UFOs that are trying to put an end to your adventure. The game is, at its core, an infinite runner. The higher you jump, the higher you score, and that’s Doodle Jump.
Doodle Jump’s initial release was in 2009 — an astounding 12 years ago this April. With so much time having passed since the original, I never really expected to see a sequel. This felt especially true to me since the original Doodle Jump absolutely still holds up after all this time. As it turns out though, Lima Sky — the development studio behind the game — wasn’t done with ideas for the Doodle Jump world. Last month, Doodle Jump 2 was released, and fans of the old game will not be disappointed.
Doodle Jump 2 is instantly familiar to anyone who has played the original. The controls haven’t changed at all, nor has the core idea of The Doodler bouncing its way to ever-increasing heights. However, the game’s art and animations have been completely revamped, with tremendous results.
My coverage of CES has always been virtual. This year the show itself is virtual too, which left me wondering whether there would be much to cover. Although there are fewer vendors participating than in the past, the event continues to provide a steady stream of news about new products planned for the coming months.
Some of what is announced each year will never see the light of day, and other gadgets will never look as good as they did in the hands of expert marketers. Still, CES always provides a useful snapshot of tech industry hardware trends, a handful of unexpected gems, like last year’s Eve Cam that I reviewed over the summer and Samsung’s T7 external SSD, which ended up powering my Big Sur beta testing, plus a healthy dose of the truly strange.
After pouring over hundreds of headlines and press releases, I’ve compiled a roundup of some of this week’s most intriguing announcements. Feel free to skip around to the categories that you find most interesting using the table of contents below.
Headland is a new game for iOS and Android by the award winning game studio Northplay. The game revolves around a young boy exploring a world of his own imagination; fighting enemies and hunting down the missing shards of his robot friend’s “imagination core.” I played through Headland over the last few days and found it to be a well-made and overall quite enjoyable experience.
I really like that Headland plays in portrait orientation. Most games like it run in landscape, which is fine, but it’s nice to have a change. On my iPhone Mini I can actually play Headland entirely one-handed, which makes the game feel more light and casual even though its gameplay is engaging. Playing two-handed on my iPad Pro was still fun though since I could support the device with a single hand and play with the other.
The key to this is the game’s excellent controls, which are intuitive and only require a single finger at any given time. To move your character, you place your finger anywhere on the screen and then rotate it. This is essentially a joystick movement control, but it works so much better because the joystick will appear underneath your finger wherever you place it. My struggle with most touch-joystick games is that I end up placing my finger off-center from the stationary joystick and then I move in an unwanted direction. This never happens in Headland.