Almost three years ago, Apple offered a sneak peek at an elaborate new version of CarPlay that spread beyond the rectangle of most car infotainment systems to occupy the instrument cluster space in front of front seat passengers. As I said at the time:
It will be interesting to see how widespread the adoption of the features Apple demoed will be. The company listed 14 automakers like Land Rover, Mercedes, Porsche, Nissan, Volvo, Honda, and Ford that they are working with, but it remains to be seen which models will adopt the new CarPlay and how quickly.
Originally set to launch in 2024, Apple announced today that what is now called CarPlay Ultra is available for new Aston Martin orders in the U.S. and Canada and soon as a software update to Aston Martins with the carmaker’s “next-generation infotainment system.” Apple says Aston Martin support in other countries will follow over the next 12 months.
Image: Apple.
The difference between standard CarPlay and the Ultra flavor is that the new version takes over a driver’s entire dashboard and extends beyond traditional CarPlay features to vehicle-specific data and controls. As Apple describes it:
CarPlay Ultra provides content for all the driver’s screens, including the instrument cluster, with dynamic and beautiful options for the speedometer, tachometer, fuel gauge, temperature gauge, and more, bringing a consistent look and feel to the entire driving experience. Drivers can choose to show information from their iPhone, like maps and media, along with information that comes from the car, such as advanced driver assistance systems and tire pressure, right in the instrument cluster.
Drivers can also use onscreen controls, physical buttons, or Siri to manage both standard vehicle functions like the car’s radio and climate, as well as advanced, vehicle-specific features and controls like audio system configurations or performance settings, right from CarPlay, giving them a more fluid and seamless experience. CarPlay Ultra also introduces widgets powered by iPhone that perfectly fit the car’s screen or gauge cluster to provide information at a glance.
Although CarPlay Ultra looks great, one car maker is a far cry from the 14 automakers listed on a slide at WWDC in 2022. That’s not surprising given pushback from automakers like GM, which announced in 2023 that it was ending CarPlay and Android Auto support for its EVs, and resistance from the likes of Tesla and Rivian to add CarPlay in the first place. However, Apple clearly oversold what would become CarPlay Ultra in 2022 in a way that in hindsight now feels a lot like Apple Intelligence’s enhanced Siri demo at last summer’s WWDC.
Still, I’m glad to see CarPlay Ultra emerge from the labs, even if it’s in a car that few people can afford. Auto tech inevitably trickles down to ordinary cars, and I’m sure CarPlay Ultra will, too, although I expect it will be quite a while until then.
As reported by Andrew Liszewski at The Verge, Amazon has updated the Kindle app to add a “Get Book” button, a direct result of last week’s contempt order entered by Judge Gonzalez Rodgers. When tapped, it takes users to the Amazon page for the book in Safari with the Kindle version selected. Before today’s update, you couldn’t purchase a book without going to Safari first.
We regularly make improvements to our apps to help ensure we are providing customers the most convenient experience possible. By selecting ‘Get Book’ within the Kindle for iOS app, customers can now complete their purchase through their mobile web browser.
I expect other companies will follow Amazon and Spotify’s leads in the coming weeks. Although Apple has appealed Judge Gonzalez Rodgers’ contempt order, the Judge declined to stay its enforcement during the appeals process. It’s always possible an appeal could force Amazon and others to undo changes like this, but I think a more likely outcome is that an appellate court allows Apple to charge a fee where Judge Gonzalez Rodgers wasn’t – one that’s lower than the 27% that got Apple into trouble in the first place.
The Lost Crown was released at the beginning of last year. Developed by Ubisoft Montpellier in France, the game was released to critical acclaim and won an Innovation in Accessibility Award at The Game Awards in 2024, but Ubisoft was unhappy with the game’s sales. The comeback of the celebrated series sold around 300,000 copies in its opening weeks, totaling around $15 million in revenue. In today’s “blockbuster or bust” gaming world, that wasn’t enough. Ubisoft released the Mask of Darkness story DLC in the fall but disbanded the team behind the game.
However, Ubisoft wasn’t finished trying to recoup its investment in The Lost Crown. The company called on its Da Nang studio to port the game to other platforms, starting with the Mac last December. The same group also adapted the game for the iPhone and iPad.
Today, The Prince of Persia: The Lost Crown is available everywhere. It’s on the Xbox Series X and S, Xbox One, PS4 and PS5, Switch, PC, Android, and other platforms, with Android being the latest addition alongside the iPhone and iPad.
If you’re a console or PC gamer, it would have been hard to miss The Lost Crown’s release in early 2024. The game follows Sargon, a warrior in an imagined version of ancient Persia, who is tasked with trekking to Mount Qaf to save Prince Ghassan. Along the way, there are puzzles to solve and a fun combination of platforming and fluid combat. It’s a shame the game didn’t fare better because it’s an absolute gem.
I’ve played at least the opening level of The Lost Crown on an M1 MacBook Air, M4 Max MacBook Pro, iPhone 16 Pro Max, M4 iPad Pro, and Sony PS5. Ultimately, the game ran well on all five devices, but there were differences. The PS5 was the smoothest of all, and the game looked phenomenal on my OLED TV.
As you’d probably expect, the game runs very well on an M4 Max MacBook Pro and M4 iPad Pro, although both got quite warm, and I could clearly hear the MacBook Pro’s fans when I removed my headphones. In both cases, I noticed a little hitch in the frame rate from time to time when transitioning from one area of the map to another, but it wasn’t a big deal in either case. The Lost Crown’s gorgeous artwork and sound design really shine on both devices, too.
The worst experiences were on the iPhone and M1 MacBook Air, for different reasons. The iPhone 16 Pro Max handled the game well, and it looked great, but the game is a lot more fun on a bigger screen. I noticed more frame rate hitches on the M1 MacBook Air than on any other device, but I didn’t really expect the game to be playable, so it was a pleasant surprise to find that it worked.
Dialogue scenes work better on the iPhone than combat where everything is tiny.
Both the iPhone and iPad versions of the game have been adapted for touch. There are on-screen touch controls, but I’d highly recommend using a controller instead. The onscreen controls are well done, but The Lost Crown’s combat feels much, much better with a controller. If you’re looking for a good controller for iPhone or iPad, check out our Setups page for a few recommendations.
An example of the mobile version’s touch controls.
The mobile versions of The Lost Crown have added automatic parrying and healing potion use, as well as a new option to slow down time during combat, all of which are designed to make the game more touchscreen-friendly. I’m glad those options are there, but again, you really should use a controller with this game. It’s also worth noting that none of the Apple platform versions of the Lost Crown include the DLC, and the Mac version is capped at 60 fps; that doesn’t bother me, but I know it’s an issue for others. The Lost Crown also supports cloud saves if you have an Ubisoft Connect account, but the saves only work Mac-to-Mac or among iOS and iPadOS devices, which stinks.
Finally, we need to talk about the princely price Ubisoft is charging for The Lost Crown on the Mac. The game is $40, which is less than the $60 launch price over a year ago, but now, you can pick it up for as low as $15–$25 on other platforms, depending on whether it comes with the DLC. Given that difference, it’s hard to recommend the Mac version of Prince of Persia: The Lost Crown unless you have no other way to play it.
Playing on iPhone with a controller.
The iPhone and iPad versions are much more reasonable. First of all, you can download and play the tutorial level of the game for free to see if The Last Crown is for you, which I appreciate. Second, until May 5, the full game is available for $9.99 – the best deal available anywhere. There’s no guarantee you’ll ever have the option to play the DLC on either device, but $10 is fair for anyone who prefers to play games on their iPhone or an iPad. After May 5, the price is set to rise to $14.99, which is in line with console versions of the game that don’t come with the DLC.
So in the final analysis, there’s not much to commend the Mac version of The Prince of Persia: The Lost Crown if you have any other way of playing it because it’s more than double the price of PC and console versions. The iPhone and iPad versions are a closer call, especially while the game is on sale for $10. The Lost Crown looks great on both and plays well (though not perfectly), but any iPhone’s screen is a little small for a game like The Lost Crown. That said, if your preference is for portability or you don’t have the option of a PC or console, The Prince of Persia: The Lost Crown is worth downloading on your iPhone or iPad to try the free tutorial level.
One of the best indicators of how sticky a cross-device utility will be in my setup is how quickly I install it everywhere. For Sindre Sorhus’ Scratchpad, the answer was “very sticky.” The simple text utility works on the iPhone, iPad, Mac, Apple Watch, and Vision Pro (via iPad compatibility mode), and as soon as I tried it on my desktop Mac, I grabbed all of my other devices and installed it on them, too.
At its core, Scratchpad is a single view for typing or pasting plain text that syncs everywhere. What sets it apart from similar apps is its many small touches that demonstrate a deep understanding of the way people use a scratchpad app.
The first set of measures concerns nine iOS connectivity features, predominantly used for connected devices such as smartwatches, headphones or TVs. The measures will grant device manufacturers and app developers improved access to iPhone features that interact with such devices (e.g. displaying notifications on smartwatches), faster data transfers (e.g. peer-to-peer Wi-Fi connections, and near-field communication) and easier device set-up (e.g. pairing).
The second set of measures improves the transparency and effectiveness ofthe process that Apple devised for developers interested in obtaining interoperability with iPhone and iPad features. It includes improved access to technical documentation on features not yet available to third parties, timely communication and updates, and a more predictable timeline for the review of interoperability requests.
Today’s decisions wrap us in red tape, slowing down Apple’s ability to innovate for users in Europe and forcing us to give away our new features for free to companies who don’t have to play by the same rules. It’s bad for our products and for our European users. We will continue to work with the European Commission to help them understand our concerns on behalf of our users.
This decision shouldn’t come as a surprise to anyone who has been following our DMA coverage. It’s easy to understand why Apple is unhappy about this decision, but it’s also just as easy to understand how the status quo holds back competition. There are no easy answers to any of this, but as difficult as this may be for Apple to do while upholding its privacy, security, and other standards, I’m glad the EU is pushing for change and hope those changes spread to other corners of the globe.
For the past 10 days, I’ve been testing the iPhone 16e – but not in the way I typically test new hardware. You see, I didn’t buy the iPhone 16e to make calls, send email, surf the web, post to social media, or anything else, really. Instead, I got it for one thing: the camera.
Today, Apple unveiled the iPhone 16e, which replaces the iPhone SE. The new iPhone tracks with the rumors that have been circulating for months, but for those who don’t follow rumors closely, it’s worth running down the specs of Apple’s most affordable iPhone, because the changes are significant.
Let’s start with the design. With this update, the phone moves from an iPhone 8-era look to a style that fits in better with today’s iPhones. Similar to the iPhone 14, which debuted a couple of years ago, the new 16e includes a notch at the top of the screen that houses the front-facing camera and other sensors. The screen has been expanded to 6.1” and switched to Super Retina XDR OLED as well.
The new 16e ditches the Home button for Face ID, which goes a long way toward refreshing its look. The new budget phone doesn’t include the Camera Control like the iPhone 16, but it does feature the Action button, which debuted on the iPhone 15 Pro.
Source: Apple.
Notwithstanding the lack of Camera Control, the new iPhone 16e ushers in a significant upgrade to its camera. The single rear-facing camera now features a 48MP sensor, first introduced in the iPhone 14 Pro. That’s a big step up from the iPhone SE, which only had a 12MP sensor. That camera upgrade will pair nicely for photographers with the 16e’s new USB-C port, which is compatible with a wider range of accessories than Lightning, such as external storage.
The new iPhone 16e is powered by an A18 processor, making it capable of running Apple Intelligence. I’m not sure that’s a huge selling point yet, but the increased processor power and memory headroom should also make the 16e far more capable at tasks like transcoding and editing video, too.
A less welcome change is the 16e’s price, which is significantly more than the discontinued iPhone SE. The SE started at $429, but upgrading to this model will cost you at least $599 with 128GB of storage (twice what the SE offered). The price isn’t surprising considering the many updates included in this generation, but it will make it harder for some consumers to justify the purchase.
Another strange omission is the lack of MagSafe. That not only limits how the device can be charged, but it also rules out a wide variety of third-party accessories.
That said, I’m intrigued by the iPhone 16e and may buy one – not because I need a new phone, but because I want a new camera for shooting multicam video with Final Cut Pro for iPad. It’s such an incredibly efficient workflow for shooting videos for the MacStories YouTube channel that I’ve resorted to using my iPad mini’s 12MP camera alongside my iPhone 16 Pro Max. That has worked reasonably well, but the iPad mini’s camera can’t match my iPhone’s. With the 16e, I’d have a lightweight, highly portable option that’s perfect for my needs. Still, the price and lack of MagSafe are issues that make me hesitate.
The new iPhone 16e will be available for preorder starting February 21, with deliveries and in-store availability beginning Friday, February 28.
Bookshop.org launched in 2020 as a way to sell books online while still supporting local bookstores, which have become a rarity in the U.S. The company has seen success selling physical books online. As Boone Ashworth explains at Wired:
For physical books, Bookshop lets buyers direct 30 percent of the proceeds of a sale to their favorite participating bookstore. An additional 10 percent of those sales, plus the sales of books that are not earmarked for a specific store, gets split up and distributed to every store on Bookshop’s platform.
Now, Bookshop has added eBooks that can be purchased online and read in the company’s new Bookshop.org app, available for iPhone, iPad, and Android devices. Ashworth breaks down how these sales work:
Ebook sales through Bookshop, however, will see 100 percent of the proceeds going to the store that sells them through the platform. If a user buys an ebook directly from Bookshop without naming a bookstore they want to support, then a third of that profit will go into the pool of funds that gets divided between stores. The rest will go to pay for Bookshop.org’s engineers and server costs.
“It’s crazy that bookstores can’t sell ebooks to their customers right now,” Hunter says. He says he wants this program to continue his company’s mission of propping up local bookstores, but he also hopes this move will help take Amazon down a peg as well.
I’ve tried Bookshop’s app briefly with some book previews, and it works well. The settings options aren’t as extensive as in other eBook readers, but the basics – like text size, pagination versus scrolling, a couple of font options, and light, dark, and paper themes – are all there. The design makes browsing your library of books or finding something new to read easy, too. It may not be enough for some readers, but this is a 1.0 release, so I’m optimistic additional options will be offered with time.
It’s great to see Bookshop offering eBooks. We have an excellent bookstore here in Davidson that I love to browse, but more often than not, I prefer an eBook over the paper version, so it’s nice to have that as an option now.
The Bookshop.org app is available on the App Store as a free download. eBooks must be purchased online and synced with the app.
I’ve been intrigued by the BANG!CASE ever since it was introduced by Bitmo Lab as a Kickstarter campaign about a year ago. The case includes a programmable button that can be used to automate actions using your iPhone’s accessibility features. However, because I don’t normally use a case with my iPhone, I never followed through on buying the BANG!CASE.
Fast forward to early January at CES when I visited the booth for JSAUX, an affiliate of Bitmo Lab. In addition to JSAUX’s portable displays and gaming accessories, the company was showing off the BANG!CASE and GAMEBABY. (More on that on NPC soon.)
It just so happens that since the holidays, I’ve continued my quest to refine how I collect and process information throughout my day. That’s led me to test a dozen or so apps, build new shortcuts, and explore other new setups. As a result, I was primed to give the BANG!CASE a try when Bitmo offered me a review unit at their booth, and I’ve been using it for a couple of weeks.
The case has a couple of minor drawbacks that I’ll get to, but by and large, it’s the most unique and useful case I’ve ever put on an iPhone. After enjoying my iPhone without a case for nearly two years, I’ve found that the utility of the BANG!CASE is significant enough that I’ve decided to keep using it, which I didn’t expect. So today, I thought I’d lay out why I like the BANG!CASE so much and how I’m using it.