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Posts tagged with "mac"

Prince of Persia: The Lost Crown Arrives on iPhone and iPad

Last week, Ubisoft released Prince of Persia: The Lost Crown on the iPhone and iPad. I’ve had a chance to play the game on both platforms, along with the Mac version, and thought I’d share what it’s like playing on each.

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.

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.

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.

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.

The Prince of Persia: The Lost Crown is available on the App Store for the iPhone and iPad as a free download, with the full game available via an in-app purchase of $9.99 until May 5, after which it will be $14.99. The Mac version of the game is available on the Mac App Store for $39.99.


Whisky Shuts Down Project That Enabled Windows Gaming on Mac

Not long ago, Isaac Marovitz, the developer behind Whisky, the open source WINE front-end that made it easy to play Windows games on a Mac, announced the project had come to an end. Whisky is how Niléane got Cities: Skylines 2 running on an M2 MacBook Air in 2023, and the project was well-regarded in the gaming community for its ease of use. In shutting down the project, Marovitz encouraged Whisky users to move to CrossOver, a paid app by CodeWeavers.

In an interview with Ars Technica’s Kevin Purdy, Marovitz said:

“I am 18, yes, and attending Northeastern University, so it’s always a balancing act between my school work and dev work,” Isaac Marovitz wrote to Ars. The Whisky project has “been more or less in this state for a few months, I posted the notice mostly to clarify and formally announce it,” Marovitz said, having received “a lot of questions” about the project status.

As Purdy explained for Ars Technica, Marovitz also became concerned that his free project threatened CrossOver, and by extension, WINE itself. Last week, CodeWeavers’ CEO wrote about the shutdown, to acknowledge Marovitz’s work and commend his desire to protect the WINE project.

It’s always a shame to see a project as popular and polished as Whisky discontinued. Some gamers may not like that CrossOver is a paid product, but I’m glad that there’s an alternative for those who want it.

To me though, the popularity and fragility of projects like Whisky highlight that a better solution would be for Apple to open its Game Porting Toolkit to users. The Game Porting Toolkit is built on CrossOver’s open source code. However, unlike the CrossOver app sold to gamers, Apple’s Game Porting Toolkit is meant for developers who want to move a game from Windows to Mac. It’s not impossible for gamers to use, but it’s not easy either. I’m not the first to suggest this, and Valve has demonstrated both the technical and commercial viability of such an approach with Proton, but as WWDC approaches, a user-facing Game Porting Toolkit is near the top of my macOS 16 wish list.

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Whimsy Roundup: Six Playful Apps and Customizations for Your Mac

One aspect of macOS that I truly love is the level of customization that it allows for. Out of the box, Apple’s desktop operating system is easy to use, and its user interface has been streamlined over the years around its core principles: apps, windows, icons, and the mouse cursor. That being said, the Mac differs from Apple’s other platforms when it comes to third-party apps. Apps like BetterTouchTool, Raycast, Moom, and Bartender perfectly illustrate how developers are able to create far-reaching, advanced utilities for the Mac, sometimes to the extent of fundamentally changing how you use your computer.

But I’m not here to talk about these powerful apps today. Rather, I would like to highlight the other reason why I am so thankful for this ecosystem of third-party apps on the Mac: they can simply be a lot of fun. Over the past few months, I have collected and adopted a series of small, whimsical additions to my Mac’s user interface. Most of them are nothing short of pointless – except for the fact that they have made using my Mac an absolute joy, even if only in subtle ways.

From custom icons to unnecessary sound effects, here is a roundup of my favorite additions. My hope is that this can be a starting point for anyone willing to join me in the club of more whimsical Mac setups.

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Apple Immersive Video Utility Released

Apple has released a new companion app called Apple Immersive Video Utility for Vision Pro owners that allows them to organize and manage immersive content with the help of a Mac. The utility, which is available for the Mac and Vision Pro, allows users to view, stream, and organize Apple Immersive Video into playlists. The app supports more than one Vision Pro, too, synchronizing playback of content streamed from a Mac to multiple Vision Pros. Videos can also be transferred from the Mac app to a Vision Pro for watching them there.

Apple Immersive Video Utility.

Apple Immersive Video Utility.

The App Store description only touches on it, but Apple Immersive Video Utility, the company’s first new Mac app in a long time that wasn’t released as part of an OS update, appears to be designed for post-production work by video professionals. The app could also be used in group educational and training settings based on its feature set.

The Blackmagic URSA Cine Immersive Camera. Source: Blackmagic.

The Blackmagic URSA Cine Immersive Camera. Source: Blackmagic.

However, the fact that NAB, the National Association of Broadcasters, conference is going on this week suggests that the app is primarily designed for post-production video work. In fact, the app seems to go hand-in-hand with Blackmagic’s URSA Cine Immersive, an Apple Immersive Video camera that was also shown off at NAB this week, and DaVinci Resolve Studio 20, which supports editing of Apple Immersive Video.

To expand the library of available Apple Immersive Video, there need to be tools to create and manage the huge video files that are part of the process. It’s good to see Apple doing that along with companies like Blackmagic. I expect we’ll see more hardware and software solutions for the format as the months go by.


Is Electron Really That Bad?

I’ve been thinking about this video by Theo Browne for the past few days, especially in the aftermath of my story about working on the iPad and realizing its best apps are actually web apps.

I think Theo did a great job contextualizing the history of Electron and how we got to this point where the majority of desktop apps are built with it. There are two sections of the video that stood out to me and I want to highlight here. First, this observation – which I strongly agree with – regarding the desktop apps we ended up having thanks to Electron and why we often consider them “buggy”:

There wouldn’t be a ChatGPT desktop app if we didn’t have something like Electron. There wouldn’t be a good Spotify player if we didn’t have something like Electron. There wouldn’t be all of these awesome things we use every day. All these apps… Notion could never have existed without Electron. VS Code and now Cursor could never have existed without Electron. Discord absolutely could never have existed without Electron.

All of these apps are able to exist and be multi-platform and ship and theoretically build greater and greater software as a result of using this technology. That has resulted in some painful side effects, like the companies growing way faster than expected because they can be adopted so easily. So they hire a bunch of engineers who don’t know what they’re doing, and the software falls apart. But if they had somehow magically found a way to do that natively, it would have happened the same exact way.

This has nothing to do with Electron causing the software to be bad and everything to do with the software being so successful that the companies hire too aggressively and then kill their own software in the process.

The second section of the video I want to call out is the part where Theo links to an old thread from the developer of BoltAI, a native SwiftUI app for Mac that went through multiple updates – and a lot of work on the developer’s part – to ensure the app wouldn’t hit 100% CPU usage when simply loading a conversation with ChatGPT. As documented in the thread from late 2023, this is a common issue for the majority of AI clients built with SwiftUI, which is often less efficient than Electron when it comes to rendering real-time chat messages. Ironic.

Theo argues:

You guys need to understand something. You are not better at rendering text than the Chromium team is. These people have spent decades making the world’s fastest method for rendering documents across platforms because the goal was to make Chrome as fast as possible regardless of what machine you’re using it on. Electron is cool because we can build on top of all of the efforts that they put in to make Electron and specifically to make Chromium as effective as it is. The results are effective.

The fact that you can swap out the native layer with SwiftUI with even just a web view, which is like Electron but worse, and the performance is this much better, is hilarious. Also notice there’s a couple more Electron apps he has open here, including Spotify, which is only using less than 3% of his CPU. Electron apps don’t have to be slow. In fact, a lot of the time, a well-written Electron app is actually going to perform better than an equivalently well-written native app because you don’t get to build rendering as effectively as Google does.

Even if you think you made up your mind about Electron years ago, I suggest watching the entire video and considering whether this crusade against more accessible, more frequently updated (and often more performant) desktop software still makes sense in 2025.

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AI Adds a New Dimension to DEVONthink 4

DEVONthink is a difficult app to review because its flexibility means it can serve a wide variety of purposes. I’ve been using it for the past few weeks as an archive and research companion that houses thousands of plain text files, but the app is capable of effectively replacing your Mac’s file system, storing and cataloging all sorts of files. With lightning-fast search, tagging, and a plethora of other organization methods, DEVONthink 3 has a well-earned reputation as a premier tool for researchers working with lots of files. However, DEVONthink’s capabilities are so varied that it can also serve as a text editor, an RSS reader, a read-later app, and a lot more.

Today, DEVONtechnologies is releasing a public beta of DEVONthink 4, a big update with a focus on AI, but with other new features and refinements to existing capabilities, too. Which of these features matters most to you will depend in large measure on how you use the app. I’m going to focus on the new AI tools because those are the additions that have had the greatest impact on the way I use DEVONthink, but it’s worth keeping in mind that the app offers many other tools that may suit your needs better.

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How I Fixed Switching Between Safari Profiles with BetterTouchTool and a Hyper Key

A lot has changed in my professional life over the past year. As of today, I am working fully from home on three separate long-running projects, and now more than ever, the web browser has become central for all three. Since the M2 MacBook Air is my only computer, I found myself in urgent need of a way to allow these virtual workspaces to coexist on the same device.

Fortunately, Apple added profiles to Safari in macOS 14 Sonoma, iOS 17, and iPadOS 17 (then later in visionOS 2). Profiles offer a way to keep your bookmarks, cookies, extensions, and browsing history separate between, say, a Personal profile and a Work profile. Even though Google Chrome and Firefox have had similar solutions in place for a while, Safari remains my web browser of choice, so I wanted to take full advantage of the new feature.

In my prolonged usage, Safari profiles work exactly as intended. I’ve set up four different profiles: a Personal profile and three separate work profiles. They are each logged into a different Google account, and they each have their own set of bookmarks, their own pinned tabs for quick access to relevant tools and web apps, and their own set of extensions. Safari makes it easy enough to tell profile windows apart by allowing you to assign a custom icon and color to each one.

That being said, Safari’s implementation of profiles has one major UI flaw: Apple has made it unusually cumbersome to switch between them on the fly, or even to launch Safari into a specific profile directly. So, to no one’s surprise, I have once again attempted to leverage the power of Mac automation utility BetterTouchTool to come up with a workaround. The solution I’ve arrived at is simple, but it makes a huge difference.

Let me show you.

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Scratchpad: The Cross-Device Text Utility That Pairs Perfectly with Your Clipboard Manager

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 SorhusScratchpad, 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.

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