How Line2 accidentally disrupted the phone industry

Posted on January 17, 2012 by Mike Schramm.
Categories: Uncategorized.

Last week at CES 2012, I met up with Line2 CEO Peter Sisson; he is a man who's done a lot of butting heads with big companies over what started off as a pretty simple proposition. Line2's basic concept was to create a second line (for business or personal calls) on your iPhone. Sisson's original idea was just to have "two lines on one phone," but making that possible for users has turned out to be quite a headache over the years.

The issue, he says, isn't the technology at all. Line2 already has an iOS app out there that provides some pretty impressive services on both the iPhone and the iPad. We've looked at the service before, but it's only gotten better since it went live 18 months ago, now providing the ability to simply place a call (using an interface that's almost identical to the iPhone's regular phone app) over either VOIP or directly through Line2's telephone servers -- in other words, you tell Line2 who to call, and then they call your iPhone while simultaneously ringing the number. They can also answer and screen incoming calls, and all of your interactions are displayed in full conversation style. Especially on the iPad, the contacts and conversation menus look really impressive, and provide an excellent overall view of who you've talked to, about what, and when.

Sounds good, right? Unfortunately, that service has made plenty of trouble for Sisson to deal with. Besides the obvious issues with trying to run a phone line company through other people's phone lines, he's lately been dealing with Apple and its seemingly ever-changing subscription rules. Line2 currently operates under a subscription system: Because it obviously needs extra infrastructure to operate, users pay a per-month fee for the ability to make and use calls and communications. But though Apple recently enabled subscription charges through iTunes, it also requires a 30% cut of those charges, and for Sisson, that's not always doable.

"We don't really have the margin" of profit to give Apple 30% and make money, says Sisson. "We tried initially to do it without them." At first, Sisson tried to operate Line2 without selling subscriptions through iTunes, but Apple's requirements meant that the app itself couldn't mention the subscriptions at all, so all it could show was a login page without any explanation. Users who downloaded it directly from the App Store without any context were obviously confused. And while Line2 does bring in its own audience (most of the users, Sisson says, are businesspeople who use the phone either on the road, or simply as a second line at their desk), that audience of iTunes searchers who were turned off after downloading the app was too big to ignore.

So Sisson decided that Line2 would go ahead and deal with Apple's cut, and there is currently an app under submission for the App Store right now that has that built-in. He's hoping that the extra subscriptions generated from those new users will outweigh the cost of doing business with Apple. But he does say that it's been a pain to navigate through Apple's unclear rules, and while the restrictions are one thing, even more annoying has been that even Apple doesn't seem to know where subscriptions can start or end. It's like getting pulled over by a cop while going the posted speed limit of 55 miles per hour, says Sisson, and being told, "We're planning to change this road to 35 miles per hour."

Fortunately for new Line2 users, part of the new plan is also to go for a more freemium model: The new app, once approved on the App Store, will have some amount of free functionality even before any subscription is purchased. Sisson, again, is hoping that convinces more users who simply find the app on the store to stay and buy the full service. That app will be called Line2 Unlimited, and should be available in the next week or so.

As for the future, Sisson promises that "we'll eventually get to video." Video calling isn't a huge priority for him and his company right now, as he's mostly focused on making sure the audio calls are just right before moving on. But that is a feature to be worked on, and they're also looking into using voice controls to both manage calls and browse through the apps, very similar to what Siri already has working with Apple's native phone system.

The last feature he expects to implement is something called a "call queue." The idea for that one is that you'll set up a list of numbers that you need to call, and then just hit go on your phone. Line2 will then call those numbers for you, letting you know who you're about to talk to as you go. Finish one call, and the next number on the list gets rung up, so as you drive around town, you can take care of a series of calls without having to dial up a number in between.

Sisson's original idea was simple, he says, and the original impetus was just to provide a service he felt that he and others could use. But dealing with all of the disruptions created from just that idea has been more than he ever expected.

How Line2 accidentally disrupted the phone industry originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 07:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogHow Line2 accidentally disrupted the phone industry originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 07:00:00 EST. Please see our terms for use of feeds.

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Sculpteo brings 3D printing to the iPhone

Posted on by Mike Schramm.
Categories: Uncategorized.

Sculpteo is a fascinating French company that's working to bring 3D printing to the masses. The company had a booth at CES, and while some of our chat with them had to go through a French/English barrier, they very nicely explained to us how they're doing business and allowing almost anyone to make custom 3D printed objects, even through iOS.

The company can print completely custom items through its official website. You can upload a completely custom 3D file, and by following its web interface, you can have Sculpteo print the object out on demand. I chatted with Sculpteo's rep about how easily that worked, who agreed that while the process itself is generally pretty easy, there are usually a few tweaks that have to be made. Obviously a digital 3D object is not subject to the laws of physics, so sometimes things have to change in the object to make sure it stands up under gravity and can exist at the dimensions planned. But generally, Sculpteo can print out almost anything that someone has previously put together into a 3D file, either on a Mac or PC.

However, the most interesting part of the company (and the real showpiece at CES this year) is the iOS app. The app isn't quite as open as the web interface (you can't just upload your own 3D files), but it does allow you to create custom 3D objects like pre-designed mugs, vases, or even iPhone cases, then customize those things directly from your phone. Created items usually cost from $30 to $40; once created, iOS users can order items right from their devices with immediate shipment.

The 3D printing quality is touch and go. Some of the objects Sculpteo showed off had a sort of glaze over the 3D printing powder, but some items, including an iPhone case, were still very dusty to the touch. It's unclear if those objects were just on display or finished products meant for end users. Assuming that the printing process finishes everything correctly, the end result is that almost anyone can create customized 3D objects on an iPhone or iPad, then get those renderings printed out into real objects.

3D printing has been around for a few years already, but it hasn't been utilized by most of the public. 3D printers and the various costs associated with them are still a little too pricey for common mass market use, and many items created with 3D printing are still too fragile to be much more than showpieces. But Sculpteo hopes its app can "demonstrate the printing process" to the public and show that things like this are possible, even easy and relatively cheap.

Sculpteo's app is a free download on the App Store. The company says its sales of 3D items have seen "an incredible response so far," and it's adding new patterns, items, and functionality to the app all the time.

Sculpteo brings 3D printing to the iPhone originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 05:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogSculpteo brings 3D printing to the iPhone originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 05:00:00 EST. Please see our terms for use of feeds.

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Treehouse Labs tracks objects with your iPhone via BiKN

Posted on by Mike Schramm.
Categories: Uncategorized.

Treehouse Labs was one of a few companies inside the booth of a semiconductor company, because Treehouse is using that company's chips for its own products. Treehouse's main product on display was something called "BiKN" (pronounced "beacon"), which uses relatively tiny RFID tags and near-field communications to track various objects using almost any iOS device.

Because the iPhone doesn't have an RFID reader built in (yet -- we may eventually see most mobile devices include one), you'll need an extra iPhone case that slips around the iPhone and connects to the dock connector. The other side of the system is what's called a "tag," which can be attached to your keys, a child, a pet, or anything else you want to keep track of in local space (within a few hundred feet or so). Put the tag on something, load up a tracking app on the iPhone, and you'll be able to see where the item is or ping one item with a bit of playable audio.

Treehouse will be selling the case for around US$99 sometime next month, and a set of two tags can be purchased for $49. The standard BiKN kit is pretty basic and simply helps you detect and follow tagged items on the iPhone.

Treehouse is looking to license the system to other companies, which means you may see BiKN technology pop up embedded in other gadgets -- possibly the iPhone itself. One of the demos at CES showed a plant that had a tag monitoring its own water level; a separate "gateway" enabled the plant to get more water when the tag said the water level was low. This kind of circle could be embedded in a device and the iPhone through an app, which means you could set up a pretty simple system of home automation. You could even do things like have multiple tags beep when they go out of range.

The possibilities are fascinating, and Treehouse is working on getting this kind of technology out to anyone who is interested in using or selling it. Our iPhones and iPads are quickly becoming the center of our connected worlds, even at home; Treehouse's system is one of many ways to connect even more items to that network, making it more useful for all of us.

Treehouse Labs tracks objects with your iPhone via BiKN originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 03:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogTreehouse Labs tracks objects with your iPhone via BiKN originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 17 Jan 2012 03:00:00 EST. Please see our terms for use of feeds.

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Daily iPad App: Tour Wrist

Posted on January 16, 2012 by Mike Schramm.
Categories: Uncategorized.

I have to say, of all the product names that I heard and saw at CES 2012 last week (and there were plenty of them), TourWrist was by far my favorite. And the app is pretty interesting as well. It's a free download for iPhone and iPad that allows you to view the company's interactive 360 degree panoramic photos of various locations and interiors. Using the iOS' gyroscope and compass, you can move your iPhone or iPad around in real space, and view TourWrist's panoramas in full 360 degree splendor.

Yes, it's a little gimmicky (and obviously looking through the window of your iPad is no substitute for being somewhere, despite their marketing), but it works quite well, and heck, it's free anyway. TourWrist told us at CES that the company wants to use this kind of software for real estate tours or brand marketing, and in the app right now, you can see inside some homes for sale, or have a look around some famous retail locations, which essentially serve as paid ads for whatever brands they represent. Unfortunately, you can't move around the locations -- these are just photos, not actual 3D environments. But you can click from room to room to see various photos of wherever you're virtually touring.

TourWrist is, again, a free download from the App Store. There are some reported issues with crashing in the iTunes comments, but if you have an iPhone 4 or iPad 2, it should work just fine. "TourWrist"! How great is that name?

Daily iPad App: Tour Wrist originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 16 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPad App: Tour Wrist originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 16 Jan 2012 19:00:00 EST. Please see our terms for use of feeds.

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Ten One Design premieres Pogo Sketch Plus and Magnus iPad stand at CES

Posted on January 14, 2012 by Mike Schramm.
Categories: Uncategorized.

It's always great to see the guys from Ten One Design at various trade shows and conventions we cover here at TUAW and seeing them again at CES was no exception. This time around, in addition to displaying the popular Fling joystick for iPhone and iPad, Ten One had two new products on display.

The first as the Pogo Sketch Plus stylus, which is an updating version of the popular Pogo Sketch featuring an all-new tip. Personally, I'm not a huge stylus fan (I agree with Steve Sande: "If you see a stylus, they blew it"), but I do agree that the Plus is more accurate and a little smoother than the previous version. I don't know that it'll convince you to use a stylus on the iPhone or iPad when you don't already, but if you use another stylus or the standard Pogo Sketch, the new version is worth checking out.

Ten One was also showing off the Magnus, a new iPad stand they're making. iPad stands are so CES 2011, but this one is actually pretty innovative: It includes a strong metal base outfitted with a magnet, so the iPad not only stands in place, but is held there with a magnetic charge (on the same edge that Apple's Smart Cover uses to stay on. The design of the Magnus is really impressive -- the iPad would fall over without that magnet, so the whole thing looks quite magical.

The Pogo Sketch Plus is available for $14.95, and the Magnus is available for $49.95. Of course, it only works with the iPad 2 and its embedded magnet.

Ten One also says the Fling continues to sell well. There are a few other joysticks out there, but Ten One says that no other competitors have borrowed the Fling's patented twisty design yet. They did say that a few "counterfeit" copies have appeared, but not enough to cause issue with Ten One's sales. We asked if there have been any major customer complaints yet, or any big improvements in the product customers have asked for, but they say that customers have been happy overall with the Fling. The only real issue so far? "It's kid-proof, but not dog-proof," says Ten One.

Ten One Design premieres Pogo Sketch Plus and Magnus iPad stand at CES originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 14 Jan 2012 14:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogTen One Design premieres Pogo Sketch Plus and Magnus iPad stand at CES originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 14 Jan 2012 14:00:00 EST. Please see our terms for use of feeds.

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Boxee explains dropping PC and Mac clients at CES

Posted on by Mike Schramm.
Categories: Uncategorized.

We found Boxee at CES' ShowStoppers event this year, and when we cornered them to complain about dropping official PC and Mac support late in 2011, they were appropriately apologetic. Boxee's Liz Dellheim said that yes, they're sorry that they've abandoned that part of the company, and says that with just 20 people in their employ, and customers not connecting their PCs up to televisions that much anyway, Boxee just couldn't justify that support any longer. Instead, the company will focus on providing software for televisions and set-top devices, which Dellheim said offer "a more complete Boxee experience" than having to run inside the OS of a PC or Mac.

That, and Boxee really wants to bring live TV to their service. Licensing that content for a standard PC client would be much harder than a more limited TV service, so Boxee decided to focus in on making the best set-top service they could, rather than being forced to support individual users.

So if you were a big fan of Boxee on your Mac, that's probably the end of that. The client is still available on the website, but the company isn't supporting the official release. Fortunately, as we described in the original post, there are quite a few alternatives to look out for.

There is one piece of Boxee software that will be running on an official Apple product: Dellheim confirmed that the Boxee Remote app for iPhone hasn't been forgotten, and while no big updates are planned, the company will continue to include that bit of the Boxee ecosystem in future plans. It's good to know that Boxee hasn't completely abandoned us Apple fans, but yes, for now, the company prefers to build for its own hardware, not our computers.

Boxee explains dropping PC and Mac clients at CES originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 14 Jan 2012 10:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogBoxee explains dropping PC and Mac clients at CES originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 14 Jan 2012 10:00:00 EST. Please see our terms for use of feeds.

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GoPano 360 degree camera with new app updates, case at CES

Posted on January 13, 2012 by Mike Schramm.
Categories: Uncategorized.

We originally took a look at the GoPano lens attachment from EyeSee360 last year when it was released -- the lens sits on the back of your iPhone, and allows you to take a full 360 degree picture with a free iPhone app. Since the project went live (it was funded by Kickstarter), EyeSee360 tells TUAW at CES that it's sold very well, and there are updates coming for both the product and the app.

For the app, the company is planning an update soon that will add some social sharing options. Already, the app will upload 360 degree video to the main GoPano.com site, which it would like to be seen as "The YouTube of 360." These videos don't need an iPhone or any special software to be viewed, so while the original video may be warped (the lens basically shoots a circle of video on the iPhone's screen, and must be put through the company's software to be seen correctly) users can both save and share their videos online through the main site.

The app will be updated in a few weeks, however, and that update will bring options to send the videos directly to Twitter, Facebook, or services like Dropbox, so we'll see more 360 videos than ever online. There will be a Facebook app for embedding the 360 videos, too. "The goal," according to the rep from EyeSee360, is to eventually "take it to broadcast" television, so the company was also showing off a prototype version of a full lens made for a high-end Red camera as well.

The RED camera rig

Finally, the company is also planning an update to the lens, though all they had to show us so far was a very early model, not anywhere near ready for release just yet. The new model follows what they said was a whole lot of customer feedback -- customers are worried that the lens (which currently is just inserted into the custom iPhone case) might fall out, so EyeSee360 is working on a version that instead slides and locks in to a slot over the iPhone's camera, meaning that even if the phone is moved around, the lens should stay securely fastened on there.

Again, that model isn't set for release just yet. But it's clear EyeSee360 has plenty of ideas on how to improve its lens, and plenty of orders post-Kickstarter to fulfill. As more and more users upload and share 360 degree videos created with the GoPano, it'll be interesting to see where those videos end up and how they're used in the future.

GoPano 360 degree camera with new app updates, case at CES originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 13 Jan 2012 23:58:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogGoPano 360 degree camera with new app updates, case at CES originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 13 Jan 2012 23:58:00 EST. Please see our terms for use of feeds.

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Incipio shows off licensed, interchangeable, and battery charger cases at CES

Posted on by Mike Schramm.
Categories: Uncategorized.

Incipio had a nice booth on the show floor at CES this year, and kindly showed TUAW some of its new offerings in the world of iPhone cases and spare batteries. The latest and greatest news from Incipio is licensed cases -- the company has secured licenses to print cases with art from Magic: The Gathering, Hasbro, Alpine Stars, and gaming accessory company Gunnar, so we got to see those cases displayed at the show. Incipio told us that while licensed cases don't normally sell quite as well as plain cases (we heard last year that black is always the best-selling color for iPhone and iPad cases), licenses can often bring in interest to the company, from consumer buyers to retailers and other companies.

Some of the licensed cases from Incipio

Elsewhere in the booth, Incipio was also showing off its popular NGP case, which consists of two different pieces: a hardshell back that fits directly on the iPhone, and then a silicone case that snaps onto that one. Customers have really been drawn to the case, Incipio told us, because it's pretty easy to remove and change up. That's a trend they've noticed recently: That more and more customers are looking for iPhone cases that can come off easily, either because they want to try on multiple different cases for their iPhone, or just to allow the iPhone to connect to or sit in a dock.

Incipio was also displaying the Off Grid Pro, which is a battery pack that follows up on its Off Grid series. The Off Grid Pro kicks up the juice to 1700 mAh, and it features a very slim set of batteries that can be replaced inside the iPhone case itself. I thought it was surprisingly thin, so users looking for a extra battery boost that doesn't take up a lot of room might be interested in checking it out. The Off Grid Pro will be out at the end of February for $89.99.

Finally, Incipio showed us a prototype case it was working on that had both rigid and flexible parts. The rigid parts looked like an "X" and reached out to the corners of the iPhone, while the sides were flexible and allows for protection without making the iPhone much larger. That case was still in the making, a designer for the company told us, so it may never actually see store shelves in its current form. But Incipio and all of the other various case companies on the floor at CES are innovating as best they can, trying to both come up with new options and respond to consumer taste as quickly as possible.

A case prototype

Incipio's cases definitely stood out from the flood of similar accessories at the show this year. And just like last year, it was interesting to hear what kinds of trends and patterns are showing up in the world of iPhone and iPad add-ons.

Incipio shows off licensed, interchangeable, and battery charger cases at CES originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 13 Jan 2012 23:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogIncipio shows off licensed, interchangeable, and battery charger cases at CES originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 13 Jan 2012 23:30:00 EST. Please see our terms for use of feeds.

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IK Multimedia introduces new iRig mic, mixer, and stompbox at CES

Posted on by Mike Schramm.
Categories: Uncategorized.

IK Multimedia is showing off new products in the North Hall of CES 2012 in Las Vegas this week, and they were one of our first stops around the Las Vegas Convention Center. IK Multimedia is behind the popular Amplitube software, and has seen a lot of success with the iRig guitar port for iOS, and its followup, the iRig mic.

In fact, given all of that success, IK is really going all out with the iRig brand, introducing a slew of new products to both bring audio in and out of iOS devices. The most impressive new tool on display at the show is the iRig Mix, a mobile two-track mixer that's designed to work with your iPhone or iPad. At its base, this is just a really solid mixer -- audio comes in via two 1/8" jacks at the top, and while those jacks are meant for iPad or iPhone audio, they'll really work with any input of that kind. Each side of the mixer has separate knobs for gain, treble, and bass, and of course either track can be cued through another headphone jack at the bottom and buttons above each slider. There's a master volume and sliders for both tracks, and of course there's a third slider to choose which one (or both) of the tracks is playing.

The really interesting switch on the mixer is something labeled "X-Sync." This one is designed to work with a new app coming from IK called DJ Rig, which itself will allow you to mix and match two different songs (so technically, you could mix four songs together, with two iOS devices and the iRig mixer). Basically, it will use the DJ Rig app to beat match any audio coming in from one track with the other. So you could have a CD player hooked up to one side, and the DJ Rig app hooked up to the other side, and X-Sync will figure out the beats per minute of the CD player's song, and command DJ Rig to automatically match it up when mixing. The process is pretty cool, and adds yet another feature to an already very powerful (and relatively tiny) $99 mixer. The casing is plastic, however, so that likely helps keep the cost low.

IK also was showing off the new iRig Stomp at the show -- it's (as you might have guessed from the title) a stomp box that's designed to work with the iOS version of Amplitube, so on-stage guitarists can control their audio output just by hitting a button with their foot. The Stomp will run about $60, and be available "soon," according to IK.

Elsewhere at the booth, we also got to see the new iRig Cast, which is a tiny little microphone designed to plug right into the iPhone or iPad's headphone port. It's relatively inexpensive, for just $39.99, and has two different settings, depending on whether you're recording close sound in a loud environment, or louder sounds in a more quiet setting. The Cast also has a headphone port on it so you can listen in while recording, and will work with IK's VocalLive app, or any other app that accepts audio through the headphone port.

And finally, we were shown the iRig Preamp, which is $49 and should be out in April. It's pretty simple -- a preamp for balanced mic use, which means you can use an XLR mic with your iPhone or iPod touch. The iRig Mic of course plugs right into the phone, but the preamp allows you to go between your own mic and the iPhone or iPad.

iRig Preamp

IK Multimedia has a long history of making audio products, but with these releases, the company has almost completely decided to focus on products compatible with Apple's iOS devices. As IK's rep told us, the company now has a full set of gadgets to record a band with, all going into its own iOS apps. The Gorrilaz did just that, in fact. Previously, IK made projects for a niche set of musicians looking for high quality audio software, but with Apple's App Store and all of the products that have come out of Amplitube for iOS, IK now focuses on a much wider audience of musicians (with iPhones and iPads) of all skill levels and budgets. It's very interesting to see such an established company get changed so much by the App Store, and I'd doubt this is the last we've yet seen of IK's popular iRig brand.

IK Multimedia introduces new iRig mic, mixer, and stompbox at CES originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 13 Jan 2012 21:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogIK Multimedia introduces new iRig mic, mixer, and stompbox at CES originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 13 Jan 2012 21:30:00 EST. Please see our terms for use of feeds.

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iFrogz releases Boost speaker, uses ‘near field audio’ to boost sound

Posted on January 12, 2012 by Mike Schramm.
Categories: Uncategorized.

iFrogz was back at CES this year. Last year, most of its new products were iPhone and iPad cases, but this year the company is branching out. In addition to a USB gaming headset called the Caliber (it vibrates when loud sounds are played, "enhancing" the audio), iFrogz also has a product called Boost, which is a little speaker about the size of the iPhone, which amplifies whatever you play.

What's interesting is how it works. iFrogz calls it "near-field audio," but essentially what happens is that they've embedded a mic in the speaker itself, and whatever it "hears" coming in gets amplified and pushed out louder than before. It's actually pretty ingenious. As soon as you lay the iPhone (even in a case) on the speaker, any audio it puts out is amplified surprisingly well.

Unfortunately, as you might imagine, the quality suffers quite a bit, so this isn't a device for audiophiles. You'll still hear the sound and even understand lyrics, but if you want your full range of highs and lows to come across, you'll probably just want a set of speakers you can plug into. Still, the novelty of just laying your iPhone on the speaker is neat, and the sound should work well for a desk situation, or even a quiet room.

The speaker is US$39.99, which is actually a little pricey for what it is. But if the idea intrigues you anyway (and you can think of a good use for it), you can check out the Boost when it arrives at retail this Spring.

iFrogz releases Boost speaker, uses 'near field audio' to boost sound originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 12 Jan 2012 09:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogiFrogz releases Boost speaker, uses 'near field audio' to boost sound originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 12 Jan 2012 09:00:00 EST. Please see our terms for use of feeds.

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GameChanger board uses your iPad for board games

Posted on by Mike Schramm.
Categories: Uncategorized.

We stopped by Identity Games' booth here at CES in Las Vegas to see its GameChanger game board (which you can basically see above, albeit in a very cheery/creepy PR picture setting). Despite the less-than-intriguing marketing, the GameChanger is a really great idea. It's a 1'x3' board with an iPad dock in the very middle. With the help of a free app and some plastic cutouts, you can play physical board games, using your iPad for various digital functions.

In one of the games, licensed from the Magic School Bus brand, each player takes turns "spinning" a digital wheel on the iPad by swiping with a finger. After spinning, each player needs to move their piece around the board. The iPad tells that player where his/her piece should land. When you reach certain spots on the board, the iPad will give players puzzles to solve or trivia questions to answer to move forward.

There will be eight games total on the free app in April, with 12 available by the end of August. In addition to the board games that use plastic overlays, there are also "Action Games" that just use the base board, and allow players to shoot back and forth or get involved in more real-time competition.

The whole contraption, though a little flimsy (the plastic covers just basically sit on the gameboard, and the whole thing is colored with a weird gray look), works very well. The board always knows where it's being interacted with, and the iPad does a great job of keeping games rolling along and mixing physical pieces with digital interactions. I don't think this is the best example we'll ever see of real life and digital interaction like this (in other words, it doesn't change the proverbial game quite so much), but it's one of the first, and it's done very well. GameChanger is available now for US$79.99.

One more thing. Identity Games is also working on an iPhone version of the GameChanger, and while it's not anywhere near done just yet, they did kindly show us an artist's rendering of the prototype, which you can see below. As shown, it's probably designed for four players, and includes options for answering trivia questions with A, B, or C, as well as moving in four different directions. Looks very interesting indeed. The iPhone version is supposed to be out and available sometime around this August, so we'll look for it then.

GameChanger board uses your iPad for board games originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 12 Jan 2012 08:06:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogGameChanger board uses your iPad for board games originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 12 Jan 2012 08:06:00 EST. Please see our terms for use of feeds.

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Givit makes private video sharing from iOS quick and easy

Posted on January 10, 2012 by Mike Schramm.
Categories: Uncategorized.

There are plenty of video sharing services online these days -- from the enormously popular YouTube to Apple's own video integration with Twitter, it's quite easy for almost anyone to upload and share video with the public. But Givit's CEO Greg Kostello, who previously worked for both Apple and NeXT, has a different goal in mind: He wants to take on video sharing in the private arena. Givit, as we saw at CES this week, isn't about uploading a video from your iPhone or iPad for the world to see. Rather, it's about uploading a video, and then sending it out to a limited list of your friends, family, acquaintances or co-workers, for only them to see and respond to.

On first glance, the app is almost just a messaging service, and in fact, Kostello showed me an example video where he asked his team a question, and each of them were able to respond to the video from their own place and time. The biggest benefit of Givit appears to be that it's easy to share and interact with a video once it's uploaded, and Kostello points out that the company is really trying to have a universal experience -- whether you're on any iOS device, a PC or a Mac, or any Android device or other tablet (the company is introducing an Android app here at CES this week), you can hit the Givit site or download an app and use the service easily.

The iOS version even integrates with your address book (though there's no iCloud integration -- yet, says Kostello), so once you've got a video in the system, sharing it with your friends and family in a secure way is as easy as just choosing their names from a list and hitting go. Even if they don't use Givit, they'll get an email saying there's a video waiting for them, and they'll just need to hit a link to open up a browser and see it.

Unfortunately, there is one big hitch: Users who see your shared videos will need to register with Givit. Kostello says this is more of a security concern than anything else -- you can't truly share private videos unless you know who's watching, so if you send a nice birthday video off to your aunt, she'll have to sign up for the Givit service before she can actually see it. It's not like YouTube, where there's just a URL that's obscured from the public. Here you're more aware of who has seen your video, and they must go through a quick registration to ensure only they can see it.

But once users are registered, they can see any videos that have been shared with them, and even respond to those videos with text comments or even video replies. Kostello says that while his company can't see what the videos are that are uploaded (they are private, after all), they're noting that about half of them are recorded with a mobile and/or iOS device, and about half come from PC video files, which means they were either taken with a webcam directly, or edited and then uploaded.

Anecdotally, Kostello says just simple video blogs are a big part of the service, as videos of users kids' playing sports, then shared with family and friends. He's seen businesses (including his own) use the service as well, and he even tells one story of a military family with a brother serving in Qatar, who used the service to send video both to and from the soldier away from home. Skype, says Kostello, often means you need to be in both places in the world at the same time, but a service like Givit means families can see and respond to shared videos on their own time.

Currently, Givit is free to use, but in the next month or so, Kostello says they'll announce plans for monetizing it. He says ads probably aren't a part of the equation, since all of the shared videos are still users viewing their own content, but instead Givit will likely charge for premium services, like more room to save videos, and possibly other features. There will always be a free service there, says Kostello, similar to Dropbox, but heavy users will be asked to pay.

Givit seems like an interesting solution to the issue of sharing videos privately with a smaller group. There are services out there that will do this already, but many of those make it hard to specify exactly who can see the video, and ensure that's what happens. Once it's set up, Givit's a quick and easy way to post a video, and make sure that only the people you want to see it can do so.

Givit makes private video sharing from iOS quick and easy originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 10 Jan 2012 08:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogGivit makes private video sharing from iOS quick and easy originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 10 Jan 2012 08:00:00 EST. Please see our terms for use of feeds.

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Call of Duty Elite mobile apps for iOS out today

Posted on by Mike Schramm.
Categories: Uncategorized.

Activision has announced that its Call of Duty Elite mobile apps are arriving on iOS today -- they should be available for download from the App Store before long. The apps do require you to be registered to the Elite service (which works in conjunction to track all of your stats from the extremely popular Xbox 360, PS3 and PC games), but once you're all set up with that, you'll be able to log in, and check out the service's various "Connect, Compare and Compete" functions like browsing your own stats, looking at clan information, and even checking out official Activision contests and standings.

I got to play with the app back at Call of Duty XP last year (on the Android OS, at least, which is getting its versions next week), and I can tell you that it's actually very impressive. Of course, if you don't play Call of Duty or use Elite -- note that you don't need a full subscription to use the apps, though there is a subscription available for some more premium features -- then the apps are pretty useless. But they do simply and clearly lay out all of your stats in a nicely designed interface. The CoD Elite system had some rough days when it first debuted with the release of Modern Warfare 3, but these days it runs pretty well, and the demo I saw had things syncing from the console game to the mobile app almost instantaneously.

Plus, the apps will be free, so if you're on Elite, there's really no reason not to go ahead and grab them. These apps are probably the smartest thing Activision has done with iOS so far, so if they're as popular as the Call of Duty game, we might see more "meta"-game apps in the future.

Call of Duty Elite mobile apps for iOS out today originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 10 Jan 2012 06:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogCall of Duty Elite mobile apps for iOS out today originally appeared on TUAW - The Unofficial Apple Weblog on Tue, 10 Jan 2012 06:00:00 EST. Please see our terms for use of feeds.

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January 9, 2007: iPhone introduced at Macworld Expo, five years ago

Posted on January 9, 2012 by Mike Schramm.
Categories: Uncategorized.

As we bid goodbye to this January 9, amidst the CES chaos, we pause to remember. It was five years ago today that Steve Jobs announced the very first iPhone, at the annual Macworld keynote, and very much changed the world.

It might seem like a long time ago, but before the (long rumored) iPhone finally came into existence, cell phones were clunky, confusing devices. Many of them did have email and Internet access -- if you could figure out how to get to it. Mobile devices in general were smaller, less useful versions of their larger counterparts, and yet most of us just went ahead and lived with things like text-only mobile web browsers, or menu interfaces that were cluttered and laggy.

Then the iPhone was announced -- and at first, it was like an artifact from another civilization. We discovered what a smartphone could really be: A touchscreen (with no stylus!) attached to a surprisingly powerful and thin package.

The first iPhone didn't have all the sophistication of the iOS devices we enjoy today (no iOS SDK or App Store, because web apps were good enough for everyone, right?) but the core principles stated by Steve Jobs at the announcement are still around. The iPhone is still extremely powerful for its time, very simple and intuitive to use, and, above all, just works.

Apple is also a very different company, and being here at CES this week would be a very different experience if not for the iPhone and that original Macworld announcement. So today we remember the very first official news of the iPhone, how much it has changed the world in the last five years, and how we all happily anticipate that it will continue to do so.

You can watch the announcement below; it's still powerful, and now bittersweet knowing that Steve would not survive to see the iPhone's fifth birthday.

January 9, 2007: iPhone introduced at Macworld Expo, five years ago originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 23:59:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogJanuary 9, 2007: iPhone introduced at Macworld Expo, five years ago originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 23:59:00 EST. Please see our terms for use of feeds.

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SpotON Radio app for iPhone out now

Posted on by Mike Schramm.
Categories: Uncategorized.

Spotify is the über-popular music service that lets you stream a huge library of music to your computer. You can also use the service on your iPhone with a premium subscription, letting you either sync and listen to your own music, or stream Spotify's tracks straight to your mobile device wherever you happen to be.

The service just recently opened up an API for app developers, and a new app called SpotON Radio is one of the first to take full advantage of it. Unfortunately, it requires a premium Spotify subscription to work, but if you have one of those already, SpotON will let you listen to Internet radio stations, your own Spotify playlists, or any other music Spotify offers. The app uses "music intelligence" from Echo Nest for recommendations, and as you can see above, the display is clean and clear, which is always nice.

If you already use the Spotify app on your iPhone, the choice of this one is really up to you -- that Echo Nest integration might offer some different music, and you may prefer the look and feel of this app compared to the official one. If you're interested (and you have the account to go with the app -- unless, like me, you just stick with the free Pandora service), SpotON Radio is free to download right now at launch.

Update: A previous headline on this post stated that Spotify was behind this release. That was a mistake -- the app was produced using Spotify's API, but by a third-party developer.

SpotON Radio app for iPhone out now originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogSpotON Radio app for iPhone out now originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

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Spotify releases SpotON Radio app for iPhone

Posted on by Mike Schramm.
Categories: Uncategorized.

Spotify is the über-popular music service that lets you stream a huge library of music to your computer. You can also use the service on your iPhone with a premium subscription, letting you either sync and listen to your own music, or stream Spotify's tracks straight to your mobile device wherever you happen to be.

The service just recently opened up an API for app developers, and a new app called SpotON Radio is one of the first to take full advantage of it. Unfortunately, it requires a premium Spotify subscription to work, but if you have one of those already, SpotON will let you listen to Internet radio stations, your own Spotify playlists, or any other music Spotify offers. The app uses "music intelligence" from Echo Nest for recommendations, and as you can see above, the display is clean and clear, which is always nice.

If you already use the Spotify app on your iPhone, the choice of this one is really up to you -- that Echo Nest integration might offer some different music, and you may prefer the look and feel of this app compared to the official one. If you're interested (and you have the account to go with the app -- unless, like me, you just stick with the free Pandora service), SpotON Radio is free to download right now at launch.

Spotify releases SpotON Radio app for iPhone originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogSpotify releases SpotON Radio app for iPhone originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 15:00:00 EST. Please see our terms for use of feeds.

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ION Audio follows up iCade with two new devices, iCade Mobile and the iCade Jr.

Posted on January 8, 2012 by Mike Schramm.
Categories: Uncategorized.

ION Audio has had a hit this last year with its iCade arcade cabinet, a standalone Bluetooth controller for the iPad that turned Apple's tablet into a miniature arcade system. And now the company is following up that success with three new devices, meant to make games on the iPhone and iPod touch a little more tactile.

The first is the iCade Mobile, which is a Bluetooth-enabled game pad that the iPod touch or iPhone slips into, with a d-pad on the right side and four controller buttons on the left. There are also trigger controls at the top of the device, and all of those controls map to any iCade-enabled games on the iPhone, although games may require some tweaks to fully exploit the different buttons on the iCade Mobile. ION's rep told TUAW that the company looked at what it thought was the most powerful handheld gaming system out there -- "the PSP, and now the Vita" from Sony -- and mirrored its design off of that system. Obviously, developers will have to make their games compatible with all of the extra buttons (powered by two AA batteries, one inserted into each grip on the side), but the iCade already has a nice list of compatible titles, and that list will likely grow going forward. The iCade Mobile is due out this Spring, and will be $79.99.

ION's also making the little iCade Jr., which is basically just a miniature version of the popular cabinet, but with one important difference: There are four buttons on the back of the device, designed to be used as the cabinet is held in your hands, along with four tiny buttons on the front. The iCade Jr. is designed as a smaller, gift version of the iCade, something a little cuter and more "novel" according to the rep. It'll be on sale for $49.99 when it too arrives this Spring.

And finally, the iCade Core is a more traditional iPad dock, that loses the arcade cabinet asthetic for a bigger and more tactile set of buttons and an arcade stick. It has a much more open feel than the closed-in cabinet, choosing to focus on the actual gameplay rather than the (somewhat schtick-y) arcade reference.

Looks like ION is really trying to take advantage of its popular iCade device (which, you may remember, originally started its life as a ThinkGeek April Fool's joke, of all things). We have another meeting with ION scheduled later on this week, so we'll go hands (and thumbs) on with these devices, and let you know what we think.

ION Audio follows up iCade with two new devices, iCade Mobile and the iCade Jr. originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 01:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogION Audio follows up iCade with two new devices, iCade Mobile and the iCade Jr. originally appeared on TUAW - The Unofficial Apple Weblog on Mon, 09 Jan 2012 01:30:00 EST. Please see our terms for use of feeds.

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Disney reports 40% jump in iOS downloads from holiday 2010

Posted on January 7, 2012 by Mike Schramm.
Categories: Uncategorized.

Disney is the latest company to announce some crazy numbers from last year's holiday season (with Rovio having announced big numbers earlier this week, and the App Store overall seeing a big boost in sales over the holiday). The biggest title in the company's catalog was Where's My Water, which saw more than 6 million downloads over the holiday week, across both iOS and Android. And Disney Mobile saw a 40% increase in iOS downloads overall, as compared to the same period last year.

TUAW previously spoke with the creator of Where's My Water, who started out as a QA tester at Disney and moved up the ranks to create hit iPhone games. This time around, we heard from Bart Decrem, Disney Mobile GM (and former CEO of Tapulous, the company that Disney acquired a few years ago). He says that "freemium" is the current word in mobile gaming: "2012 will see freemium models around many types of gameplay -- as is already being shown by the success of Temple Run."

Temple Run isn't a Disney Mobile game -- it's created by a two person husband and wife team at Imangi Studios, and despite its relatively humble origins, it recently landed on the top grossing pile over this past holiday season. So if Decrem is right, we'll see more titles like it; games that intelligently combine solid gameplay with a very lucrative in-app purchase system. Disney itself says more updates are planned for Where's My Water and its other titles, and we'll have to wait and see what else the House of Mouse has up its sleeve for iOS this coming year.

Disney reports 40% jump in iOS downloads from holiday 2010 originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 07 Jan 2012 19:30:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDisney reports 40% jump in iOS downloads from holiday 2010 originally appeared on TUAW - The Unofficial Apple Weblog on Sat, 07 Jan 2012 19:30:00 EST. Please see our terms for use of feeds.

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Daily iPad App: Super Crate Box

Posted on January 6, 2012 by Mike Schramm.
Categories: Uncategorized.

Super Crate Box appeared on iOS today (even though it's already packed with players), and I'm willing to say that it's the first great game of 2012. Especially on the iPad, where the virtual controls are a little bigger and the graphics are a little easier to see, this is a really slick and well-done arcade platformer. Sure, has its moments of frustration, but stays addictive throughout.

The game's been available as a PC download from developer Vlambeer for a little while already, but I think it works better as an iOS game. To play, you run around a one-screen 2D level trying to collect as many crates as you can, while avoiding enemies who resemble surreal skulls. The action is fast and crazy, as just one hit will kill your character and end your game. But that frenetic, temporary action works -- games are short and fast enough that even when one ends, you're usually ready to jump back in for another one right away.

The only other issue is with the virtual controls. Super Crate Box just begs for an old-school NES-style controller with every part of its being. Unfortunately iOS only offers the touch screen. It works well enough, but every once in a while, you'll miss a jump or a shot just because you couldn't find the little button area on the iPad's glass. That's not really the developers' fault, in my estimation, but man is it frustrating, especially when you are rolling along to what you're sure is a high score.

All of that said, Super Crate Box is an excellent little game, with crisp, frenetic gameplay and more depth than it should really have. Game Center integration, leaderboards, and some really excellent chiptune music all pad out the package -- the app is available in a universal version right now for just 99 cents.

Daily iPad App: Super Crate Box originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 06 Jan 2012 10:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogDaily iPad App: Super Crate Box originally appeared on TUAW - The Unofficial Apple Weblog on Fri, 06 Jan 2012 10:00:00 EST. Please see our terms for use of feeds.

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Infinity Blade franchise pulls in $30 million in 2011

Posted on January 5, 2012 by Mike Schramm.
Categories: Uncategorized.

Angry Birds isn't the only iOS brand that did well over the holiday season: Chair Entertainment reports that Infinity Blade also raked in the money this past holiday season (and the year previous). The franchise as a whole has picked up a whopping $30 million so far. That includes both the original Infinity Blade game and the great Infinity Blade 2, but it also includes a digital novel based in the game's setting, an original soundtrack release, and even Infinity Blade FX, which is an arcade version of the touchscreen game at places like Dave and Buster's.

That's a solid franchise, and a solid chunk of money the company has picked up so far. More important than the total, however, is what all of this money means: That you can build a successful and solid high-definition franchise on iOS. Lots of traditional and mainstream companies (like Chair, and Epic, which owns them) have been looking at iOS as a platform, and many of them have dismissed it as a smaller environment for more casual or low-profile games. That may be true (Infinity Blade could be called more casual than, say, Chair's own Shadow Complex on the Xbox 360), but Chair's also proven here that iOS gamers do want (and are willing to pay for) more in-depth, well-produced titles also. There's no question that we'll see more next-gen studios dipping their production toes in iOS in the future as well, going after exactly this kind of money.

Show full PR text
EPIC GAMES AND CHAIR ENTERTAINMENT ANNOUNCE EARNINGS FROM INFINITY BLADE FRANCHISE EXCEED $30 MILLION

Accolades, Strong Sales of Infinity Blade II Further Propel Blockbuster Game Franchise


CARY, N.C. and SALT LAKE CITY (January 5, 2012) - Epic Games, Inc. and its award-winning Salt Lake City-based development studio, ChAIR Entertainment, today announced that earnings from ChAIR's blockbuster Infinity Blade video game franchise have eclipsed $30 million in just one year since the introduction of the original game. One of the most popular gaming franchises to be launched on the App Store, the award-winning series has also created significant licensing interest in the underlying Unreal Engine 3 technology from developers worldwide.


Further fueling franchise momentum is the recent release of Infinity Blade II, which has seen net earnings in excess of $5 million in just one month since release on Dec. 1, 2011, a mark which took the original title three months to achieve. Infinity Blade II is on pace to exceed the record success of the original Infinity Blade game, which has grossed more than $23 million to date. Additional franchise extensions include Infinity Blade: Awakening, a digital novella from best-selling author Brandon Sanderson, Infinity Blade: Original Soundtrack, which features original music from the games, and Infinity Blade FX, a big screen, coin-op version of Infinity Blade now featured in arcades nationwide.



Infinity Blade II was one of the most critically acclaimed games of 2011 and received dozens of accolades, including several perfect scores and Editors Choice awards. IGN scored the game a "Perfect 10" and named it their 2011 Mobile Game of the Year. USA Today awarded Infinity Blade II another perfect score, calling it "A Masterful Mobile Epic." Infinity Blade II was crowned Game of the Year by Slide to Play and Touch Gen, and named Mobile Game of the Year by GameSpot and G4TV, among others. Infinity Blade II was also named among E! Online's 'Top 10 Games of 2011,' one of the 'Best Apps of 2011' by Entertainment Weekly, and was cited by Mashable in its '5 Major Trends that Changed Digital Entertainment in 2011' feature.



"The success of the Infinity Blade franchise is testament to our talented team who is devoted to making games we want to play, all while using Unreal Engine technology to redefine what is expected from games on iOS devices," Epic Games President Dr. Michael Capps said. "We have so much more in store for players, and will continue to make great content for Apple's evolving platforms."



Infinity Blade II is available for download from the App Store (www.itunes.com/appstore) for $6.99 and is a universal app. The game is compatible with iPhone 3GS, iPhone 4, iPhone 4S, iPad, iPad 2, iPod touch 3 (16GB+) and iPod touch 4.



To learn more about the Infinity Blade games and novella, follow @InfinityBlade on Twitter, 'Like' "Infinity Blade" on Facebook at www.facebook.com/InfinityBladeGame or visit the official website at www.InfinityBladeGame.com.

Infinity Blade franchise pulls in $30 million in 2011 originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 05 Jan 2012 21:00:00 EST. Please see our terms for use of feeds.

TUAW - The Unofficial Apple WeblogInfinity Blade franchise pulls in $30 million in 2011 originally appeared on TUAW - The Unofficial Apple Weblog on Thu, 05 Jan 2012 21:00:00 EST. Please see our terms for use of feeds.

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