BioShock Infinite, the third game in the first-person shooter series, is set to be released for the Mac on August 29 through a collaboration between Aspyr Media, developer Irrational Games, and publisher 2K Games.
Originally released for consoles and PCs in March of this year, BioShock Infinite is set in 1912 in the floating city of Columbia. In the game, players take on the role of former Pinkerton agent Booker Dewitt, who teams up with AI-controlled Elizabeth. In addition to the standard storyline, BioShock Infinite also has downloadable content packs that Aspyr plans to make available to Mac gamers.
The game will be available through Steam and on the Mac App Store, along with Aspyr's GameAgent.com. Pre-orders begin today, and customers who pre-order via GameAgent will receive the Columbia's Finest DLC as a free bonus. GameAgent account holders can also get 20% off the purchase price.
According to Aspyr, support for BioShock Infinite's second DLC "Clash in the Clouds" is also in the works and may be ready on or close to launch day. Both the original BioShock and BioShock 2 are also available for download, via Steam, GameAgent, and the Mac App Store.
- BioShock [Direct Link]
- BioShock 2 [Direct Link]
Top Rated Comments
Apple, do something about this!
Sorry NerV, but you are misinformed. Aspyr has ported native and ONLY native for 17 years. :apple:
You missed the boat on that. Apple got "serious" about gaming over a decade ago. For five minutes.
They had a dev site and support, features all over the Apple site and a partnership with some Mac game dev regarding some third person shooter called Halo. Those were the days. Westlake and Aspyr ruled and Apple gave a **** for a second. That was also when Macs had real potential as gaming machines. Not the closed hardware systems they sell now.
Those days are gone and they are not coming back. If you want to play all the mainstream games you need to buy a console or build a PC.
But if you want to play Angry Birds and Draw Something on your phone, then Apple has you covered.
This isn't true. See:
http://www.extremetech.com/gaming/133824-valve-opengl-is-faster-than-directx-even-on-windows
.
First off, both Direct3D and OpenGL are an API specification and not an implementation (though I agree that a "broken by design" specifications could make implementations practically slower than others), so talking about "efficiency" is simply wrong!
Furthermore, since OpenGL 4.0 the APIs have reached feature parity again (Direct3D 11) and I hear since OpenGL 4.3 OpenGL is actually more capable than Direct3D.
So it all boils down to the actual driver implementations, and interestingly, depending on who you ask, OpenGL implementations might actually defeat Direct3D even on the same (Windows) platform!
"But here’s the best bit: Using these new OpenGL optimizations, the OpenGL version of L4D2 on Windows is now faster than the DirectX version. With the same hardware, Windows 7/OpenGL/L4D2 clocks in at 303.4 fps — compared to Windows 7/DirectX/L4D2 at 270.6 fps. In short: OpenGL is faster than DirectX."
http://www.extremetech.com/gaming/133824-valve-opengl-is-faster-than-directx-even-on-windows
Off course we Mac users are currently still stuck with OpenGL "3.2+" (almost, but not complete 3.3 API support) in Mountain Lion and since Apple is developing (and updating) all the drivers they might not be as efficient as the Linux/Windows OpenGL drivers (which are constantly being improved by AMD/nVidia, for instance). At least in Mavericks we can expect OpenGL 4.0 API support :)