Apple Gamers Rejoice: Steam for Mac goes live today

Edit:Here is how you can download the Steam for Mac client RIGHT NOW. Afterwards, go to their Mac beta page (in either Chrome or FireFox) and click on the ad to start playing Portal. Tell it to have Steam open the link and Voila! you can start downloading Portal for the Mac. Well, that is if the Steam servers stop having a nervous breakdown. To get to the other games, check the box for "view games library" or click "update news," which willl bring you to the main Steam screen
Good news Everyone! Mac gamers are no longer getting the shaft when it comes to gaming on their Apple of choice. Steam is releasing their digital distribution software for Macs; pretty much the only gaming platform the Mac has seen in years (or maybe ever). Steam for Mac will bring all of the Steamworks tools:copy protection, anti-cheat support, and key-based authentication to Steam community, Steam Cloud, and microtransactions. Will it be enough to convince publishers to convert their games to the Mac OS X platorm?
On the other hand, Valve has a lineup of nearly three dozen games launching with their Steam for Mac software. Valve also plans to release on "subsequent Wednesdays, additional collections of Mac titles will become available, each designed to highlight specific functionalities of Steam on the Mac." The first collection of games will highlight their "Steam Play", meaning games that allow Windows and Mac OS gamers to play together, in harmony. Maybe not in harmony, since most Macs only come with a single button mouse; FURIOUS CLICKING. Good luck with that in Portal Mac gamers.
All of the three dozen games in the Steam for Mac beta are currently available on Windows. Some of the more notable games include LucasArts titles, addicting PopCap games and Telltale's episodic games like Sam & Max and Tales of Monkey Island. Also listed for the Mac gaming pleasure is Valve's popular Team Fortress 2, even though it wasn't mentioned in their press release. Missing from the Steam for Mac lineup is Valve's very own Half Life and Left 4 Dead series, and other Mac-compatible games listed on Steam.
Source Engine performance on a Mac wasn't quite as good as on Windows in tests using the exact same hardware-thanks to Boot Camp-but comes close nonetheless. Not all Macs are created equal and those with the integrated intel graphics chips are in for a very painful surprise if they try to run any of the games. If you have a Mac mini or plastic MacBook made before the tranistion to the GeForce 9400M, run, don't walk, away from trying to play any Source based games. Otherwise, if you have any desktop/notebook from past 2008? good to go!
While I have no problem with Mac gamers finally getting REAL games (You guys almost had Halo.. it would have made me buy a mac to play it!). It boggles my mind that anybody would buy a Mac for soley gaming; a Mac simply doesn't have the price to performance ratio to make it work. I've said it before, and I'll say it again: If you want to play video games on a computer, build a sub-$500 gaming rig and be done with it. Now, if you already have a new Mac, what the hell, go enjoy the Steam for Mac client and come play some TF2!
Edit: Here is a list of games currently available for Mac:
Atlantis Sky Patrol
Bejeweled 2 Deluxe
Bob Came in Pieces
Bookworm Deluxe
Braid
Brainpipe
Chocolatier: Decadence by Design
Chuzzle Deluxe
City of Heroes: Architect Edition
Civilization IV: The Complete Edition
Cooking Dash
Diaper Dash
The Dig
Diner Dash: Hometown Hero
DinerTown Detective Agency
DinerTown Tycoon
Dream Chronicles: The Chosen Child
Escape Rosecliff Island
Fairway Solitaire
Fitness Dash
Football Manager 10
Galcon Fusion
Gemini Lost
Guns of Icarus
Hotel Dash Suite Success
Indiana Jones and the Fate of Atlantis
Indiana Jones and the Last Crusade
KrissX
Loom
Luxor
Luxor 3
Luxor: Mahjong
Machinarium
Mahjong Roadshow
Max and the Magic Marker
My Tribe
The Nightshift Code
Nightshift Legacy: The Jaguar’s Eye
Parking Dash
Peggle Deluxe
Peggle Nights
Portal
Professor Fizzwizzle and the Molten Mystery
Quantz
Sam & Max: The Devil’s Playhouse
Tales of Monkey Island Season 1
Toki Tori
Torchlight
Trijinx: A Kristine Kross Mystery
Unwell Mel
Valarie Porter and the Scarlett Scandal
Wandering Willows
Wedding Dash 2: Rings Around the World
World of Goo
Zenerchi
Zuma Deluxe
Half Life 2:Portal patch comes through the radio
Valve released a patch for Portal on Steam and the patch notes only say "changed radio transmission frequency to comply with federal and state spectrum management regulations." That would make sense, except computer games, like Portal, don't transmit anything via the radio. The patch notes caused the Steam forum to speculate and eventually find out that Valve added radios to each level in Portal. The problem is that each radio has to be carried to a specific area in game to "tune in" and receive special coded messages. If you manage to get all of the Portal radio transmissions, you will get the new achievement "Transmission Received."
Some of the Half Life 2: Portal radio messages range from the technical ("External data line active") to silly ("Beep Beep Beep") to encoded mathematical messages ("B.dA=3"). It all seems to point to the fact that GladOS managed to transmit herself outside of the Aperture Science lab before Portal ended. There has already been hints at a sequel to Portal, but hopefully this Portal radio patch means concrete information on Portal 2.
Portal Prelude: A Review
Portal Prelude seemed it would be such an awesome mod for Portal, but this review from Irish Taxi Drive from the Something Awful forums sums it up for me:
Portal: Prelude is a mappack that takes place before the events of Portal, and attempts to explain Aperture Science pre-GLaDOS. To effectively understand how much of an impact Prelude should have, imagine it as a long distance runner. At the start, it trips over its own shoelaces, and falls face first in the mud. Instead of giving up, it continues to stumble around, seemingly randomly, but still manages to reach the finish line.
The problems with Prelude can be attributed at the start to the storyline. As with most Portal mappacks, you wake up in an enclosed container while someone explains you the rules. In contrast to other mappacks which use the excellent GLaDOS voice, Prelude replaces her with two lifeless text to speech dummies reading translated french. The dialogue is incredibly heavy and manages to even ruin many jokes that made the original Portal great. This could have easily been solved by recruiting someone who spoke english to the development team. The announcer's themselves do not add anything at all to the storyline and insist on holding your hand through an already incredibly linear game. There are two examples where the game hijacks your view to show you sequences, when letting the player look around would have been more effective. The story itself is nothing to write home about. In fact it reads like a 13 year old's cool idea of what Aperture Science should have been, right down to the random "fuck"s placed in the dialogue.
Unfortunately, to beat on a dying horse, the level design is less than stellar. To quote a friend, "Specifically, a Portal puzzle should be like a good riddle: when the answer is known, it should seem obvious. Almost none of his are like this." Every puzzle included with Portal: Prelude contains no innovative elements; the difficulty stems from taking existing concepts from Portal and layering them on top of each other until they form an tangled mess reminiscent of Christmas lights in July. The only new elements were taken directly from the excellent Portal Flash Pack levels. Speaking of elements, throughout the entire game the level designers each decided certain elements would work a different way. In one level a particle field will disintegrate a cube, yet in another it will not.
Do you like hidden turrets? Then you'll love Portal: Prelude. Nearly every blind corner hides two or three turrets, which require superhuman reflexes to survive. There is even a spot where you must take out 4 turrets within an enclosed room to continue.
For specific examples of terrible level design, Test 9 and 13 come to mind. Test 9's opening portal jump consists of looping through portals four or five times to gain enough height to clear the glass wall. Once you reach the other side and turn towards you came from, a portal able wall appears on the ceiling, and curiously appears/disappears depending upon the side of the room you're on. Test 13 contains a dead end, a death knell in level design. To be fair, this happens in the original portal, but only when you have access to one portal. Several puzzles can be broken entirely using level geometry and models. An entire test can be skipped due to clever portal placement. Several instances of terrible brushwork can be seen in addition to the previous problems, nodraw textures pop up in quite a few detail areas, and where the author was too lazy to create a small section of brush for the floor of a doorway.
The final boss fight also leaves much to be desired. The charm of the original GLaDOS fight in Portal is that they taught the concepts to you earlier within the tests with the companion cube incineration and the rocket turrets. This new GLaDOS fight contains elements that have never been presented before and provide a very big frustration for the player, dying several times to invisible trigger kills.
Another iffy section of the mappack is the use of licensed materials. A quick check through the sound directory shows some CC licenses linked, but nothing for Chemical Brothers or The Scorpions. The mappack also re-distributes quite a few Valve assets, which I doubt they will be happy about.
In the end, Prelude promises big and ends up failing to deliver. The idea is sound, but the execution is very flawed. The problem with the flaws is that playtesting SHOULD HAVE CAUGHT THEM. One has to wonder if this mappack was even playtested at all.
Rating: 3 out of 10.
It could have been soo much better, but it is so much NOT like portal ( in the sense of how you go about solving the puzzles). In Portal Prelude you have to use physics bugs (that dont always happen) to complete some challanges.I found myself very frustrated at times trying to complete the challenges. The dialogue was pretty bad, but I do give him credit, english wasn't his first language.
If you want a really good example of a truly awesome map pack, go grab the Portal Flash Map Pack .
Portal Prelude: One awesome looking Portal Mod!
So I stumbled upon a while back on a blog called Portal Prelude. Portal Prelude started out as a personal project that focuses on days before GladOS (think a unoffcial prequel).
Its story revolves around the pre-GlaDOS epoch,before she was plugged in. At this time, test subjects were monitored by real Aperture Science employees whose work was tedious, lengthy and repetitive (and didn't tempt you with Cake). This is why they decided to build a great artificial intelligence that could both replace them in these difficult tasks, but also take responsibility for many other tasks within the complex and compete with Black Mesa's superiority
The mod team is going all out, including captions for all of the original voice work that they did (well voice snyth, but still impressive). The Portal Prelude team also included tons of new test chambers as well. And the best part? Portal Prelude will be absolutely free! I will grab the mod as soon as it comes out and give it a try and post a review then. They will release via http mirrors and a few BT trackers, so hopefully it won't take too long to actually grab.
The mod looks pretty awesome and comes out in like 6 or 7 days. You can find more info at their website, www.portalprelude.com