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Thursday, May 17, 2007



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Championship Manager 2007 Released
6:00 AM | Cord Kruse | Comment on this story

Virtual Programing has released Championship Manager 2007, an in-depth soccer simulation. CM 2007 gives players the chance to take the reins of their own club. "It's your decisions that count: your budget, your buys, your formation, your tactics... Use your skills and knowledge to manage your club the way you feel it should be"

Here's some of what you can expect from the CM 2007:

• ProZone: For the first time, exclusive to Championship Manager, use ProZone for full match analysis – as used by top football managers. This new feature provides you with stats for every player and every game including: goals scored, runs made and shots/passes/tackles made or failed.
• Comprehensive Data Update to player, staff, club and league data - including Conference North and South. Contains all transfers up to the end of August Transfer Window.
• International Management: Live the ultimate fans dream and manage your country to glory in the biggest tournaments in the world.
• Overhauled Front End Interface: All new skins, with ‘Dynamic Side Bar’ and ‘Menu Shortcut’ system.
• Team Talks: Pre-match, half-time and post match talks. Praise/criticise players and give individual instructions e.g. intimidate/go in hard – but be careful not to start a mass brawl.
Requirements:
OSX 10.3.9 or Higher
PPC or Intel CPU
256MB Memory or higher
GeForce 2MX/Radeon 8500 or better
400Mb Free disk space
Championship Manager 2007 is currently available as a digital download, with a box version coming in about a week. It sells for $39.95.

Head over to the site below to learn more about the game.

Virtual Programming
Championship Manager 2007
Buy Championship Manager 2007


Macgamestore: Two New Arrivals
2:54 PM | Tuncer Deniz

Macgamestore.com has two new games available on its web site including Tasty Planet and Little Shop of Treasures. Both are available as digital downloads for $19.95.

Little Shop of Treasures - Welcome to Huntington, a charming little town where if you look close enough, your dreams will come true. Help Huntington's shop owners find more than 1,200 unique, and cleverly hidden, items for their customers and earn enough cash to open a shop of your own! Featuring two great ways to play, an innovative hint feature, endless re-playability and more, this eye-popping challenge from the creators of the Super Collapse! series will bend your brain and dazzle your eyes. Find your way to fun at the Little Shop of Treasures today!

In Tasty Planet, a home grown experiment and the search for the ultimate bathroom cleaner goes awry! You were created to eat up all of the germs and bacteria in a family’s home, but nothing will satiate your voracious appetite! After eating everything in the house, you move into the town and eventually consume the entire planet! Will the universe be enough to satisfy you? You’ll have to eat it to find out!

To check out LIttle Shop of Treasures and Tasty Planet, including free demos of both games, follow the links below.

Macgamestore: Little Shop of Treasures
Macgamestore: Tasty Planet


CrossOver Updates DirectX Game Support
6:00 AM | Cord Kruse | 4 comments

CodeWeavers recently released versiosn 6.1 of CrossOver Mac, an emulation application which allows users to run some Windows programs without installing Windows. The update includes support for EVE Online, a fix for the Half-Life 2 intro, and a "major update of DirectX support."

Here's a partial list of the changes:

Mac OS X specific changes:
Added handling of mailto: links, both within and outside of CrossOver.
Added support for installing a set of Windows-specific truetype fonts.
Fixed a problem with Quartz-wm on new Tiger install disks. Previously this problem caused CrossOver to crash on some new Macs.

New application support:
EVE Online
Quicktime 7

Application fixes:
Lots of widespread graphics improvements. Game rendering and performance should be much improved.
Improved the Equation Editor installation process.
The Half-Life 2 Intro now plays properly
Check out the full change log at the link below.

CrossOver Mac Changelog
CrossOver Mac 6.1
CodeWeavers


Virus Alert 3D Features Weird Al
6:00 AM | Cord Kruse | Comment on this story

Left Brain Games, Inc. recently announced the availability of a new interactive game for personal computers featuring musical artist “Weird Al” Yankovic in a battle against computer viruses. Virus Alert 3D puts players in control of Werid Al, a new employee of Companytechco, as he makes his way through the building eliminating viruses, protecting computers, unlocking secret doors, and securing the help of his co-workers.

Based on a song on Al’s recent album, “Straight out of Lynwood”, Virus Alert 3D marks the second time that Left Brain Games and “Weird Al” Yankovic have teamed up. The album was released with an animated music video of the Virus Alert single, which was also created by Left Brain Games.

“We love working with ‘Weird Al’ and his team. They are extremely creative and always give us free reign to try new things,” says Andrew Keplinger, President of Left Brain Games. “There’s no doubt that devout Al fans are going to love this game but I’m also convinced that there’s something in there for anyone.”
The trial version of the game is available for download and is compatible with both Macs and PCs. The full game features 25 levels of play, though the free version includes only 5 levels. A registration code can be purchased for $16.95 to unlock all levels.

Follow the links below for more information.

Virus Alert 3D
Left Brain Games


Gabriel Knight II Director Interviewed
6:00 AM | Cord Kruse | Comment on this story

Adventure Classic Gaming has posted an interview with Will Binder, director of the mystery adventure game Gabriel Knight II: The Beast Within. The interview examines Binder's career in Hollywood, the possibility of future games in the series, and the differences between directing a movie and directing footage for a game.

Do you feel there is any difference of approach required in directing a game and directing a film? What in particular do you find challenging in this game-making genre?

Overall the approach required in directing a game and directing a film are very similar. You work with your actors and your crew to tell a story with images and sound. That being said there are some noticeable differences.
One difference between directing a game and a film is that in a game the director has to be aware of all the different scenarios that may or may not have happened to a specific character because the story (or characters) can go in many different directions depending on the choices the player makes. On GKII for example, something may or may not have happened earlier in Gabriel’s (Dean’s) adventures depending on the choices the player made; making it difficult for the actor to know exactly what he/she’s been through or where he’s at in the story. Because of this, it was tricky at times dealing with the actors and explaining their motivations, state of mind, etc.

Another noticeable difference was some of the specific requirements unique to directing a game. For instance, in many of the scenes in GKII, the actors needed to start and end each scene on a specific mark and in a specific position with a specific expression for continuity purposes because we did not know the next choice the player would make.

Also, on GKII there were many technical considerations and limitations. “The Beast Within” was basically a giant special effects movie. Ninety percent of the nearly 500 page script was shot on a blue stage. Because of space and monetary reasons we ended up constructing blue props, fake doors, etc. This took time and made the lighting more complicated. And, because we didn’t have motion-control and couldn’t move the camera during a shot, we had to take extra care when composing and blocking our shots. Not to mention that our limited budget gave us very little rehearsal time for the cast or crew, making the production even more challenging and rewarding.
To read the full interview head over to the site listed below.

Adventure Classic Gaming: Will Binder Interview


Is Episodic Gaming Here To Stay?
6:00 AM | Cord Kruse | Comment on this story

GameDaily Biz recently posted an article examining the viability of episodic gaming, the release of game segments in regular increments for lower cost than a full game or expansion. The article featured commentary from figures in the industry such as Epic's Mark Rein, id's Steve Nix, and 3D Realms' George Broussard,

Broussard believes that the episodic formula works for television -- which is based on advertising revenues -- but doesn't have a bright future for games, unless they are of the small-scale or casual variety.

"I just can't see the advantage of doing episodic unless you are a group of five or six people in a garage, eating Ramen noodles, and rolling the dice with little to lose," he says. "In that case, it's very possible the episodes could get you noticed which could lead to a bigger deal. But does episodic work for a multi-million-dollar-a-year game company? I don't think so."
For the entire article click over to the site below.

GameDaily Biz: The Episodic Debate


Mac Games News for Wednesday, May 16, 2007

Inside Mac Games Reviews Tradewinds Legends2:08 PM
Apple Posts New Hot Deals2:03 PM
MegaPixel Released As Free Web Game6:00 AM
StarCraft Updated To 1.156:00 AM
The Importance Of Writing In Games6:00 AM
The Movies Reviewed6:00 AM
WoW 2.1 Preview: The Black Temple6:00 AM
 
View all of the Mac games news for Wednesday, May 16, 2007 on one page


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