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Thursday, June 12, 2008



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Apple Games Features EVE Online's Empyrean Age
6:00 AM | Cord Kruse | Comment on this story

Apple Games returned to the stars of EVE Online for its latest feature article, an examination of the recently released Empyrean Age expansion for the sci-fi MMO. The expansion focuses on factional warfare, introducing a faction ranking system, new militias, a dynamic new structure of system occupancy, and a whole new region in space: "Black Rise." Apple's feature offers an overview of the expansion's features, comments from producer Lína Ingvarsdóttir, and an examination of the game's history.

No matter how involved you’ve been in EVE Online’s universe, however, the arrival of The Empyrean Age gives you the opportunity to boost your standing by joining a factional militia, one of several new features found in the expansion pack. You don’t have to renounce your current corporation to sign up; in fact, corporations are encouraged to link their resources through a militia and help their faction coordinate the war effort.

Each militia’s warfare agents offer a variety of missions for you to undertake; many of them will send you deep inside enemy territory to strike a blow for your side. As you complete missions and accomplish other tasks, you’ll rise through your militia’s ten ranks. Militia offices host warfare victories and kill statistics, allowing you to chart not only your success in the war but also the progress of your corporation and faction.

The true measure of success in any war is territory held, and The Empyrean Age obliges with the ability to occupy star systems. Each system contains Factional Warfare Complexes whose activities are coordinated by a System Control Bunker. Factions attack each other’s Warfare Complexes and earn the ability to assault the System Control Bunker after securing enough victories. If the final attack succeeds, a cease-fire is declared and occupancy of that solar system changes hands.
Read the full article at the site linked below.

Apple Games: Empyrean Age
CCP Games
TransGaming
EVE Online



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The Lost Cases Of Sherlock Holmes Now Available
2:12 PM | Cord Kruse | Comment on this story

Macgamestore has announced the availability of The Lost Cases of Sherlock Holmes for the Mac on its web site. Developed by Legacy Interactive, The Lost Cases of Sherlock Holmes launches players into the world of the eccentric and world-renowned detective. The Lost Cases of Sherlock Holmes is the first computer game officially licensed by the Conan Doyle Estate and features familiar personalities including Sherlock Holmes, Watson, Mycroft, Inspector Lestrade and more than 100 historical characters.

As part of the venerable team of Sherlock Holmes and Doctor Watson, gamers get to play through 16 individual mystery cases set in Victorian London. Each case ties to the next, as an overall storyline is revealed and a list of potential suspects is whittled down until the perpetrator is ultimately exposed.   Players journey to over 40 historically accurate locales such as the British Museum, Big Ben, Kew Gardens, The Royal Theater and others in search of clues that are then evaluated back at 221b Baker Street.

On their adventure, players will encounter over 100 puzzles of all kinds--hidden object, Sudoku, find the difference, and picture memory games.  There are also additional puzzles and mini-games like anagrams, cryptograms and jigsaw memory games, which are available at various levels.  Gamers can also take advantage of the fact that they can easily begin their adventure where they just left off; there is no disruption in game play.
The Lost Cases of Sherlock Holmes for the Mac is available for $19.95 USD through Macgamestore. It requires and Intel-based Mac and Mac OS X 10.4.10 or later. A free 60 minute trial demo version of the game is available for download.

Buy The Lost Cases Of Sherlock Holmes



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Mac Developers Discuss Plans For iPhone
6:00 AM | Cord Kruse | 2 comments

Macworld has published a new article exploring developer plans for entering the new iPhone gaming market. The article includes comments from Aspyr's Glenda Adams, Pangea's Brian Greenstone, and Freeverse's Bruce Morrison.

Freeverse producer Bruce Morrison thinks that planting a stake early is going to be vital to Freeverse’s success on the iPhone.

Freeverse, which develops and publishes games and other software for the Mac, is starting out its iPhone efforts in an area it’s already comfortable with: games. First up is a 3-D racing game called Wingnuts Moto Racer. A series of sports games, branded under the Flick Sports moniker, will follow.

Morrison feels that Freeverse’s efforts stand out from some other iPhone software developers, many of whom are repurposing existing products for the iPhone.

“There doesn’t seem to be as much truly original game development for the iPhone as I had hoped for,” Morrison said.

Freeverse understands the risks involved in developing an unproven property for a new platform, however, so the company hopes that by being one of the first publishers in the market, they’ll be able to claim some mindshare among iPhone users looking for fun and innovative games for their handhelds.
Check out the rest at the link below.

Macworld: Getting In On The Ground Floor Of iPhone Games
Apple



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Sid Meier Answers Ten Questions
6:00 AM | Cord Kruse | 5 comments

GameDaily has posted the results of its latest 10 Questions interview, this time soliciting answers from Civilization guru Sid Meier. The Q&A covers a range of topics including questions about the possible MMO future of the Civilization franchise and the possibility of a return to Alpha Centauri.

4. I've read about your interest in possibly working on an MMO. What is your next genre of game going to be? Are you going to be making a new kind of game in the future?
I'm exploring lots of exciting ideas right now. A Civ MMO is a really intriguing idea and we're spending time thinking about how we could make it the fun addictive experience Civ players expect. Beyond that I have some new ideas that are quite different from games I've made in the past – and that's all I'm able to tell you right now. Stand by for more information in the near future!

7. What are the odds of an Alpha Centauri sequel? Who owns the license these days, and would you make it if you got the chance, or is it more Brian Reynolds' brainchild? (And do you know if *he* would be interested in making a sequel?)
Electronic Arts owns the rights to Alpha Centauri, and we do get lots of requests from fans to make a new version. I don't know what EA plans to do with it, but we would certainly love to make a new Alpha Centauri for today's gamers.
Read the entire interview at the link provided below.

GameDaily: Ten Questions Sid Meier
Aspyr Media
Civilization IV
Buy Civilization IV



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StarCraft II: Q&A Round 40
6:00 AM | Cord Kruse | Comment on this story

Blizzard Entertainment has posted the 40th installment of the long running Q&A series focusing on answering fan questions about the upcoming StarCraft II. The sequel will return players to the single player storyline several years after the events of Brood War, and will introduce a new gameplay experience for multiplayer fans.

1. By the current look of the game with spectacular death animations you could worry that you can get slightly distracted by dead units while playing. You could for example waste precious APMs (Actions per minute) trying to click on a spliced Space Marine that you thought was still alive. The wrecks of some larger units or deaths for some others could block your sight in-game too. Could this fear be a real issue and will there be the option to toggle down these model details in the settings?
Yes, this is an issue we are looking into. For multiplayer, we want to make absolutely sure that players can clearly see visually what is happening on the battlefield. Currently, we are looking to have different types of death animations available for multiplayer than will be present for the single player campaign. A lot of people do still love watching intricate death animations when not in a competitive scene.

3. What happens with the units inside a Nydus Worm if it gets killed? Considering it can carry 255 units, would they all die?
Units inside the Nydus network will only die when all entrance/exits are killed. This includes the Nydus Warren building, the prerequisite to build Nydus Worms, as it also acts as an entrance and exit to the Nydus network. Nydus Worms that are not deployed as an entrance/exit will not count as an entrance/exit to the network.
Head over to the site below to read the rest of the Q&A.

StarCraft Forums: SC 2 Q&A Batch 40
StarCraft Forums: Ask Your SC 2 Questions Here
StarCraft Forums: Q&A Archive
Blizzard Entertainment
StarCraft II: Wings Of Liberty
Buy StarCraft II: Wings Of Liberty


Mac Games News for Wednesday, June 11, 2008

IMG Reviews Chopper9:43 AM
Basilisk Games To Go Sci-Fi With Next RPG?6:00 AM
Battlefield 2142 Mac Patch In Progress6:00 AM
Empyrean Age Released For EVE Online6:00 AM
iDevGames Opens iPhone & iPod Game Programming Message Board6:00 AM
 
View all of the Mac games news for Wednesday, June 11, 2008 on one page


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