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Tuesday, May 19, 2009


Reel Deal Card Games 09 & Golden Path Of Plumeboom Released
6:00 AM | Cord Kruse | Comment on this story

Virtual Programming has announced the release of two new game titles. The first, The Golden Path of Plumeboom, is a new puzzle title for Apple's iPhone. The game features over 100 levels and realistic physics. VP's other new title is Reel Deal Card Games 2009, the latest in the digital card game series for OS X. RDCG 09 includes over 79 games, unlockable slot machines, mini-games, new backgrounds, new music, and new card backs.

The Golden Path of Plumeboom:

The Golden Path of Plumeboom Plumeboom the Peacock of Orniland found an ancient map that leads to the treasures that are kept in secret caves, and it is the player's task to help Plumeboom uncover them.

Experience the original and captivating puzzle gameplay that involves ---real-life physics with bouncing orbs, magnets and vividly exploding groups of orbs of the same color.

Claim the treasures hidden behind each of a hundred magical magnetic locks of every possible shape. Shoot colored orbs and be thrilled by the advanced physics system in the game. When there are three orbs of the same color aligned, they will burst. The more orbs you burst in one blow, the higher your score. The lock is opened, when there are no orbs left.

Features:
• More than 100 unique levels.
• Various entertaining bonuses.
• Fun and familiar game-play.
• Fully optimized for iPhone/iPod Touch.
Reel Deal Card Games 2009:
2009 brings over 79 card games including All Fives, Cuckoo, Golf, Hand & Foot, Pedro, and Pisti.

Here are some of the exciting features included in this year’s card games
Unlockable slot machines, mini-games, an all new prize vault, side bets, cheats for games, new backgrounds, new music, new player movies, and new card backs; all of which make playing cards more entertaining than ever!

The addition of three new characters brings together a cast of fifteen animated and hilarious personalities to play against. Progress through the secret areas of the Prize Vault and Mall to unlock hundreds of items and surprises!

Features:
• 79 card games including All Fives, Cuckoo, Golf, Hand & Foot, Pedro, and Pisti
• Unlockable slot machines
• Mini-games
• All new prize vault
• Side bets
• Cheats for games
• New backgrounds, new music, new player movies, and new card backs
Click over to the links below for more information.

Reel Deal Card Games 09
The Golden Path Of Plumeboom
Virtual Programming



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IMG Reviews Hacker Evolution: Untold
8:06 AM | Marcus Albers | Comment on this story

Inside Mac Games has posted a review of the computer hacking puzzler Hacker Evolution: Untold from indie developer Exosyphen Studios. Hack into computer networks to clear your name and keep them from becoming the next dominant species on Earth. Here's an excerpt from the review:

[Hacker Evolution: Untold] is an extremely simplistic puzzle game. It's essentially a number-juggler using hacking as its theme. You're given control of a text console and given a small group of commands: decrypt, crack, upgrade, killtrace, cat, ls, exec, and scan. Each command has a fixed "trace" cost to be used and you lose when you reach a trace level of 100%. Now, due to the fact that every server you see has something to do with the current level's puzzle, you never really have to think. You can simply ignore the clues for the most part and hack into everything that's possible to hack. If you see money, get it in the fastest way possible. If you see something labeled security or network, jump into that over something else of equal difficulty. The plot can easily be ignored.
Follow the link below to read the full review.

IMG Review: Hacker Evolution: Untold
Hacker Evolution: Untold
exosyphen studios
Buy Hacker Evolution: Untold



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Frictional's Unknown: Two New Screenshots, Status Update
6:00 AM | Cord Kruse | 4 comments

Frictional Games, developer of the Penumbra survival horror series, has released a status update and two new screenshots from Unknown, the company's upcoming game. Unknown is set in an old castle in the late 18th century and will take players "on a thrill-ride through the depths of madness and explore the dark side of human emotions." It features a new game engine and improved physics interaction.

After over a year of technology development and prototyping we are finally at the tipping point as ideas comes to life on the screen in front of us. With our very first early version of "Unknown" ready, we are more confident than ever that we are on the right track as to what will become a great horror game. With the previous award winning Penumbra series to live up to we have been working hard on coming up with a concept that improves the already winning formula - horror without violence. With "Unknown" we have started from the very beginning - creating a new game engine, development tools, re-thinking and improving the physics interaction, evaluated every little part of Penumbra as to figure out the best way to create the experience.

"Unknown" is a first person survival horror game set in the 18th century. The player is caught in the middle of the unknown as he explores an old castle, dating back as far as the 14th century. With a "hands-on" physics interaction system the player can examine objects and control his surroundings in a way that is unique to the games developed by Frictional Games, for example it's possible to slowly drag drawers open to examine the inside in search for clues. To be careful is a must as the sanity of the player could quickly falter if inhabitants of the castle were to take notice of him. Different parts of the castle has widely different architecture, reflecting the centuries that has passed since the castle was initially built. Today's two screens, gives a peak of a more modern part of the castle as well as the older and decaying part of it.

At this stage of development we are confident that we can successfully demonstrate the final game and as such we send out a call to all interested publishers to contact us for their potential and welcome participation in taking this horror experience to the next level.
Follow the links below for more information.

Unknown Screenshots
Frictional Games


Bill Roper Discusses His Hard Won Wisdom
6:00 AM | Cord Kruse | Comment on this story

Gamasutra has published a new interview with Bill Roper. In the interview the veteran game developer discusses the events which led to his departure from Blizzard Entertainment, the demise of Flagship Studios, his current work at Cryptic Studios, and the lessons he's learned from success and failure in the industry.

When you look at your decision, the point that you left at Blizzard to start your own thing with other guys, is there a certain point for any developer in their career where you work high enough at an organization like Blizzard, and you sort of need to go off on your own? Is that what you'd say to anybody? You know, "You spend 10 to 15 years, you get confident, and then you have to start your own thing." Is that kind of how the industry works, or were there really specific circumstances?
BR: There were for us. We actually didn't think we were going to be leaving. Really, what happened was that there was... That was during a time when it was very unclear as to whether Vivendi was going to keep their games units.
You know, Jean-Marie Messier was the CEO of Vivendi in France, he was kind of being challenged. He had bought a lot of media companies and all these different things. And so they were trying to sell all those assets.
It got to the point where there was really no detailed communication coming out, we didn't know what was happening. It was amazingly distracting. We weren't getting good development work or anything out of our guys. Everyone was really nervous. At that point in time, there was nothing that could guarantee anybody being there.
...David Brevik, Eric and Max Schaefer, and myself basically kept pushing for, you know, "We really need to be involved in what you guys are talking about, if you're meeting with potential publishers or talking about spinning the company as an IP or something. You need to have the executives involved in that."
To try to force that issue, to get them to talk with us, the four of us put in our resignation, with basically the trigger for us not to be resigning was to email us or phone call us, so like talk to us.
A day and a half later, we heard back from that chain. Mike called me and said, "I'm supposed to come up Monday and get you guys cleared out." So, it wasn't like we really wanted to leave.
Read the full article at the page linked below.

Gamasutra: The Hard-Won Wisdom Of Bill Roper



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City Of Heroes: Going Rogue Q&A
6:00 AM | Cord Kruse | Comment on this story

MMORPG.com has posted a new interview with Paragon Studios' Matt Miller, Senior Lead Designer for Going Rogue, the upcoming expansion for the comic book themed City of Heroes. The Q&A covers some of the content planned for the upcoming add-on, which will feature a new alignment system to allow heroes and villains the chance to switch sides, two new primary fictional characters, and the new threat of the parallel universe known as Praetoria.

Going Rogue takes place in an alternate universe. Is this move an attempt to capture the popularity of the alternate universe storylines present in some of the major comic book company lines?
We've had alternate universes in CoH since even before Issue 1, like the Rikti Homeworld, the Hydra dimension, and of course the Shadow Shard. They are definitely a staple of the genre and we'd be remiss to ignore them.

Will players be able to use the Mission Architect system to create Praetoria missions?
Yes, the Mission Architect is a holographic simulator, so players can use it to make whatever type of missions they want. I expect some players will start making up their own stories about the world of Praetoria via Mission Architect right away, based on the (admittedly) very little information we've released at this time. They will have to wait for the release of the expansion to get access to any new maps, NPCs or villain groups we've included, however.

Will Going Rogue introduce new missions to the game, or simply allow hero characters to experience villain content and vice-versa?
Lots of new missions. Lots. It's not just "make your Mastermind into a Hero" and call it a day. What is the path your Mastermind takes? What is the trigger that got them to consider a line between good and evil? What made them cross that line?
Visit the link below to check out the rest of the interview.

MMORPG.COM: Going Rogue Q&A
NCsoft
TransGaming
City of Heroes
Buy City of Heroes


Mac Games News for Monday, May 18, 2009

Basilisk Seeks Feedback On Eschalon Book 2 Registration6:00 AM
Koonsolo Announces Mystic Mine Newsletter Discount6:00 AM
New Rage Preview & Screenshots6:00 AM
Third Ancient Quest Of Saqqarah Add-On Available6:00 AM
 
View all of the Mac games news for Monday, May 18, 2009 on one page


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