EVE Online's Butterfly Effect
6:00 AM | Cord Kruse | 7 comments
CCP Games has made a new video available showcasing its sci-fi MMO, EVE Online. The new movie attempts to illustrate "the butterfly effect" in the game, highlighting the impact of one individual's actions upon the entire game world.
Today we unleash a video unlike any we have done before: a video showcasing the essence of EVE. This story could be your story or it could be your friend's story--the friend you showed this video to which inspired them to check out EVE and pilot a lone Wolf through a remote asteroid belt...To view the video follow the links below.
YouTube: EVE Online Butterfly Effect Video
This is "The Butterfly Effect." This is your EVE. Show everyone you know.
CCP Games: EVE Online Butterfly Effect Video
Myst Movie Developers Looking For Studio
6:00 AM | Cord Kruse | 8 comments
Project Passage, a grassroots effort to bring Cyan World's Myst puzzle game series to the big screen, recently offered a status update in the form of a press release. Mysteria Film Group, the independent production company behind the project, has announced acquisition of the option to the novel, Myst: The Book of Ti’ana, for the development of the property into a motion picture. The filmmakers completed the script earlier this year and began unofficially shopping the project to film studios last month.
MFG, based in South Bend, Indiana, began as a grassroots effort by two filmmakers. Even Cyan Worlds, Inc., the parent company of the Myst franchise, was not aware of their efforts for some time. “We began our adaptation without the rights,” says Adrian Vanderbosch, a Director and Producer with MFG. “It was risky and unorthodox, but we knew we would prove ourselves to Cyan with a solid blueprint of our vision for the film.”A chronicle of Mysteria's efforts are available at the website below.
After multiple failed game-to-film adaptations of Myst by industry leaders, Mysteria Film Group came up with a fresh approach to reinvigorate the franchise. “Our vision for the feature film found its source material not in the games, but within the deeply engrossing novels released as backstory. This provides a literary pedigree to the film adaptation,” explains Vanderbosch.
As a fantasy-themed book with its roots in the gaming world, Myst: The Book of Ti’ana finds itself planted squarely in the middle of two major Hollywood trends. “The success of film franchises like The Lord of the Rings, Harry Potter and The Chronicles of Narnia have laid the groundwork for general audience appeal in the genre of fantasy, while the astronomical revenue streams in the video game market offer studios significant incentive for game-based cinema,” adds Patrick McIntire, also a Director and Producer with MFG.
The adaptation of the book garnered significant attention after Myst ’s creators endorsed the project. In January of 2008, a production blog was launched, offering an opportunity for fans to follow the journey Myst will make from legendary game icon to major motion picture. Viewership of the website, mystmovie.com, has expanded at an average of thirty percent per month. It now boasts 30,000 unique page views and 130,000 subscriptions to the blog’s RSS feed monthly.
The original Myst title was the first CD-ROM game ever developed and was lauded by critics and gamers for its groundbreaking technical achievements, engaging storytelling and unprecedented graphics. Myst quickly became the world’s best selling PC game of all time – a title it held until finally being supplanted an impressive nine years later.
In the last two years, the original title has seen a resurgence with a port to Nintendo DS, Playstation Portable and, most recently, the iPhone. Within one week of its release on the iPhone application store, Myst achieved status as one of the top five best selling paid applications.
The rediscovery of this legendary game has gone a long way to validate MFG’s efforts. Once a long-shot, the Myst motion picture project has defied the odds and promises to be an exciting debut for a burgeoning production company.
“This option is a major victory,” concludes McIntire. “Cyan has placed a lot of faith in us, and we have no intention of letting them down.”
Burger Shop 2 Now Available
6:00 AM | IMG News | Comment on this story
Macgamestore.com has announced the release of Burger Shop 2, the sequel to the restaurant management game created by GoBit, Inc. In Burger Shop 2 players must rebuild their restaurant empire, adding new twists to their menu to entice new customers while uncovering the truth about what happened to their original restaurant chain. Burger Shop 2 features 120 levels of story mode, 120 levels of expert mode and endless play in Challenge and Relax Mode.
From the makers of Burger Shop comes the wildly anticipated Burger Shop 2! In Burger Shop, you successfully created a universal chain of restaurants and found fame and fortune ... until one day, you found yourself in a dumpster with a bump on your head, your restaurants boarded up, and no memory of how any of it happened.Burger Shop 2 is available immediately as a digital download purchase through Macgamestore.com and Mac Games Arcade. A free demo is available for download. The full version costs $19.95 (USD).
Mac Game Store
Now in Burger Shop 2 you must rebuild your restaurant empire, adding new twists to your menu to entice new customers while uncovering the truth about what happened to your original restaurant chain. Grab ingredients from the BurgerTron2000 to create tasty food items to serve hungry customers in this fast-paced food making game! Burger Shop 2 features 120 levels of story mode, 120 levels of expert mode and endless play in Challenge and Relax Mode. Start your food making adventure today!
* Breakfast, Lunch and Dinner menus
* 120 story mode levels
* 120 expert mode levels
* Challenge mode
* Endless Relax mode
* Over 100 different menu items
* Over 100 trophies and awards to earn
* New interesting characters
* New restaurants
Burger Shop 2 requires Mac OS X 10.3.9 or later and a G4 or better
Mac Games Arcade
WoW: 8.6 Million Sold, $258 Million Revenue
6:00 AM | Cord Kruse | Comment on this story
A recent report from Gamasutra revealed that Blizzard Entertainment's successful MMO, World of Warcraft, has old over 8.6 million copies of the game and its expansions in the U.S. alone. The sales have resulted in an estimated revenue of $258 million, not including the amount earned from monthly subscriptions.
Following the revelation that The Sims 3 sold more than 800,000 copies in its first month at U.S. retail, Gamasutra followed up with NPD to find out how well WoW -- perhaps the only retail competitor to The Sims series over the past few years -- has fared.Click over to the page below to read more.
Gamasutra: WoW U.S. Retail Sales
The NPD Group rolled up multiple SKUs of the massively popular PC online game and its expansion packs since its November 2004 launch to arrive at the 8.6 million figure.
No information on average sale price across all versions was provided. But presuming $30 for each unit sold (the core game currently retails at $19.95; expansion packs and compilations for as much as $39.95), it amounts to as much as $258 million total from U.S. retail alone.
The statistics provided by NPD included the base World of Warcraft, plus the Collectors Edition version, the expansion pack-bundling Battle Chest, and the two standalone expansions: The Burning Crusade and Wrath Of The Lich King.
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