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Wednesday, September 9, 2009

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Rocket Golf Released For Mac
6:00 AM | Cord Kruse | 1 comment

Nuclear Nova Software has announced the release of Rocket Golf for the Macintosh, based on its iPhone title of the same name. The game features 2D gameplay, 3D graphics, 36 holes over two courses, accurate physics, and the ability for up to four players to join the action.

Rocket Golf gives golfing a new twist with its 2D gameplay and clean 3D graphics. Challenge yourself to 36 unique holes over two courses. Rocket Golf provides accurate game physics while maintaining an arcade feel. Up to four players can enjoy all of Rocket Golf's features for countless hours, including online and local best rounds, water hazards, sand traps, variable wind, and much more
System Requirements:
* Mac OS X Version 10.5 Leopard or later
* Universal Binary for PowerPC and Intel
* 6 MB Hard Drive space
* 32MB of VRAM
* 1GHZ or greater CPU recommended
A Rocket Golf Demo is free and contains six holes to try. The full version costs $14.95 (USD) to purchase. A course/combo pack is currently in development and will bring the number of courses from two up to six.

Rocket Golf
Nuclear Nova Software

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Torchlight Previewed
6:00 AM | Cord Kruse | 2 comments

Penny Arcade has posted a hands-on preview or Torchlight, Runic Games' single player action RPG with colorful carton graphics and Diablo inspired gameplay. Torchlight will feature an easy to use interface for players of all skill levels and a level randomizer to ensure each adventure has its own unique blend of monsters, traps, and puzzles.

Initially, you enter dungeons near the town of Torchlight and quickly pick up different quests. We were set off in search of someone who had wandered into the dungeons -- how foolish! Controls are simple to grasp, making it easy to engage foes, blast off spells, gather loot and explore the dungeon. What makes it so much fun is the whimsical design. The cartoon style really doesn't seem like an art direction you'd choose for a hack 'n' slash RPG, but the entire world has a fantastic look and feel. At one point, our Alchemist went to open a chest, and it tried to bite him. It then sprouted legs and ran around before we finally took it out with a spell. Apparently, those are called "Mimics" and will appear throughout the game.

Aside from those flourishes, Torchlight feels like RPG comfort food. Speaking of which: You can fish for items to feed to your pet, and some of the fish will mutate your pet into different creatures, including an enormous, acid-spitting spider. Some of those mutations may or may not be permanent, but regardless of the animal, it'll always be your pet. The skill tree in-game is extremely similar to Diablo, and there's a level cap of 100 in the game. Travis cheated us up to a high level, and one of the new Alchemist skills involved summoning awesome steampunk robots that would fight for us.

Torchlight is being published by Perfect World, who will also be publishing a Torchlight MMO, which Baldree says is at 18 months away. The goal is for the look and feel of the MMO to be the same as this title, and to have this be a lead-in.
A Mac version of Torchlight is in the works with no specific release date yet available, and no word on whether or not the Torchlight MMO will be brought to Apple computers as well. To read the full preview click over to the link below.

Joystiq: Torchlight Preview
Runic Games
Buy Torchlight

Discussing Rage
6:00 AM | Cord Kruse | Comment on this story

UGDB.com has published a new interview with id Software lead designer Matt Hooper and creative director Tim Willits about Rage, the company's upcoming racing and shooting title set in a post-apocalyptic future. The Q&A covers a variety of topics including the game's storyline, types of weapons players will be able to use, environments players will encounter, and the vehicular options available in the game.

UGDB: Can you give us some details (and maybe some examples) about the different areas, the towns, the population there, and how you design them?
MH: When we build an area, we make it in a way that it has specific vehicle encounters, specific combat and a specific feel as a whole. We don’t have this procedural landscape with a bunch of grass on it and to call it “wasteland” – everything is kind of hand crafted. For example, the city of Wellspring [which is the first city that you’ll encounter in the game], we almost treat it like a character – we spent a lot of time concepting it, it has a certain flavor and feel, the people treat you in a certain way, they talk to you in a certain way – we spent a lot of time kind of crafting it. So, when you enter the town for the first time the people there don’t know who you are, what you are all about and they will treat you as a outsider, some of them won’t even speak to you. But as you win the big races, take out some bandits and harass them, you will earn respect. By the end of dealing with the Wellspring inhabitants you will be almost a hero to them. So, you have this story progression, and this character progression by the way they treat you.
The next town that you’re going to visit is a subway town, where the people live underground, they are a little pastier, and they talk different. And again, we wanted to take the player to some visually different and gameplay different elements around every corner.

UGDB: Up to this point we have seen only closed areas that are action oriented and those vast areas where there are only vehicle races. Are there going to be open environments where we you can shoot things without the need to use a vehicle?
MH: We have tried to mix it up; we don’t have any specific criteria. We’re doing only what feels right for the pacing. One of the areas that we have is called the Dead City – this is not something that we have shown yet – there you will see a big downtown area, it’s been all destroyed, inhabited with mutants, the authority is doing some things in there. Early on the game, you will come to this destroyed industrial area, very different than the desert-outdoor open area. So we just do, whatever is right for that part of the story. We have a wide variety of different environments.

UGDB: It is clear that RAGE won’t be a racing simulator with some fast pace FPS action, but what can you tell us about this aspect of the game, how is the player going to enter those race events? How does the first vehicle in the game look like and how can you compare it with the vehicles you’re going to get later on?
MH: Depending on what vehicles you have, what things you’ve accumulated and where are you are in the story, different races will open up for the player. Some of them you have to take part in and others are optional.
The first vehicle in the game doesn’t have weapons, it doesn’t do you much good against the bandits with weapons, but it does make a difference compared to when you are on foot. But the third class vehicles, for example are much more heavily armored, they have a large range of weapons and if you take such one against one of the earlier buggies that you encounter, you will destroy it a lot easier.
Check out the rest of the article at the page linked below.

UGDB.com: Rage Q&A
id Software
Rage: Campaign Edition
Buy Rage: Campaign Edition

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Guest Authors Create Missions For City Of Heroes
6:00 AM | Cord Kruse | Comment on this story

NCsoft and Paragon Studios recently announced the Guest Author program for the Mission Architect user-generated content system in the comic book themed MMO, City of Heroes. Through the program the developers will invite influential writers and aspiring game or story designers to collaborate with the team behind the game and publish custom missions directly into the MMO. Red vs. Blue's "Rooster Teeth, and PvP Online's Scott Kurtz are the first two participants announced for the program.

Participants in the Guest Author program will be announced on a rolling basis. The first participants of this program comprise notable industry veterans from the gaming and online comic industry:

Rooster Teeth (www.roosterteeth.com): The machinima producers that brought the gaming world the Red vs. Blue series and created a series of live-action shorts for City of Heroes and Mission Architect (starring Barenaked Ladies' front man, Ed Robertson, as Captain Dynamic) is ready to put their designer skills to the test. Rooster Teeth plans to bring Captain Dynamic and his nemesis, The Great Face, from YouTube to City of Heroes.

Scott Kurtz (www.pvponline.com): The creator of the popular PvP web comic has already begun collaborating with the City of Heroes team on bringing LolBat to life within Mission Architect.
Visit the pages below for more information about the City of Heroes.

City of Heroes
Buy City of Heroes

Mac Games News for Tuesday, September 8, 2009

Coladia Releases Leopard Game Updates6:00 AM
Macintosh Beta Testers Needed For Avernum 66:00 AM
OnLive Enters Open Beta Stage6:00 AM
Runic's Torchlight Action RPG Coming To Macs6:00 AM
View all of the Mac games news for Tuesday, September 8, 2009 on one page

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Monday, September 7, 2009
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