StarCraft II: Q&A Round 54
6:00 AM | Cord Kruse | Comment on this story
Blizzard Entertainment has released another update to its series of answers to fan questions about the upcoming StarCraft II: Wings of Liberty. The 54th Q&A batch is now available on Blizzard's StarCraft forums. The sequel to the still popular original StarCraft, SC II will introduce new multiplayer action and pick up the Zerg, Terran, and Protoss storylines a few years after the end of BroodWar.
[SC2 Forum] Visit the page below to read the full Q&A.
StarCraft Forums: SC 2 Q&A Batch 54
1. Does the Zergling vs. Zealot ratio remain at 4:1 or has it changed in the latest builds?
One zealot can usually take out two, and sometimes three zerglings. However, the ratio is mainly based on positioning and micro-controlling. As the number of zealots grows, it will take more zerglings to win the fight since the zealots can clump up and reduce the attacking surface area. Smart use of terrain, such as a choke or backing up against a wall, will also help a protoss player reduce this attack area. Zerglings have to secure a good surround around the zealots to keep the ratio close.
2. In World of Warcraft pvp they found an issue over time that it was "very unsatisfying" to the player when they lost control of their character as it limited their ability to do their job or role. There is a noticeable increase in stuns and immobilization in Starcraft 2, which was barely present in Starcraft 1. From your experience in testing, do you feel abilities, which limit unit control, provide more dynamic game play so far or are you noticing more concern?
First of all, there were actually some abilities in the original StarCraft that could cause players to lose control of units. These abilities include the ghost’s lockdown, the corsair’s disruption web, and the dark archon’s mind control. It may be premature to suggest at this point that there’s a “noticeable increase” in stuns and immobilization in StarCraft II.
To address the comparison anyway, in World of Warcraft, you control a single character, unlike RTS games where you manage multiple units and bases. The difference in the World of Warcraft is when you lose control of your character you simply have to wait it out, assuming you don’t have any control breaks. However in StarCraft, when units in your army are being controlled, you can still issue orders to the rest of your army, manage your base, build new units, etc. There are a lot of options and we happy with the diversity it brings to gameplay at this point.
StarCraft II: Wings Of Liberty
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IMG Reviews Kung Fu Panda: The Game
7:12 AM | Marcus Albers | 1 comment
Inside Mac Games has posted a review of the movie tie-in for last year's animated hit Kung Fu Panda, namely Kung Fu Panda: The Game from Luxoflux, Activision, and Transgaming, Inc. In the game, you play as Po, as well as the others of the Furious Five, in an attempt to defeat the evil Tai Lung. Here's an excerpt from the review:
Where Kung Fu Panda stands out from normally weak movie tie-in games are the environments. The environments are rich with proper interactivity that doesn’t feel bolted on for the sake of movie tie-in. Levels aren’t repetitive, and have different themes and combat styles required for each level, rather than just being a straightforward button masher. The Rock-Paper-Scissors game balancing is appropriate with no one combo or move in Po’s arsenal overwhelming all others and being the go-to move for every instance of every enemy, which is a pleasant change of pace. Other members of the Furious Five are playable and featured on occasion, which is good as I periodically tired of the Jack Black sound-alike. There is a multiplayer of sorts, but sadly, it remains offline only, and the standard multiple players on one computer caveats apply- good luck having everybody crowd around the computer.Follow the link below to read the full review.
IMG Review: Kung Fu Panda: The Game
Kung Fu Panda
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Depths Of Peril Version 1.015 Released
6:00 AM | Cord Kruse | Comment on this story
Soldak Entertainment has released patch 1.015 for the action/strategy RPG, Depths of Peril. The update includes a variety of changes and bug fixes.
In the game players take the role of a faction leader engaged in defending the barbarian city of Jorvik. Along the way players venture forth to complete quests and fight monsters while at the same time preparing to defeat rival factions in the race to rule the city.
Here's a list of changes in the latest patch:
A new demo for Depths of Peril is also available. Click over to the link below for more information.
Depths Of Peril Patches
- fixed Cuastic Grotto spelling
- fixed localization issue on vendor and bookshelf screens
- fixed Ember Necklace not localized correctly
- made Stats::increaseStat a bit safer from overflows
- can now give food/potions to people from other covenants if adventuring with them
- now recruits from other covenants keep their bonuses after death
- fixed next target command
- fixed treasure map quests to not get out of range of the world
- made kidnapping quest a bit easier
- fixed a rare item drop crash on Mac
- fixed fire mastery not effecting Spontaneous Combustion correctly
- fixed sweepingflames, ice storm, chain lightning, ball lightning mastery issues
- fixed a way npcs could potentially get stuck casting
Depths of Peril
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Torchlight Second Video Developer Diary Available
6:00 AM | Cord Kruse | Comment on this story
Runic Games has released a second video developer diary featuring information about the company's upcoming RPG, Torchlight, as well as a collection of screenshots and a trailer. The video includes commentary from the game's developers about the creation of the game.
Torchlight will give players the chance to choose a character and venture from the safety of the town of Torchlight into randomly generated dungeon levels. Once inside they will find a variety of monsters, a large selection of loot to find, and quests to complete.
Dev Diary part 2 -- Behind the scenes at Runic Games!Head over to the pages below to check out the new information.
Runic Games: Torchlight Video Dev Diary Pt. 2
Dive in to what makes Runic Games tick with candid, in-studio interviews with Max and Erich Schaefer, Greg Brown, Jason Beck, and Patrick Blank. This video focuses on the nitty gritty of the tools used to develop Torchlight and why, how the level editor works, and what building the game looks like from a Developer standpoint.
Worthplaying: Torchlight Screens & Trailer
The Broken Hourglass: Jason Compton Q&A
6:00 AM | Cord Kruse | 3 comments
Planewalker Games' Jason Compton was recently interviewed by Gry.o2.pl about the long in development fantasy RPG, The Broken Hourglass. The interview covers a variety of topics including the game's quests, spells, weapons, skills, and nearness to release. The Broken Hourglass will offer a new CRPG engine developed by Planewalker Games, a 2D isometric viewpoint reminiscent of classics in the genre, and a mod friendly design.
Klecha (Gry.o2.pl): What sorts of spells and weapons will be found in the game? Read the rest of the interview at the page linked below.
Gry.o2.pl: The Broken Hourglass Q&A
Jason Compton (Planewalker Games): The The Broken Hourglass magic system is based around five elements (earth, air, fire, water, and physical force), and ten common spell effects such as damage, healing, armor, and attribute modification. Physical magic is uniquely able to heal, regenerate, and drain life, but it cannot affect the primary stats of a character or creature. Depending on the type of spell, it can be targeted at the caster, a single person, your entire party, all of your visible enemies, or as an area effect. There are also unique spell effects outside the range of the common effects, most of which you learn as special quest rewards or other special benefits.
The weapons are based around key skill groups: bows (including crossbows), hafted weapons (clubs and maces), swords, and polearms. Weapons have different properties which can make them more potent against a defender-Rapid weapons, such as bows, are harder to dodge, while Penetrating weapons such as spears diminish the effectiveness of armor. Also, by improving your brawl precision, it is possible to build an effective bare-knuckle fighter, as the base damage of your fist or other natural weapon increases as your brawl precision goes up.
Klecha (Gry.o2.pl): Currently what is the status of the game's progress and when will it be released?
Jason Compton (Planewalker Games): I would love to be able to answer that! We'll just have to keep working until it's done.
Klecha (Gry.o2.pl): Finally is there anything else you wish to say at this point about The Broken Hourglass?
Jason Compton (Planewalker Games): I hope that we will be able to bring our game to you shortly, and that it will become a new bright spot for story-oriented RPG players.
The Broken Hourglass
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