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Monday, November 30, 2009



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Two Worlds II: Items, Trading, Crushers
6:00 AM | Cord Kruse | 1 comment

TopWare Interactive and Reality Pump recently released a new Two Worlds II newsletter. The update features a description of one of the game's quests, a short interview about item requirements, a discussion of making money through trading, and a bestiary entry for the Crusher. Two Worlds II will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.

Collecting, stealing, buying and selling all kinds of items plays a major role in the life of an Antaloorian hero. So - all you adventurers out there! Remember these tips below if you want your hero to have plenty of cash!
You can find merchants' stores in nearly every city and settlement in Antaloor. Each merchant specializes in one certain kind of merchandise. While shopping, you'll usually meet merchants who deal in weapons and armor, magic artifacts, potions, traps and even simple objects like carpets and meat - and they'll all compete for your custom.
Maybe you're asking yourself the question, “Why in the world would my level 52 barbarian need a carpet? I beat Groms, not carpets!” OK, you’re right... but barbarians shouldn't only buy swords and armor. Trading merchandise like carpets can earn you lots of money - and it's relatively risk-free too... no one would take a swing at you over a carpet! Here's an example: top quality, hand-woven carpets bought in Hatmandor can be sold in Ashos at a good profit, because Hatmandor textiles are really in demand there!
The NPCs also have their preferences and dislikes. So... to make sure that no one swindles you, you should try to establish good relationships with merchants and Guilds. A good reputation with the Mages' Guild, for example, will be rewarded with corresponding rebates from all merchants who are associated with that Guild. If you insult a merchant or get on his wrong side in any way, you might find your shopping tour coming to a sudden end!
Head over to the link below to view the newsletter.

Two Worlds II Newsletter
Two Worlds II
Buy Two Worlds II



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Blizzard Developers Discusses Warcraft Anniversary
6:00 AM | Cord Kruse | Comment on this story

GameSpot has published a new interview with Blizzard Entertainment's Rob Pardo and Jeff Kaplan about the 15th anniversary of the Warcraft franchise and the 5th anniversary of the MMO juggernaut, World of Warcraft. The developers discussed the franchise's history, surprises over the years, the unexpected success of WoW, and the future of Warcraft.

Blizzard lead designer Jeff Kaplan assumed control of Pardo's guild after the Blizzard executive retired from EverQuest to focus his efforts wrapping up development on Warcraft III. In 2002, he was brought on to aid in development of the original WOW, and he said that it was no easy task adapting the franchise from its RTS roots to a more RPG setting.

"It required a huge shift," Kaplan said. "You do a lot of things in an RTS for very different reasons than you would do things in an MMO. As it relates to story, if you look at the ending of the original Warcraft III, you've got the Humans, Orcs, and Night Elves all united to overcome Archimonde at the World Tree. That didn't work for the structure of the MMO at all, we knew that we wanted to have Horde and Alliance pitted against each other. We had to re-create the rift that went all the way to the original Orcs and Humans."

"It's also hard to deal with the psychology of the dev team," he continued. "We would often feel obliged to do things exactly how they were done in the RTS, which isn't always right for the gameplay of an MMO. An example is, we wanted to give an ability called Death Coil to warlocks, because we thought it was really fitting. In Warcraft III, Death Coil was a Death Knight-only ability, and not only did it do damage, but it healed. People had a rough time coming to terms with the fact that it was OK to make changes and do what was right for the gameplay of WOW, even if that somehow contradicted what people saw in Warcraft III."

However, having the RTS as a backdrop did more than create challenges, as explained by Pardo. "We were really aided by the fact that we had so much history in the Warcraft franchise," he said. "So we had all these storylines and worlds, and in a lot of ways, at least early on when we started developing the maps and the zones, there was so much to already start from."
Click over to the site below to read more.

GameSpot: 15 Years Of Warcraft
Blizzard Entertainment



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Eschalon Book II: Mac Release & Testing Schedule
6:00 AM | Cord Kruse | Comment on this story

A recent addition to the Basilisk Games forum provided more information about the development process for Eschalon: Book II, the second game in the company's "old school" RPG series. The company plans to release the Mac version 3 weeks after the Windows version debuts. Book II will continue the storyline from the previous game and feature more than 60 gameplay enhancements.

Even though the code for each platform is being developed simultaneously, we are planning on a 3-week "window" between releases starting with Windows, then Macintosh, then Linux.

The reason for this delay between releases is to ensure the highest quality of support for each edition, as well as allow time needed to properly prepare each format for distribution.

We'll probably start the Mac testing sometime after the first round of Window testing. So yes, Mac testing will be going on while we do Windows testing though not right away.

And 'yes' to whoever is planning on asking: Linux testing will probably start after we get a round of Mac testing done. It's just best to stagger the testing because that first play through is always going to bring up the most issues, so it will allow us to address the bigger problems on one OS before moving to the next.
Eschalon: Book II is tentatively planned for an early 2010 release. Follow the links below for more information.

Basilisk Games Forums: Windows Vs Mac Release
Basilisk Games
Eschalon: Book II
Buy Eschalon: Book II



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EVE Online: New Mail System Plans For Dominion
6:00 AM | Cord Kruse | Comment on this story

CCP Games' website has been updated with a new blog post about planned features for COSMOS, the company's planned social networking tie-in to EVE Online. The new dev blog details the new in-game mail system to be debuted with the release of the Dominion expansion.

Team Cosmos Client, working closely with our cousins in Team Cosmos Web (seriously, this is Iceland, they are our actual cousins), have been working hard to bring you a shiny new mail system that functions much more like the mail clients we all use out of game. The first step towards the Utopian ideal of a sleek, seamlessly integrated web and in-game mail system is the all new in-game mail system that we will be unveiling with Dominion.

In this blog I am going to talk about the main features of this new system and give some insight into some of the decisions we made around implementing them.

Before I go into more depth, here are the headline features:
EVEMail - The place to find all your mails from other players and player organisations.

Notification manager - A separate interface for all NPC communications.

Mailing Lists - A redesigned backend with a new management interface, which is integrated into the mail system.

Corp and Alliance Bulletin Boards - Added to the corp and alliance interface to replace the Bulletin Board function of the old corp and alliance mailing lists - more on this below.
Read more at the page linked below.

EVE Online Blog: New EVEMail In Dominion
CCP Games
TransGaming
EVE Online


Mac Games News for Friday, November 27, 2009

EVE Online: Sovereignty & Mail System Updates6:00 AM
imVOX Gaming Voice Chat Service Coming To Mac6:00 AM
Machinarium Reviewed6:00 AM
Warcraft Anniversary Page Unveiled6:00 AM
 
View all of the Mac games news for Friday, November 27, 2009 on one page


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