The Chronicles Of Riddick Coming To Macs April 16
6:00 AM | Cord Kruse | 10 comments
Virtual Programming and Atari have announced that the latest chapter in the Riddick franchise, The Chronicles of Riddick: Assault on Dark Athena, will be released this Friday, April 16. The game includes both the new Assault on Dark Athena campaign and an enhanced version of the original Escape from Butcher Bay.
The Chronicles of Riddick Assault on Dark Athena contains a brand new full-length Riddick campaign in addition to a high-definition pixel-by-pixel remake of the universally acclaimed title Escape from Butcher Bay. In addition to the thrilling, visceral single player action, The Chronicles of Riddick: Assault on Dark Athena brings Riddick into the multiplayer arena for the first time, with six intense online multiplayer combat modes including the unique Pitch Black mode.For more information click on the links below.
Reprising his role as Riddick, Vin Diesel brings his unique vocal talent to The Chronicles of Riddick: Assault on Dark Athena, creating a powerful anti-hero with a talent for chilling one-liners. Diesel is joined by a high calibre cast of actors including Lance Henriksen, Wade Williams, William Morgan Sheppard, and Michelle Forbes who brings depth and weary malevolence to Riddick’s chief adversary on the Dark Athena, Captain Revas. Starbreeze Studios’ proprietary ‘vo-cap’ technology ensures that every nuance of the actors’ vocal and physical performance ends up in the game, creating a uniquely absorbing experience.
In The Chronicles of Riddick: Assault on Dark Athena the player takes the role of Riddick, as played by Diesel, using stealth and action to overcome the merciless crew of the predatory Merc-ship Dark Athena which awaits its prey in the dark reaches of space. Cheating death through a series of spectacular battles and events, Riddick will fight for his life amid a storm of malevolence and horror. The Chronicles of Riddick series of games takes the player deeper into the universe of Universal Pictures’ films The Chronicles of Riddick and cult classic Pitch Black, which first introduced Diesel as enigmatic anti-hero.
The Chronicles Of Riddick: Assault On Dark Athena
Din's Curse Reviewed
6:00 AM | Cord Kruse | Comment on this story
GameZone has posted a new review of Soldak Entertainment's Din's Curse, the company's recently released action RPG. In Din's Curse players take the role of an adventurer cursed to walk the lands in a quest for redemption. The game features 141 possible class combinations, an infinite number of dynamically generated towns, and a game world directly impacted by player choices. GameZone gave Din's Curse a score of 8 out of 10.
From the review:
The class sets themselves are standard fare; there’s the heavy-hitting warrior, the stealthy thief, and so on. However, Din’s Curse spices up the playing field with class combinations, so you’re able to develop the sneaky abilities of the thief and combine them with say, the magical talents of the wizard. Admittedly, stealthy moves offer great potential when combined with all sorts of things. Those in doubt need only try wheedling their way into the middle of a crowd of unsuspecting baddies, then blasting them with some horrific spell or other. Each subclass can be further developed with a number of skills, either gradually or by hoarding points until you can afford that one awesome feat you’re dying to try out. Din’s Curse boasts around 140 potential combinations, and experimenting with each one will no doubt extend the game’s somewhat lean campaign.Read the full review at the page below.
GameZone: Din's Curse Review
One major feature of Din’s Curse is the randomization of the world. Whether you have access to a particular villager for a quest, or the layout of a specific dungeon area, is really dependent upon whatever random content the game generates. While possibly intimidating for genre newcomers, most players should not find this sufficient cause for panic. To begin with, you’re still exerting considerable control over your character’s actions – the game even offers you a difficulty setting for each area, if you decide you want to fight an easier or tougher group of enemies. More importantly, the random elements keep the game from become too stale and predictable. You’re not certain when the game will go from calm to messy in the blink of an eye, and much like the real world, there is really no telling what the game world is going throw at your next.
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Blizzard Developers Discuss World of Warcraft
6:00 AM | Cord Kruse | Comment on this story
AusGamers has posted a new interview with Blizzard Entertainment's Tom Chilton and J. Allen Brack about the company's successful MMO franchise, World of Warcraft. The game developers discussed a variety of topics related to the game including armor customization, wrapping up Wrath of the Lich King content, and plans for the upcoming Cataclysm expansion.
AusGamers: In terms of player goods like armour and such, the question I’ve got here: is there any plans to introduce a dye colouring system on those to try and make those a little more unique?Check out more of the interview at the site linked below.
AusGamers: Blizzard Interview
Tom Chilton: Not really. We’ve talked about the idea of dying armour a lot before the game shipped and there were two different directions we could go. Two very different philosophies about how to approach visual customisation for player armour. One of them was to give players a lot of freedom to dye their armour and look however they want them to look. The advantage of that approach is it gives players a lot of freedom; people can look how they want to look and express themselves however they want to express themselves.
The downside being: we don’t really know anything about the player by looking at them, as far as what they do in the game, what they’ve accomplished in the game - at that point it’s kind of a random mishmash out in the world.
The other direction which you can go is the achievement based, so by accomplishing things within the game you essentially earn the right to look a certain way. And we felt like World of Wacraft was an achievement-orientated game more than a character self-expression kind of game. So that was the direction that we went.
Now within that, we’re always trying to find reasonable customisation to give players, and we feel like there is more we can do in that regard then we are doing today, to give players a little bit more control about how they look - whilst still maintaining that link between the character and what they have accomplished.
AusGamers: So the Lich King is wrapping up, if I understand correctly? Are there any status updates that players might not be aware of and need to be aware of coming up in the near future?
Tom Chilton: Well, we have a little bit more content coming up on the horizon. The place called the Ruby Sanctum, and that will contain another raid boss that the players will be able to fight. It’s part of Wyrmrest Temple, which is already an existing physical location in the world and we’re just opening up another area of it. So it’s a boss that players will be able to go in and fight in the near future.
There’s a little bit more content coming down the pipe before the expansion comes but other than that, players will pretty much wrap up the Lich King story line and players are seeing the conclusion of that every day now.
World of Warcraft
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Two Worlds II Combat Defined
6:00 AM | Cord Kruse | Comment on this story
Two Worlds Vault has posted a new interview with Reality Pump CEO Mirek Dymek about the company's upcoming RPG, Two Worlds II. The interview focused on the game's combat engine. 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.
TWVault: Are the ‘comboes’ used like activatable skills (known from MMORPGs), which are developed or obtained by skillpoints, or just some basic attacks available to all players since day 1 (and performed by simply clicking many times in some order)? In other words, does it take a slow development in RPG system or reflex-based skill with a pad to perform a specific combo? Maybe a bit of both?Click over to the page below for more.
Two Worlds Vault: TW II Combat
Mirek Dymek: We simplified the system, but it still gives a lot room for flexibiity. First type of attack – “clicking” – can be repeated, and will chain a sequence if timed right. There’s always a chance for a critical hit, which is ruled by a special skill; when performed, critical hit will be signified by a cinematic camera view and special effects. Then there’s an active block. It can be used to passively soak the blows, but you can add a “click” attack to it. Time it right, and you have a counterattack, which will use opponent’s opening immediately after their attack, which is another type of move. Now, the enemy can ALSO counter your attacks. So, what do you do? Make an attack that can’t be countered – a leap attack. It’s a specific skill this time, not a combination of regular attacks. You can also do a backjump to avoid attack altogether. There’s a lot of such contextual activities depending on what you’re facing right now.
TWVault: TW has been renowned for its unique system of special moves, executed in a skill fashion, for example, stunning and pulling shield. Can you say something about similar special skills in TW2? Any cooldown, maybe stamina usage built-in, disallowing simply spamming those at will?
Mirek Dymek: Stunning and pulling shield abilities are still weapon-restricted, so you can only perform those skills when armed with a 2-handed blunt (stunning) or an axe (pull shield). There’s a lot more special attacks this time; you can kick someone to knock them down on the ground, and if you use your jump attack to follow up while the enemy’s down, chances are you’ll perform an instant kill. This and other special attacks may kick in depending on the enemy’s health. The healthier the enemy, the lower the chance to stun or knock him back. Skills themselves are put on a cooldown when used. There’s no inherent limitation in time it takes to perform the skills, too – if you click “kick”, your hero kicks immediately selected target… the restriction lies within repetitition of that move – you can’t do it again for a while. Besides, if you have many enemies that you would like to kick to the dirt, you won’t even use a regular kick skill, but rather magics – like a spell called “Mental Blast”...
Two Worlds II
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