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Tuesday, April 27, 2010



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Two Worlds II: Ranged Combat, Exploration, Unknown Monster
6:00 AM | Cord Kruse | Comment on this story

TopWare Interactive and Reality Pump recently released a new Two Worlds II newsletter. The nineteenth edition of the newsletter includes information about the game's ranged combat engine, a new monster profile, and a small Q&A. 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.

We've told you all about the new close combat innovations in the last few issues of the AP - but we recently jumped at the chance to get our teeth into the basics of long-range combat - and of course we want to share our newfound knowledge with you!
You’ll find that the bow and arrow are usually very easy to use - when you've pulled back your bowstring, you can target the victim of your choice using the cross-hairs. When the target has been acquired, the target icon will automatically turn red. You use your Action hotkey (which you assign yourself, by the way) to draw back your bowstring - the longer you hold down the key, the further your arrow will fly and the more damage it will cause. You can see this in the red circle (which gradually fills up) around the cross-hairs. When you think the time's right, release the key and the arrow will zip away from the bow right onto target. You will need just a little practice...
During the course of the game, you can activate various additional active and passive skills - and these skills can also be further developed. The highlight of the active skills is the multi-arrow – it can target up to six victims at the same time! The fire arrow is also very spectacular and re- ally lives up to its name - it doesn't only cause much more damage to the enemy, it also sets fire to your victim, who will become weaker with every passing moment.
However, if you want to carry out perfect active attacks, you'll need the passive skills too. The most powerful multi-arrow is only half as effective if it's not supplemented by the relevant passive skills. One of these skills is Precize Shooting, for example. This increases your chances of landing critical hits - and if you're attacking several targets simultaneously, Precize Shooting makes a lot of sense... in fact, it could mean the difference bet- ween life and death!
Download the full newsletter at the link below.

Two Worlds II Newsletter
Two Worlds II
Buy Two Worlds II



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Corey Tamas Discusses Gaming Violence
6:00 AM | Cord Kruse | 3 comments

MacGamer recently published a new editorial on violence in video games. In light of increasing legal pressure on developers of violent titles, Corey Tamas examined how two games can present violence in different ways and whether or not playing violent games has an impact on players.

Though it's clear game violence is not in the same category as real-world violence, this does not support the hypothesis that playing violent games is without effect. I think there's more than ample research-based evidence that violent videogames do not turn people into killers (unless they were already predisposed that way), so there's no need to dig up that simplistic and antiquated argument. It's important to note, however, that the polar opposite argument which appears at the other end of the continuum - that violent video games are completely and utterly harmless to the psyche - also lacks credible research-based evidence to support it. Simply put: If, for an hour or two a day, you're controlling a first-person experience where you are killing people in realistic 3D and listening to their screams, and doing so with complete impunity, you may not be transformed into a killer... but it isn't without effect, either.
Read the full article at the link below.

MacGamer: Two Kinds Of Violence



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What To Expect From StarCraft II's Expansions
6:00 AM | Cord Kruse | 2 comments

Joystiq has published a new interview with Blizzard Entertainment's Chris Metzen. The company's VP of Creative Development discussed the upcoming StarCraft II: Wings of Liberty addressing a variety of topics including the game's storyline, the content to be included in expansion packs, and the game's voice overs.

You're calling the next two installments expansions, but will they have equal amounts of content per title?
I think you have to look at it terms of multiplayer and single player. For multiplayer, Wings of Liberty pretty much has everything you need to play each of these races. So each expansion set will have probably additional units or whatever. I don't want to get caught rolling out bullet points, because I don't know. But that's pretty close.

Additional units that'll be in the multiplayer?
That help to balance the multiplayer, right. Just like our normal expansion sets for RTS. I don't know that it will really be all that much different from the kind of content or expanded support content we've put out before. But in terms of the single player component, the two expansions will be at least as robust as the shipping game. And our expansion sets usually are. Actually, I think the Frozen Throne expansion we did for Warcraft 3 did technically have one less RTS campaign. It took more the shape of an RPG campaign. But there was still ... per data point and piece of art, like it was a robust expansion set. We're always going to do that. These chapters are vital and they're huge. Like those boxes, while technically expansion sets, are going to be a lot of work and really dense experiences in and of themselves. And I kind of look at the whole thing as "the story". It's just kind of broken into chapters.

In the single-player campaign you get to play as Zeratul and use some Protoss forces. Is that the only crossover in the single player from the Terran missions?
Let me think about that. For the most part, there's kind of a string of meaningful Zeratul missions that counter-balance certain parts of the broad story themes playing out. Like he'll reveal more of what's going on than Raynor knows. But I think that's about it for Wings of Liberty in terms of really having a robust play experience with another race. But it will probably play out with the additional expansions in similar ways. The next one's Zerg heavy, then it's like you'll have kind of like a mini-campaign of one of the other races that kind of is contrasting certain story elements that are taking place that you would not see as the Zerg player. It was a lot of fun and it's just like a nice little spicy thing in there to keep it fresh, and wound up being just the right story thing to do to make it all make sense. So I think we'll chase that paradigm to some great degree with the upcoming ones.
Check out the full interview at the page below.

Joystiq: StarCraft II Chris Metzen Interview
Blizzard Entertainment
StarCraft II: Wings Of Liberty
Buy StarCraft II: Wings Of Liberty


Blizzard Unveils Concept Art Page, Promises New Images
6:00 AM | Cord Kruse | Comment on this story

Blizzard Entertainment has revealed a new addition to its web page with the unveiling of a concept art section featuring work from the games the company has produced over the years. In promised regular updates never-before-seen pieces of artwork will be included for visitors to enjoy.

We're pleased to announce the grand opening of our new Concept Art gallery, highlighting the myriad characters, environments, and other artwork we create during the development of our games. We plan to update this page regularly with a wide variety of never-before-seen pieces of art reaching all the way back to Blizzard’s early days, so be sure to check back often!
Visit the page below to check out the visuals on display.

Blizzard Entertainment: Concept Art
Blizzard Entertainment


Mac Games News for Monday, April 26, 2010

Din's Curse Reviewed6:00 AM
IMG Previews StarCraft II: Wings Of Liberty6:00 AM
Project Griffon: The Shadow Of Time Released6:00 AM
Vendetta Online: War Convoys On The Front6:00 AM
 
View all of the Mac games news for Monday, April 26, 2010 on one page


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