Toy Story 3: The Video Game Launch Scheduled For Today
6:00 AM | Cord Kruse | 3 comments
As announced earlier this year Disney Interactive Studios is scheduled to release Toy Story 3: The Video Game today for all major platforms including Mac OS X. The game will feature film adventures along with Disney’s first open-world gameplay for kids. Toy Story 3: The Video Game is inspired by the upcoming Disney•Pixar animated film and is brought to Mac using TransGaming’s Cider Portability Engine.
As Beech discussed at Toy Fair, Disney Interactive Studios is revealing a new gameplay mode called Toy Box. A primary feature on Toy Story 3: The Video Game console offerings, Toy Box is a virtual box full of toys. With an open-world sandbox-style of play, Toy Story 3: The Video Game taps into the beloved franchise’s humor and brings fans into the toys’ world to create their own unique story. The game’s developer, Avalanche Software, is working in close collaboration with filmmakers at Pixar to create an authentic Toy Story experience that inspires imagination and celebrates the joy of play.Head over to the links below for more information.
Disney Interactive Studios
“Toy Story 3: The Video Game addresses a fact understood by every kid: imagination is what truly brings toys to life,” said John Blackburn, vice president and general manager of Avalanche Software. “That’s really what a toy box is about. We remember that kind of play from our own childhood, and it’s where we began as game designers. With this title, we want to encourage and reward creativity in others.”
Designed to replicate the universal experience of playing with toys as a kid, Toy Box mode brings cowboys, space rangers, dinosaurs, and little green aliens together to create adventures only possible in a child’s imagination. Kids, families and fans will dive into Andy’s toy box with creativity driving their own stories and adventures.
“With Toy Story 3: The Video Game, audiences will have multiple ways to experience and enjoy the Toy Story world,” said Craig Relyea, senior vice president of global marketing, Disney Interactive Studios. “Story Mode follows the film’s story and adventures, while Toy Box Mode gets to the playful heart of the Toy Story franchise. By combining the power of imagination with the Toy Story universe, the game appeals to the joy of play in all of us.”
Embracing the adored and inspired fun of the Toy Story franchise, Toy Story 3: The Video Game features a story mode that follows the Toy Story 3 film adventures in which Buzz, Woody and friends grapple with their uncertain future as Andy prepares to depart for college. In addition to the Toy Box mode, the console versions put the toys in non-film related environments and situations such as light videogame combat with Buzz Lightyear. The handheld versions bring the Toy Story fun with fans wherever they go.
Toy Story 3
Awesome Soccer World 2010 Released
6:00 AM | Cord Kruse | Comment on this story
Red27 Studios has announced the release of its latest soccer title, Awesome Soccer World 2010. The game features a unique control system which allows players to bend or swerve the ball during the shot, 16 preset competitions from around the world, Formation and Team editors, and the ability to create custom leagues and tournaments.
INTRODUCTION Awesome Soccer World 2010 is available now for Apple Mac, Microsoft Windows, and Linux and costs $14.95 (USD). For more information follow the links below.
Awesome Soccer World 2010 is the next generation in the critically acclaimed Awesome Soccer series, and far from resting on their laurels, Red27 Studios have added a whole host of new features, new teams, new tournaments and new stadiums to make this the biggest and best yet.
AWESOME AFTERTOUCH SYSTEM
Awesome Soccer World 2010 features the revolutionary "Awesome Aftertouch System" - an amazing control system that enables you to bend and swerve the ball in MULTIPLE DIRECTIONS during a single shot to produce some truly amazing goals.
This intelligent control system also allows you to produce flying headers, acrobatic overhead kicks, and incredible sliding challenges at the touch of a button...forget memorising impossible 8 button combinations...this game is all about action and excitement and getting you in the thick of it as quickly as possible!
TOURNAMENTS GALORE OR CREATE YOUR OWN
The game not only features the World 2010 tournament, it allows you to challenge for glory in a total of 16 Preset Tournaments from around the globe, including Elite European Club Competitions, Leagues from England, Italy, Spain, Germany, France, Holland and the USA, and a host of other International Tournaments.
Victorious in all 16? Fear not, because you can also create your own Tournaments, Cups and Leagues featuring up to 128 teams, which should more than satisfy those competitive appetites!
ASW2010 includes 280 International and Club Teams for you to choose from, but also allows you to add your own thanks to the comprehensive Team Editor included with the game. Teams, Players, Kits and Badges can be created or amended - it even allows you to use your own images for club badges - offering complete customisation.
A sophisticated Formation Editor completes the extensive list of customisation options, allowing you to create new or modify existing formations and select the exact position of each and every player wherever the ball is on the pitch.
The "Golden Ball" system has been revamped dramatically and now offers a staggering 300 for you to challenge for over 5 skill levels!
For those unfamiliar with this unique Awesome Soccer feature, a Golden Ball is awarded in recognition of your achievements within the game, like winning your first game, scoring your first overhead kick, right up to becoming the 2010 World Champion. But it will take a truly Awesome Player to win all 300...
AND MUCH, MUCH MORE...
The game boasts all the next gen features expected from a high end soccer game, including dramatic penalty shoot outs, interactive Action Replays, a stylish Offside Cam, Match Highlights, Man Of The Match / MVP awards, In-depth Match Statistics, Leading Goal Scorer Competitions, plus much, much more.
- Mac OS X 10.4 or later
- Processor: 1.4 Ghz
- Graphics Card: 64MB (128MB recommended)
- RAM: 512MB
Awesome Soccer World 2010
Buy Awesome Soccer World 2010
WoW: Cataclysm Previewed
6:00 AM | Cord Kruse | Comment on this story
Ten Ton Hammer has posted a new preview of Cataclysm, the upcoming next expansion for Blizzard Entertainment's popular MMO, World of Warcraft. The article includes information about the fate of Path of the Titans, improvements to Glyphs, updates to Battlegrounds, and new details about raids and guilds.
Inscription has indeed already undergone some fairly interesting changes as a result of moving away from the Paths idea. One of the biggest changes is that glyphs will now have three categories rather than just Major and Minor. This new intermediary level (currently called ‘medium’ which will no doubt change between now and launch) will essentially help give players a lot more flexibility in terms of which glyphs they choose rather than there being 2 or 3 awesome glyphs that everyone from a given class uses.Check out the page below to learn more.
Ten Ton Hammer: Cataclysm Preview
Major glyphs will still focus primarily on core rotational abilities, while the new intermediary level might give you something like a Glyph of Ice Block. In other words, they’ll augment abilities not necessarily considered to be “core” to your class in terms of DPS or healing, but will still provide a much broader means of customizing which of your skills you want to add additional benefits or effects to.
They glyphs U.I. has also seen some much needed improvements in terms of the information given to players. Currently, the only way to know which glyphs your class has available is to either search the auction house or exit the game to find the information on the web. In Cataclysm, glyphs will all be listed directly within the U.I. for your current class, removing a lot of the guesswork from the process of figuring the system out.
World Of Warcraft: Cataclysm
Does Story Get In The Way Of Gaming?
6:00 AM | Cord Kruse | Comment on this story
IndieRPGS.com has posted a new combined Q&A session with several independent RPG developers. The designers were asked why narrative was necessary in games. Basilisk Games' Thomas Riegsecker and Spiderweb Software's Jeff Vogel were among the developers interviewed.
Some designers have demonized narrative as an inherently limiting and unnecessary distraction from the emergent storytelling arising out of pure gameplay. Why have narrative in games?Visit the page below to read all the responses.
IndieRPGS.com: Why Have Narrative In Games?
Jeff Vogel: Someone is demonizing narrative? Really? That seems odd.
Emergent gameplay is great, if you can get it. It is a very difficult thing to do. But storytelling, whatever the medium, is one of the oldest and most fundamental human activities. Human brains are naturally receptive to telling and being told stories. As long as that is true, people will use games to tell stories.
Thomas Riegsecker: Narrative is certainly not required for all games, and in some cases in can be unnecessary baggage for the player. When it comes to role-playing games, one world think that a strong narrative is an absolute requirement. However, countless variations of Rogue shows that you can have a marvelous role-playing experience with little more than a single sentence explaining the goal. Likewise, many successful mainstream RPGs rely on nothing more than the overused plot of “Kill the powerful bad guy”, and any narrative in between the start and end of the game is really unnecessary.
However, narrative can be exceptionally rewarding as well. It can turn a generic role-playing game into a unforgettable one if done correctly. Certainly, when someone fondly remembers an RPG that they enjoyed playing years ago, it is often the story they remember and not the hours of level grinding and monster killing. Likewise, narration can guide the player through a seemingly immense world, preventing that unwelcome feeling of “I don’t know what I should be doing now”. Overall, it really is a player preference. As a developer, I need to find that balance between not enough narrative and too much narrative that will give a rewarding role-playing experience to as many potential customers as possible.
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