Two Worlds II Archery Trailer Available
6:00 AM | Cord Kruse | Comment on this story
IGN's Two Worlds Vault is now offering a new trailer showcasing archery gameplay from upcoming fantasy RPG, Two Worlds II. 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.
Two Worlds II presents a totally new gamer experience, one in which 2 years of intensive development has enabled quantum leaps in all spheres: completely overhauled AI and balancing standards, experienced authors, the active combat system and the brand-new engine all combine to provide an unforgettable experience where excitement, sheer enjoyment and graphics rule. “Two Worlds II” simply sets new technical benchmarks in the RPG genre, thanks not least to its seemingly unlimited number of dynamic light sources, micro-detail Parallax Mapping, 24 Bit HDR Post Processing, Space Ambient Occlusion and Human Eye Accommodation.View the new trailer at the link below.
Two Worlds II Archery Trailer
Rescued from prison by former enemies, the player once again assumes control of the unnamed hero, only to find the world of Antaloor has been forever changed in their absence.
Boasting a diverse, living world and a limitless open narrative, Two Worlds II could very well be the next sleeper hit of the genre. Antaloor is a mythic world of pristine savannahs and mordant swamps, celestial cities teeming with life that will rise or fall entirely depending of the player's actions, as the reign of the implacable despot Gandohar threatens to throw the world into a state of irreversible decay.
Featuring the all-new GRACE game engine, Two Worlds II seeks to offer an immersive blend of two of the most important role playing elements - strong atmosphere and dazzling visuals. Incorporating cutting-edge technology features such as Real Eye Adaptation, HD Dynamic Motion Capture, and Multi-Source Dynamic Lighting, the world of Antaloor comes alive like never before as a true role-player’s paradise
Two Worlds II
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Basilisk Games Founder Interviewed
6:00 AM | Cord Kruse | 1 comment
Mishmash Magazine has released a new interview with Basilisk Games' founder Thomas Riegsecker. The interview covers several topics including Eschalon: Book II, plans for Book III, and the possibility of a sci-fi based RPG in the company's future. Basilisk's Eschalon series focuses on old school RPG gameplay inspired by classics in the genre.
Both "Eschalon: Book II" and it's predecessor "Eschalon: Book I" were made available for Windows, Mac and Linux. As a Linux user myself, I was really pleased to see this trend with your company. However, the process of developing, testing and debugging for all three of these very different platforms must have represented a lot of extra time and headaches for Basilisk. Most game companies wouldn't have bothered with the Mac and Linux markets. What was your motivation in seeking these gamers out when so many others pass them by?Click over to the link below to read the full interview.
Mishmash Magazine: Basilisk Games Interview
TR - Being a small independent studio, we have to find customers wherever we can. The Mac and Linux markets have always been a second-thought to most mainstream developers, but for us it was a no-brainer. These are markets that are hungry for quality games, especially for niche titles like Eschalon. It's not unusual for our day-to-day combined Mac and Linux sales to be higher than Windows sales, so the extra work has been a very good investment for us. I’d go further by saying we couldn’t survive without our Mac and Linux customers.
The Eschalon series seems to be well-recieved by fans and critics alike. Do you have plans to continue the series with a third installment? And if things continue to go well, would you like to expand into developing other types of games as well?
TR - Definitely! We are very much looking forward to bringing the Eschalon trilogy to a close with the third game. After that, I want to move on to other ideas not related to the Eschalon universe. I personally want to do a Sci-Fi RPG using a new engine and possibly expand onto additional platforms. And while RPGs are what Basilisk Games is known for, I am not opposed to venturing into other genres if the inspiration strikes.
We are also going to release many of the tools we used to make Eschalon after the third game is out, so fans can continue to make their own adventures long after we’ve moved on to our next thing. I will certainly enjoy seeing what other people can come up with.
Eschalon: Book II
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Amnesia: The Dark Descent Previewed
6:00 AM | Cord Kruse | Comment on this story
Strategy Informer has posted a new preview of Amnesia: The Dark Descent, Frictional Game's upcoming adventure horror title. The game is described as a title which will take players on a "thrill-ride through the depths of madness and explore the dark side of human emotions." It follows the tale of a protagonist on the run from a horrifying foe.
Exploration of the castle is key to staying alive. Amnesia implements a double health system. Firstly, there is Daniel's physical health, which drains if he is attacked by enemies. There are no weapons in the game, so running and hiding are the only ways to deal with the Castle's nefarious denizens. You can use the environment to your advantage - throwing books and ornaments at enemies will slow them down, but it won't kill them. This might sound off-putting to some, given how used we are as gamers to running around with a gun in our virtual palms, but even at this stage it's clear the game won't be lesser due to it, simply because it makes Castle Brennenberg a far more frightening place.Check out the full preview at the site linked below. Amnesia is scheduled for a September release.
Strategy Informer: Amnesia Dark Descent
Of course, the most intelligent thing to do is avoid being seen in the first place, which means embracing the darkness. The only problem is the dark in Castle Brennenberg is just as dangerous as whichever malevolent force lurks in it. This is where Daniel's mental health comes into play. Witnessing disturbing events, staring at an enemy, or staying in the dark too long all drain Daniel's sanity, so while keeping to the shadows is sometime necessary to survive, it's a trick that cannot be relied on because every moment spent in the dark brings Daniel one step closer to a straight-jacket and a padded cell. It's not a one-way trip to the asylum, though. Sanity can be restored by completing puzzles or drinking sanity potions which are littered about the castle (more on this later).
Amnesia: The Dark Descent
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Diablo III: Item Durability & Destructible Environments
6:00 AM | Cord Kruse | 5 comments
In recent posts on the Diablo III forums community manager Bashiok revealed new information about the upcoming action RPG. This time the discussion covered a variety of topics including item durability, destructable environments, and the skill rune system.
On item durability:Visit the GameBanshee page below to read more.
GameBanshee: Diablo III Comments
Regardless of any arguments on specifics of how long it should take, or a burden to your mental capacity, it's one of the few ways that gold can be drawn out in a nice steady stream and isn't specific to any features or choice. It's a constant deflation technique that counts on nothing more than someone playing the game (ie fighting monsters).
It's a true gold sink, you get no real benefit from it, but it's also one that makes sense thematically, is accepted as a game mechanic already, and hell, it works. I wouldn't expect everyone to be cool with the concept of it, but hey, sometimes you have to do unpopular things to keep more important aspects in check (ie A working economy).
On destructable environments:
Only specific interactive objects will actually damage enemies. The falling wall, detachable chandeliers (AND MORE!). They're specific 'trap' items that you can lure enemies toward and then spring on them. The little bits of physics objects that bust apart from destructables don't cause damage. You're in charge of doing damage - not seeing how much debris you can fling at a monster.
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