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Thursday, May 26, 2011



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Diablo III Runestones Details Revealed
6:00 AM | Cord Kruse | 6 comments

Blizzard Entertainment has updated the official Diablo III website with new details about the action RPG's Runestone system and how it will impact skills. The game will allow players to revisit the world of Sanctuary where they must once again take up arms against the demonic forces threatening humanity.

There are more than twenty skills per class, and a player can choose to access up to seven of those skills at any one time. Skills primarily allow characters to perform special attacks and cast spells, but they can also activate defensive abilities, summon minions, set traps, or allow the player to navigate the battlefield through quick travel and escape mechanics. While these skills always present players with plenty of tactical options for defending Sanctuary against the coming demonic invasion, runestones allow you to customize skills by changing the way they look and how they function.

There are five runestone types: Crimson, Indigo, Obsidian, Golden, and Alabaster. Each runestone affects skills differently. For example, adding a Crimson Runestone to a skill may enhance its damage, while adding an Alabaster Runestone might add a stun effect.

Youíll be able to place a runestone in each of your seven skills by opening the Skills screen. A runeís specific effect on a skill is explained through a tooltip.
In addition to their color, runestones also come in different ranks of power; the higher a runestoneís rank, the more dramatic its effect on the skill. Experiment, and discover which skill and runestone combination best suits your personal playstyle.
Head over to the link below for the full article.

Diablo III: Runestones
Blizzard Entertainment
Diablo III
Buy Diablo III


Portal 2 Reviewed
6:00 AM | Cord Kruse | Comment on this story

Gaming Illustrated has posted a new review of Valve's recently released Portal 2 first person action puzzler. The game introduces a new cast of characters to the single player storyline, new puzzle elements, and a two player cooperative mode. Gaming Illustrated gave the game a score of 90%

From the review:

The storyline in Portal 2, without revealing too much, is fantastic. You get to learn the histories and backstories of the characters with the story picking up right where the original Portal left off. As far as graphics go, expect to be impressed. In fact, you will find that the detail throughout the game is rich and stays that way throughout, rather than great opening graphics followed by a so-so visual style after seen in many games these days. Even better, the storyline and gameplay are still enough that these great graphics take a backseat to all that is fantastic about Portal 2.

Like with its predecessor, one of the best things about Portal 2 is the puzzles. You will find that the puzzles are still difficult and yet deceptively simple. The solutions always make complete sense, even if they do lead you to have one of those moments where you wonder how in the world you didnít figure it out sooner. Compared to many games, where puzzles require solutions that can take hours of nonsensical guessing, logic prevails here, which is certainly something that appeals to gamers looking for a mental challenge rather than an exercise in frustration.
Read more at the link below.

Gaming Illustrated: Portal 2 Review
Valve Software
Portal 2
Buy Portal 2



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Captain's Quarters Coming To EVE Online June 21
6:00 AM | Cord Kruse | Comment on this story

In a recent dev blog CCP Games has provided an update on the status of the new Captain's Quarters feature for EVE Online, and its role as the gateway to full 3D stations with player avatars. Scheduled to be released on June 21, Captain's Quarters will offer players a 3D representation of their character's avatar and will replace the current hangar view.

When you dock your ship, your Captain's Quarters will replace the current hangar view with a multifunctional room from which you can perform all the actions you previously could in the hangar view as well as manage your planetary infrastructures, explore new opportunities with a redesigned agent finder, use the corporation recruitment interface to find new allegiances, and watch streaming data, fed live from the vibrant universe of EVE.

As I said, this is but the first encounter you will have with Incarna. Through the course of this entire year we will roll out more content, more rooms and more functionality and by the end of this year you could be trading contraband goods in seedy bars. Or running seedy bars. Who are we to judge?

We have been, and always will be, expanding EVE, as that's what the astrophysicists tell us that universes are supposed to do. The hidden space, just outside of the hangar bay, has been vacant too long. Nature abhors a vacuum, and we look forward to showing you a new frontier in EVE: Incarna.

Check out the site below for more information.

EVE Online: Incarna, Welcome Your Future
CCP Games
TransGaming
EVE Online


Will Wright Discusses His Career
6:00 AM | Cord Kruse | Comment on this story

Gamasutra has posted an interview with legendary game developer Will Wright. In the interview the creator of the popular Sims titles discussed a variety of topics including how a fondness for robots led to game making, the difficulty in publishing Sim City, and the inspiration for The Sims.

"When I started working on SimCity, I showed it to Broderbund and they said, 'Sure, let's do it.' But they kept wanting to change it," says Wright.

"I'd kind of programmed it to the point where I thought it was done, and they didn't think it was nearly done. They kept wanting a win/lose. They were expecting more of a traditional game out of it. But I always wanted it to be much more open-ended, more of a toy. So they never published it."

Wright ended up forming Maxis with Jeff Braun. At this point, Wright got the rights to the finished Commodore 64 version of the game back from (Broderbund) and set out to create the more advanced Mac and Amiga versions.

This turned out to be fortuitous, as Mac users were "actually buying computers to do real things" -- like publishing work, rather than game playing -- "And for those people, there were no games that really appealed to them. SimCity turned out to be that game," says Wright.

Check out the article below for more information.

Gamasutra: Will Wright Interview


Mac Games News for Wednesday, May 25, 2011

A Glimpse Behind The Scenes of Torchlight II6:00 AM
Diablo III Facebook Barbarian Art Revealed6:00 AM
New A Valley Without Wind Trailer And Blog Released6:00 AM
Winter Voices Now At Macgamestore6:00 AM
 
View all of the Mac games news for Wednesday, May 25, 2011 on one page


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