|Wednesday, December 21, 2011|
Telepath RPG: Servants Of God Coming In February 2012
6:00 AM | Cord Kruse | 1 comment
SinisterDesign.net has announced a release date for the upcoming Telepath RPG: Servants of God. The tactical RPG will be available to purchase on February 14, 2012. Telepath RPG: Servants of God will feature turn-based combat, dozens of abilities, a party of characters to interact with, and a steampunk fantasy setting.
Attention everyone! Telepath RPG: Servants of God has been in development for a very, very long timeĖalmost exactly four years now, by my reckoning. But the end is finally in sight. Iím writing to announce that TSoG, at long long last, is going to be released in its finished form on February 14, 2012.Learn more about the game at the link below.
Telepath RPG: Servants Of God February Release
Why release it on Valentineís Day, you ask? Why, because I love you all, of course! (Also, conveniently, thatís about how long it will take for me to complete the game to my satisfaction.)
For those of you who havenít been keeping up with the gameís minute-to-minute updates on Twitter, Iíve been fleshing out the world with quests and adding a chance of randomly generated battles to the more dangerous areas of Cera Bella (the likelihood of which is reduced by higher Aptitude). The end-game involves invading your home city; the more soldiers youíve amassed, the better that is going to work out for you. Once youíve set up the Resistance with a headquarters, reaching the end-game depends only on the number of soldiers youíve amassed. Since you can gain soldiers in a few different ways (quests, recruitment, and hiring mercenaries) you can get to the end-game via whatever methods you like best.
Most of that is in-game now. Iíve got only a few things left to add at this point: Crypt 4, missions involving the Order of the Black Rose / The Assassinís Cult, a recruitment mission in Ravinale whose success will be affected by your reputation among the populace, another recruitable character named Rajav, and the end-game. Thereís two months to go. Letís do this.
Telepath RPG: Servants Of God
DiRT 2 Reviewed
6:00 AM | Cord Kruse | 1 comment
Mac|Life has posted a new review of Feral Interactive's Colin McRae: DiRT 2. The off-road racing simulator features nine locations across the globe, a career mode and a line-up of super-charged speed machines. Mac|Life gave the game a score of 4 out of 5.
From the review:
Codemasters and Feral really did their homework on how to present a realistic rally experience; the outstanding 3D vehicle models blend perfectly with a variety of racetrack settings (including deserts, forests, and cities). Plus, a terrific particle system seems to kick up just the right amount of dust and grime, and lovingly rendered sound effects meet a hard rock soundtrack and strong voice acting to round the game out nicely.Check out the full review at the link below.
Mac|Life: DiRT 2 Review
Once youíve racked up some progress on your own, youíll probably want to earn some bragging rights online -- and DiRT 2 supports multiplayer gameplay via the popular GameRanger application. Simply install GameRanger, set up an account, and youíll be able to host or join games on the fly. This worked smoothly during testing, though the number of multiplayer matches seemed thin at times, and the browser wasnít quite as robust as what Iíd expect from an integrated option.
Buy DiRT 2
Diablo III Previewed
6:00 AM | Cord Kruse | Comment on this story
GameBanshee has posted a new preview article focusing on Blizzard Entertainment's upcoming Diablo III action RPG sequel. Diablo III will return players to the war torn world of Sanctuary, where they must once again take up arms against the forces of hell.
From the preview:
The actual details of character development have been almost entirely overhauled, and bear little resemblance to Diablo II's. Perhaps most significantly, manual allocation of limited skill and attribute points has been cut out. Whereas entire character builds in the previous games hinged on careful selection of certain attributes to level or skill choices, now, all characters are effectively identical, save for the gear they have and the way players choose to approach them. However, these changes haven't been made in a vacuum, and the skill and attribute systems have been altered a bit accordingly, as I'll get to shortly. Read the full preview at the site listed below.
GameBanshee: Diablo III Preview
It's first worth highlighting the changes to the management of skills themselves. Previous Diablo games used Mana as the primary resource for special abilities, but Diablo III ditches it for class-specific resources, all of which operate in different ways. Barbarians have Fury, which increases as you cause and receive damage; Wizards have Arcane Power, which recharges faster than Mana but has a fixed quantity; Demon Hunters have Hatred and Discipline, which fuel each other in varying ways; Monks have Spirit, which builds up slowly over time and is unleashed in powerful abilities; Witch Doctors, meanwhile, retain Mana in the traditional sense, with it increasing every level but recharging slowly compared to other resources.
The end result of all this is that skills are much more fixed in their effects and costs, and are set up to be used frequently, with weaker skills having no cost whatsoever, and more powerful ones limited more by cooldowns than by the character resources; potion-quaffing is replaced with a more interesting management mechanic, especially in the case of classes like the Demon Hunter. It adds a certain level of involvement other than "spam skills until mana runs out" that I appreciate a great deal, so much so that I think it's one of the biggest improvements to gameplay in Diablo III.
Buy Diablo III
Jeff Vogel Discusses Spiderweb's Return To Avernum
6:00 AM | Cord Kruse | 1 comment
On his blog Spiderweb Software's Jeff Vogel discussed the release of Avernum: Escape From The Pit, the latest incarnation of the first game in his popular role playing game series. The veteran indie developer offered his thoughts on how his game designs have changed over the years.
I am constantly accused of never innovating, and this vexes me. I have worked hard to try new things in my RPGs and stretch the genre, and I've been doing this from day one.Click over to the page below to read more.
The Bottom Feeder: Avernum Discussion
Example: Avernum doesn't have one storyline. It has three. The game has three long, arcing, game-winning quests, each of them almost entirely separate from each other. It is possible to achieve one of them, say escaping the underworld, be told you have won, pat yourself on the back, and never realize that the game still has two epic storylines remaining.
They aren't three different endings. They are three different games.
I did two games this way, and I've never seen another RPG that does the same thing. I eventually let it go to focus on more detailed single stories, but I still think it was a really cool idea.
Avernum: Escape From The Pit
Buy Avernum: Escape From The Pit
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