Moto Racer's 15th Anniversary Now Available
6:00 AM | IMG News | Comment on this story
Moto Racer's 15th Anniversary from Anuman Interactive is now available for purchase from Macgamestore.com. The game features the best circuits of the motorcycle racing series in high definition, three difficulty levels, three game modes, and a choice of four camera angles.
Celebrate Moto Racer’s 15th anniversary and discover the best circuits of the series in high definition with competitors fiercest than ever!Moto Racer's 15th Anniversary can be purchased now for $9.99 (USD).
Moto Racer 15th Anniversary
Every Motorcycling Category In One Game
MOTO GP – Feel the thrill of speeds 300 km/h (180 miles per hour) against your opponents.Game Modes
SUPER CROSS - Race in dirt tracks and humiliate your opponents by realizing your best tricks while overtaking them.
FREESTYLE - Showcase your talents by performing the most incredible aerial tricks (Superman, Indy, Cancan ...)
CHAMPIONSHIP - Win the first place in 3 difficulty modes.Features:
SINGLE RACE – Challenge the racing drivers at any time in a single race.
TIME ATTACK - Establish the best records
- 4 Cameras (Near, Far, gyroscopic camera, Cockpit)
- 3 levels of difficulty (Beginner, Expert, Confirmed)
- 3 game modes: Championship, Single Race, Time Trial (+ Records in freestyle mode)
- Automatic speed available
- Intel 1.6 Ghz
- Mac OS X 10.4.11 or later
Buy Moto Racer 15th Anniversary
Leonard Boyarsky Discusses Diablo III
6:00 AM | Cord Kruse | Comment on this story
In a recent interview with GameSpot Diablo III world designer Leonard Boyarsky revealed insights into the design of the upcoming action RPG. In the interview the developer discussed his own RPG design history, the core elements which define a Diablo game, and living up to fan expectations.
GS: Are those expectations challenges or opportunities? Were there any off-limit elements of the franchise when you started working on Diablo III, or was all previous work up for potential change?Read more at the link below
GameSpot: Diablo III Interview
LB: Everything was open. There were obviously things set in stone in terms of story and what the world was, but we wanted to open up the world into a lot of different areas and bring the story into some new areas. I think it was more of a mood and feel thing, where we ran into areas that we didn't want to touch, and it was more us searching around and trying to find that Diablo sweet spot for our story delivery and our tone. We knew what we wanted; we had a really good idea of what it was, but for us to put it down in a game and have other people feel that was the biggest challenge, I think. It took a lot of iteration. We were changing dynamics, the player now spoke a lot more, we delivered dialogue in a different manner; just all that stuff.
GS: Is that a constant challenge for you as developers--understanding the intentions of what you're trying to achieve, but not knowing how the audience will receive the content?
LB: I think early on it was a bigger issue, and through the iteration process we've really dialled it in. I think that's one of the things that we're fortunate of here at Blizzard; we have time to iterate and have great designers on other teams. Any game you're working on, just by the nature of the beast, you get too close to it to actually be able to see what you need to see. To have fresh eyes to look at it and give you feedback is invaluable. I think the challenge with Diablo that I've found, that's been a little bit more than some of the other games I've worked on, is the economy of delivery systems. We don't have a huge amount of dialogue with which to convey ideas, we don't have a lot of the RPG conventions that I fell back on in the past, like dialogue trees, to really convey a lot of the stuff, so for us to convey the mood and vibe in a really succinct manner was a really big challenge, but I think after a lot of iteration and a lot of great feedback from other designers I think we've pretty much hit it.
Buy Diablo III
Cthulhu Saves The World Mac Version Announced
6:00 AM | Cord Kruse | 2 comments
In a recent developer blog post Zeboyd Games revealed that a Mac version of its RPG parody, Cthulhu Saves The World, is in development. Thanks to a partnership with Tinkerhouse Games the game will be coming sometime this year to Mac, iPhone, iPad, and Android platforms.
About the GameMore details about the Mac release are promised in the weeks ahead. Learn more at the website listed below.
Zeboyd Cthulhu Plans
The lord of insanity, Cthulhu was all set to plunge the world into insanity and destruction when his powers were sealed by a mysterious sorcerer. The only way for him to break the curse is to become a true hero. Save the world to destroy it in an epic parody RPG journey of redemption, romance, and insanity!
- Old school RPG style mixed with modern design sensibilities!
- Inflict insanity upon your opponents for fun and profit!
- 6-10 hour quest with unlockable game modes & difficulty levels for increased replay value.
- Highlander mode – XP gains are quadrupled, but only one character can be brought into battle at a time!
- Score Attack mode – Gain points by defeating bosses at the lowest LV possible!
- Overkill – Jump to LV40 in a single battle! Perfect for replays and experimentation!
- Cthulhu's Angels mode – Remix mode with new playable characters, new dialogue, new bosses, and more!
- All of the great features players know and love from Breath of Death VII: The Beginning have returned – fast-paced gameplay, combo system, random encounter limits, branching LV-Ups, and more!
Blizzard Celebrates 15th Anniversary Of Diablo With New Site
6:00 AM | Cord Kruse | Comment on this story
Blizzard Entertainment has revealed a new website to celebrate the 15th anniversary of the release of the original Diablo action RPG. The site includes an overview of the game, a timeline of events, an extended retrospective, and developer interviews.
All Hell breaks loose...Check out all the Diablo themed goodness at the link below.
Diablo 15th Anniversary Site
was one of the original advertising slogans for Diablo, and to this day it feels appropriately prophetic. When we unleashed Diablo at the end of 1996, we were proud of the game and eager to share it with anyone willing to delve into the deepest, darkest dungeons on a quest to destroy a legendary evil.
The series is now 15 years old, and it’s changed and grown in a number of ways, some of which we couldn’t have possibly anticipated when we started work on our first action-RPG. Diablo’s continued legacy is due, first and foremost, to a great community that embraced the series’ unique brand of multiplayer gaming -- a community that continues to find ways to coax more secrets and power out of the world of Sanctuary.
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