Mac Game Store Enters LIMBO
6:00 AM | IMG News | Comment on this story
Playdead's unique puzzle adventure title LIMBO is now available for purchase at Mac Game Store. The game puts players in the role of a boy on a journey of exploration, uncertain of his sister's fate, or his own. LIMBO features a hauntingly beautiful art style, Trial by Death puzzle solving, and unique 2D sidescrolling puzzle solving gameplay.
Uncertain of his sister's fate, a boy enters LIMBO.LIMBO requires Mac OS X 10.6 and a Mac released in 2009 or later. It is available now for $9.99 (USD).
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An Independent Games Festival award-winning title, LIMBO is a unique single player 2D Puzzle-Platform/Side-scrolling game. Dreamlike and created entirely in black and white, LIMBO has often been spoken of in terms of game art. Yet while hauntingly beautiful, it is also philosophically provocative. The game features a gameplay mechanic that has come to be known as "Trial by Death" in which the player must die in-game in order to discover the solutions to the puzzles set before him. In the event of this, the player spawns at the last save point and must use what he has learned if he hopes to find his sister and get closure on the events set before him.
The Banner Saga Single Player Campaign
6:00 AM | Cord Kruse | Comment on this story
Stoic recently released a new status update for the company's upcoming strategy role playing adventure game, The Banner Saga. The update offers information on the creation of the game's single player campaign. The Banner Saga will combine elements of turn based strategy, role playing, and adventure games, and will follow the exploits of a band of vikings.
Lots of games have world maps that let you roam a continent, discovering locations and giving the sense of a larger world. We wanted to capture that feeling, but with the sense of urgency and hardship that comes with thousands of people marching across a huge landscape. In The Banner Saga you don’t have the luxury of mucking around. Time plays an integral factor, and traveling plays a huge part in the decisions you make. Check out the full article at the link below.
The Banner Saga Single Player Update
With that in mind, you’ll have a specific goal as part of the story, and the world map is where you’ll plot a course toward that goal and make high-level decisions. Deciding which towns and territory to pass though and whether to make a straight shot for your destination or a safer, more roundabout route will have a huge effect on the events that occur along the way. You carry news with you that others have not heard, and how you use that knowledge also impacts the story. In addition, the world is not an unoccupied land mass peppered with friendly villages. There are contested territories and different factions who have different opinions of each other. Negotiating these problems is part of travel.
At key points along the path events will occur that are out of your control and have world-wide effects. How you react to them, and the path you forge in response, are part of your story.
When major events happen, or you’ve taken an action like setting up camp or entering a town or city, the world map transition into the side-scrolling mode shown in the trailer, called exploration. This is a big part of gameplay! Here you can see the size and mood of your caravan, how many people are traveling with you, and get a better view of the world around you. Exploration will introduce you to the stark beauty of the world around you, and better immerse you in the environment.
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Omerta: City Of Gangsters Trailer Unveiled
6:00 AM | Cord Kruse | Comment on this story
To celebrate the UK release of Windows PC and Xbox 360 versions of Kalypso Media's Omerta – City of Gangsters, the company has released a new trailer for the game. The Mac version is scheduled to launch in "early 2013." The 1920’s-era gangster-themed game is designed by the the team behind Tropico 3 and 4 and mixes conquest-style strategic play with tactical combat.
Omerta – City of Gangsters is a simulation game with tactical turn-based combat. Taking the role of a fresh-off-the-boat immigrant, with dreams of the big life, the player will work his way up the criminal hierarchy of 1920’s Atlantic City, New Jersey. Starting with small jobs, his character recruits a gang and expands his empire by taking territory from other gangsters. Eventually he establishes his own crime syndicate and becomes the de facto ruler of Atlantic City.Check out the links below to learn more.
Omerta: City Of Gangsters Trailer
The player strategically manages his business and his minions in a real-time format, slowly but steadily increasing his influence over the city. The player sends his henchmen out on missions ranging from assassinating an informant, to raiding a warehouse, springing a friend from prison, robbing a bank or attacking a rival gang’s hideout. Nobody is above the law in Atlantic City, so it always helps to have a little cash handy to bribe a policeman or pay off a politician.
The turn-based combat in Omerta – City of Gangsters focuses on the tactical command of “The Boss” and his henchmen. Cover and stealth are essential parts of any shootout in the game. Finding the best vantage point to gun down an enemy, while taking cover from a hailstorm of bullets, can be just as satisfying as sneaking quietly behind a foe and taking him down.
Now included in the release of Omerta, there will be cross-platform multiplayer play between Windows PC and Mac, along with full support for Steam Cloud Saves on both platforms.
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Scripting The Walls In Legend Of Grimrock
6:00 AM | Cord Kruse | 1 comment
In a new forum posting Almost Human has revealed some information about features planned for an as yet unannounced “new Grimrock project.” Legend of Grimrock is an old school RPG dungeon crawler which puts players in the role of a prisoner exiled to Mount Grimrock. To escape they must form a party and make their way through Grimrock's ancient tunnels and dungeons.
Up to now mostly everything in the dungeon has been scriptable. This means that we (and modders) can spawn and destroy alcoves, pressure plates, monsters, items and so on at will. This has proven to be tremendously useful. But one thing has been lacking: the dungeon walls themselves have been living outside the realm of scripting. In fact, for performance reasons they were originally implemented as a special case making them completely static. So, for example, spawning an alcove on top of a wall results in the alcove overlapping with the wall since the wall and alcove share the same space.Head over to the page below to learn more about further development of Legend of Grimrock.
Grimrock Blog: Everything Is Scriptable
We thought about various ways to workaround this problem, but quickly we realised that fixing this problem once and for all means that we should have access to the walls from script and being able to dynamically destroy them. And this is exactly what I have been working on this week. Now everything, including the walls, floors, ceilings and pillars are fully scriptable entities. It is now possible to retrieve the wall entity from the dungeon and call methods such as “destroy” on it. In fact, spawning an alcove now takes care of destroying the wall automatically, so we (or modders) don’t even need to bother with deleting it using script. Likewise, spawning a wall on top of an alcove destroys the alcove automatically. This works for pressure plates and everything else that should replace the existing object automatically. (In modding terms: this works because the alcove and wall entities have the “replacesWall” property set and alcoves and walls have both wall placement.)
We have also added all walls, floors and ceilings to the editor as placeable entities. This way it is very easy to mix and match different wallsets. Another improvement is the addition of onInit hooks to all entities. The hook is called when the map has been loaded and it allows customizing the dungeon geometry easily. For example, we wanted to have huge chasms that span multiple squares with custom objects that are placed at the boundary of the chasm. Placing the objects manually by hand is tedious work so we added a small piece of script that automatically adds them.
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