SimCity Launches For Macs On June 11
6:00 AM | Cord Kruse | 2 comments
Electronic Arts has announced that SimCity will be coming to Mac on June 11. Development of the latest incarnation of the popular city building sim is being led by Maxis. SimCity Mac will feature "the same deep, rich gameplay that will define the PC experience as players on both platforms compete or collaborate to create a new world, together."
Q: When will the Mac version be available?Learn more about the game's release at the link below.
SimCity Release Info
A: SimCity for Mac will be available on June 11, 2013.
Q: Why is the Mac port launching later?
A: The Maxis studio is not producing a Mac port, but has created a native version that has been optimized for Mac OS.
Q: Will the Mac version be available at retail?
A: The Mac version of SimCity will be available as a digital download only.
Q: What languages will be supported?
A:The Mac version supports all languages available in the PC version.
Q: Does SimCity support cross-platform play between PC and Mac users?
A: Yes. Everyone is playing together on the same servers. That means PC and Mac users will be building cities alongside each other.
Q: What system specs are you targeting with the Mac version?
A:Any user with LION OSX 10.7.5 and a Core 2 processor will be able to enjoy SimCity for Mac.
Q: Will the Mac version have any advantages or additions over the PC version?
A: The Mac version will have the same features as the PC version.
Q: Will the Mac version support Retina display?
A: We have not yet determined if we have Retina display support.
Q: Will there be a demo for the Mac version?
A:There is no demo currently planned for the Mac version.
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Shadowrun Returns This June
6:00 AM | Cord Kruse | Comment on this story
Harebrained Schemes recently revealed information about the upcoming June release of its Shadowrun Returns RPG. The company plans to release the game on Steam, although it will also offer a DRM-free version of the game from its website. A new blog post details the company's reasons for choosing Steam, and explains the limitations of the DRM-free option.
We realize that for some of you, releasing on Steam isn’t your first choice but there are a lot of really great things we get from this decision that allow us to focus on the game rather than on making things like backend servers to deploy and manage shared content. From the start, we’ve had to make practical decisions like this one to ensure we get the most out of the support you’ve given us. We consider this to be the best option for everyone. View more at the page below.
Shadowrun Returns Release Details
Now, that may prompt the question, “What about DRM-free?” To honor our original promise of a DRM-free version of the game, the Harebrained Account Website will also contain a downloadable version of Shadowrun Returns that does not include Steam integration. While this version will include the Seattle story (and Berlin, via a one-time update), without Steam integration, it will be unable to browse and play community-created stories from within the game. Any future DLC will only be available through Steam.
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Creating The Ogrim For Elder Scrolls Online
6:00 AM | Cord Kruse | 1 comment
ZeniMax Online Studios has posted a new preview of one of the monsters players will face in the upcoming The Elder Scrolls Online, the MMO adaptation of Bethesda's Elder Scrolls universe. The preview offers a look at the creation of art and models to bring the Ogrim alive in the game.
You probably remember the ogrim if you played The Elder Scrolls III: Morrowind. We’ve brought this Daedra, along with many others you’ll recognize, into the world of The Elder Scrolls Online. We’d like to take you behind the scenes for a closer look at how creatures like the ogrim go from concept to ferocious in-game opponents.Check out the page below for more.
Elder Scrolls Online: Creating The Ogrim
When creating the ogrim, we first looked at the Morrowind model and existing lore from The Elder Scrolls games. This helped us get a feel for the creature and gave us a great starting place for bringing it into ESO. As with any art that goes into the game, the ogrim began life in the concept phase. Concept artists drew up several thumbnails—quick, small sketches—with lots of ideas for visual direction. Once the Art Team settled on a direction, more images were created: color studies and several different, more detailed concepts were developed to be used as reference by Figure Artists.
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Sanguine Nights: Darkest Blood Campaign Launched
6:00 AM | Cord Kruse | Comment on this story
Team Ravenous recently launched a Kickstarter campaign to fund Sanguine Nights: Darkest Blood, a new vampire themed 3D multiplayer action/RPG title. The developers plan to offer single player quests as well as multiplayer action driven by content creation tools available to players. If the company reaches its $75,000 goal the project will be released for Mac, Windows, and Linux PC users.
Sanguine Nights – Darkest Blood is a 3D multiplayer, action/RPG hybrid built upon the Unity game engine, available upon release for Linux, Mac and PC. The game itself is set in the dystopian city of New Tenebra, where ancient creatures guilty of the sin of hubris were cursed by God and rejected by the natural order, although the races of Vampirism share little in common.For more specifics about the game and its features click over to the page below.
Sanguine Nights: Darkest Blood Kickstarter
Their many differences result in a perception of racial and cultural clash of a Darwinian nature, regulated by Victorian ethics and Machiavellian concerns for security and self-preservation. Each race perceives others as “savage”, “dangerous” or “inferior” and gracefully plans its dominance over the rest, while carefully manoeuvring around traps set by Inquisitors, Slayers and other supernaturals carrying out their ancient feuds with the Undead.
Where Sanguine Nights truly shines is in the empowerment of players over the game's content. Stretch goals aside, the single-player experience will include many quests throughout New Tenebra which will immerse players in the mythos and cosmos of the setting. For multi-player, we will be building a set of content creation tools which will allow players of the game to enrich their experience and give their own, unique flavour to the world in which Sanguine Nights is set.
Apart from player-driven multiplayer, the game will also feature quests that can be undertaken by one or more characters, sandbox play and, upon reaching Stretch Goal VII, an immersing single-player mode.
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