LEGO Marvel Super Heroes Leaps Into Action At MGS
6:00 AM | IMG News | Comment on this story
Mac Game Store has added Feral Interactive's LEGO Marvel Super Heroes to its list of titles available for purchase and download. The game includes more than 100 Marvel characters from Spider-Man to Captain America and the Hulk, and is packed with a myriad of character abilities, combat-like action sequences, puzzle-solving, and legendary battle sequences.
LEGO. Marvel. 'Nuff said.LEGO Marvel Super Heroes is available now for $19.99 (USD).
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Fly, smash and swing your way through a side-splitting LEGO adventure as over 100 classic Marvel characters. The Avengers, X-Men, Spider-Man and the rest of the universe’s heroes must fight together to stop Doctor Doom’s evil alliance of villains.
You’ll need all your super-skills to thwart their plan to build a devastating weapon from the magical Cosmic Bricks. Play as Iron Man, Wolverine, Spider-Man, the Hulk and many more in a hilariously chaotic battle for Earth all brought to life with LEGO’s signature wit and visual flair.
- Discover a Marvel Universe built of LEGO, starring a minifigure cast and block-based recreations of famed locations.
- Sling webs as Spider-Man, shrink down as Ant-Man, change shape as Mister Fantastic and master the incredible powers of over 100 other Marvel characters!
- Manhattan is your playground! Fly, swing and skydive through an open world filled with sidequests, minigames and secrets to find.
- Commandeer a fleet of vehicles including jets, tanks and Ghost Rider’s flaming motorcycle.
- Defeat an army of enemies in fierce brawls and epic boss fights.
- Deliver powerful combo moves and leave a path of destruction as super-strong Big Fig characters like the Hulk and Abomination.
- Create your own Super Hero and customize abilities, weapons and costumes with a dizzying number of options.
- Join forces with a friend and double-team your foes with drop-in/drop-out local co-op.
- Mac OS X 10.8.5 or later
- 1.8 GHz Intel Mac
- 4 GB RAM
- 7 GB HD Space
- 512 MB VRAM
- ATI Radeon HD 4670
- NVIDIA GeForce GT 330M
- Intel HD Graphics 4000
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More Questions Answered About The Elder Scrolls Online
6:00 AM | Cord Kruse | Comment on this story
ZeniMax Online Studios recenlty posted the results of a new "Ask Us Anything" Q&A answering fan questions about the MMO adaptation of Bethesda's Elder Scrolls universe. The developer answered questions on a variety of topics related to The Elder Scrolls Online, including gameplay specific questions, lore questions, and advice on dealing with bots and gold spammers.
What is the reason or meaning behind your Ouroboros aside from portraying "infinity"? I would really like to know how you guys came up with the idea/design and the vision behind it.Click on the link below to read more.
The Elder Scrolls Online Ask Us Anything
Years ago, Matt Firor needed an ESO logo for a presentation he was doing, so he asked me (Mat Weathers, Lead Artist) to quickly put one together. This wasn’t the Ouroborous, mind you, and Matt was very clear that this was not going to be the final game logo. I whipped up a series of drawings and everyone picked one. It was more of an old-school MMO style logo, big and a little cartoony. It worked for the presentation, but it wasn’t the right tone for ESO.
A couple years after that, Matt was kind enough to give me a chance to regain some of my artistic integrity by working on the actual game logo. He wanted a design that was serious, in tone with the Elder Scrolls IP, and evocative of the “three alliances in conflict” theme that is the central element of our game. I created a thumbnail series of logo treatments, and the one that stuck was a metal ring with three animal heads each attacking each other’s tails. It was pretty straightforward after that.
I iterated on that design, making it less like a flat icon and more like an actual piece of metal art. I modeled a version of it in order to make it more realistic—give it more heft, if you will—and handed the concept and model over to our talented Lead Figure Artist Mark Shahan. He took it and did a ZBrush pass on it to give it the age and wear that it needed. It was that nearly-final design that we handed over to the Marketing Team for final iteration based on the direction of Matt Firor, and Jared Carr (our Art Director).
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Quest For Infamy Delayed Until July 10
6:00 AM | Cord Kruse | Comment on this story
Phoenix Online Studios and Infamous Quest have announced a new July 10 release for the upcoming adventure/RPG hybrid Quest for Infamy, which was previously planned to release on June 26. The game features a humorous story with a blend of turn-based combat and puzzle solving adventure elements. Players choose from three unique classes and set forth to explore a world filled with fantasy adventures.
The release of Quest for Infamy, the Quest For glory inspired Adventure-RPG, has been moved to July 10th. So what does this mean to you, the gamer? It means Quest For Infamy will ship with an extra dose of enhancements, polish, and 20% more squashed bugs!Head over to the links below for more.
Quest For Infamy (add to watch list)
Then you can finally return to the glory days of role-playing and adventure with this humor-filled fantasy epic, styled in the vein of classic PC RPGs, where you play the charming villain.
Blending turn-based combat and spellcasting with puzzle solving and adventure, players can choose from three character classes, brigand , rogue, or sorcerer, each with unique storylines and adventures.
A spiritual heir to yesteryear’s heroic quests, adventurers are invited to explore a world of hand-drawn wonder, as they wind their way through trap-infested dungeons, battle slavering beasts with swords or custom-made spells, and steal entire town’s worth of treasure from unsuspecting townsfolk. Being bad has never felt so good!
The nostalgic throwback will be available on PC & Mac at launch on July 10th, with Linux and mobile releases to follow, on GOG.com, Steam, the Phoenix Online Store and other online retailers.
Quest For Infamy Delay
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Cesspools And Leaderboards: Diablo 2.1.0 Previewed
6:00 AM | Cord Kruse | Comment on this story
Blizzard Entertainment recently posted a new preview of the upcoming 2.1.0 patch for its fantasy action RPG, Diablo III: Reaper of Souls. The update will include a variety of changes and additions including a Seasons system similar to Diablo II's ladder system, a new type of Nephalem Rifts called Greater Rifts, Leaderboards, combat changes, and the new Cesspool randomized landscapes accessible through rifts.
It's almost here, nephalem! The first major content patch for Reaper of Souls™ is right around the corner and we're preparing a Public Test Region to give you a hands-on look at the upcoming changes. Before the PTR goes live, let's get started with a high-level overview of what you can expect from patch 2.1.0.For more information follow the link below.
Patch 2.1.0 Preview
Similar to Ladders in Diablo® II, Seasons will offer players in Diablo® III a chance to periodically start fresh, leveling their level 1 characters and artisans from scratch. Season participation benefits include exclusive rewards and unique Legendaries as well as the the thrill of climbing all-new Leaderboards by completing achievements, earning Conquests, or running Greater Rifts.
While Greater Rifts are a type of Nephalem Rift, there are some key differences between the two features. In Greater Rifts:
If you complete a Greater Rift before time expires you'll advance to the next difficulty level. Should your time be exceptionally good, you might even skip a few levels! If time instead expires, you'll have reached the end of your current Greater Rift journey and your best results will be posted to the appropriate Leaderboards.
- You'll race against a clock to fill a progress bar by accruing monster kills.
- Most monsters do not drop loot; rewards have been completely shifted to the Rift Guardian.
- This removes conflicting pressure from attaining a better time versus picking up all your loot.
- Monsters grant differing amounts of progress for your progress bar; the tougher the monster, the more they fill up your progress bar.
- You cannot resurrect at your corpse or in town while in a Greater Rift—only at the last checkpoint.
- Note that if you die in a Greater Rift on a Hardcore character, that death will be permanent.
- You cannot use player banners or the Teleport option if the target player is in a Greater Rift.
- Higher Greater Rifts levels are progressively more difficult.
- This difficulty is separate from the standard difficulty settings (Master, Torment I-VI, etc.)
Leaderboards will track progress for Greater Rifts, Seasonal achievement points, and Seasonal Conquests across a variety of game styles. Designed to be informative and detailed, Leaderboards will allow you to compare your progress to that of your gameplay region, friends, and clan members, and each type of board will track progress a little differently.
Dexterity & Survivability:
A major change is coming to Dexterity to benefit Demon Hunters and Monks. Each point of Dexterity will grant 1 point of Armor instead of Dodge chance. Dodge isn’t as reliable as Armor or Resistances and doesn’t protect you from some of the most dangerous monster affixes like Plagued or Thunderstorm. In light of this buff, the existing passives that grant 30% of your Dexterity as Armor (Seize the Initiative and Awareness) will be completely redesigned.
The next change will be to Healing. Currently, Healing provided by gear isn't very valuable because you receive the vast amount of your healing from Health Globes. During internal testing, we discovered that as you reached higher Greater Rift levels, you really wanted more of your healing to come from your gear in order to survive. To facilitate this, we are reducing the amount of healing Health Globes provide, but buffing Life on Hit and Life Regeneration on gear to compensate. This change should make a more consistent experience when you turn up the difficulty (or reach a higher tier in a Greater Rift) in situations where you’re not killing as quickly and actually require the increased Healing.
While Seasons and Greater Rifts are definitely taking center stage with this patch, we're also providing some additional content to add more variety and flavor to your Adventure Mode exploration.
Originally designed as the sewers of Westmarch, we weren't quite able to include the Cesspools in the list of playable environments in Reaper of Souls by the time the expansion launched.
Still, we loved the look and feel of this festering, dank underworld and we've spent some time polishing it up for use in Nephalem Rifts and Greater Rifts. You'll have a chance to spawn Cesspool levels while in a Rift, and we hope you enjoy this new randomized landscape!
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