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Wednesday, June 13, 2007

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The Broken Hourglass: Moonshine, Chapter 4
6:00 AM | Cord Kruse | Comment on this story

Planewalker Games has posted the final chapter in the Moonshine serial short story set within the world of The Broken Hourglass, Planewalker's upcoming RPG. "Will Klavel root out the culprit who murdered his partner? Or will he find out that in Mal Nassrin, a bad eye and dirty clothes do not a detective make?"

"Tell him, Larius is dead and Klavel is here to ask what he wants to do about it."
"Wait." The butler sidesteps out of my vision again and I wait.
"Bet he wants him buried," Knock says and laughs.
I turn my head so I can see his face. "You trying to be funny?" I ask him.
He stops laughing, but shrugs. "What else you do with a dead man?
Think you're gonna need a new partner, Klavel?"
And that was the first time he'd ever called me Klavel.
To read the rest of Moonshine click over to the site listed below.

Moonshine, Chapter 4
The Broken Hourglass

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Inside Mac Games Reviews ArchMage
2:59 PM | Tuncer Deniz | Comment on this story

Inside Mac Games has posted a review of Rake In Grass' ArchMage, a fast-paced arcade shooter. Here's a clip from the review:

In ArchMage, you spend the majority of your time blowing up monsters and collecting powerups. This makes you stronger and able to kill more enemies for more powerups. In this aspect, ArchMage is just like any other shooter on the market, and can become boring relatively quickly. Thankfully, it has a few extra features that keep you interested a little longer than the average shooter.
To check out the full review, please follow the link below.

Inside Mac Games Review: ArchMage
Buy ArchMage

3D Game Shootout: 17" MacBook Pro "Santa Rosa" vs Others
6:00 AM | Cord Kruse | Comment on this story

Barefeats has updated their speed evaluation of the new MacBook Pro "Santa Rosa" models with the inclusion of the 17" 2.4GHz MacBook Pro. The tests reveal that the 17" machine is up to 11% faster with 3D applications than the 15" model.

The new MacBook Pro "Santa Rosa" with the GeForce 8600M runs 3D accelerated games significantly faster than the previous 2.33GHz model with the Mobility Radeon X1600. For example, the 15" "Rosa" ran Prey ran 55% faster than the fastest previous MacBook Pro model. The 17" "Rosa" ran Prey 72% faster.

Both the 15" and 17" MacBook Pro "Rosa" beat the 4-Core Mac Pro desktop with a "stock" GeForce 7300 GT in 5 out of 6 game tests.

Of course, the 24" iMac C2D with the GeForce 7600 GT and the 4-core Mac Pro with the Radeon X1900 XT were faster, as expected. But the improved 3D OpenGL performance of the new Macbook Pro "Rosa" is welcome to avid gamers. Nobody argues that the "hard core" gamer wanting the Mac with the most frames per second possible will choose the Mac Pro tower with the Radeon X1900 XT -- still the "Top Gun." But if he/she wants good gaming performance on the road, the newest MacBook Pro is the way to go.
Check out the updated results at the link below.

Barefeats: Santa Rosa 3D Gaming

World of Padman Reviewed
6:00 AM | Cord Kruse | 3 comments

Mod DB recently reviewed World of Padman, a multiplayer shooter which began as a mod for Quake III Arena and is now a stand alone title. The zany game pits colorful characters against one another in a fight to the death. Mod DB recommended the game to fans of the genre.

World of Padman 's colorful graphics are rendered by the dated Quake 3 engine. However, despite the fact that the Quake 3 engine has fallen behind modern standards, you'll seldom realize the lack of detail due to the prominent stylization of the visuals. This mod proves that the visual appeal of a game isn’t about fancy bloom or HDR effects, but instead about the quality of design and style. The creators use their background in comic illustration to evoke a world of colorful artistic accents.

The visuals will not cater to all tastes and those more interested in realistic graphics may be turned off by World of Padman 's unrealistic, cartoon style. Nevertheless, don't let the colorful, almost child-like visuals fool you into thinking that the gameplay lacks the violence and brutality of other shooters.

The game play is quite similar to the wildly fast combat that Quake is known for. World of Padman offers up the classic Deathmatch, Team Deathmatch and Last Man Standing modes, while also introducing two relatively original modes of play.
Check out the rest of the review at the link below.

Mod DB: World of Padman Review
World of Padman
World of Padman: Description & Download Links

SimCity Societies Officially Announced For PC
6:00 AM | Cord Kruse | Comment on this story

Electronic Arts announced yesterday that SimCity Societies for PC is in development and is scheduled to hit retail stores this holiday season. Featuring an all-new, revolutionary feature set, SimCity Societies allows players to construct not only the cities they desire, but create their cultures, societal behaviors and environments as well. Players can build an artistic city, haunted town, green city, spiritual community or any kind of city they might want.

Players start by choosing from a variety of more than 350 building types, each of which allows them to combine, connect and re-arrange structures freely. Players can challenge authority and experiment with what happens when citizens flagrantly disobey power in an unruly Orwellian society. Or if players are feeling happy, they can build a Fun City filled with Ferris Wheels, Gingerbread Houses and Chocolate Factories! Inspiration can come from a wide range of architectural periods ranging from the realistic to the fanciful; from the industrial age to futuristic designs, with each structure reflecting its name and nature, many offering a click-on action for fans to play upon! As each city evolves, players will be able to unlock new buildings that can help advance – or regress – their society.

SimCity Societies introduces an all-new, revolutionary feature set for players to combine buildings that will produce or consume new kinds of resources called “social energies.” How you mix and match these resources – industry, wealth, obedience, knowledge, devotion, or creativity—determines the social energy of your city. Will your city be happy and creative, spiritual and knowledgeable, will it be wealthy and powerful or obedient and fearful? Its fate is in your hands!

Not only will players be able to build from any or all energies, but the cities will look and behave differently depending on the energy combinations the player makes. From futuristic metropolises and fantastical haunted cities to obedient Orwellian states and devout contemplative towns – what to combine and connect is up to the creator.
Under development at Tilted Mill Entertainment, SimCity Societies is scheduled for release in November 2007. There is no word yet on the possibility of a Mac version.

Head over to the Worthplaying page below to read more and check out some screenshots.

Worthplaying: SimCity Societies Announced, Screenshots
Electronic Arts

Game Developers Discuss Fatherhood
6:00 AM | Cord Kruse | 3 comments

In the lead up to Father's Day this Sunday, Gamasutra is offering mini-interviews with game developers about the impact being a father has on the way they create games. In the first installment Gamasutra interviewed Blizzard Entertainment's Rob Pardo and Big Rooster's Tim Gerritsen.

Rob Pardo, Vice President of Game Design, Blizzard Entertainment:

Playing games with my daughter is great because it really allows me to see what is fundamentally fun about game mechanics. For example, when she was only 5 years old, she would just jump off buildings over and over and collect lots of different outfits for her character.

I generally have more of an "achiever" mentality when I play games, and playing with my daughter really helps give me a more rounded perspective towards games.

Tim Gerritsen, Executive Director, Big Rooster:

I was pretty seriously goal-driven before I had kids, and having kids allowed me to relax and have more fun while working on those goals. I got into the simple joys of just exploring and building for building's sake. It reminded me of how much fun there is in just simply exploring the world around you - and seeing how adjusting a little thing here or a little thing there can change the whole nature of something you are doing. It also opened up a whole new range of interests for me creatively as I was exposed to what my kids find interesting, funny and cool, and that has definitely impacted my approach to design.

One thing that also affected me was the fact that my kids can't play the games I'm working on and that really bothered me. My kids were far too young for Rune, and there's no way I was going to let them play Prey. Honestly, it was one of the factors that led to my leaving Human Head. I realized the only way I was ever going to be able to have my kids play the games I was working on was for them to become adults, and I simply didn't want to wait that long.
For the full interviews head over to the site below.

Gamasutra: Father's Day Week Interviews Part One

Mac Games News for Tuesday, June 12, 2007

3D Gaming Shootout: MacBook Pro 2.2GHz versus 2.4GHz6:00 AM
Apple Games Features iPod Mahjong6:00 AM
Designing For Motivation6:00 AM
Doulber Gold Goes Universal6:00 AM
Heroes of Might and Magic V Reviewed6:00 AM
View all of the Mac games news for Tuesday, June 12, 2007 on one page

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