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Friday, February 15, 2008

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Tomb Raider Anniversary Released, Demo Available
6:00 AM | Cord Kruse | 3 comments

Feral Interactive has announced the release of Tomb Raider Anniversary. The action adventure title revisits the territory of the original game using today's technology to give players a new experience, and brings the popular Lara Croft character back to the Mac for the first time in several years.

Celebrate and commemorate ten years of Tomb Raider and Lara Croft with Tomb Raider: Anniversary, a new action adventure inspired by the original Tomb Raider video game, one of the greatest action adventure games of all time.

The adventure begins when Lara is hired by a powerful syndicate to retrieve a mythical object called the Scion. As Lara searches ancient tombs and isolated worlds that have lain undisturbed for thousands of years, she discovers that she is not alone. Not only has she awoken their fearsome guardians but there are others desperate to learn the Scion's dark secrets.

Minimum System Requirements:
Processor: 1.83GHz
RAM: 512MB
Graphics: 64MB
Mac OS: 10.4
Hard Disk: 4GB
Drive: DVD
Input: Mouse

Recommended System Requirements:
Processor: 2.4GHz
Graphics: 128MB
Mac OS: 10.5
Hard Disk: 4GB
Drive: DVD
Input: Game Pad
Tomb Raider Anniversary requires an Intel mac and does not support GMA graphics cards with shared RAM. Follow the links below for more information.

A demo of Tomb Raider Anniversary is available for download from our sister web site,

Macgamefiles: Tomb Raider Anniversary Demo
Feral Interactive
Tomb Raider Anniversary
Buy Tomb Raider Anniversary

Waterstorm Now Available
6:00 AM | Cord Kruse | Comment on this story

Rarebyte's Waterstorm has reached version 1.0. The 2D multiplayer submarine combat game gives gamers the chance to participate in subaqueous battles with a variety of high tech weapons. The release version includes new maps, a voting system, interface redesign, and rebalanced weapons.

If you already have a beta version of the game installed, just launch it and the Rarebyte Auto Updater (RAU) will update it to the 1.0 release. If not, just head over to the Waterstorm Main Site and download the new installer for your system (Windows, Linux and Mac OS X supported).

Also, we'd like to thank all beta testers who helped making this release possible. Please keep up the great work and do not hesitate to post your comments and suggestions on the Waterstorm Forum.

More important, Waterstorm 1.0 introduces a new business model that provides a Free Account of the game (that is what all beta test accounts have been upgraded to) and the so-called Supporter Account. So if you like the game and want to enable the developers to release subsequent content and feature updates, become a supporter. You decide how much you want to give!
To download the game follow the link provided below.


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Spore Hands-On Preview, Developer Interview
6:00 AM | Cord Kruse | Comment on this story has published a new hands-on preview of Will Wright's upcoming god sim, Spore, as well as an interview with lead producer Thomas Vu. The game will allow players to take single celled organisms from the primordial ooze to the lofty reaches of outer space, tinkering with the evolution of the creatures at every stage.

From the interview:

BT: What about the art style? Spore has a very distinctive look with lots of bright colours and a cartoony appeal. Was that a restraint of the engine or a deliberate choice?
TV: It was a conscious choice. Our art director, Ocean Quigley, is a really great guy and he worked closely with us. With our engine we can make the game look very dark or even brighter, but we chose the art style which we thought would have the most appeal to the most people.
Importantly though it also gave us the leverage we needed to use the usual Maxis humour. We wanted the game to feel like you could use it to make a joke, but at the same time you can make a dark and evil story with it Ė mini-devils running around and so on. We didnít want to dictate too much.

BT: You mention the typical Maxis humour and one of the funniest things Iíve seen is when someone spends hours building a city in Sim City only to have it all wiped out by a tornado or a UFO or whatever. Are we going to be seeing random events like that in Spore?
TV: Yeah, thereís randomness, but I can only talk about some of them though. One is that, because when youíre in the Space Stage you can visit other planets, when youíre in the Creature Stage other playerís stuff will come to you sometime. It isnít controlled by them, just taken from their game.
We talked for ages about what it would be like if they abducted you and if there would be probing (laughing)Öand thereís lots of things we could have done with that. The humour is something that we tend to add very late though. One of the things we only just added is, when youíre in Tribe Stage and you dance in front of other towns to socialise with them, they can score you and hold up scorecards. Itís always fantastic to see people sit back and be like ďA four? A four sucks!Ē
To be honest though, a lot of the humour is for the players to make. Weíve seen everything from flying snails to flying toilets.
Head over to the links below to read the interview and preview. Thomas Vu Spore Interview Spore Hands-On Preview
Electronic Arts
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Penumbra: Black Plague Reviewed
6:00 AM | Cord Kruse | Comment on this story

Strategy Informer has posted a review of the Windows version of Penumbra: Black Plague The final chapter in the Penumbra story will thrust players into a creepy environment of horror where they must solve puzzles to survive. SI gave the game a score of 7.5 out of 10.

From the review:

The unique selling point here is that the game attempts to convey a true sense of physicality in the environment. Opening a drawer for example, isn't simply a case of pressing a button at the right time. You have to walk over to the drawer, look at it, grab the handle, and move the mouse towards your point of view in order to pull it out. This is a concept that's fleshed out to be more than just a few tricks. Every door that you encounter will have to be opened in the same way, objects have weight and mass, enabling them to be stacked and manipulated in a realistic manner, and of course things can be thrown and swung around utilising the same system.

The area in which this shines most is undoubtedly the puzzles. These were a strong point of the first game, and they return here with increased frequency and believability. As each of the objects in the game behaves roughly as you would expect in the real world, the developers have been able to craft situations in which logical solutions are the only real way to progress. There will be hair-pullingly frustrating moments for sure, but the eventual solution is always well thought-out and utilises the environment in a consistent fashion.

The other main pull for the original title was the atmosphere. Creeping around in the darkness, powerless to defeat the enemies crawling directly around in front of you, entrenched the player with a keen sense of danger and made for some adrenalin-fuelled action. The same sense of foreboding, and the same stealth mechanic returns here, but with a lesser frequency of enemies to deal with. That's not to say they aren't there however, and some of the latter environments throw up some unique encounters, but the overall impact is undoubtedly softened. Given that the combat was always the weakest area of Overture, that has to be a conscious design decision, and a good one to boot.
Check out the full review at the site linked below.

Strategy Informer: Penumbra Black Plague Review
Frictional Games

Mac Games News for Thursday, February 14, 2008

Lara Croft Gives Mac Gamers A Valentine6:59 PM
Inside Mac Games Reviews Domination1:41 PM
A Q&A With Epic's Mike Capps6:00 AM
Eschalon: Book 1 Reviewed6:00 AM
Jeopardy! Deluxe Released6:00 AM
Wright & Bradshaw Discuss Spore6:00 AM
View all of the Mac games news for Thursday, February 14, 2008 on one page

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