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Monday, January 5, 2009

Ambrosia To Show Multiwinia At Macworld 2009
6:00 AM | Cord Kruse | Comment on this story

Ambrosia Software is encouraging attendees of the 2009 Macworld Conference & Expo to visit booth #420 to check out the company's products. The company will be showing Multiwinia, the upcoming Mac version of the multiplayer strategy title from the creator's of Darwinia. Other products demonstrated will include Wiretap Studio, Wiretap Anywhere, Soundboard, and the redesigned iToner 2.

The booth design has taken us months, the media kits are printed, DVDs of our products and shirts are a-plenty at this years event. As always, the Ambrosia Crew members will be there showing our latest and best software, as well as showing demos of currently unreleased products.

The crew will be demonstrating items such as; the all new redesigned iToner 2, the currently unreleased game Multiwinia, our award winning audio software Wiretap Studio and Wiretap Anywhere, plus demos for our latest sound software Soundboard! This is definitely a show you do not want to miss!

In further appreciation of our customers, a 20% discount will be given on all of Ambrosia's software. If you can't make it to the show, don't fret, this discount will also be given to customers who are unable to make it to Macworld Expo

If you're going to be at Macworld, please stop by booth #420 in the Main Hall and say hello. :) Look for the giant hanging sign with our name on it!
Ambrosia Software will offer booth visitors a 20% discount on all its software. For more information follow the links below.

Ambrosia MWSF Discount
Ambrosia Software
Macworld Expo

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StarCraft II: Wings Of Liberty Discussion, Screenshots
6:00 AM | Cord Kruse | 1 comment has posted a new interview with StarCraft II: Wings of Liberty lead designer, Dustin Browder. The article focuses on the first game in the trilogy and includes commentary about the game's nonlinear elements and storyline. Gameinfowire has also added to the StarCraft II information with a selection of screenshots from the game.

1UP: Do you anticipate the production cycle for the StarCraft 2 trilogy to feel like making three separate games, or more like World of WarCraft and its expansions, where the bulk of the work is on the first installment, and subsequent ones are more about iterating and refining rather than inventing?
DB: Well that's the hope; that a good amount of the hard work of designing gameplay mechanics and systems, as well as the internal tasks of creating tools and protocols to develop all this content, is mostly settled at this point as we get deeper into the creation of the core game. So once we ship the core game of StarCraft 2 and start delving into the expansions, we'll have a great deal of that infrastructure under our belts and be able to concentrate primarily on content creation for the two expansion sets.

That said, we're conscious of making sure we are providing new and compelling content for the expansions. The meta-aspects of the Zerg and Protoss campaigns, for example, will work a lot differently than how we're doing things with the core StarCraft 2 game. It doesn't make sense for Kerrigan to be flying around in a battlecruiser and picking out mercenary missions for cash, which is what you'll be doing with Raynor in the core game's campaign. So we'll be doing something different with Kerrigan to get her to evolve and grow her Zerg army. Meanwhile, Zeratul's Protoss campaign may require you to engage in diplomacy with the different Protoss tribes in order to gain access to different units and technologies.

1UP: There was mention of how the campaigns eventually grew too large to be encapsulated in a single title. Now that each race's campaign has more room, can you elaborate on things you could do in a 30 mission Terran campaign that you couldn't do in a 10 mission one?
DB: The primary thing we can do is structure the campaign in a non-linear fashion. Being able to focus on one race for 26 to 30 missions gives us the breathing room to give players meaningful choices as to which parts of the galaxy they want to explore first, and the ability to create side plots. It also gives us the leeway to introduce more characters, more locations, and allow us some room to explore those characters and settings in more depth. Trying to cram all of that into 10 missions at a time didn't seem feasible, and would have negatively impacted our design goals as well as our story presentation.

1UP: Touching on the non-linear campaign comment earlier, how will this affect the actual plot? Despite a non-linear mission structure, will the story still be a tightly constructed, linear affair, or will you be able to change some elements of it depending on your story? And if so, will those changes be reflected in the plot and missions of the subsequent campaigns?
DB: There's still going to be a discrete beginning and ending to the storyline in each campaign. The path you take to get from point A to point B is what's going to vary from player to player. There will be side-plots you explore where the choices you make can affect the fate of certain characters, or possibly worlds. But we still want to ensure that we're telling one single, coherent story, and that we avoid any ambiguity in the primary plot arc.
To read the full interview and check out the screenshots from and Gameinfowire click on the links provided below. StarCraft II Interview
GameinfoWire: StarCraft II Screenshots
Blizzard Entertainment
StarCraft II: Wings Of Liberty
Buy StarCraft II: Wings Of Liberty

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Exploring World Of Goo
6:00 AM | Cord Kruse | Comment on this story

Mac|Life has published a new review of World of Goo. The unique puzzle title challenges players to guide balls of goo through the game's levels by constructing items like ladders and bridges to circumvent obstacles.Mac|Life gave the game a score of 5 out of 5.

From the review:

Puzzle games are rarely as emotional, funny, and engaging as World of Goo. In its understandable core, you値l just build structures by connecting living goo balls葉he circles latch out arms to grab their close-by neighbors, creating elaborate bridgeworks of interlocking joints. This excellent, fundamental challenge makes a great game. But the layers of beautiful art, goofy sound, and humor piled on top make World of Goo a must-have for anyone who痴 ever connected two Lego bricks.

World of Goo begins simply, gradually teaching you different ways to use the goo balls. In nearly every level, you値l build a tower, bridge, or other structure leading to a mysterious pipe that sucks in the remaining balls. Throughout, you値l have to keep the assembly balanced葉oo much weight on one side will crash it into the ground.

The pacing works well, gradually introducing new ball types, such as balloons, reusable balls, and flammable creatures. Players get just enough help to guide them, although many areas stay challenging. A few times, we had to return to a difficult level a day or two later to come up with a solution, and completing any level left us with a sense of accomplishment. Even after finishing the game, we returned to keep playing in different ways, such as rescuing extra balls. An online play area outside of the linear game even compares the height of your towers to others around the world.
Visit the link below to read the rest of the review.

Mac|Life: World Of Goo
2D Boy
World of Goo

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Adventuring In Kivi's Underworld
6:00 AM | Cord Kruse | Comment on this story

Jay is Games has published a new review of Soldak Entertainment's casual action RPG, Kivi's Underworld. Set in the same world as Depths of Peril, Kivi's Underworld allows players to adventure as one of 20 character classes against a variety of dangerous foes. Jay is Games recommended Kivi's Underworld to fans of casual action RPGs.

From the review:

The controls and combat system are extremely intuitive, and pretty effective when it comes to dishing out damage and keeping your defenses up. Just point the mouse to the spot you'd like to move to and left-click, or hold the button down to "auto-walk" and you'll keep following the mouse cursor. Click the left mouse button while the cursor is hovering an enemy (or a destroyable object) to use your main attack, or keep it pressed to auto-attack. Same deal with your special ability, which is controlled using the right mouse button. Various hot-keys are assigned (and configurable) for commonly-used actions, like opening your quest and character interfaces. Pushing [Space] will let you quickly use the lowest-placed power-up in your power-up box (which can hold up to three, collected from monster drops and chests--more on these later). Pretty much everything you can control with the mouse by clicking the icons on your UI can be done with keyboard. Tip: the exception seemed to be the ability to toggle item nameplates on and off, which can be done by pressing [Alt]. It's a handy feature when the screen feels too cluttered, or conversely, when you're having trouble seeing an item on the floor.

The streamlined control lends itself well with the gameplay. In keeping with the hack-n-slash theme of Kivi's Underworld, hindrances to action are minimal. The whole game is basically just a series of dungeon runs, but the characters, monsters, quests and abilities keep the game positioned right inside the sweet spot between action and adventure. Each "level" of the game (called adventures) features a single dungeon, some with multiple underground levels. Actually, "dungeon" might not be the best word for every adventure, because some of them have an outdoor setting, even though they are all self-contained. There's a main quest objective in each level, as well as side-quests or achievement goals (like killing 20 zombies or finding all the secret rooms). Your score is paramount to character progression, and you get points for almost everything (even achievement "feats" like attacking the first monster in an adventure before it attacks you). At the end of each adventure, your score is tallied and determines whether you receive a bronze, silver or gold "trophy," which awards you one, two or three skill points to spend, respectively.
Head over to the Jay is Games website to read the full review.

Jay Is Games: Kivi's Underworld Review
Soldak Entertainment
Kivi's Underworld

Mac Games News for Friday, January 2, 2009

Apple Games: A Tale In The Desert IV, iPod Real Soccer6:00 AM
Designers Discuss Ten Years Of Baldur's Gate6:00 AM
Diablo III: Interview & Concept Art6:00 AM
Geneforge 5: Overthrow Reviewed6:00 AM
View all of the Mac games news for Friday, January 2, 2009 on one page

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