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Tuesday, February 24, 2009

Brainpipe: A Plunge To Unhumanity Now Available
6:00 AM | Cord Kruse | 2 comments

Digital Eel has announced the release of the Mac version of Brainpipe: A Plunge to Unhumanity. The 3D action game send players on a colorful journey through obstacle filled tunnels where they must collect enough glowing glyphs to allow passage to higher levels. The game features 10 levels of increasingly difficult action.

BRAINPIPE is a unique gaming experience. The ultimate objective is to transcend humanity. You do this by navigating the tunnels of your mind, exercising your hand-eye coordination while relishing in the funkadelic sights and sounds of your inner self. Collect the illuminated glyphs while avoiding the nasty obstacles. They may look all nice and shiny, even warm and inviting, but each brush with them brings you one step closer to eternal darkness!

BRAINPIPE is also an easy game to play, hearkening back to the classic arcade games of yesteryear. A one click interface keeps you focused on the action, instead of searching for the right key to press, and is a perfect complement to the soothing audio and visuals.

♦ Single-player arcade action with a psychedelic twist from the masters of trippy computer gaming, Digital Eel.
♦ Relive the 60s and 70s without getting hassled by The Man.
♦ One click intuitive interface that will have you playing in seconds.
♦ Ten levels of ramping perplexity and oddness.
♦ Eight distracting obstacles to avoid.
♦ Spinning glyphs to collect, including the awesome UNHUMANITY golden glyph! Transcend your humanity and reveal your true self!
♦ Relaxing colorful three dimensional visuals race through your mind.
♦ Hypnotic sound and music featuring Eelmix sound management.
♦ Creepy eyeball buttons.
♦ Playable full screen or windowed.
♦ Mouse, joystick, and gamepad support.

♦ 700MHz G3 Processor
♦ 128 MB RAM 

♦ Mac OS X 10.2 or later 

♦ 40 MB HDD 

♦ 32 MB 3D Video Card
Brainpipe: A Plunge to Unhumanity requires a is available for $15 from the site below.

Digital Eel
Shrapnel Games
Buy Brainpipe

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IMG Reviews Galactic Assault: Prisoner of Power
10:43 AM | Marcus Albers | Comment on this story

Inside Mac Games has posted a review of the latest turn-based strategy game from Virtual Programming, Galactic Assault: Prisoner of Power. More of a successor than a sequel to the previous Assault games, Prisoner of Power takes its story from the Russian science fiction novel "Inhabited Island." Fight across the universe as one of four different races. Here's an excerpt from the review:

If you're familiar with's-slash-VP's previous offerings, you can skip this brief synopsis of gameplay, as the basics have not changed. If you're new to it, keep reading. First, you move your units to where you want them to be, in order to attack or defend or just move closer to a tactical goal. Then you fire at any available targets, and then the combat phase ends. Because these games derive their movement systems from the old Avalon Hill style hex-mapped board games, the movement options for your units are limited to specific "hexes" (really, circles) and by the inherent mobility of the unit itself and terrain conditions that hinder mobility as well (for example, troops can move through forests, vehicles can't). The next phase of your turn is the recruitment phase, where at your main base you either build new units, upgrade your existing units, or repair damaged units that you've had limp their way back to base.

Then of course, the enemy turn begins, and you get to watch your opponent undo your plans, and start the whole cycle again.

Follow the link below to read the full review.

IMG Review: Galactic Assault: Prisoner of Power
Galactic Assault
Virtual Programming
Buy Galactic Assault

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Basilisk Games: EB2 Features, Sci-Fi Title Planned
6:00 AM | Cord Kruse | Comment on this story

Colony of Gamers has posted a new interview with a Basilisk Games representative about the company's upcoming Eschalon: Book II, the second title in the old school inspired RPG. The interview touches on a variety of topics including Book I's sales, new features in Book II, and the company's upcoming sci-fi based game.

When released Eschalon: Book II will feature a new 1024x768 default resolution, gender selectable characters, changing weather that can impact gameplay, new skills, new challenges, new goals, and a larger game world.

2. Eschalon: Book 1, your first game, has been out for just over a year now. How do you feel the reception of that game has been?
We are really happy with the reception of Book I. To be honest, we set our original sales estimates low because we wanted to be realistic about how a game like this could perform in a marketplace dominated by MMOs and Action RPGs. We ended up beating those original sales estimates which is incredibly thrilling for us, but I always feel that I need to put a realistic spin on our success for others who have dreams of following our lead- Book I has sold well for a first time independent title, but our sales are not even a fraction of what a game like Fallout 3 has seen. The only thing saving us from failure is that we have a very small studio with very little overhead, so we've been able to survive. If we were larger and had 3-4 salaries to support, we would have closed our doors by now. It is incredibly important for a small studio to get every single sale we can.

8. How have you changed combat to make it a bit more strategic?
We have added a few options which increase the tactical aspect of combat. For starters, there is now a "Combat Mode" selector that switches between four styles: Normal, Power, Finesse, and Parry. For example, selecting Power mode allows your character to use extra force while attacking with a weapon to incur 20% more damage, but at a -20% ToHit penalty. The opposite is true when using Finesse mode, where you gain 20% more ToHit accuracy at a cost of 20% less damage. The third mode is Parry. While in Parry mode, all the skill points you possess in the weapon that you are holding are applied to your Armor Rating- so if you have a sword skill of 10, these 10 points are added to your Armor Rating. However, this defensive posturing has a penalizing effect on your ability to attack, as both your ToHit and your maximum damage are reduced by 20%.

9. There were two major complaints for the first game, length and speed of walking, have these been addressed in book 2?
Yes, we've increased the walking speed by about 20%. This gives the character a quicker stride and allows you to cover more ground in less time. Also, we've added more QuickTravel points so that once you've reached specific destinations, you can add that location to your QuickTravel menu and instantly return with the click of your mouse.
As for the length of the game- Book II's regional areas and dungeons are larger than its predecessor, and we've extended the limit of your character's development out to level 30 (Book I has a level cap of 21). Our goal is to make Book II about 15 to 20 hours longer than Book I.

11. After Eschalon: book 2, what is the plans for Basilisk Games?
Of course we are going to be focusing on wrapping up the trilogy with Book III, but we will also be revealing our next game outside the Eschalon universe. More info on this will be revealed later this year, but we can say it will use a completely new engine and it will be sci-fi based, not fantasy. We will be developing both titles simultaneously, though it's far to early to say which game we are likely to finish first.
I can also say we have no plans to use the Eschalon Isometric engine beyond these three games. Along with Book III, we hope to release many of the in-house tools we used on the trilogy so that others can make their own adventures for many more years.
Head over to the link below to read the entire article.

Colony Of Gamers: Basilisk Interview
Basilisk Games
Eschalon: Book II
Buy Eschalon: Book II

Destination: Treasure Island Released
6:00 AM | Cord Kruse | Comment on this story

Coladia has announced that Destination: Treasure Island for Mac OS X is now available. The point and click adventure game was inspired by the Robert Louis Stevenson's novel Treasure Island and features a unique interactive inventory that uses object combinations, photo-realistic graphics and environments, and a new system of knot puzzles. In the game players take the role of Jim Hawkins who is attempting to find a treasure hidden on Emerald Island by Long John Silver.

The Story :
Four years have passed since the end of the adventure recounted in Robert Louis Stevenson's novel. Jim Hawkins has become an upstanding adventurous young man, attentive to those around him. Imagine his surprise when, one morning, he sees a parrot enter his bedroom window: none other than Captain Flint, Long John's own companion. The bird brings him a message from his master. In the message the old pirate announces that he has buried a marvelous treasure on the secret isle where he retired : Emerald Island. Jim is going to have to hurry though. Pirates, old enemies of Long John, are on his trail.

Main Features:
* A thrilling quest: Set out in search of the incredible treasure
* The sequel of R.L. Stevenson's adventure: A tale that has fascinated millions of readers for years
* A varied, exotic environment. Highly coloured and detalied graphics to give you a real taste for travel
* A treasure trail: Danger at every turn, too keep you in suspense for hours
* A innovative game system: An interactive inventory using object combinations and a new system of knot puzzles
* Dozens of fascinating enigmas: Resolve them or never reach the treasure
Destination: Treasure Island is a Universal application and runs on Mac computers with Intel or PowerPC G5 processors. It can be purchased as a download on Coladia's store and selected partners for $39.90 (USD). A free demo version is available for download.

Destination: Treasure Island
Coladia Games
Buy Destination: Treasure Island

Power Game Factory Update Adds Universal Binary Support
6:00 AM | Cord Kruse | Comment on this story

Sawblade Software has released version 1.1 for its Power Game Factory game design software for Macintosh. The update includes a variety of new features and enhancements including sprite painting tools, enhanced character physics, and the ability to create Universal Binary applications. Power Game Factory allows users to design side-scrolling action games without the need to program.

The new version 1.1 offers 55 new features and enhancements, including built-in sprite painting tools, enhanced character physics, and the ability to create Universal Binary game applications that run at full speed on all Macintosh systems. And for the first time, the Power Game Factory game engine source code is being included for no additional charge, dramatically expanding game creation possibilities.

Power Game Factory applies the latest technologies to the proven 2D platformer game genre. Games made with the software combine detailed sprite graphics and lifelike physics with time-tested gameplay, making Power Game Factory the ideal system for constructing compelling, truly playable Macintosh games.

Power Game Factory is a robust game development environment: projects can range from simple to grandiose, with the capacity for hundreds of levels and hours of gameplay. Completed game projects are compiled into self-contained game applications which may be distributed royalty-free.
Power Game Factory is available on CD or by direct download for $54. Both CD and digital download feature the bundled Greenland Invasion and Zombie Holiday game projects, included to demonstrate the software's capabilities. The purchase also includes documentation, an included beginner's tutorial, and a content library offering pre-made game objects that can be added to any project.

Follow the links below for more information.

Power Game Factory
Sawblade Software

Mac Games News for Monday, February 23, 2009

Dangerous High School Girls In Trouble Discussed6:00 AM
DOFUS 2.0 Screenshots Available6:00 AM
LEGO Indiana Jones: The Original Adventures Reviewed6:00 AM
Quake Live Open Beta Begins Tuesday6:00 AM
View all of the Mac games news for Monday, February 23, 2009 on one page

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