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Tuesday, June 9, 2009

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EVE Online: A Glimpse Of Future Updates
6:00 AM | Cord Kruse | Comment on this story

A new developer blog on CCP Games' website has revealed information about changes scheduled for future updates to the company's sci-fi MMO, EVE Online. The new additions discussed involve changes designed to increase the supply of Tech III materials.

Advances in Reverse Engineering
Reverse engineering gets most of our love in this patch. What was clear is that we have plentiful material supply besides a few exceptions and the available blueprints and materials for reverse engineering were lacking.
Intact and malfunctioning relics will now reflect the greater ease with which the ancient technology can be melded with the current technology within experimental laboratories using these relics. The number of runs each blueprint will have has been greatly increased on these two making them much more valuable to acquire.
In addition the useful data gathered during reverse engineering which can lead to datacores or hybrid tech decryptors has been increased so any outcome will be more fruitful especially in meeting the overall costs of reverse engineering.

Availability of Datacores and Decryptors
The datacores needed for reverse engineering have been generally increased in potential supply. The numbers you will get from wormhole sites and the numbers of those sites has been increased which will lead to a much greater supply of datacores and should lower the reverse engineering costs significantly.

Fullerite Volumes
Some of the fullerites have had their volume reduced which will lead to a much faster mining rate and less transportation costs for some of the gases. Easing a little the effort it takes to get the gases back to known space and the marketplace.
Head over to the site below to read the full post.

EVE Online Blog: Planned Tech III Changes
CCP Games
EVE Online

Spore Galactic Adventures Trailer Available
6:00 AM | Cord Kruse | Comment on this story

A new E3 2009 game trailer for Spore: Galactic Adventures, the upcoming expansion for Will Wright's evolution sim, is now available for download. Galactic Adventures will offer the ability to beam down to planets, an equipment editor, and an Adventure Creator that will give players the tools to create their own missions.

Galactic Adventures features:
Upgrade your space creature with 32 new game-changing accessories and abilities including the Plasma Pulser and Hypnomelder
Create and share your own unique missions on personalized planets with the all-new Adventure Creator
Play dozens of Maxis-created adventures
Solve the mystery of the Energy Crystals
Help Barbaros defeat Gangor in the Arena of Death
Click over to the link below for more information.

Blue's News: Spore Galactic Adventures Trailer
Electronic Arts
Buy Spore

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Peggle Nights Reviewed
6:00 AM | Cord Kruse | Comment on this story

The Hachiko has published a new review of Peggle Nights, the second installment in the popular casual puzzle series. The game, which combines elements of pachinko and pinball, features 60 new adventure mode levels, 60 new challenges, and an all new Peggle master. The Hachiko gave Peggle Nights a score of 5 out of 5.

From the review:

At first the formula of Peggle seems like nothing more than pure luck, since once that ball is fired you have no control of where it goes. The twist is that as you play more and more, you start to see that there is actual skill involved in the game, though luck still plays an important part. The main way skill is involved is by angling your shots, which with proper placement will usually lead the shot to at least do two or three bounces the way you anticipated before it gets out of your control. If you wait for the moving bucket to get in the general area where you think your ball will end up, there's a better chance than normal that the ball will fall in, giving you a free shot in the process. There are other elements of skill that are rewarded as skill points for doing special acts, such as doing a long shot from one side of the screen to the next, or doing something like doing a slide along an arched layout.

Helping you out along the way are the Peggle masters, which are represented as green pegs and blocks within the level. If you hit one of the green markers then you're rewarded with a special power, which either happen immediately, last a shot, or either last a couple of shots. You'll be able to grow lobster claws on the side of the board to act like the flippers in a pinball machine, help improve the efficiency of your shot, light up a selected number of orange pegs still remaining, burn a path through all the pegs instead of having the shot bounce off them, and several others. There is even a brand-new Peggle master introduced at the end, which uses a lightning rod to shoot a lightning bolt that hits all the pegs and blocks from the first object you hit all the way to where the bucket is at the time at the bottom.
Read the full review at the page listed below.

The Hachiko: Peggle Nights Review
PopCap Games
Peggle Nights
Buy Peggle Nights

Lessons Learned From Prince Of Persia
6:00 AM | Cord Kruse | Comment on this story

IndustryGamers recently posted a new interview with Ubisoft Montreal's Ben Matte, producer of Prince of Persia. The interview focuses on lessons learned from the design process and player reaction to the released product. The cel shaded relaunch of the popular franchise puts players in the role of a new prince who must use his special gifts to assist the Princess Elika in her efforts to heal the lands.

IndustryGamers: We know there's been some criticism about the new Prince of Persia being too easy, but in some ways we felt the platforming was liberating because we could just experiment and attempt to make jumps anywhere, knowing that Elika would save the Prince from a fall. How do you view it?

Ben Mattes: That's an added value for sure. As long as people saw it that way, as "I get to experiment in risk free environments," then that's a good thing. If it's "I don't care about the game because of this," then that's not such a good thing. [The "risk free" approach] was a major part of the design of Prince of Persia. It could be argued that the major feature of Prince of Persia was elimination of frustration, and almost all of our game design choices centered around that philosophy. [We thought], "Is this going to piss people off? If so then let's redo the design" ... I think the solution is not super complicated, but it just needs to be thought of at the beginning. By the time we started to wake up to the potential that maybe there was going to be some negative backlash over how much accessibility there was in the game, it was too late. I think the difference is, for example, you have parts of the world that are only accessible if you're really good at the game. There are also light seeds that you can only collect if you find the secret passageways and the acrobatic pathways that are much more challenging.

The light seed as a mechanic was too mundane because you could finish the game without doing any of the hard stuff. So what we basically needed was a second consumable resource that you could only get if you're a really good player, doing really hard acrobatics or really tough combat situations, that you could then redeem for whatever... a sword upgrade, life upgrade, etc. Because we tried to make a video game without consumables, without a life bar, without mana, without any of that stuff again in this interest of breaking from some of the cliches of video games and trying to do something unique and new and different we didn't have the consumables to redeem this higher order collectable for. So one of the lessons I learned was some video game cliches are good.
Visit the site linked below to check out the full Q&A.

GameDaily: Prince Of Persia Lessons Learned
Prince Of Persia

Mac Games News for Monday, June 8, 2009

iGame Radio Logo Contest Winner Announced6:00 AM
New Demo For The Path Features Never Before Seen Chapter6:00 AM
The Sims 3 Reviewed6:00 AM
World Of Warcraft, StarCraft Receive Guinness World Records6:00 AM
View all of the Mac games news for Monday, June 8, 2009 on one page

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