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Wednesday, April 7, 2010

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Normalizing Rage In World Of Warcraft: Cataclysm
6:00 AM | Cord Kruse | Comment on this story

Blizzard Entertainment recently revealed some planned changes to be included in the upcoming World of Warcraft expansion, Cataclysm. In a forum post the company announced that it will be adjusting the Rage mechanic for warriors and druids in an attempt to improve balance.

We are going to take the opportunity in Cataclysm to try and fix some of the problems with the Rage mechanic for both warriors and druids. Some of these problems include:
  • Warriors/druids in the lowest levels of gear can be Rage-starved.
  • Warriors/druids in the highest levels of gear no longer have to manage their Rage when it becomes infinite.
  • Warrior/druid tanks lose Rage income as they improve their gear and take less damage.
  • The gameplay of warrior and druid tanks loses a lot of depth when massive boss hits means never having to manage Rage.
  • Heroic Strike and Maul are effective, but tedious abilities for using up extra Rage.
  • In general, warriors and druids don’t have enough control over their Rage.
To resolve these issues, Rage will be normalized in Cataclysm. This will make the Rage gained by characters more consistent and avoid drastic differences between low-end and high-end gear.

The concept of normalized Rage may leave a negative impression on some veteran players, as we tried it once before in The Burning Crusade and it wasn't successful, resulting in them feeling weakened. However, we think that the concept is still sound -- it was just that the previous implementation didn't balance the values correctly, leading to players being Rage-starved. That is not the goal. As part of the change, we want to give warriors and druids a lot of ways to control their rage, so even in the worst-case scenarios they won’t feel like they lack the resource to do their job.
Check out the rest at the site linked below.

BlizzPlanet: Rage Normalization
Blizzard Entertainment
World Of Warcraft: Cataclysm

The Great Ambrosia iPad Giveaway
6:00 AM | Cord Kruse | 10 comments

Ambrosia Software has announced The Great Ambrosia iPad Giveaway in celebration of Apple's recently released portable computing device. During the week of the product's launch the company will be randomly selecting winners from Twitter users who retweet the contest announcement. Those selected could win an iPad or one of Ambrosia's 4 iPad game titles.

We're giving away a free iPad and Ambrosia games every day for the first week of the iPad's release!

Ambrosia's games Aki Mahjong, Mondo Solitaire, Mondo Top 5 Solitaire, and Mr. Sudoku were all digitally remastered for iPad. Get yourself a free iPad or free copies of our exciting iPad games!

All you need is Twitter and an urge to retweet! We'll randomly select a lucky retweeter every day who will receive an iPad, as well as 4 other lucky retweeters who will receive a copy of one of our iPad games!

Get your tweet on... the lucky winner could be you!
Join the contest at the link below.

The Great Ambrosia iPad Giveway
Ambrosia Software

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David Gaider Discusses Dragon Age: Origins
6:00 AM | Cord Kruse | Comment on this story has posted the first part of a new interview with Bioware's David Gaider. The lead writer for Dragon Age: Origins discussed his history with Bioware, the game's lore, and the two novels he has written in the Dragon Age universe.

We’ll start with the basic question of who are you and what role do you play whereas Dragon Age is concerned? Additionally what is it like to work for BioWare: any amusing anecdotes you’d be willing to share?
My name is David Gaider and I’m the Lead Writer for Dragon Age. This means that I’m involved in decisions regarding the game’s overall narrative – how the story is going to be presented to the player and how characters are going to be interacted with.
“There are days you want to do a faceplant on your desk.”I also had a lot to do with the building of the Dragon Age world, and over time I’ve kind of evolved into the Dragon Age “lore keeper”. I work directly under the Lead Designer, who is the person responsible for all the larger design decisions whether they relate to story or gameplay.
As for what it’s like to work for BioWare, it’s interesting. In some ways it’s like any other job – there are days you want to do a faceplant on your desk or just go home, pull the covers over your head and never come out again. There are days you hate everyone you work with, and are tempted to light the place on fire because that’s really the only way the unclean spirits will ever be driven out. Then there are days when you turn to the others sharing your office and have an amusing chat about the more disturbing aspects of Sailor Moon, and they’re right there with you – not a single beat where they stare at you in bewilderment like you just stepped off the last flight from Mars – and you realize that nobody else gets to do this sort of thing at work. There are also days when you get to write the most amazing quest and somehow it all comes together and nothing is cut, and you discover that everyone you work with is trying just as hard as you are to make it perfect – not because it’s their job, but because they love games as much as you do. Those are the days when you realize you have the best job in the world.
Read the full interview at the site below. David Gaider Interview
Dragon Age: Origins

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Two Worlds II: New Screenshots
6:00 AM | Cord Kruse | Comment on this story

RPG Watch recently posted some new screenshots from TopWare Interactive and Reality Pump's upcoming fantasy RPG, Two Worlds II. Two Worlds II will send players to the unexplored land of Eastern Antaloor and will feature detailed graphics, an active combat system, and a complex storyline.

Two Worlds II presents a totally new gamer experience, one in which 2 years of intensive development has enabled quantum leaps in all spheres: completely overhauled AI and balancing standards, experienced authors, the active combat system and the brand-new engine all combine to provide an unforgettable experience where excitement, sheer enjoyment and graphics rule. “Two Worlds II” simply sets new technical benchmarks in the RPG genre, thanks not least to its seemingly unlimited number of dynamic light sources, micro-detail Parallax Mapping, 24 Bit HDR Post Processing, Space Ambient Occlusion and Human Eye Accommodation.

Rescued from prison by former enemies, the player once again assumes control of the unnamed hero, only to find the world of Antaloor has been forever changed in their absence.

Boasting a diverse, living world and a limitless open narrative, Two Worlds II could very well be the next sleeper hit of the genre. Antaloor is a mythic world of pristine savannahs and mordant swamps, celestial cities teeming with life that will rise or fall entirely depending of the player's actions, as the reign of the implacable despot Gandohar threatens to throw the world into a state of irreversible decay.
Head over to the page below to see more.

RPGWatch: Two Worlds II Screens
Two Worlds II
Buy Two Worlds II

Mac Games News for Tuesday, April 6, 2010

Gabe Newell Promises Gordon Freeman Won't Change6:00 AM
In-Poculis Mahjong 3.00 Released6:00 AM
Two Worlds II Previewed6:00 AM
Vendetta Online Update Adds War Convoys6:00 AM
View all of the Mac games news for Tuesday, April 6, 2010 on one page

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