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Depths of Peril action RPG released (Macworld.com)

June 5, 2008
Macworld.com - Soldak Entertainment has released Depths of Peril for the Macintosh, a new single-player action role playing game (RPG). It costs $19.99 and a playable demo is available.
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International Herald Tribune

Action games deliver thrills

The truly great action films of our time — "Die Hard," "The Road Warrior," "Aliens," say — can be summed up in one word: relentless. Once they get in gear, they put the pedal to the metal and don't slow down. If only "Indiana Jones and the Kingdom of Whatever" had such single-minded drive.
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macNN

Instant Action gaming portal to gain Mac support

Garage Games' Instant Action portal should soon open to Mac gamers, according to the company. Instant Action is a web-based gaming service, but one which concentrates less on casual puzzlers, and more on the action games PC and console users are familiar with. Titles use a modern 3D engine, and include games like Marble Blast Online and the futur...
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Macworld - Depths of Peril action RPG released

Depths of Peril is a new action RPG for the Mac from Soldak Entertainment.
06/05/08
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Macworld - Best of Both Worlds: Games you...

Some computer games never appear on the Mac. Sometimes the game makers don’t think the limited Mac market is worth it. Other games depend so much on Windows-specific...
05/21/08
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The Wall Street Journal Keeping Up Nintendo's Momentum

After overseeing several years of rapid growth at Nintendo, President Satoru Iwata faces new challenges: how to keep players of the company's videogames interested, and how to...
08/04/08
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Macworld - FATE 3D fantasy action RPG game released

FATE is a new 3D action RPG from WildTangent, available for sale from Macgamestore.com.
09/19/08
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AppleTell Blizzard confirms Diablo III; Will be...

Section: Software + Apps, Games, Mac + Computers, Software, OriginalsFans of the Diablo series have finally gotten their wish; Diablo III is under development. Blizzard...
06/30/08
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Macworld - Game Room: Puzzle Quest: Challenge of...

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03/29/08
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AppleTell

Appletell Review - Fable: The Lost Chapters for Macintosh

Section: Software + Apps, Games, Mac + Computers, Software, Features, Review Genre: Action/RPG Format: DVD Developer: Lionhead Studios Macintosh Developer: Robosoft Technologies Publisher: Feral Interactive Minimum System Requirements: Mac OS X v10.4, 1.6GHz Intel Mac, 512MB RAM, 64MB video card, 3GB hard disk space, DVD ROM, mouse Review Computer: 2GHz 20” Intel Core Duo iMac, 1GB RAM, 256MB ATI Radeon X1600 Network Feature: No Processor Compatibility: Universal Price: $49.95 ESRB Rating: M Availability: Now Demo: No Official Website: www.lionhead.com/fabletlc/ It’s not long into Fable: The Lost Chapters before you realize you’re in for something different. As if the words “Action/RPG” aren’t already enough to warm the soul of Mac gamers everywhere (oh, we’ve tasted action and we’ve tasted RPGs, but we rarely have them served in the same meal), the dramatic conclusion to the otherwise light and cartoony introduction will let you know that maybe this game is special. And it is. First off, I’m not sure what’s “lost” about these chapters. The original version of Fable was for Xbox, and the original version of Fable: The Lost Chapters was for Xbox, so it appears as though this was basically the same game with some additional content thrown in. I only bring this up to let you know this isn’t a sequel. There’s nothing out there you need to play first to avoid being lost in The Lost Chapters. Now, Fable: The Lost Chapters comes to us via Peter Molyneux and Lionhead Studios, the guy and the company that also developed the over-hyped Black & White and the under-hyped The Movies, both of which found their way to the Mac. Fable is quite a different from both, and is quite a bit different from pretty much any other game available for the Macintosh. It plays more like a console game than Mac game; more like The Legend of Zelda than Tomb Raider: Whatever. Fable is very big in both gameplay and in the world it creates, and those who play it will find themselves immersed for quite some time. As with most role-playing games, you start out as a young lad completely unaware of who he is and what he’ll become. Indeed, your first quest is to buy your sister a birthday gift. How quaint. It’s not long, however, before destiny leads you to one of those Harry Potter schools so you can learn to fight and use magic and gather fruit. At this early stage, the game does unfortunately bog down a bit as it seems you’re just going through the motions to master the controls, your inventory system, etc. Pay attention, though; the relationships you form here, good and bad, play a part not only in the game’s plot, but in who your character will grow to be. What’s more impressive is that this customization of character not only happens naturally throughout the game, but is reflected in how your character looks. If you fight most of your battles with melee weapons, he’ll become muscular. If you prefer archery, he’ll remain slim and dress in brown. Focus on magic, and he’ll...grow old? I guess using magic is the fantasy equivalent of having kids. No worries, though; looking old doesn’t change your ability to fight or remain attractive to non-player characters (who don’t seem to age, by the way, while you do...which is a welcome design choice when you enter the brothels). Although it’s fun to watch your character grow, it’s purely cosmetic. Your decisions throughout the game, however, are cosmetic. Everything—from how to talk to/deal with people to what tattoos you wear to your haircut—affects how others react to you. Hell’s Angel, metrosexual, or anywhere in between, you pick the outfits (and obtain the scars) to play the part. Likewise, if you generally run around doing good, you’ll acquire a nice glow and people will dig you. Behave poorly, and you’ll grow some devil horns and get those shifty eyes that spell trouble. Would that real life worked the same way, we’d all know from whom to buy our cars. The dilemmas that affect all of this are presented to you almost immediately, and continue throughout. But that’s not the focus of the game. This isn’t The Sims, thank goodness, it’s an action game, and there’s plenty of fighting to be done. The control system for this, unfortunately, is awkward and quite rigid. You pretty much need a multi-button mouse if you want to be any good, and that’s not even enough, by default. The game maps your block maneuver to the click wheel of the mouse, which is all well and good, but I have my click wheel mapped to duplicate the “double-click” command of the side buttons, so it doesn’t work. Fable seems to base its commands on the button’s assigned function, not on the action of clicking the button, so you my find yourself facing some messy reprogramming to get the controls to work properly. For a game that was originally released for the Xbox, you’d think the controls would be much simpler to manage. Despite the epic feel of Fable (epic, in the RPG use of the word, meaning to grow from boy to man and exact some revenge along the way), there’s no real sense of urgency. With the wide availability of health and resurrection vials, dying is both avoidable and pointless. The main story is fine, if a bit tired, and the side quests seem to be there solely to extend the life of the game. This is all okay, though, because the real joy comes from watching your character grow and seeing how he interacts with others. It’s just as much fun to find a wife as it is to chop off some monster heads, as fun to explore new lands as it is to accomplish the quests when you get there. That’s what the RP in the G is all about, after all. And to top it off, the game looks fantastic. Again, as with Tomb Raider: Anniversary, the folks over at Robosoft Technologies have done a fantastic job of porting the game to the Mac, taking advantage of the Mac’s strengths. The animation is smooth and the environments are wonderfully detailed with great lighting effects, which is key in a game that wants you to buy into a mystical world. It may take a bit to get used to the cartoonish appearance of the characters, but it’ll happen. It doesn’t hurt that the ambient sounds are very natural sounding and effective, and the music score is the type you could listen to outside the game and still be impressed. Arriving late as it did (the PC version was released nearly three years ago), I’m glad Feral stuck with Fable: The Lost Chapters to bring it our way. I’m hard pressed to come up with a Mac equivalent, but there’s really no need to, considering how generally well this one was done. The story is a bit tired, the quests can get repetitive, there are some control issues, and character management gets burdensome, but the game’s atmosphere and the connection you’ll develop with your character and the world around him create an immersive gaming experience we haven’t had for quite some time. Hopefully, we won’t have to wait this long to experience it again. Appletell Rating: Buy Fable: The Lost Chapters Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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AppleTell

Appletell review - Enemy Territory: Quake Wars

Section: Software + Apps, Games, Mac + Computers, Software, Features, Review Genre: Team-based first-person shooter Format: DVD Developer: Splash Damage and Nerve Software Macintosh Developer: Aspyr Studios Publisher: Aspyr Minimum System Requirements: Mac OS X v10.5.1, 2GHz Intel Core Duo processor, 1GB RAM, 128MB ATI Radeon X1600 or NVidia GeForce 7300 graphics card, 5.5GB hard disk space, DVD ROM, mouse and keyboard, broadband Internet connection for Internet play Review Computer: 2GHz 20” Intel Core Duo iMac, 1GB RAM, 256MB ATI Radeon X1600 Network Feature: Internet and LAN Processor Compatibility: Intel only Price: $49.95 ESRB Rating: T (mild blood, mild language, violence) Availability: Out now Demo: No Official Website: www.enemyterritory.com Playing Enemy Territory: Quake Wars (ETQW), I find myself empathizing with Roger Ebert when he has to go see one of those Diary of the Princess Pants movies. I am not the target audience. This game is not meant for me. It’s meant for gamers who not only have the time to spend mastering the controls and strategies required to be effective, but the desire to do so. Perhaps a side-effect of reviewing Mac games for over 10 years is that I’m so used to being forced to move along quickly, that I now get bored if I don’t. Which isn’t to say that ETQW is boring. Far from it. The action is relentless, the graphics are some of the best available in a Mac game (provided your computer can handle them), both the single-player and multiplayer versions are intense. This is a great game; most likely the best team-based FPS currently available on the Mac. I just wish I didn’t suck at it so badly. There’s kind of a story in ETQW, but it’s as pointless as adding a story line to Wheel of Fortune. No one cares about why you have to kill all these Strogg fellows (other than that the name just sounds like something you’d want to kill), it just matters that you do. Strogg invade Earth, Earth fights back. Roll credits. There are two ways in which you can defend the Earth: alone, or with a little help from your friends. No matter which component you’re playing, the layout is the same. After receiving a briefing on the mission goals, you pick what type of soldier you’d like to be, and you’re then dumped on the battlefield. Go. Even in the single-player mode, the class of soldier you pick directly affects your role in the mission. Obviously, if you’re a sniper, you can’t be expected to hop into an armored vehicle and tear straight through enemy lines. Rather, it may be your job to take out someone who would prevent that vehicle from getting through. This adds a lot of replay value to the single-player version, as playing a different class of soldier greatly alters the gameplay of each level. And believe me, there’s plenty to do. You can play as any of five classes of human soldiers or Strogg soldiers. There are over 40 types of vehicles you can commandeer, such as tanks, alien walkers, helicopters and anti-gravity ships. Your missions will see you establishing bases, destroying bases, taking out enemy defenses, defending your own, etc., and will often change multiple times during a mission. It’s actually an interesting comment on the industry. There was a period of time when first-person shooters such as this sought to one-up each other on graphics alone. The big news was always the new graphics engine, or perhaps the addition of two new types of guns. Yippee! Now, it seems the graphics are a given, so attention has focused to actual gameplay. With locales that vary greatly and a huge number of weapons and vehicles to employ, the gameplay has to be able to fill all of this up or risk being dwarfed by the design. Enemy Territory: Quake Wars is up to the task, which is why it can focus its attention on the multiplayer component, with the single player component feeling tacked on. See, adding a story line to play through can give a game purpose and drive if there’s really not much to do. But, there’s so much you can do in ETQW that the story isn’t needed. Indeed, as I mentioned above, it just gets in the way. I could go into the benefits of team-based play in ETQW, but there’s really no point. I mean, it’s fairly obvious, isn’t it, that a game centered around squad combat would be more fun with an actual, you know, squad? You get a rush from fighting alongside other human players (especially if you have some sort of VOIP set-up, such as TeamSpeex or Ventrilo). The action in ETQW just feels more urgent when played with humans and against humans, and is ultimately more satisfying. So, why a single-player version at all? Because the game is hard. Learning when and how to use all of these vehicles and weapons takes plenty of practice, and I don’t need to tell you that multiplayer action can be a horrible experience when you’re not any good at the game. Practicing will pay off, too, as you’ll be rewarded in the multiplayer version with special weapons and abilities as you rise through the ranks. This helps the multiplayer version remain fresh, and gives you incentive beyond simply completing each individual mission. Aspyr Studios did a fantastic job with the Mac port, bringing us parity with the PC version (which provides a huge online gaming community). The graphics provided by id Software’s MegaTexture rendering technology are stunning, but they come at a price. I wasn’t able to get decent enough performance on my 2GHz Intel Core Duo iMac with 1GB RAM and a 256MB ATI Radeon X1600, and had to install the game on the 2.4GHz Intel Core 2 Duo iMac with 2GB RAM and 256MB ATI Radeon HD 2600 at the office in order to do the game justice. What a difference it makes to be able to play ETQW without handicap. It’s somewhat playable at the lower range of the recommended system specs, but you’ll really have to dumb down the graphic in order to avoid series hiccups during the battles. And the last thin you need during these battles are hiccups. As far as I know, MacSoft still plans to release Unreal Tournament III for the Mac. The UT series has been Quake’s rival for some time now, so I’m curious to see if it’s able to top the features and gameplay of Enemy Territory: Quake Wars. Until UT III’s release, though, Enemy Territory: Quake Wars stands without competition on the Macintosh. Just be sure you set aside a lot of practice time, and perhaps a few paychecks to cover the purchase of a Macintosh that can handle the game. Me? I have to move on to the next game...thank God. A man can only take so much embarrassment, even if those mocking his FPS abilities are half a country away. Appletell Rating: Buy Enemy Territory: Quake Wars Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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CNN Grand Theft Auto IV: A quick review

To watch the opening scenes of "Grand Theft Auto IV" is to experience the beginning of a new chapter in video game storytelling.
04/30/08
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Yahoo! News At E3, video games shift their aim to...

USATODAY.com - This year's downscaled E3 video game expo drew about 4,500 gamemakers, analysts, retailers and journalists to L.A. last week - less than a tenth of E3's size two...
07/22/08
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AppleTell Appletell review - Call of Duty 4:...

Section: Software + Apps, Games, Features, Review Genre: First-Person Shooter Format: DVD Developer: Infinity Ward Mac Port: Aspyr Studios Mac Publisher: Aspyr System...
11/06/08
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Yahoo! News Make Father's Day a day for play ...

USATODAY.com - Some guys like ties, but all boys love toys. Whether dad's the sporting type, a race-car driver in training, an action hero, a rock-star wannabe or the more...
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Macworld - Blizzard announces Diablo III

Blizzard has revealed the first details of Diablo III, the followup to its popular action role-playing-game series.
06/30/08
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The Independent Queen's Birthday Honours: Full list

06/13/08
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Yahoo! News

GAMES REVIEW: Action heroes (AP)

AP - I don't envy video game designers who have to work on movie tie-ins. Artists have to duplicate the look of a film with a much smaller budget. Writers have to stick pretty closely to someone else's script, even as they stretch a two-hour story into an eight-hour game. There's not much room for creativity.
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Appletell review - Song Summoner: The Unsung Heroes

Section: iPod + iTunes, iTunes, iPod, iPod nano, Features, Review Genre: Tactical RPG Format: iPod Game Developer: Square Enix Minimum Requirements: 3G iPod nano, iPod classic or 5G iPod (video), iPod Software v1.2, 129MB disk space Price: $4.99 ESRB Rating: N/A Availability: Now I recently wrote an article for Appletell in which I wondered if the App Store / iPhone combination would kill iPod gaming. In the article, I opined that it will, and probably should, but that it saddened me to say so. For one reason or another, developers just never figured out how to program games for the click wheelbinterface, or what games to port over to the iPod. A few games stood out, a few were terrible, and the majority were simply mediocre. Then, suddenly, along comes Square Enix. Square Enix of Final Fantasy fame. Square Enix of Valkyrie Profile fame. Square Enix of Dragon Quest fame. Square Enix has released some of the best and most beloved RPG franchises—be they action, tactical or what have you—on pretty much every platform worth mentioning since the NES. And now, with the release of Song Summoner: The Unsung Heroes, they’re on the iPod. Just having this company acknowledging the iPod is big enough, that they’ve also released arguably the best iPod game yet makes it all the more satisfying. Song Summoner is a tactical role playing game, meaning players control warriors one turn at a time, positioning them on a battlefield grid and having them attack their opponent (or not), before moving on to the next soldier. And although Song Summoner will draw many comparisons to Square Enix’s Final Fantasy Tactics, it actually plays more like Fire Emblem in that you move all of your soldiers before the computer gets a turn. These battles take place on a fixed, isometrical battlefield. The battlefield designs are somewhat uninspired, but they’re at least very colorful. The graphics in general are quite nice; along the lines of what you’d expect to see on the Nintendo DS. The sprite-based characters look good enough, but it’s the small battle animations that make the graphics work. They’re not going to win awards, granted, but they come together in a cohesive package that indicates the developers understood the strength and weaknesses of the device’s graphics capabilites, and worked with them accordingly. In games of this type, you’re usually presented with characters that you level up throughout the game, giving them access to greater weapons and abilities as they face greater foes. If Square Enix had been content to bring Final Fantasy Tactics to the iPod, that’s what we would’ve gotten. Instead, they decided to embrace the iPod for what it is—a music player—by letting you create Tune Troopers based on your music. You can create soldiers from any song in your collection, and that character will get its capabilities from the song’s characteristics (check out Jenni Lada’s Four Tips for Sturdy Tune Troopers). The ability to create your own soldiers is pretty cool, but not as intelligent as it sounds. I found that songs of similar styles could create wildly different characters. On the other end, you’ll also find yourself with quite a few characters who are extremely similar in capabilities despite being made from wildly different songs. And, of course, there are only around 50 character designs programmed into the game, so it’s not as if your soldiers can be truly customized based on your choice of music. These Tune Troopers don’t level up like characters do in standard tactical RPGs. Rather than gain experience trooper by trooper, battle spheres are earned at the end of a fight, which can then be used to beef up your army. However, each Tune Trooper has a limited number of uses (determined upon its creation) before it’s gone for good. This obviously will play with your use/level-up strategies, and can be frustrating for those used to dumping experience points onto characters in an effort to make them very strong by the end of the game. Here, that work can be for naught. On the other hand, it does force you to create more warriors, which leads to more fun with your music collection. Square Enix’s use of the click wheel is quite effective, as they chose to stick with the spinning motion for selection and execution instead of relying on the more cumbersome left/right button approach. The menus and battlefield are all circular, so you can just drag your thumb around the wheel to make your selections. This may take a little more time, but it allows for simple, one-handed play, and feels quite natural. In fact, the only annoying decision Square Enix made was apparently based on the assumption that we’re all fans of Pink or Avril Lavigne. The majority of the characters are exceptionally bratty, and are based on the “attitude = funny” equation that’s just really, really not true. The story is exceptionally dorky, too; evil robot guy rids the world of humans and music in order to control the planet with his mechanized “network,” and one lone rock and roll rebel must lead the fight against him. This idea was dorky was Styx used it for a concept album, it was intentionally dorky when Queen used it for a musical, and it’s just as dorky now. But, it’s fun. And honestly, this is the first iPod game that rises above the casual gamer audience to appeal to hard core gamers. It’s not enough bring it up to the level of the iPhone or Nintendo DS, the latter of which already has dozens of games such as this available to anyone willing to look in the used section at GameStop, but it does show that a great, ambitious game can be made for this little MP3 player if developers know what to do with it. Hopefully, now that Square Enix has shown them the way, more will be willing to make the journey. And hey, speaking of Journey, I wonder what kind of Tune Trooper “Stone in Love” will give me… Appletell Rating: Buy Song Summoner: The Unsung Heroes See other iPod game reviews. Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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The Wall Street Journal Can Videogames Be Funny?

Hail to the Chimp, a videogame who's humor revolves around lampooning the political process and the cable-news cycle, is a rare humor entrant in a marketplace dominated by...
06/21/08
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Yahoo! News Spielberg piles on action in...

Reuters - "Indiana Jones and the Kingdom of the Crystal Skull" seems to be more of a sequel to "Close Encounters of the Third Kind" than to the last film in the adventure...
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Yahoo! News Spielberg piles on action in...

Reuters - "Indiana Jones and the Kingdom of the Crystal Skull" seems to be more of a sequel to "Close Encounters of the Third Kind" than to the last film in the adventure...
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Yahoo! News Nintendo set to launch "Wii Fit"...

Reuters - For years, video games have been blamed for turning kids into idle layabouts who only venture off the couch to fill up on potato chips and soda.
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Yahoo! News Wii Fit's Sales Likely Healthy ...

Investor's Business Daily - Nintendo's "Wii Fit" video game is likely to continue the company's winning streak as it keeps finding new ways to break the traditional video game...
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The Wall Street Journal 'Grand,' but No 'Godfather'

Critics have hailed 'Grand Theft Auto IV' as equal to great movies and books. But here's what it's missing.
06/28/08
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