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AppleTell Geneforge 5: Overthrow, turn-based...

Section: Software + Apps, GamesThe Geneforge story is finally coming to a close. Last week, Spiderweb Software, Inc., announced the release of Geneforge 5: Overthrow for...
12/01/08
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Geneforge 5: Overthrow, turn-based RPG for Mac, now available

December 1, 2008

Section: Software + Apps, Games

Geneforge 5: OverthrowThe Geneforge story is finally coming to a close. Last week, Spiderweb Software, Inc., announced the release of Geneforge 5: Overthrow for Macintosh, the final game in the epic, award-winning Geneforge series. This classic-style turn-based RPG dates back to 2002 with the release of the first Geneforge game. Originally for Mac OS Classic, the entire series has been updated to run natively on Mac OS X.

Geneforge 5: Overthrow

From the original game:

Geneforge is our newest fantasy role-playing game with a science fiction twist. In Geneforge, you are free to choose what your overall goal is, and you can seek after it with your own horde of deadly, mutant monsters.

You are a Shaper, a member of the most powerful and secretive of the magical guilds. You have the power to create life and mold it to serve your own needs. For millennia, your world feared and respected the Shapers above all others. Their creations could go everywhere, do anything, all according to the wishes of the Shapers and no others.

If you need a servant, you simply create it, and it will gladly die for you.

But now the secrets of your people are at risk. Someone dares to try to steal the power of the Shapers and take it for his own. He has committed the ultimate crime: he has captured you, and he will do anything to get you to surrender your secrets.

He would use the power of the Shapers to remake the world. The question is a simple one. Will you fight him? Or join him?

Of course, that was Geneforge 1. The story has now spanned five epic games, and comes to a close in Geneforge 5: Overthrow.

Geneforge 5 is set in the land of the Shapers, a secretive sect of wizards with the ability to create new life to serve them. Then their servants rebelled, and their whole world slid into ruin. Play a lone traveler in this strange land and fight to bring an end to this war. End the reign of the Shapers. Or, if you choose, join them and destroy the rebels once and for all.

The Shapers have the ability to create life in any form they choose. They can make living tools that obey their commands, plants that can flourish in the harshest wasteland, and powerful monsters to crush all who oppose them. The Shapers ruled the known lands, and any who tried to rebel or learn their magical secrets were destroyed.

But then their creations rebelled. Working with humans jealous of their masters, they stole the secrets of the Shapers and created their own armies. They created and unleashed new, even more powerful creations and matched the Shapers in savagery. And now, years into the rebellion, the war has settled into a gruesome stalemate. The lands are scorched, and city after city falls.

The two sides are so delicately balanced that one brave warrior can turn the tide. Will you help the rebels overthrow the Shapers? Will you help the Shapers regain their power, tempted by the incredible rewards they offer? You might be able to end this war. Which side will you choose?

Geneforge 5: Overthrow

As with the previous games, Geneforge 5: Overthrow has a huge, open storyline, with dozens of different endings and paths to victory. Help the rebels or fight them. Kill your opponents or use stealth and diplomacy. Focus on the storyline or simply seek wealth and carnage. No matter how you play, Geneforge 5 offers an epic adventure with plenty of replay value.

Geneforge 5: Overthrow requires:

  • Macintosh running System 10.3.9 or later
  • 50 MB free RAM
  • 200 MB hard disk space
  • 1024x768 screen resolution with 32 bit color (Macintosh)
  • Geneforge 5 will run natively on Intel Macintoshes

Product [Geneforge 5: Overthrow]

Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »


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Appletell review - Call of Duty 4: Modern Warfare

Section: Software + Apps, Games, Features, Review Genre: First-Person Shooter Format: DVD Developer: Infinity Ward Mac Port: Aspyr Studios Mac Publisher: Aspyr System Requirements: Mac OS X v10.5.4, 2GHz Intel Core 2 Duo, 1GB RAM, 128MB ATI Radeon X1600 or Nvidia GeForce FX 7300 graphics card, 8.0GB free hard disk space plus 1GB swap file, mouse and keyboard Review Computer: 2.4GHz 24” Intel Core 2 Duo iMac, 2GB RAM, 256MB ATI Radeon HD 2600 Network Feature: Internet (TCP/IP) or LAN (TCP/IP) multiplayer supported Processor Compatibility: Intel only Price: $29.99 ESRB Rating: M (intense violence, strong language, blood and gore) Availability: Out now Official Website: www.callofduty.com As has been noted numerous times here at Appletell and throughout the gaming world, there are three things you can kill in computer games without fear of reproach: Nazis, zombies and Nazi zombies. If you like, you can lump aliens in with the zombies, and you can lump robots in with the Nazis. But you can’t use cops, hookers, marching bands or video game reviewers without expecting to eventually stand before Arlen Specter to explain why the downfall of modern civilization is not because of your little video game. And yet, Call of Duty 4: Modern Warfare (CoD4) is set in a realistic, timely world in which the battles you’re fighting don’t really stray from those you might hear about on “All Things Considered.” The developers get away with this for two reasons. First, then invent militant organizations to serve as their bad guys. Second, this game is a brutal depiction of war. Brutal to an unsettling degree. It doesn’t glorify war, and it doesn’t even really lionize soldiers. If this were a movie script, John Wayne and Chuck Norris would run from it in terror. Is that the appeal of CoD4? Not entirely. It’s the gameplay itself that drives CoD4 to the upper echelon of first-person shooters. More specifically, the multiplayer gameplay, because although the single player are varied and intense, they never really feel like more than a training session for the multiplayer game. In CoD4, you play the role of a United States Marine and a British S.A.S. operative. As with other Call of Duty games, you’re sent on different missions in which you will have different roles, usually assigned to you by your commanding NPC. Sometimes you’ll snipe, sometimes you’ll lead an attack, but almost always you’ll be accompanied by a squad of fellow soldiers who help you in your quest. Keeping your comrades alive can make things easier for you, but there’s never really an emotional involvement with them. You don’t get to know the bulk of them, you just see their names over the head as they run in front of you. Although there are some powerful story elements that make this game smarter than most war games, a little more care with the story leading up to these moments would have greatly improved their emotional impact. But, the developers made the decision—and probably correctly—that a combat-based game should focus on combat. Here, CoD4 delivers. You thought previous Call of Duty games were wild? Huh uh. The action on many of these levels is just insane, with enemies attacking you from all angles and using terrain and weapons better than any AI characters I’ve ever seen. Yes, they’ll occasionally poke their head out from around the wall to give you a chance to shoot them, but by the time they do, you’ve already been killed by a grenade that seemed to come from nowhere. Even a lot of the cover provided in the game won’t protect you long. In CoD4, bullets can travel through items such as wood, so it’s no longer enough to hunker down behind a table and wait for your shot. You’ve got to create your shot by making better use of the terrain and your weapons. This makes CoD4 quite difficult. In many cases, you’ll have to die multiple times before you can even figure out who’s killing you, let alone develop a strategy for killing him/them. It’s frustrating in that matter, and I anticipate that some gamers will be turned away early. Those who stick around, however, will be rewarded with a satisfying gaming experience, and the practice necessary to compete in the multiplayer game. Thankfully, there’s a lot there to satisfy. Mac users can play PC users online, first of all. And, unlike most multiplayer first-person shooters, CoD4 is somewhat RPG-like in its approach; the character you create is rewarded for kills, assists and such, allowing you to accrue experience points that unlock further levels. These, in turn, unlock new weapons, accessories and abilities. My favorites are “Martyrdom,” in which a dying character can go all Jennifer-Grey-in-Red Dawn by blowing up the enemy with a grenade, and “Last Stand,” in which a dying character will be able to get off a few more shots before dying. It’s all very Hollywood. I expect it won’t be long before they release the “I can’t move my legs, go on without me” mod or the “Tell my wife I was thinking about her” extension. What brings all of this together, of course, are the visual and audio effects. If you’ve got the system for it, CoD4 looks fantastic, even when the action is at its most intense. The smoke and particle effects are especially amazing, and really do become strategic elements. The audio is equally stunning, totally immersing you in the action in a way that graphics alone couldn’t accomplish. Using just my iMac’s speakers, I was impressed. Playing the game with headphones, I was floored. If you’ve got a decent set of speakers, your neighbors will be hiding in their basements. Of course, all of this comes at a price. My test computer is at the high end of the system requirements, and I still couldn’t max out the graphics. My home computer, which is my normal test system, is at the bottom end, and I had to dumb things down to the point where I knew I wasn’t doing the game justice. The game still plays, but it looses a lot of its punch. I’ve read numerous reports/reviews that claim Call of Duty 4: Modern Warfare is the greatest first-person shooter of all time. I attribute that more to the emotional impact of the surprising turns along the way, but that doesn’t mean this isn’t an amazing game. The single player game seems shorter than previous Call of Duty games (setting aside all the restarts, of course), but flows well and serves as excellent training for the multiplayer version. There, you’ll be able to kill hours at a time, if you’re inclined to do so. You could also pop in and out within half an hour and still have plenty of fun. Well, as much fun as one can have in a game without zombies and robots. Appletell Rating Buy Call of Duty 4 Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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Porting games to the Mac is a tricky business

Section: Software + Apps, GamesRemember back when Apple made the switch to Intel and it suddenly seemed as if all those PC games would be more easily ported to the Mac? So do I, and I’m still wondering where everything is. We saw some big name titles from EA, but after their initial release of four A-list titles (Madden, Need for Speed, etc.), nothing. Companies such as Aspyr and Feral continue to release popular games such as Call of Duty 4 and Tomb Raider Anniversary, but certainly no more so than when Macs were happily chugging away on PowerPC chips. So, what’s been going on? Alex McLarty at The Mac Gamer finds some answers from one of the best sources in Mac gaming: Glenda Adams, Director of Development for Aspyr Media: TMG: We’ve had Intel in our Macs for a few years now. Has how the switch changed game development for the Mac? Glenda: It’s lessened some of the work we have to do, but unfortunately the graphics side of games has just exploded. The amount of shader code and complex rendering is probably 2-3 times as much work as it was for games a couple years ago, so that has more than offset the efficiency gains we had from the Intel switch. TMG: Why hasn’t there been a flood of games for the Mac that some predicted? Glenda: I think there are several reasons - Mac game sales are still fairly constant, and haven’t expanded with Apple’s market share increases over the last two years.  So there isn’t loads of money to be made. And the complexity of games has made it more difficult to port them to the Mac. Lastly, the PC market has been really beat up in 2007 and 2008, and there just aren’t as many AAA PC games out there that make sense to bring to the Mac. And if you think that sounds depressing, hold on; it gets worse. TMG: How do you see gaming progressing in the next few years? Glenda: The shift to console is undeniable. There are just so many benefits to working on a stable and well defined hardware platform. This is a shift that has been taking place for some time now. More and more computer games are being released simultaneously with the console counterparts. The result of this is that computer games are being “dumbed down” to the console system(s) for which they’re developed. The days of taking full advantage of the WASD + mouse control system, which for many games is far superior to that of a traditional console gamepad (especially first-person shooters), are disappearing, leaving us with games that feel clunky on computer systems. Plus, with the advent of the Wii Remote + Wii Nunchuck system of the Nintendo Wii, there’s actually a control system out there that’s better than the keyboard/mouse combo of the computer. But the news gets still worse for Mac gamers: TMG: Thoughts on the iPhone? Will you be developing anything for it? Glenda: We’re actively working on several games for the iPhone, and it is a very exciting platform. We can’t wait to get our first apps out and in the store. This is something of which I’ve been hearing a lot from developers: “Exciting.” I take that to mean lucrative, as it’s apparently quite easy to develop for the iPhone, publishers don’t have to worry about packaging and retail space, distribution is easier, and there is (or will be) a much wider audience for iPhone games. I imagine that many Mac developers will soon shift their focus towards the iPhone, leaving us with even fewer options for games that don’t concern girls serving cake to impatient patrons. You can follow the link below for more of The Mac Gamer’s interview with Glenda Adams. Or, like me, you can just go hide yourself in a prolonged gaming session with Neverwinter Nights 2. Try bringing that to the iPhone, Glenda! Read [The Mac Gamer] Full Story » | Written by Kirk Hiner for Appletell. | Comment on this Article »
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