StarCraft II Q&A
6:00 AM | Cord Kruse | 4 comments
Inc Gamers has provided another interview from the recent Worldwide Invitational tournament game event in South Korea, this one a discussion with StarCraft II's Lead Producer, Chris Sigaty. Although the interview doesn't provide much detail about the upcoming sci-fi RTS sequel, it does include a brief mention of Blizzard's continuing support for Macs.
IncGamers:† RTS games were the games that made Blizzard into a major gaming company, but now itís been a while.† Warcraft III was 2003.† What took Blizzard so long to get back?The full interview is available at the link below.
Inc Gamers: StarCraft 2 Interview
Sigaty:† [Amused] Well, there was a little something that came along called World of Warcraft.†† We made the decision to make Starcraft II right after the ship of the Frozen Throne.† But we couldnít start in true earnest because of the impact of World of Warcraft.† It was so huge, and so foreign to us at the time.† RTS and action RPG games (like Diablo) were our bread-and-butter.†We made the decision to do it, and there were always a few people working on elements of it, but we couldnít collectively attack it, because our artists would be pulled off to help work on this or that [for World of Warcraft].††
IncGamers:† Will you be supporting Mac?
Sigaty:† Absolutely.† Weíre working on that now.† Weíve always been big Mac supporters, and that will continue.
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Inside Mac Games Reviews Tasty Planet
2:10 PM | Tuncer Deniz | 6 comments
Inside Mac Games has posted a tasty review of Tasty Planet. Here's a clip from the review:
In Tasty Planet your objective remains the same from level to level. All you have to do is eat things smaller than yourself and dodge things larger. Each level has a time limit that you have to reach your greatest size by. If you finish the level with a certain amount of time remaining, you get a badge for that level. If you finish the game with all the levels at a certain type of badge, you gain cheats. What it all comes down to, though, is eating everything and little more.To check out the full review, please follow the link below.
Inside Mac Games Review: Tasty Planet
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IMG Podcast Episode 22 Released
9:37 AM | Michael Yaroshinsky | Comment on this story
Welcome to the 22nd edition of the Inside Mac Games Podcast, the official podcast of Mac gaming. Each week we'll be covering all the news in Mac gaming in one tight package. This week features Mike Yaroshinsky, Mike Burgess and Stefan Langford.
This Weeks NewsBlizzard Sues Gold Farming Company
The Sims: The Movie
The Late Call Update: 3D Screenshot & Music Sample
Mac GameTap on Tap for Late Summer
Blizzard's Rob Pardo Discusses StarCraft II
Nexuiz 2.3 Released
Myth World Cup 2007 Site Launches
Parallels Adds 3D Graphics Support
ASPYR says "Our dog ate it?"
InstructionsTo listen to the Inside Mac Games Podcast, select your podcast flavor by clicking a button below.
MacBook Pro 3D Games Shootout
8:46 AM | Anthony Wang | 2 comments
Barefeats has released benchmarks of the new Macbook Pro models' performance with games. The games tested included Quake 4, Doom 3, Halo, Prey and UT 2004.
The new MacBook Pro with the GeForce 8600M runs 3D accelerated games significantly faster than the previous 2.33GHz model with the Mobility Radeon X1600. For example, Quake 4 ran 60% faster, Prey 55% faster, and Doom 3 ran 38% faster. The "Rosa" even beat the 4-Core Mac Pro desktop with a GeForce 7300 GT in 4 out of 5 of our tests.Please follow the links below to view the benchmarks and read the commentary.
However, the new MacBook Pro remains slower than the 24" iMac C2D with the GeForce 7600 GT and the 4-core Mac Pro with the Radeon X1900 XT. In other words, if you are an avid 3D gamer, you will be pleased with the new Macbook Pro "Rosa." But if you are "hard core" wanting the Mac with the most FPS, the Mac Pro with the Radeon X1900 XT is still "Top Gun."
Barefeats: Macbook Pro Benchmarks
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Jason Compton Discusses The Broken Hourglass
6:10 AM | Cord Kruse | Comment on this story
Planewalker Games' Jason Compton was recently interviewed on iGame Radio about the upcoming fantasy RPG, The Broken Hourglass. The podcast interview covers the development of the game and includes a new music track from The Broken Hourglass.
TBH will offer a new CRPG engine developed by Planewalker Games, a 2D isometric viewpoint reminiscent of classics in the genre, and a mod friendly design.
To listen to the interview click on the link provided below.
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Blizzard Working On New WoW Expansion?
6:00 AM | Cord Kruse | 1 comment
WanderingGoblin.com has posted a list of "25 Things You Didn't Know About WoW," gleaned from comments by Blizzard Entertainment representatives at the World Wide Invitational tournament in Seoul, South Korea. Among other things the list states that Blizzard is already at work on a new expansion for World of Warcraft, perhaps unsurprising given previous statements on the subject from company representatives.
1. Mike Morhaime, Blizzard President, co-founder, and overall grand high warlord, said something very interesting about WoW. When speaking about the limited projects that Blizzard was capable of working on at the same time, he indicated that there were definitely two that Blizz teams are devoting their time to: Starcraft II and the next WoW expansion. To be honest, I at first thought Mike had made a mistake, and had inadvertently let slip a secret. You see, Blizzard has never officially announced that theyíre working on another WoW expansion.Check out the full list at the link below.
WanderingGoblin: 25 Things You Didnít Know About WoW
2. I explored this a bit with a Blizzard representative. He advised me that yes, Blizz is definitely working on a new WoW expansion. A few insights on that topic:
Blizz never made a big announcement about it. They are not, however, treating this with the characteristic Blizzard secrecy. In short, everyone knows itís being made, and they are willing to talk about the fact that itís being made, even though itís unannounced.
They donít expect the expansion to take 18 months to 2 years in the way that The Burning Crusade did. Instead, they are hoping for a much shorter development cycle.
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Introversion's Chris Delay Interviewed
6:00 AM | Cord Kruse | Comment on this story
Eurogamer has posted a new interview with Introversion Software's Chris Delay about the company's past and future projects. The discussion covers DEFCON's success, the mysterious new project known only as Subversion, and the upcoming multiplayer return to Darwinia in Multiwinia.
Eurogamer: How about Multiwinia? What made you decide this would be a good step to take something that was so solo-based and try and make it multiplayer? Was it influenced by the multiplayer success of DEFCON?For the full Q&A follow the link below.
Eurogamer: Introversion Q&A
Chris Delay: It's a project we'd always wanted to do, and DEFCON's release made it possible and feasible. Even during Darwinia's development we had prototype multiplayer game modes working, but they never worked reliably in internet games and we just didn't have the time to finish them. With DEFCON we solved that problem as part of the games development, and this makes it much easier for us to work on Multiwinia (codename) without worrying about the networking stuff anymore.
Eurogamer: Multiwinia echoes back to Darwinia's origins as Future War, yes? If I recall correctly, you said that the whole thousands-of-people-fighting didn't really work, which is one reason why you moved Darwinia more solo. How are you making it fly now?
Chris Delay: I guess we'll let you know when we figure it out! It's been an ongoing discussion - we find ourselves revisiting concepts that didnt work the first time around during Future War's development, and they usually don't work this time around either. It's certainly proving to be quite a challenge - Darwinia seems initially to be perfect for multiplayer, but the reality is far from it. Darwinia is essentially an action game and you spend most of your time controlling squaddies, but neither of those things fit hugely well in a multiplayer setting. Having said that, we do have a rich back-story and mythology to draw upon, and established unit types and behaviours, and that helps to narrow things down thematically. Like anything connected to Darwinia its a massive challenge to make it work well, and we love that kind of challenge.
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