CSI: Miami Comes To iPod
6:00 AM | Cord Kruse | 3 comments
Apple and Gameloft S.A. have announced the release of CSI: Miami for the iPod multimedia device. Players join the cast of the popular television show as they work to solve the murder of a young woman found dead on South Beach using a variety of forensic tools and interrogation techniques.
A young woman is found dead on South Beach... Join the CSIs in Miami and lead the investigations in the official game of the popular TV series. Move through the vibrant city to scope out crime scenes, perform autopsies, and interrogate suspects. Carefully gather evidence using a whole arsenal of scientific investigations tools and analyze samples at the lab. Collaborate with Horatio, Calleigh, Delko, and Dr. Alexx Woods to build a case and uncover the truth.CSI: Miami costs $4.99 and is compatible with 3rd generation iPod nanos, iPod classics, and 5th generation iPods. Follow the link below for more information.
• Team up with the characters from the show including Horatio, Calleigh, Delko and Dr. Alexx Woods.
• All the CSI tools are at your disposal: X-ray, luminol, magnifying glass, gloves, UV lamp, swab, tweezers, pipette, adhesive tape, and print collector.
• Analyze or collect evidence through seven minigames.
• Watch the suspects' reactions as you interrogate them and try to read between the lines.
• Move through seven different locations in Miami such as the CSI lab, suspects' houses or the crime scene on South Beach.
• Unlock the exclusive "Horatio's code" minigame by completing the story mode.
iTunes Store: CSI Miami
IMG Reviews Neverwinter Nights 2
8:19 AM | Marcus Albers | Comment on this story
Inside Mac Games has posted a review of the latest Dungeons & Dragons RPG from Bioware, Obsidian, and Aspyr, Neverwinter Nights 2. Released for the PC in 2006, Macintosh gamers finally get the chance to make their way through the popular roleplaying game. Here's an excerpt from the review:
Slogging through the 45 minute introduction was fine, and allowed me to get to the meat of the game. Well, okay. Mostly the meat of the game. Since Neverwinter Nights 2 is scaled up a bit from Neverwinter Nights 1, the rat grinding for initial experience has been replaced with Githankyi and Grey Dwarves grinding, but whatever works. The game does start slowly, as most RPGs do. A slow start is fine, but it can be argued that perhaps game 2 in a series may not have to start as slowly as it does. Even the most lop-sided character generated in character creation will have very little trouble or tactical challenge with the combats well into Act II. Note to readers- if you have any experience with this type of hybrid real-time play common in Baldur’s Gate, Neverwinter Nights, and Knights of the Old Republic, then play on Hardcore from the start!Follow the link below to read the full review.
IMG Review: Neverwinter Nights 2
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Apple Games Features Star Trigon
6:00 AM | Cord Kruse | Comment on this story
Apple Games has released a new feature on Star Trigon, a recently released game title for Apple's iPod. The game gives players the task of rescuing Uchujin's from the depths of outer space. It features 79 stages, three unique playable characters, and a variety of power-ups. Apple's article includes an overview of the game's features and a list of tips and tricks.
The concept seems simple, but the action becomes frantic as your air supply depletes and your character spins around the planets faster and faster. During missions on the easiest difficulty setting, the planets’ orbits are wider, giving you more room for error, and bumpers deflect you into the playing field if you miss, but as you progress to harder levels, the orbits shrink and those bumpers aren’t always present. Power-ups help even the odds, but watch out for black holes, flares, and other obstacles.For the full article click over to the link listed below.
Apple Games: Star Trigon
Complete enough levels and you’ll unlock missions never seen in the 2002 arcade version of Star Trigon, which was this game’s only previous incarnation. You’ll also reveal a special bonus character.
iTunes Store: Star Trigon
Diablo III: No Locks, Corpse Timers, Blood
6:00 AM | Cord Kruse | Comment on this story
Posting on Blizzard Entertainment's official forums, Diablo III Community Manager Bashiok recently offered some more details about the game mechanics of the upcoming action RPG sequel. His comments this time include discussion of locked chests, corpse times, and blood.
On their plans for chests:Click over to the link below to read more.
GameBanshee: Diablo III Forum Quotes
There have been a few discussions about chests, what they meant in the previous game, and what they'll mean in Diablo III. Currently there are no locked chests, and it's not something we're looking to reintroduce for now. We have discussed varying chest quality and types, adding randomness not only to the appearance of a chest but also the value of items it may drop or possibly specifically what types of items it's guaranteed to drop. Mix it up a bit and make finding a chest exciting, but make finding a special chest something even rarer and more exciting. It could certainly make exploring the entire floor of a dungeon more compelling before moving on.
On corpse timers and blood:
First, touching on the corpse fade timers as they stand, the tech to have them last longer has been in for a while. Pretty much how it's working is that there's an allowed number of physics "actors" that are allowed to remain at a time. These actors could be corpses, but they can also be pieces of destroyed tables, or railings, etc. anything that relies on physics. These are corpses and destructables generally. As you 'create' physics actors the oldest ones disappear. So as you're fighting there are always a number of actors remaining in the world, and it works out pretty well. Obviously how many of them can remain at one time will come down to final performance tweaking, but right now I believe it's around twenty.
On to blood and fading:
the "cost" of decals, which include the blood stains, are fairly high. Cost being the relative strain put on the machine running the game. Decals account for blood, but they also account for quite a few other effects, most of which haven't yet been revealed. In the potential case of a full party creating these decals, blood flowing from creatures, skills that create them, as well as monsters themselves using skills that create them (Wretched vomiting all over the place is a good example), there is the potential to have a large number of decals on screen at any one time. So again, it's going to come down to final performance tweaks as to how many of them will remain on screen and for how long.
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Jack Keane Reviewed
6:00 AM | Cord Kruse | 1 comment
Real Gamer has posted a new review of Deck13's Jack Keane. The adventure game follows the humorous adventures of Jack as he struggles to solve the mysteries of Tooth Island and his own past. Real Gamer gave the game a score of 7 out of 10.
From the review:
Despite a little silliness, the puzzles at the heart of the matter are actually pretty good, and it brings me to tears to find that this is a genuine surprise in a modern adventure game. Credit where credit's due, though, even without comparison to sub-par competition, Jack Keane provides some tantalising and usually logically-solvable problems from start to finish. It's still a case of 'use the bin bag on the skeleton', but it does at least reason things well, and those familiar with the classic Lucas Arts titles will feel very much at home here. There's rarely any horrific backtracking, either. In fact, quite the opposite is true: Jack Keane is an exceptionally driven, forward-moving experience, perfectly paced and always giving an incentive for progression.Head over to the site below to read the full review.
Real Gamer: Jack Keane Review
That incentive is rather important, as Jack Keane is a huge game. The game is split into eleven chapters, each taking anywhere between half an hour and three hours to complete. It's not huge in a Bethesda RPG sense by any means – areas are nicely compact and everything always lies within easy reach. But the scale of the narrative may daunt the younger or less experienced sector of the audience that would otherwise clearly find an appealing title in Jack Keane. It's no bad thing to make a lengthy game, and this one certainly presents value for money if nothing else, but its sprawling nature does seem somewhat at odds with the otherwise mainstream style.
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