|Thursday, September 18, 2008|
Apple Games Features Call Of Duty 4
6:00 AM | Cord Kruse | Comment on this story
Apple Games' latest feature article examines Call of Duty 4: Modern Warfare. Developed by Infinity Ward and on its way to Macs courtesy of Aspyr Media, the game puts players in the boots of a soldier in near future combat situations. Apple's article includes comments from community manager Robert Bowling as well as a run down of multiplayer modes, the five character classes, challenges within the game, and a list of cheats.
Bowling and I emerge in a field where a flood of reinforcements threatens to overwhelm the meager British forces opposing them. Soldiers on both sides behave in a realistic manner, using cover whenever possible, warning their comrades about incoming grenades, and devising the best strategy for gaining ground. Head over to the link below to read the rest of the article
Apple Games: CoD 4
“We’re always improving our artificial intelligence and how it responds on the fly to the actions of the player and the environment,” Bowling explains, “from sliding over a car hood to get behind it faster to pulling the pin on a grenade before they die. A.I. is going to get smarter and more comprehensive, until the point where the competition of playing against an A.I. enemy in single-player is just as random, unique, and challenging as it is to take on anyone in online multi-player.”
Call of Duty 4
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EA Responds To Spore DRM Complaints
6:00 AM | Cord Kruse | 15 comments
Since its release earlier this month Spore, Will Wright's latest godsim, has received as much attention for its Digital Rights Management scheme as for its gameplay. In a recent interview with MTV Multiplayer, EA spokesperson Mariam Sughayer explained the company's commitment to preventing piracy of its game titles, addressed the main complaints against the DRM, and promised that an upcoming patch would allow deathorization of computers to prevent owners from hitting the current installation limit.
Complaint: A legitimately bought copy of “Spore” can’t be activated on more than three different computers — ever. Check out the rest of MTV's article at the site listed below.
MTV Multiplayer: Spore DRM Response
EA Response: That will be changed, according to the EA spokesperson, who told Multiplayer that the current limit on the number of computers that can be associated with a single copy of “Spore” is “very similar to a solution that iTunes has. The difference is that with iTunes you can de-authorize a computer [that you no longer want associated with your iTunes content]. Right now, with our solution, you can’t. But there is a patch coming for that.” The official timeframe for that patch is “near future.”
Complaint: Consumers fear there is spyware being installed by the SecurROM copy-protection software incorporated into the game.
EA Response: “There’s no viruses, no spyware and no malware…We have located a download off of one of the Torrent sites that is a virus. The thing I would say to the consumer audience is that, if you’re concerned with a virus on your computer, the chances of that are infinitely higher when you’re downloading off of a hacked version than it would be downloading the authentic game. We would never put any spyware on anyone’s computers. That’s not going to happen.”
Complaint: The “Spore” instruction manual claims that a purchaser of “Spore” can allow multiple users to create online accounts with a single copy of the game. The game does not allow this.
EA Response: The company has already stated this is a misprint in the manual and referred Multiplayer back to a statement issued by “Spore” executive producer Lucy Bradshaw apologizing for “the confusion.” But EA has not replied to Multiplayer follow-up questions regarding why the company implemented this restriction and what EA makes of complaints from households that include multiple people who want to have separate “Spore” accounts associated with a single copy of the game.
Complaint: The requirement for a “Spore” user to have their ownership of the game automatically authenticated every time they access the game’s online features threatens to render the game useless if EA someday turns the “Spore” servers off.
EA Response: “If we were to ever turn off the servers on the game, we would put through a patch before that to basically make the DRM null and void. We’re never walking away from the game and making it into a situation where people aren’t going to be able to play it.”
Factional Warfare In EVE Online
6:00 AM | Cord Kruse | Comment on this story
MMORPG.com has published a new article on factional warfare in the vast outer space environs of CCP Games' sci-fi MMO, EVE Online. The feature examines the factional warfare system introduced with the recent Empyrean Age expansion, explaining how it works and reviewing what it adds to the game.
Even before its release, there was talk of FW combat being overwhelmed by the presence of these behemoths, which already have dominance in most 0.0, and some low-sec, warfare. This turned out not to be the case, for two reasons: Firstly, they are too big to enter all but the largest of FW complexes, making capitals almost entirely useless for a fleet trying to capture them. And secondly, most of the newer militia pilots coming from high sec have, most likely, never even seen a dreadnought, or carrier, before and all of them want to get in on an opportunity to take one down. Anyone seen flying around in a capital ship is very quickly identified in the opposing militia channel, which always leads to a whirlwind of pilots converging on their location in some kind of mad, anti-cap ship crusade. For the first few weeks the FW systems became a capital ship graveyard, and now they are a rarity.Visit the site below to read the full article.
MMORPG.com: EVE Factional Warfare Article
Generally, the bigger ships, such as battleships and capitals, aren't flexible enough to be of use all the time in FW, and this has led to one of the greatest achievements of factional warfare, the resurgence of smaller ship classes. Due to their ability to enter the smallest size of factional warfare complexes, tech one frigates and, in particular, destroyers have gone from a being a generally redundant ship class to a must have for any fleet looking to capture complexes. Out in the FW regions, you are now more likely to run into small fleets of frigates and cruisers than fleets of battleships.
New Diablo III Interviews Available
6:00 AM | Cord Kruse | Comment on this story
Another pair of interviews focusing on the upcoming Diablo III are now available from VideoGamer and AbleGamers. The Q&A format interviews include comments from Blizzard's Jay Wilson and Leonard Boyarsky about a variety of issues including the action RPG's setting, character classes, and randomized content.
VideoGamer.com: Can you confirm that the Barbarian is the only class to return from Diablo II?From AbleGamers:
JW: Yes. Originally we were planning to have no classes return, but as we developed one of the classes essentially turned into the barbarian. We reached a point where we were going to call it some other name, and we realised that everyone else would just call it the barbarian anyway, so maybe we should just go with that.
I think the barbarian was one of the classes we looked at and felt could be improved upon. One of the reasons we set this goal of not bringing back old classes was that we don't want to do a re-hash - we want to do a sequel with new gameplay and new experiences. I know a lot of people really love the classes in D2, and it's not my intention to deliberately hurt them! I love those classes too - the necromancer is my favourite - but our goal was to do new things.
VideoGamer.com: Have you copped a lot of flack over this?
JW: Yeah and we will! All the barbarian players are delighted and all the necromancers hate us. I understand, I don't begrudge them that. I would hate me too! But what I would say is that when we announce the next class, which is quite similar to a previous class, then all those players will hate us too. You can't make everybody happy, but I think when the game finally come out players will find there's a good class for them, one they will love as much as the ones that came before. And if they don't, I absolutely promise that in the expansions we'll consider bringing back old classes. We just don't want to do it with the first release. We want to establish our identity.
Steve, AbleGamers: From what I'm getting so far. Generally speaking, Diablo III will be an entirely new concept in game. So you guys are not trying to pull any ideas from Diablo II, you will not be building on anything other than the world of TristamTo read the rest of the interviews follow the links provided below.
AbleGamers: DIII Interview
Jay, Blizzard: We make decisions based on what from that area we want to bring back. For example, the items for Tristram are not going to be the exact same as Diablo there are some changes, but the core of it is basically the same, or using the basically the same item generation mechanics backend systems, drop rates, data and information because that system work really really well. In the case of classes, we chose to try to create new classes, because he wanted to provide new gameplay in the area. So we really tried to handle this on a case-by-case basis we not trying to... we definitely don't want to rehash Diablo II, but we don't want to throw it away either.
Leonard, Blizzard: When you bring up the Tristram, it's kind of the same thing from the lore side, we didn't want to rehash things that were done really well... were not discounting anything, we want to continue the story. We want to bring it to its conclusion in a way. We want to explore all the things that were brought up previously. But one of the reasons I think we all just loved Tristram from D1, and it just felt like could get enough of it in D2. I don't know, it just felt right... It was one of those things is... we didn't... it came up after we had already started on the story, it came up as an idea, and it felt like a good thing to do. It's kind of like the barbarian, we didn't set out to say, "we have to have the barbarian in this game," it wasn't some kind of mandate that we had to have the barbarian or Tristram or this or that from the old game. As were developing this and were trying to capture the flavor that we want, the mood that we want, to telling the story that we want, we want to use this world we want to use this license, and that's quite possible. So these things come up and we say, "wow." We're fired up just like everybody else, we say, "Wow wouldn't it be so cool if Tristram looks like right now"or, "what happens with this place is?" That's kind of how were approaching everything in the game.
VideoGamer: DIII Interview
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