Nancy Drew: Secrets Can Kill Preorder Announced
6:00 AM | Cord Kruse | 1 comment
Her Interactive and TransGaming have announced a pre-order option for the upcoming Nancy Drew: Secrets Can Kill Remastered. In the mystery game players step into the sleuthing shoes of Nancy Drew as she attempts to solve a murder at a Florida high school. The Nancy Drew title comes to the Mac through the use of TransGaming’s Cider Portability Engine.
As a tribute to Nancy Drew's 80th Anniversary, Her Interactive is remastering the first game that launched the award-winning adventure series. With completely updated graphics and new puzzles, this special edition will appeal to old and new fans alike!Learn more about the game at the link below.
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Death, danger, and deception weren’t on the curriculum at a Florida school, but when a prominent student is murdered to protect a lie, everything changes. With the town in fear and the students in shock, you, as Nancy Drew, are the only one who can uncover the truth. Dig into a deadly mystery and discover a secret worth dying for before the murderer strikes again.
- Play as Nancy Drew and uncover the secret that Jake Rogers died for.
- Explore a high school and snoop through confidential files on the suspects.
- Play the game that started the award-winning series.
- Remastered version features: new ending, updated graphics, new puzzles, and task list.
- Mac OS X 10.5.8 Leopard/10.6.3 Snow Leopard or
- Intel Processor
This game will NOT run on PowerPC (G3/G4/G5) based Mac systems (PowerMac).
- 512MB RAM
- 1.1 GB or more hard drive space
- Intel GMA 950, ATI X1600, NVIDIA 7300 graphics card or better
- Keyboard and Mouse
- Internet connection the first time the game is launched
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Din's Curse Beta 1.005 Released
6:00 AM | Cord Kruse | Comment on this story
Soldak Entertainment has released beta version 1.005 of its action RPG, Din's Curse. The new version includes graphics improvements, a new character option, and two new world options.
In Din's Curse players take the role of an adventurer cursed to walk the lands in a quest for redemption. The game features 141 possible class combinations, an infinite number of dynamically generated towns, and a game world directly impacted by player choices.
Changes in version 1.005:
added dangerous monsters world creation option (Backwood)Head over to the links below for a full list of changes and download links.
Din's Curse Change List
added clumsy character advanced option (DeathKnight1728)
added a very fast pace world option
more UI tweaks
lots of effects improvements
some ground and environment texture improvements
Din's Curse Patches
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Team Fortress 2 Update To Add Item Trading & New Game Mode
6:00 AM | Cord Kruse | 13 comments
PC Gamer recently revealed changes planned for Valve Software's team based first person shooter, Team Fortress 2. The next update for the game will include the additions of item trading, a new game mode, and a variety of new weapons and hats.
Item trading has been the big, glaring omission from all the interesting stuff Valve have been doing with drops, unlocks and taped-on monocles since the Medic update in 2008. Now, at last, you’ll be able to swap your Vintage Merryweather for your friend’s Prussian Picklehaube.Visit the page below to read more.
PC Gamer: Team Fortress 2 Upcoming Update Details
The weapons and hats are from the Polycount contest, which we’ve previously covered. We knew they’d be going into the game sometime, but not when. We also didn’t know that they wouldn’t be treated like normal community items, which normally only get minor attributes because Valve don’t have time to playtest anything more drastic.
“It’s a reflection of the amount of time we had to spend on them,” Robin Walker says, “and us being very safe. I think the Crit-a-Cola was designed the day before it went out, to be honest, which is terrifying. But sometimes we can think of something that you can make a pretty educated guess on, yeah, this is going to work out. We definitely have lowballed those in the past, in that we’ve chosen something that’s more underpowered than overpowered, because we can just make it a little better later. The Polycount items have had a lot more time on them as a whole, so, we’re doing more interesting stuff there than in general we have with the other items.”
No specifics on the new game mode yet – Robin says “We’ll probably start talking about that stuff soon once we’ve figured out how to talk about it.” Clearly it’s Cthulhu themed, and they’re having trouble pronouncing “Ph’nglui mglw’nafh Cthulhu R’lyeh wgah’nagl fhtagn“. All he could utter with his mortal tongue was “We’re going to ship a new game mode, and then we have a couple of other exciting features that we’ve been working on for a while that should be really really fun.”
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The Story Of Half-Life
6:00 AM | Cord Kruse | 1 comment
Game on Mac has published an interview with Mark Laidlaw, lead writer for Valve Software's Half-Life first person shooter series. The writer discussed how he became involved with the original game, the success of the franchise, and the unique nature of Gordon Freeman.
So what does it mean, exactly, to be the lead writer on Half-Life? “Developing backgrounds and characters” is Laidlaw’s sterile interpretation of his duties. But as he told loonygames, his duties really depend on where a game is in development: “Early in the design stage, we brainstorm a lot and I take most of the responsibility for writing stuff down; later I own a lot of the spec, which means updating it on a regular basis. Others at Valve are also very good at coming up with story elements, and organizing things in a highly dramatic way, so everything proceeds in a collaborative manner. But there are times when I’m writing a lot of dialog, or scripting out scenes, or rolling in feedback on stuff I’ve written.”Check out the full article at the link below.
Game on Mac: Half-Life Interview
Fiction writers aren’t going to see too many parallels between book writing and collaborative game writing, however. Laidlaw says that writing with a game development team doesn’t offer the same “comfortable zone” that comes with writing a book.
See, with a book, the complete responsibility (“and blame” Laidlaw points out) is his alone: “Writing a story, I… understand the rules, and the final result is easy to envision.” Working on a game, meanwhile, “you rarely have that sense of comfort, because you are continually moving across unfamiliar ground into strange and unexplored territory.” Sounds harrowing, right? It is, but Laidlaw also says it’s “very exciting.”
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