Winter Voices Now At Macgamestore
6:00 AM | IMG News | Comment on this story
Macgamestore.com has added Beyond the Pillars' episodic role playing game, Winter Voices to its roster of downloadable games available for purchase. The seven episode arc (currently the prologue and three episodes have been released) follows the saga of a young heroine who, after the death of her father, must follow the mysterious voices of her unconscious mind to find the answers she seeks.
Winter Voices is a narrative-driven, episodic, role-playing game set in an imaginary and timeless world at the start of the Industrial Revolution. Players control a 24 year-old heroine as she deals with the death of her father. She must journey through the heart of Winter and battle her worst enemies – her own personal demons.Beyond The Pillars can be purchased as a bundle for $18.95 (USD), or the prologue and three current episodes can be purchased individually for $4.99 (USD)
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The first season of the Winter Voices series is comprised of seven downloadable episodes, each unraveling new elements of the character's tale.
Winter Voices combines “point and click” real-time gaming with strictly defensive turn-based combat. As the game alternates real-time dialog and world exploration with combat, players will experience turn-based psychic warfare.
- Intel Mac
- MAC OS X 10.4 or later
- Processor: 2 Ghz
- RAM: 1024 MB
- Graphics card: 256 MB
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A Glimpse Behind The Scenes of Torchlight II
6:00 AM | Cord Kruse | 2 comments
Runic Games has posted a new blog post and developer Q&A featuring information about the upcoming Torchlight II. In addition to a variety of monster types to slay and items to gather, the action RPG sequel will introduce cooperative multiplayer action, a new user interface, and random dungeons.
Torchlight II introduces randomized outdoor areas throughout the game, in many sizes. We have broken down our outdoor areas into two different types: Passes and Overworld areas. There are multiple Passes and Overworld areas in each Act of the game. All offer random dungeons, random events, and lots of exploration for players.Read more at the link below.
Torchlight II Blog, Q&A
Let's talk about Passes first, and give a few examples of what makes them different. Passes are tighter and typically more heavily themed areas that connect between other zones. They offer players a different feel and gameplay experience from the Overworld areas. These are more of a push your way through to the other end type of levels. Passes are also randomized in many ways. There are multiple versions of each pass that can roll, and even within each version, there are several random elements that can change your gameplay experience every time.
One of the early Passes in the game is called "Path of the Honored Dead". This area is dark and dreary, covered in fog, and crawling with all types of walking dead. Basically, it's always a Monday in here. This pass is the cemetery/memorial of the Estherian Enclave. The area is lined with graves, and shrines, and is home to the dungeon, "The Defiled Crypt", the first dungeon players will encounter in the game.
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Diablo III Facebook Barbarian Art Revealed
6:00 AM | Cord Kruse | Comment on this story
Blizzard Entertainment recently revealed another new piece of concept art to celebrate the 950,000 Likes milestone on its official Diablo III Facebook page. The game will allow players to revisit the world of Sanctuary where they must once again take up arms against the demonic forces threatening humanity.
Diablo III will pick up the story twenty years after the events of Diablo II. Mephisto, Diablo, and Baal have been defeated, but the Worldstone, which once shielded the inhabitants of the world of Sanctuary from the forces of both the High Heavens and the Burning Hells, has been destroyed, and evil once again stirs in Tristram. Playing as a hero from one of five distinct character classes, players will acquire powerful items, spells, and abilities as they explore new and familiar areas of Sanctuary and battle hordes of demons to safeguard the world from the horrors that have arisen.View the new screenshots at the Blizzplanet page below.
Blizzplanet: Diablo III Concept Art
Diablo III will feature a custom 3D-graphics engine to render lush indoor and outdoor areas of Sanctuary with a high level of detail and vivid special effects. The game’s physics-enhanced environments will be interactive and destructible, offering traps and obstacles that create added danger for players and monsters alike. These elements, along with a new quest system and random scripted events, will be integrated into the game’s random-level generator, giving Diablo III the ultimate combination of dynamic gameplay and replayability. Cooperative and competitive play will be available online through an upgraded version of Blizzard Entertainment’s renowned online gaming service, Battle.net.
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New A Valley Without Wind Trailer And Blog Released
6:00 AM | Cord Kruse | 1 comment
Arcen Games has revealed some more information about its upcoming game, A Valley Without Wind. The updates include a new blog about the game's current development, and a new animation test video showcasing all the latest upgrades to A Valley Without Wind.
To start, there have been some major shifts in AVWW's story and setting that we'd like to share. We are keeping the broken-earth setting and former ice age focus for the title, but the real-world future setting has been replaced. Instead the game is now set in a purely fantasy world called Environ - taking place in the year 888. We feel that exchanging the reality-based future setting for a more fantasy/sci-fi mix (that still keeps elements from the real world) gives us a lot more flexibility as we put together the major themes of the title. More details on the new developments, including a basic timeline for the known history of Environ, can be found on our updated feature page for A Valley Without Wind.Check out the links below for more information.
AVWW Development Blog
Onward from that, we've made a rather significant breakthrough in terms of the creation and generation of AVWW's interiors. Interior procedural-generation was a troublesome task that others have solved in various ways, but which nobody seemed to have solved in the specific way that was needed for the game. So our lead programmer Chris Park has come up with a moderately new approach to the problem, basing part of his work on how the issue in a roguelike is dealt with, resulting in some very interesting and varied interior floorplans at this stage. In a month or two when it's further polished, Arcen will be releasing the C# source code for our interior generator as open source under the MIT license, so that others can make use of it. Chris has written up a technical outline in this developer journal thoroughly explaining the step-by-step process of the program for those interested.
Many other additions and improvements have found their way into A Valley Without Wind as well. The game now makes use of the helpful Explorer NPC's and the not-so-helpful Evil Outposts, there's been major progress to settlements and the Minimap, and lots of new and upgraded visuals have been added as well. We could go on all day, but the title's new animation test video does a much tidier job illustrating some of the aforementioned items. While a complete explanation on everything that's been touched on can be found in our latest Games By Design post.
YouTube: AVWW Animation Test Video
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