PC

Rise Of Immortals Will Have 3D Support And Give Away 3D Prizes

Rise of Immortals is a free-to-play Multiplayer Online Battle Arena game currently in open beta. The game’s full release will hit this Australian winter, and developers Petroglyph games announced today that when it does, it will have full NVIDIA 3D Vision support.


April 29, 2010
News

Mytheon Open Beta Launches With Fabulous Prizes

Petroglyph’s massive multiplayer online action strategy game Mytheon has entered open beta, with a laptop, iPod Touches and iTunes gift cards up for grabs for those who give the game an early go.


November 6, 2009

A Visual Tour Of Mytheon’s Hot Spots

Petroglyph and True Games have released a set of screenshots detailing the various environments found in the upcoming online action RPG Mytheon. Let’s take a tour of Colchis, The Dominion of Hades and The Shattered Isle.


August 14, 2009
News

Panzer Generals Is Back, Yo

In the turn-based strategy genre, two series (for me, anyways) reign supreme: Advance Wars, and Panzer General. So it’s with great delight that I see today that Ubisoft will be bringing the latter back, this time on Xbox Live Arcade.


June 26, 2009

Mytheon Trailer Casts The First Stone

The first trailer for Petroglyph’s Mytheon gives us a bit more of an understanding as to what’s actually going on in the online action roleplaying strategy hybrid.


April 28, 2009
News

Petroglyph And Trion Team For Online Strategy Title

The strategy game veterans at Petroglyph have teamed up with online game developer Trion World Network to create a new massively-multiplayer online real-time strategy game.


December 3, 2008
Uncategorized

Petroglyph Takes Strategy Online With Mytheon

Real-time strategy developer Petroglyph and True Games have just announced Mytheon, which promises to combine the best elements of action, strategy, and RPG gameplay into one massive online game.

Mytheon is an online game that lets players explore a fantasy universe based on real-world mythology, beginning with ancient Greece and expanding into other mythologies via planned expansions. The game will feature real-time combat, extensive PVP, and a collectible element in the form of Power Stones, which players can gather and customise to cast spells or summon minions. The game will be free to play, supported by micro-transactions.

And that’s really as much as we know so far. The release goes on and on about how they are creating an entirely new genre, so I suppose being vague can’t be helped. It’s like trying to describe a flavour no one has tasted before. Hit the jump for the official release.


June 10, 2008
Uncategorized

Universe At War Patch Lets Xbox 360, PC Players Duke It Out

Sega and Petroglyph’s real time strategy sci-fi game Universe At War: Earth Assault was all patched up today, bringing with it an exhaustive list of changes, tweaks and fixes. The most notable? The saucer’s build time was reduced from 30 to 28 seconds. Almost as exciting was the addition of Xbox 360 versus PC cross-play in Ranked, Quickmatch and Conquer the World game modes, something that should make it much, much easier to find a game for Universe At War players.

For the full list of changes implemented in patch 3, hit the jump for details.


April 15, 2008
Uncategorized

Universe At War Demo On Marketplace

Back in Leipzig, McWhertor and I hung out at Sega’s booth while Crecente played Universe at War on PC for hours. After a while, he let me take his game for a spin. I immediately blew up a non-replaceable ship. As I may have mentioned before, he was not happy.


March 1, 2008
Uncategorized

Console RTSs Are Good For The Genre

Petroglyph’s Creative Director Adam Isgreen is an RTS veteran, having worked on loads of Command & Conquers and, more recently, Universe at War. But he isn’t worried that RTS titles making their way to consoles will in some way dilute the experience. In fact, he believes just the opposite: …you could look at the transition of RTS from PC to console as “dumbing down” of the genre, but really that’s completely inaccurate. The evolution of RTS from PC to console is all about re-discovering the core fun of the genre while stripping away the redundancy, over-complication, and bloat that has been attaching itself to RTS games over the years.

He continues: