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	<title>Kotaku Australia &#187; bethesda</title>
	<atom:link href="http://www.kotaku.com.au/tags/bethesda/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.kotaku.com.au</link>
	<description>the Gamer&#039;s Guide &#124; Computer and video game news and reviews</description>
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		<title>Dress Your 360 Avatar In Fallout 3</title>
		<link>http://www.kotaku.com.au/2009/11/dress-your-360-avatar-in-fallout-3/</link>
		<comments>http://www.kotaku.com.au/2009/11/dress-your-360-avatar-in-fallout-3/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 19:00:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[avatar marketplace]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[xbox 360]]></category>
		<category><![CDATA[xbox avatars]]></category>
		<category><![CDATA[xbox live]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=368043</guid>
		<description><![CDATA[ The Fallout 3 t-shirt is nice. The Vault 101 Suit is even better. The Vault Boy head? Possibly the best use of 80 Microsoft points in the history of fake money.
Bethesda is bringing out a line of Fallout-themed avatar wear to the Xbox Live Avatar Marketplace this Thursday, giving players six new ways to [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/11/avaterlineup02.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_avaterlineup02.jpg" alt="" class="center" /></a> The Fallout 3 t-shirt is nice. The Vault 101 Suit is even better. The Vault Boy head? Possibly the best use of 80 Microsoft points in the history of fake money.<span id="more-368043"></span></p>
<p>Bethesda is bringing out a line of Fallout-themed avatar wear to the Xbox Live Avatar Marketplace this Thursday, giving players six new ways to show off their love for Fallout 3 and its creators, Bethesda Game Studios. There&#8217;s three t-shirts priced to move at 80 Microsoft points apiece; the standard Vault 101 suit, complete with PipBoy, for 240 points; a Vault Boy suit for 240 points; and the pièce de résistance &#8211; a Vault Boy head that covers up your avatar&#8217;s goofy cranium.</p>
<p>My advice? Just buy the head and play Vault Boy dress up. It&#8217;s simply the right thing to do.</p>
<p><a href="http://bethblog.com/index.php/2009/11/23/fallout-3-items-hitting-the-xbox-avatar-marketplace-this-thursday/">Fallout 3 items hitting the Xbox Avatar Marketplace this Thursday</a> [Bethesda Blog]</p>
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		<title>Bioware: What We&#8217;ve Learned From Bethesda, And What Makes Us Unique</title>
		<link>http://www.kotaku.com.au/2009/11/bioware-what-weve-learned-from-bethesda-and-what-makes-us-unique/</link>
		<comments>http://www.kotaku.com.au/2009/11/bioware-what-weve-learned-from-bethesda-and-what-makes-us-unique/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 03:00:03 +0000</pubDate>
		<dc:creator>David Wildgoose</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[dragon age: origins]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[greg zeschuk]]></category>
		<category><![CDATA[interview]]></category>
		<category><![CDATA[oblivion]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[rpgs]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=364845</guid>
		<description><![CDATA[The paths of Bioware and Bethesda have followed a similar trajectory. From PC specialists to huge recent success on console, the two studios represent the top tier of western RPG development. I asked Bioware&#8217;s Greg Zeschuk to identify the unique strengths of both Bioware and Bethesda.
Zeschuk told me he&#8217;s been a fan of Bethesda&#8217;s game [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/10/500x_dragon_age_cc.jpg" alt="" class="left" />The paths of Bioware and Bethesda have followed a similar trajectory. From PC specialists to huge recent success on console, the two studios represent the top tier of western RPG development. I asked Bioware&#8217;s Greg Zeschuk to identify the unique strengths of both Bioware and Bethesda.<span id="more-364845"></span></p>
<p>Zeschuk told me he&#8217;s been a fan of Bethesda&#8217;s game for the best part of two decades, from all the way back to Elder Scrolls: Arena and Daggerfall right up to Fallout 3. He says he admires how Bethesda specialises, producing games that are distinctively theirs.</p>
<p>&#8220;For me, Bethesda is probably the best in the world in terms of creating a sense of place,&#8221; he says. &#8220;The world seems so real it actually feels like you&#8217;re there. I think if you were to describe their superpower, that would be it. Fallout 3 was utterly believable as the area around Washington DC.</p>
<p>&#8220;Another thing that was actually very productive we learned from Oblivion is how a game is the sum of its parts, but often something greater than that. If you picked Oblivion apart, you could nitpick about certain things, but when you put it all together it was just a spectacular package. And in fact, it&#8217;s that package that&#8217;s the impressive thing. And I think that was a great learning for our Dragon Age.&#8221; </p>
<p>In parallel, Zeschuk believes what makes a Bioware game utterly distinctive is the high level of integration of story into the overall experience:</p>
<p>&#8220;There&#8217;s folks that do similar stuff, but I think you could almost say they do it in the Bioware style. We were the first to do it that way. If you look at, for example, how story is presented in a Final Fantasy, it&#8217;s very different to what we do. I think if you can identify a Final Fantasy style game then I think you should be able to identify a Bioware style game.</p>
<p>&#8220;Another we do &#8211; and maybe it&#8217;s not in the easily identifiable way &#8211; is we never compromise,&#8221; he continues. &#8220;By that I mean we never release a game with features or elements that are not as good as they could be. You can always disagree with the way it was implemented or what was implemented, but I think when we do put a feature in a game we do a good job of it.</p>
<p>I asked Zeschuk if he would agree that perhaps Bethesda makes the more ambitious games but that they lack the polish of a Bioware game.</p>
<p>&#8220;I think that raw ambition comes through in both our products,&#8221; he says. &#8220;And somehow what [Bethesda] build is magnified in some way. I mean, you can never polish every single aspect in a game the size we make; we just have to make sure we polish the right stuff.&#8221;</p>
<p>Zeschuk laughed when I then ask him if that was why Dragon Age has taken six years to make.</p>
<p>&#8220;Yeah, somewhat!&#8221; he says. &#8220;I think it was really daunting to create, in our minds, the spiritual successor to Baldur&#8217;s Gate. I think it&#8217;s reflective of why there has never been a Baldur&#8217;s Gate 3. You know, you have this beloved product, and its very distinctive and detailed, and it&#8217;s very hard to recreat them or create a game in a similar vein. The sheer amount of stuff you have to put in it &#8211; that&#8217;s just an incredible undertaking.&#8221;</p>
<p>Can you identify what makes Bioware and Bethesda games unique or distinctive from each other? What style of RPG do you prefer to play?</p>
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		<title>An Early Look At Interplay&#8217;s Fallout MMO</title>
		<link>http://www.kotaku.com.au/2009/11/an-early-look-at-interplays-fallout-mmo/</link>
		<comments>http://www.kotaku.com.au/2009/11/an-early-look-at-interplays-fallout-mmo/#comments</comments>
		<pubDate>Mon, 02 Nov 2009 13:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[concept art]]></category>
		<category><![CDATA[fallout mmo]]></category>
		<category><![CDATA[gallery]]></category>
		<category><![CDATA[interplay]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[v13]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=364505</guid>
		<description><![CDATA[The legal back and forth between Interplay and Bethesda over the rights to make a Fallout massively multiplayer game had some interesting&#8230; fallout recently: Concept art.
Over on the Interplay website, the development team posted that some of the concept art for the still-in-work MMO have been released due to the lawsuit. So they decided to [...]]]></description>
			<content:encoded><![CDATA[<p>The <a href="http://www.kotaku.com.au/2009/09/bethesda-sues-interplay-over-fallout-trademark-infringement/">legal back and forth</a> between Interplay and Bethesda over the rights to make a Fallout massively multiplayer game had some interesting&#8230; fallout recently: Concept art.<span id="more-364505"></span></p>
<p>Over on the Interplay website, the development team posted that some of the concept art for the still-in-work MMO have been released due to the lawsuit. So they decided to post them in their forums.</p>
<p>&#8220;Keep in mind that this is concept art. It&#8217;s not finalised art, but it will give you a feel for what we are aiming for with V13,&#8221; Interplay&#8217;s Chris Taylor wrote.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/11/01_Factory_S__1_.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_01_Factory_S__1_.jpg" alt="" class="left" /></a><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/11/02_graveyard_S.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_02_graveyard_S.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/11/03_survivor_S.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_03_survivor_S.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/11/04_desert_S.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_04_desert_S.jpg" alt="" class="left" /></a></p>
<p><a href="http://www.interplay.com/forums/viewtopic.php?f=50&amp;t=1710">Welcome to the Concept Art Forum!</a>[Interplay via <a href="http://www.duckandcover.cx/forums/viewtopic.php?t=23364">Duck and Cover</a>]</p>
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		<title>Industry Types Confess The Evil Deeds They&#8217;ve Done (in Games)</title>
		<link>http://www.kotaku.com.au/2009/11/industry-types-confess-the-evil-deeds-theyve-done-in-games/</link>
		<comments>http://www.kotaku.com.au/2009/11/industry-types-confess-the-evil-deeds-theyve-done-in-games/#comments</comments>
		<pubDate>Sat, 31 Oct 2009 20:00:00 +0000</pubDate>
		<dc:creator>Owen Good</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[discussion]]></category>
		<category><![CDATA[eca]]></category>
		<category><![CDATA[evil]]></category>
		<category><![CDATA[hal halpin]]></category>
		<category><![CDATA[todd howard]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=364368</guid>
		<description><![CDATA[What&#8217;s the most cruel, unfair, downright evil thing you&#8217;ve done in a game? Bitmob polled some industry types with the question. Hal Halpin was a real jerk in Mario Kart 64; Todd Howard created a suicide squad in X-Com.
Halpin, the Entertainment Consumers Association&#8217;s president, deployed the lightning bolt with ruthlessness on fellow racers attempting to [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawkerassets.com/assets/images/2009/10/custom_1257008119049_darth-malak.jpg" alt="" class="left" />What&#8217;s the most cruel, unfair, downright evil thing you&#8217;ve done in a game? Bitmob polled some industry types with the question. Hal Halpin was a real jerk in Mario Kart 64; Todd Howard created a suicide squad in X-Com.<span id="more-364368"></span></p>
<p>Halpin, the Entertainment Consumers Association&#8217;s president, deployed the lightning bolt with ruthlessness on fellow racers attempting to jump the gorge on the stadium track. &#8220;Like my character [Wario], I rarely hesitated in sending other racers off the cliff,&#8221; Halpin answered.</p>
<p>Todd Howard, the executive producer at Bethesda Game Studios, came up with a failsafe against his men getting mind-controlled by aliens in X-Com. Since they dropped their weapons under an alien spell, he equipped them with live grenades that, when dropped, went boom. No more mind control problem. No more soldiers, either, but that&#8217;s their problem.</p>
<p>Of course, there&#8217;s a lot of evil done in the Sims (a franchise with a capacity for cruelty unlike many others), Knights of the Old Republic, and plenty of RPGs, for that matter. One guy even gratuitously shot up all the cows in Call of Juarez. Check it out. And tell us about all the innocent people you&#8217;ve wasted with a headshot, down in the comments.</p>
<p><a href="http://bitmob.com/index.php/mobfeed/the-evil-things-we-do.html">The Evil Things We Do</a> [Bitmob]</p>
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		<title>Elder Scrolls Novel Potentially Confirms Elder Scrolls V</title>
		<link>http://www.kotaku.com.au/2009/10/elder-scrolls-novel-potentially-confirms-elder-scrolls-v/</link>
		<comments>http://www.kotaku.com.au/2009/10/elder-scrolls-novel-potentially-confirms-elder-scrolls-v/#comments</comments>
		<pubDate>Sat, 24 Oct 2009 01:30:00 +0000</pubDate>
		<dc:creator>AJ Glasser</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[delrey]]></category>
		<category><![CDATA[greg keyes]]></category>
		<category><![CDATA[oblivion]]></category>
		<category><![CDATA[required reading]]></category>
		<category><![CDATA[the elder scrolls]]></category>
		<category><![CDATA[the infernal city]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=363237</guid>
		<description><![CDATA[Author Greg Keyes is better known to me by his Star Wars Expanded Universe contributions, but as the writer on The Elder Scrolls: Infernal City, he&#8217;s been promoted to &#8220;potential Bethesda informant&#8221;.
A book blurb on the Waterstone&#8217;s retail site reads &#8220;A novel that takes places forty-five years after the Oblivion Crisis, which is the story [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/10/tes_01.jpg" alt="" class="left" />Author Greg Keyes is better known to me by his Star Wars Expanded Universe contributions, but as the writer on <em>The Elder Scrolls: Infernal City</em>, he&#8217;s been promoted to &#8220;potential Bethesda informant&#8221;.<span id="more-363237"></span></p>
<p>A book blurb on the <a href="http://www.waterstones.com/waterstonesweb/products/greg+keyes/the+elder+scrolls3a+infernal+city/7159828/">Waterstone&#8217;s retail site</a> reads &#8220;A novel that takes places forty-five years after the Oblivion Crisis, which is the story of The Elder Scrolls IV: Oblivion game and the expansion pack Shivering Isles. It partly bridges the gap for the next game, which is set 200 years after the Oblivion crisis.&#8221;</p>
<p>So, assuming &#8220;the next game&#8221; in Oblivion continuity isn&#8217;t a ZeniMax Online massively multiplayer online game, this might be a hint at an Elder Scrolls V. Although, to hear Bethesda&#8217;s Pete Hines <a href="http://www.kotaku.com.au/2009/08/bethesda-clarifies-no-elder-scrolls-v-statement/">tell it</a>, that&#8217;s the natural conclusion anybody could draw from how well The Elder Scrolls IV sold.</p>
<p><em>Well spotted, Silver!</em></p>
<p>P.S. Yes, I read The Age of Unreason series. When I was a kid. So Keyes&#8217; Star Wars work is how I think of him and I consider it a compliment.</p>
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		<title>The Elder Scrolls In Convenient Novel Form</title>
		<link>http://www.kotaku.com.au/2009/10/the-elder-scrolls-in-convenient-novel-form/</link>
		<comments>http://www.kotaku.com.au/2009/10/the-elder-scrolls-in-convenient-novel-form/#comments</comments>
		<pubDate>Tue, 13 Oct 2009 21:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[del rey]]></category>
		<category><![CDATA[oblivion]]></category>
		<category><![CDATA[required reading]]></category>
		<category><![CDATA[the elder scrolls]]></category>
		<category><![CDATA[the infernal city]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=361694</guid>
		<description><![CDATA[ The land of Tamriel is terrorised by a floating city that first kills and then raises the dead in The Infernal City, the first of two Elder Scrolls novels by bestselling author Greg Keyes.
Greg Keyes is perhaps best known for his steampunk series The Age of Unreason, which features historical figures such as Benjamin [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/10/340x_tes.jpg" alt="" class="left" /> The land of Tamriel is terrorised by a floating city that first kills and then raises the dead in The Infernal City, the first of two Elder Scrolls novels by bestselling author Greg Keyes.<span id="more-361694"></span></p>
<p>Greg Keyes is perhaps best known for his steampunk series The Age of Unreason, which features historical figures such as Benjamin Franklin and Isaac Newton, neither of which will be appearing in The Infernal City. The novel takes place four decades after Oblivion, telling the story of a group of unlikely heroes banding together to unravel the secret behind the floating city of Umbriel, which leaves undeath in its wake. It sounds like your standard fantasy romp, but Keyes does some pretty fabulous things when shaping characters, so we can probably expect a great deal of personality at the very least. All I know is it&#8217;s about time we got some officially sanctioned Elder Scrolls fiction to tide us over between games.</p>
<p>The Infernal City is due out on November 24 from Del Rey, and can now be <a href="http://www.amazon.com/Elder-Scrolls-Infernal-City/dp/0345508017/ref=sr_1_1?ie=UTF8&amp;s=books&amp;qid=1255396302&amp;sr=8-1">preordered at Amazon.com</a>.</p>
<p><a href="http://bethblog.com/index.php/2009/10/13/pre-order-the-infernal-city/">Pre-Order The Infernal City</a> [Bethesda Blog]</p>
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		<title>Where Are All The &#8220;Next Gen&#8221; Games?</title>
		<link>http://www.kotaku.com.au/2009/10/where-are-all-the-next-gen-games/</link>
		<comments>http://www.kotaku.com.au/2009/10/where-are-all-the-next-gen-games/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 23:00:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[dead rising]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[innovation]]></category>
		<category><![CDATA[oblivion]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=359802</guid>
		<description><![CDATA[The calendar says &#8220;2009&#8243;. The Xbox 360 launched in 2005. That means we&#8217;re four years into the &#8220;next generation&#8221; of video gaming. If so, then where the hell are our &#8220;next generation&#8221; games?
It&#8217;s something that&#8217;s been gnawing at me for a while now, but as we approach Christmas 2009 – the fifth holiday season for [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/compmario.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_compmario.jpg" alt="" class="left" /></a>The calendar says &#8220;2009&#8243;. The Xbox 360 launched in 2005. That means we&#8217;re four years into the &#8220;next generation&#8221; of video gaming. If so, then where the hell are our &#8220;next generation&#8221; games?<span id="more-359802"></span></p>
<p>It&#8217;s something that&#8217;s been gnawing at me for a while now, but as we approach Christmas 2009 – the fifth holiday season for the Xbox 360, and fourth for the PlayStation 3 and Nintendo Wii – that gnawing has turned into some serious, unchecked mastication.</p>
<p>After all, a new hardware generation is meant to usher in a new generation of games to go with it. And not just games that look prettier, or sound better; titles that give you something entirely new in terms of game design and mechanics, something that could only be done by taking advantage of the latest in console hardware.</p>
<p>Yet I think only a handful of games this console generation have done so. Which ones? Oh, I&#8217;m glad you asked. Games like:</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/deadrising.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_deadrising.jpg" alt="" class="left" /></a><strong>Dead Rising</strong> – There has never been a game like Dead Rising. It&#8217;s open-world in appearance, but the entire game is built around the concept of navigating an endless sea of zombies in numbers previous consoles simply couldn&#8217;t get on-screen at once.<div class="clear-fix"></div></p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/oblivion.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_oblivion.jpg" alt="" class="left" /></a><strong>Oblivion/Fallout 3</strong> – Two games, I know, but they do the same thing, so they go in the same listing. Nobody ever forgets that first time you leave the Imperial sewers/Vault 101 and take in the world around you, realising that Bethesda haven&#8217;t crafted a level, they&#8217;ve built a seamless, living <em>world</em> well beyond the scale of previous titles like Morrowind.<div class="clear-fix"></div></p>
<p>Yes, they also appear on PC, but remember, these games were also built from the ground up with consoles in mind, rather than being crude ports.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/wiigolf.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_wiigolf.jpg" alt="" class="left" /></a><strong>Wii Sports/Wii Sports Resort</strong> – To this day, the only games that have truly delivered on the promise of the Wii Remote, integrating it so naturally within the gameplay experience that you can&#8217;t imagine playing the games without it.<div class="clear-fix"></div></p>
<p>So as good as Modern Warfare is, as good as Mario Galaxy is, I don&#8217;t call them truly &#8220;next gen&#8221; games. Why? Because they fail my &#8220;next gen&#8221; test, that&#8217;s why.</p>
<p>Here&#8217;s the test: If a game can be ported to a console in a previous generation and keep its core gameplay and overall design in place, it&#8217;s not what I&#8217;m calling for the purposes of this piece a &#8220;next gen&#8221; game. Mario Galaxy was great, but really, it&#8217;s a GameCube title with some star-shaking stuff thrown in. Modern Warfare? Amazing, but as the upcoming Wii port attests, it used the 360 and PS3 primarily for better graphics and sound. LittleBigPlanet? Another great game, but the PSP version shows the core experience could have been done on a PS2.</p>
<p>Other games I think fail this test are Halo 3, BioShock, Batman: Arkham Asylum, Uncharted, Metal Gear Solid 4…OK, pretty much everything. You get the idea. Sure, they&#8217;re nice and shiny, and have lovely pre-rendered cutscenes, and there are advanced uses of physics and AI under the hood, and most important of all, advanced online connectivity, but all of those are just tweaks, improvements, icing on the cake, candy for the eyes. None of them fundamentally change the way you approach a game, or a genre.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/compgta.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_compgta.jpg" alt="" class="left" /></a>Not like Mario Kart and F-Zero did with Parallax scrolling. Or Mario 64 with its use of 3D. Or Grand Theft Auto III with its living, breathing city. Those games re-wrote the book. You just couldn&#8217;t do GTAIII on the PlayStation. Or Mario 64 on the SNES. They were true &#8220;next gen&#8221; games.<div class="clear-fix"></div></p>
<p>So why do we have so few this time around? What&#8217;s the problem? There&#8217;s refinement under the hood. There&#8217;s games that some, and especially the developers, may disagree with me on (GTAIV, for example, or Halo 3 and its extensive multiplayer modes). And there are some who could argue, with a fair point, that the same problem plagued most games from the previous generation.</p>
<p>Certainly the cost of development can&#8217;t help. Worlds are built with engines, and engines are built on rules. If you wanted to come up with something entirely new, you&#8217;d have to do it yourself, which for many developers and publishers in this current economic climate just isn&#8217;t feasible.</p>
<p>It can also be argued that a single jump in the mid-90&#8217;s – from the 16-bit era to the N64 and PS1 – will long be the most significant in gaming, taking us as it did from 2D to 3D, and that subsequent generations can&#8217;t be relied upon to deliver the same level of innovation. Fair, to a point, but then there are still plenty of games like GTAIII that were able to innovate well past the 32-bit era.</p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/comphalo.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_comphalo.jpg" alt="" class="left" /></a>One final possibility, however, is that there <em>is</em> innovation going on in today&#8217;s games beyond the superficial. It&#8217;s just, we can&#8217;t see it. Chatting with Bethesda&#8217;s Todd Howard on the subject, he put this idea forward:</p>
<p>&#8220;I think the visual component of it is the one that everyone notices first, and it&#8217;s also the prime part that benefits from what the new hardware gives you,&#8221; he says. &#8220;So it&#8217;s just harder to see the innovations beyond that, but they&#8217;re there. I&#8217;d guess there&#8217;s just as much pure &#8216;design innovation&#8217; with this generation as there has been in the last few.&#8221;</p>
<p>&#8220;Look at the basis now for how games handle physics, difficulty, controls, save games, or simple load screens. I know it sounds silly, but I get excited by innovations in loading screens, because they&#8217;re the worst part of a game. I&#8217;m interested in how games simply start.&#8221;</p>
<p>Promising, yeah, but does that really hold water when compared to more fundamental changes? Not really. &#8220;There&#8217;s been innovations in AI, but it certainly hasn&#8217;t kept pace with the graphic fidelity, which yields this overall feeling of it going backwards,&#8221; Howard adds. &#8220;The environments are so complex now in games, that building good AI just to manoeuvre them takes serious time. But that&#8217;s not an innovation, that&#8217;s simply the AI doing what it could do before in a game.</p>
<p>&#8220;My hope is, as we developers turn the corner on how to make the games simply &#8216;work,&#8217; that we can innovate more on how the games respond to the player, whether that is the AI, or socially, or something else.&#8221;</p>
<p>Maybe that explains it, and in 30 years, we&#8217;ll look back on the current generation as one where developers were finding their feet, laying the groundwork for sprawling, innovating and revolutionary titles of the future.</p>
]]></content:encoded>
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		<slash:comments>19</slash:comments>
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		<title>Enough Screens To Make A WET Flip Book</title>
		<link>http://www.kotaku.com.au/2009/09/enough-screens-to-make-a-wet-flip-book/</link>
		<comments>http://www.kotaku.com.au/2009/09/enough-screens-to-make-a-wet-flip-book/#comments</comments>
		<pubDate>Fri, 18 Sep 2009 17:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[artificial mind and movement]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[screenshots]]></category>
		<category><![CDATA[wet]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=357608</guid>
		<description><![CDATA[Just in time for Crecente&#8217;s WET review, Bethesda releases a whipping set of forty-three new screenshots for the game. Embrace the WETness!










































]]></description>
			<content:encoded><![CDATA[<p>Just in time for <a href="http://kotaku.com/5360676/wet-review-swords-guns-and-flawed-fun">Crecente&#8217;s WET review</a>, Bethesda releases a whipping set of forty-three new screenshots for the game. Embrace the WETness!<span id="more-357608"></span></p>
<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_playground_03.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_playground_03.jpg" alt="" class="left" /></a><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/sky_dive2.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_sky_dive2.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level01-chinatown_03_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level01-chinatown_03_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_rooftop_ragemode_03.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_rooftop_ragemode_03.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/uk-mansion04_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_uk-mansion04_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/icefactory05_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_icefactory05_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_5_new_year_02.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_5_new_year_02.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/icefactory02_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_icefactory02_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/ragemode01_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_ragemode01_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/uk-mansion02_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_uk-mansion02_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_5_new_year_01.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_5_new_year_01.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/operahouse01_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_operahouse01_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/carhopping_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_carhopping_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level01-chinatown_06_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level01-chinatown_06_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/uk-mansion01_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_uk-mansion01_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level01-chinatown_04_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level01-chinatown_04_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/uk-mansion06_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_uk-mansion06_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_undergroundarena_01.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_undergroundarena_01.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/boneyard02_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_boneyard02_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_cage_02.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_cage_02.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/sky_dive1.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_sky_dive1.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/boneyard03_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_boneyard03_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_rooftop_ragemode_02.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_rooftop_ragemode_02.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_playground_01.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_playground_01.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/uk-mansion05_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_uk-mansion05_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/operahouse02_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_operahouse02_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/uk-mansion03_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_uk-mansion03_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_undergroundarena_03.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_undergroundarena_03.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_7_skydiving_01.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_7_skydiving_01.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/icefactory03_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_icefactory03_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/boneyard01_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_boneyard01_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/uk-harbour_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_uk-harbour_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/icefactory01_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_icefactory01_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level01-chinatown_05_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level01-chinatown_05_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/icefactory04_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_icefactory04_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_ratboy_01.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_ratboy_01.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_rooftop_ragemode_01.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_rooftop_ragemode_01.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level01-chinatown_02_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level01-chinatown_02_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/ragemode02_copy.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_ragemode02_copy.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_cage_01.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_cage_01.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_playground_02.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_playground_02.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_undergroundarena_02.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_undergroundarena_02.jpg" alt="" class="left" /></a><br />
<a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/level_4_rooftop_ragemode_04.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_level_4_rooftop_ragemode_04.jpg" alt="" class="left" /></a></p>
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		<title>Playstation 3&#8217;s Fallout 3 DLC Dated</title>
		<link>http://www.kotaku.com.au/2009/09/playstation-3s-fallout-3-dlc-dated/</link>
		<comments>http://www.kotaku.com.au/2009/09/playstation-3s-fallout-3-dlc-dated/#comments</comments>
		<pubDate>Thu, 17 Sep 2009 14:16:12 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[fallout 3 game of the year edition]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[updates]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=357406</guid>
		<description><![CDATA[Good news PlayStation 3 owners, Bethesda today released an update for your version of Fallout 3 that optimises the game and clears the way for trophy support for the game&#8217;s upcoming downloadable content.
The first DLC to hit the PS3 version of Fallout 3 will be Broken Steel, available September 24. That will be followed by [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/2009/09/custom_1253196928250_f3goty_ps3_cover.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_custom_1253196928250_f3goty_ps3_cover.jpg" alt="" class="center" /></a>Good news PlayStation 3 owners, Bethesda today released an update for your version of Fallout 3 that optimises the game and clears the way for trophy support for the game&#8217;s upcoming downloadable content.<span id="more-357406"></span></p>
<p>The first DLC to hit the PS3 version of Fallout 3 will be Broken Steel, available September 24. That will be followed by Operation: Anchorage and The Pitt on October 1, and Point Lookout and Mothership Zeta on October 8.</p>
<p>Bethesda also announced that the Fallout 3 Game of the Year edition for the Xbox 360, PlayStation 3 and PC will be available at stores on October 13.</p>
<p>The Game of the Year edition includes the game as well as all five downloadable content packs. The Xbox 360 and PlayStation 3 versions will retail for $US59.99 and the Games for Windows version will be available for $US49.99.</p>
]]></content:encoded>
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		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Free Fallout 3 Premium 360 Theme For DLC Fans</title>
		<link>http://www.kotaku.com.au/2009/09/free-fallout-3-premium-360-theme-for-dlc-fans/</link>
		<comments>http://www.kotaku.com.au/2009/09/free-fallout-3-premium-360-theme-for-dlc-fans/#comments</comments>
		<pubDate>Wed, 16 Sep 2009 14:40:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda]]></category>
		<category><![CDATA[dlc]]></category>
		<category><![CDATA[fallout 3]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[premium theme]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=357149</guid>
		<description><![CDATA[ Have you purchased all five packs worth of downloadable content for Fallout 3 on the Xbox 360? If so, then this premium theme is yours free come October 1.
Bethesda would like to send their fans a big thank you for sticking with them on the Xbox 360 Fallout 3 downloadable content front. Even after [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/09/fallouttheme.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_fallouttheme.jpg" alt="" class="center" /></a> Have you purchased all five packs worth of downloadable content for Fallout 3 on the Xbox 360? If so, then this premium theme is yours free come October 1.<span id="more-357149"></span></p>
<p>Bethesda would like to send their fans a big thank you for sticking with them on the Xbox 360 Fallout 3 downloadable content front. Even after at least two of the five packs was released broken, you stood by the game, purchasing each new chunk of content as soon as it came out, from Operation Anchorage to Mothership Zeta. Your reward for such loyalty comes on October 1, when the premium Fallout 3 Xbox 360 theme goes live. As long as you&#8217;ve purchased all five DLC packs by September 22, it won&#8217;t cost you any bottle caps at all.</p>
<p>The rest of you can be prepared to pony up 240 Microsoft points. That&#8217;s the price you pay—$3.96. Next time maybe you&#8217;ll buy all the downloadable content, Dr. Cheapypants.</p>
]]></content:encoded>
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		<slash:comments>5</slash:comments>
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