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	<title>Kotaku Australia &#187; brisbane</title>
	<atom:link href="http://www.kotaku.com.au/tags/brisbane/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>Rumour: Layoffs Hit Krome Studios</title>
		<link>http://www.kotaku.com.au/2009/11/rumour-layoffs-hit-krome-studios/</link>
		<comments>http://www.kotaku.com.au/2009/11/rumour-layoffs-hit-krome-studios/#comments</comments>
		<pubDate>Fri, 13 Nov 2009 05:30:26 +0000</pubDate>
		<dc:creator>David Wildgoose</dc:creator>
				<category><![CDATA[Rumours]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[australia]]></category>
		<category><![CDATA[brisbane]]></category>
		<category><![CDATA[disturbance in the workforce]]></category>
		<category><![CDATA[krome studios]]></category>
		<category><![CDATA[layoffs]]></category>
		<category><![CDATA[melbourne]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=366504</guid>
		<description><![CDATA[According to a report on Australian Gamer this afternoon, Krome Studios today laid off between 20 and 30 employees at its Brisbane studio.
Former Krome employees have apparently contacted Australian Gamer to let them know about the layoffs. Further redundancies have apparently also taken place at Krome&#8217;s Melbourne office as well.
Krome is Australia&#8217;s largest game development [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_custom_1253749397925_droid_jack.jpg" alt="" class="left" />According to a report on <a href="http://www.australiangamer.com/news/2636_friday_the_13th_hits_krome_studios.html?utm_source=twitterfeed&#038;utm_medium=twitter">Australian Gamer</a> this afternoon, Krome Studios today laid off between 20 and 30 employees at its Brisbane studio.<span id="more-366504"></span></p>
<p>Former Krome employees have apparently contacted Australian Gamer to let them know about the layoffs. Further redundancies have apparently also taken place at Krome&#8217;s Melbourne office as well.</p>
<p>Krome is Australia&#8217;s largest game development studio and creator of the Ty the Tasmanian Tiger franchise. Recent titles include Star Wars The Clone Wars: Republic Heroes (pictured), Scene It? Box Office Smash, the Wii and PS2 versions of Transformers: Revenge of the Fallen and the PS2 and PSP versions Star Wars: The Force Unleashed. Krome is currently working on Blade Kitten, an action game that has yet to find a publisher.</p>
<p>It&#8217;s been a tough year for Aussie game development. First, Pandemic Brisbane was <a href="http://www.kotaku.com.au/2009/01/rumor_ea_shuts_down_pandemic_studios_down_under-2/">shut down</a> after the failure of its <a href="http://www.kotaku.com.au/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare/">Batman project</a> then Melbourne&#8217;s Transmission Games suffered <a href="http://www.kotaku.com.au/2009/10/transmission-games-lays-off-a-third-of-its-workers/">severe cuts</a> ahead of the studio&#8217;s eventual <a href="http://www.kotaku.com.au/2009/10/melbourne-developer-ends-transmission/">closure</a> last month. Now it&#8217;s Krome&#8217;s turn. We hope everyone affected by the layoffs lands on their feet as quickly as possible.</p>
<p><a href="http://www.australiangamer.com/news/2636_friday_the_13th_hits_krome_studios.html?utm_source=twitterfeed&#038;utm_medium=twitter">Friday the 13th hits Krome Studios</a> [Australian Gamer]</p>
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			<wfw:commentRss>http://www.kotaku.com.au/2009/11/rumour-layoffs-hit-krome-studios/feed/</wfw:commentRss>
		<slash:comments>22</slash:comments>
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		<item>
		<title>&#8220;Fly Gabe Newell&#8221; Raises $3000</title>
		<link>http://www.kotaku.com.au/2009/09/fly-gabe-newell-raises-3000/</link>
		<comments>http://www.kotaku.com.au/2009/09/fly-gabe-newell-raises-3000/#comments</comments>
		<pubDate>Sun, 13 Sep 2009 16:00:00 +0000</pubDate>
		<dc:creator>Owen Good</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[brisbane]]></category>
		<category><![CDATA[gabe newell]]></category>
		<category><![CDATA[leaving on a jet plane]]></category>
		<category><![CDATA[left 4 dead]]></category>
		<category><![CDATA[left 4 dead 2]]></category>
		<category><![CDATA[mods]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[valve]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=356598</guid>
		<description><![CDATA[A modder&#8217;s fund drive to call Gabe Newell&#8217;s joke bluff, and fly the Valve boss plus a producer to Australia to preview his Left 4 Dead campaign, has surpassed $US3000 in less than a week. Pack your bags, Mr. Newell.
The backstory: Joe W-A of Brisbane is a serious modder, working on this custom Left 4 [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/2009/09/custom_1252855139272_valve_ceo_gabe_newell.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/09/500x_custom_1252855139272_valve_ceo_gabe_newell.jpg" alt="" class="center" /></a>A modder&#8217;s fund drive to call <a href="http://www.kotaku.com.au/2009/09/gabe-newell-boycotting-l4d-modders-campaign/">Gabe Newell&#8217;s joke bluff</a>, and fly the Valve boss plus a producer to Australia to preview his Left 4 Dead campaign, has surpassed $US3000 in less than a week. Pack your bags, Mr. Newell.<span id="more-356598"></span></p>
<p>The backstory: Joe W-A of Brisbane is a serious modder, working on <a href="http://joesmoddingmenagerie.blogspot.com/">this custom Left 4 Dead campaign</a>, &#8220;Shotgun Sunrise.&#8221; He&#8217;s also pals with Newell. So Joe jokingly feigned disappointment that Newell didn&#8217;t fly him up to Valve HQ to preview Left 4 Dead 2, which Valve did earlier for <a href="http://www.kotaku.com.au/2009/09/left-4-dead-2-boycotters-flown-to-valve-to-play-the-game/">the leaders of the L4D2 boycott movement</a>. Newell&#8217;s joking reply was a &#8220;boycott&#8221; of Joe&#8217;s campaign, and then the demand that Joe fly him and producer Erik Johnson to Australia if he wanted them to preview it.</p>
<p>Somehow, this premise netted <a href="http://flygabenewell.blogspot.com/2009/09/3000-breached.html">more than $US3000 in donations</a> through Saturday, when Joe announced the drive had breached its target. While he&#8217;s offered to return donations should any of this be called off, the sum now is so serious that &#8220;I&#8217;m assuming you don&#8217;t want refunds, and the money will go to either Gabe and Erik&#8217;s flights or [the charity] Child&#8217;s Play.&#8221;</p>
<p>When he got about $US500 in on the first day, Joe emailed Newell to ask for a price quote. Newell replied with a $US1211 figure on Qantas, connecting through L.A. &#8220;So Erik and I aren&#8217;t too much in danger,&#8221; Newell said. Not so fast, my friend.</p>
<p>So the ball is in Valve&#8217;s court here. Whatever happens, we&#8217;ve all had a great laugh &#8211; some of Valve&#8217;s employees even donated to the cause. And whether it ends with pictures of Gabe Newell and Erik Johnson in a 19-year-old modder&#8217;s home across the Pacific Ocean, playing Left 4 Dead, or a handsome donation to a worthy cause, we can stamp &#8220;win&#8221; all over this.</p>
<p><a href="http://flygabenewell.blogspot.com/2009/09/just-waiting-on-gabe-and-eriks.html">Just Waiting on Gabe and Erik&#8217;s Responses</a> [Fly Gabe Newell]</p>
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		<slash:comments>10</slash:comments>
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		<title>The Open World Hollywood Wii Game That Never Was</title>
		<link>http://www.kotaku.com.au/2009/07/the-open-world-hollywood-wii-game-that-never-was/</link>
		<comments>http://www.kotaku.com.au/2009/07/the-open-world-hollywood-wii-game-that-never-was/#comments</comments>
		<pubDate>Thu, 30 Jul 2009 05:00:19 +0000</pubDate>
		<dc:creator>David Wildgoose</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[brisbane]]></category>
		<category><![CDATA[canned games]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[pandemic]]></category>
		<category><![CDATA[the next big thing]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=347297</guid>
		<description><![CDATA[When Pandemic&#8217;s Australian studio closed down earlier this year, two projects got canned: their Batman game and a mysterious Wii project. Here&#8217;s an internal trailer for that Wii title, codenamed &#8220;The Next Big Thing&#8221;.
Back in January, while researching what happened to Pandemic&#8217;s ill-fated Batman game based on The Dark Knight, we heard about something called [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://media.kotaku.com.au/wp//2009/07/the-next-big-thing.jpg"><img src="http://media.kotaku.com.au/wp//2009/07/the-next-big-thing-200x132.jpg" alt="the-next-big-thing" title="the-next-big-thing" class="alignleft size-medium wp-image-347300" /></a>When Pandemic&#8217;s Australian studio closed down earlier this year, two projects got canned: their Batman game and a mysterious Wii project. Here&#8217;s an internal trailer for that Wii title, codenamed &#8220;The Next Big Thing&#8221;.<span id="more-347297"></span></p>
<p>Back in January, while researching what happened to Pandemic&#8217;s <a href="http://www.kotaku.com.au/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare/">ill-fated Batman game</a> based on The Dark Knight, we heard about something called &#8220;The Next Big Thing&#8221;. Our sources told us it was an ambitious open world game for the Wii. They said it was &#8220;impressive&#8221;.</p>
<p><a href="http://www.australiangamer.com/news/2399_pandemics_next_big_thing.html">Australian Gamer</a> has dug up a trailer for this &#8220;Next Big Thing&#8221;, an open world game where your Mii transforms into a Hollywood celebrity/stuntman. It looks like there&#8217;s a lot of customisation of both your character and also the world as your stardom grows. It also appears to be some sort of strange open world mini-game collection hybrid going under the working title of &#8220;No Limits Racing&#8221;. And features a guest appearance by none other than Mr. T.</p>
<p>It&#8217;s also, sadly, unlikely to ever be released.</p>
<p>Do you think it looks &#8220;impressive&#8221;?</p>
<p><object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/ryRZVoTXHko&#038;hl=en&#038;fs=1&#038;rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ryRZVoTXHko&#038;hl=en&#038;fs=1&#038;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object></p>
<p><a href="http://www.australiangamer.com/news/2399_pandemics_next_big_thing.html">Pandemic&#8217;s Next Big Thing</a> [Australian Gamer]</p>
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		<slash:comments>8</slash:comments>
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		<item>
		<title>Cops Called In At Game Design Competition</title>
		<link>http://www.kotaku.com.au/2009/06/cops-called-in-at-game-design-competition/</link>
		<comments>http://www.kotaku.com.au/2009/06/cops-called-in-at-game-design-competition/#comments</comments>
		<pubDate>Mon, 29 Jun 2009 05:00:09 +0000</pubDate>
		<dc:creator>David Wildgoose</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[brisbane]]></category>
		<category><![CDATA[contests]]></category>
		<category><![CDATA[halfbrick]]></category>
		<category><![CDATA[raskulls]]></category>
		<category><![CDATA[xbla]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=342905</guid>
		<description><![CDATA[The police were called in as the winner of a design competition held by Brisbane developer Halfbrick was announced.
The police were called in because, well&#8230; they won.
Halfbrick has been running a competition for its upcoming Xbox Live Arcade game, Raskulls. Entrants had to design a Raskull for inclusion in the final game.
The winner was a [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://media.kotaku.com.au/wp//2009/06/raskulls-cop-cropped.jpg"><img src="http://media.kotaku.com.au/wp//2009/06/raskulls-cop-cropped-168x200.jpg" alt="raskulls-cop-cropped" title="raskulls-cop-cropped" class="alignleft size-medium wp-image-342906" /></a>The police were called in as the winner of a design competition held by Brisbane developer Halfbrick was announced.<span id="more-342905"></span></p>
<p>The police were called in because, well&#8230; they won.</p>
<p>Halfbrick has been running a <a href="http://www.kotaku.com.au/2009/05/help-design-xbox-live-arcade-game/">competition</a> for its upcoming Xbox Live Arcade game, Raskulls. Entrants had to design a Raskull for inclusion in the final game.</p>
<p>The winner was a Raskull known as &#8220;Police&#8221;, described by Halfbrick as &#8220;flawlessly constructed with all elements of design working perfectly. A simple concept tailored exceptionally well to the Raskulls formula, the entry became a clear favorite within the Halfbrick studio.&#8221;</p>
<p>The artist behind it all is Jamie Cartwright, a 20 year old UK resident. His prize is the immortalisation of his design in the final XBLA release of Raskulls as a playable character. He also receives a free copy of the game upon its release, along with a limited edition King figurine and Halfbrick T-shirt. The two runner-up designs also receive a free copy of Raskulls and the bundle of merchandise.</p>
<p>See the winning and runners-up designs below, plus a selection of other highly commended entries.</p>
<p><a href="http://media.kotaku.com.au/wp//2009/06/raskulls-winner.jpg"><img src="http://media.kotaku.com.au/wp//2009/06/raskulls-winner.jpg" alt="raskulls-winner" title="raskulls-winner" class="aligncenter size-full wp-image-342908" /></a></p>
<p><a href="http://media.kotaku.com.au/wp//2009/06/raskulls-runner-up-1.jpg"><img src="http://media.kotaku.com.au/wp//2009/06/raskulls-runner-up-1.jpg" alt="raskulls-runner-up-1" title="raskulls-runner-up-1" class="aligncenter size-full wp-image-342909" /></a></p>
<p><a href="http://media.kotaku.com.au/wp//2009/06/raskulls-runner-up-2.jpg"><img src="http://media.kotaku.com.au/wp//2009/06/raskulls-runner-up-2.jpg" alt="raskulls-runner-up-2" title="raskulls-runner-up-2" class="aligncenter size-full wp-image-342910" /></a></p>
<p><a href="http://media.kotaku.com.au/wp//2009/06/more-raskulls.jpg"><img src="http://media.kotaku.com.au/wp//2009/06/more-raskulls.jpg" alt="more-raskulls" title="more-raskulls" class="aligncenter size-full wp-image-342911" /></a></p>
<p>Raskulls [Halfbrick]</p>
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		<slash:comments>2</slash:comments>
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		<title>Rumour: Is This Pandemic&#8217;s Dark Knight Game?</title>
		<link>http://www.kotaku.com.au/2009/01/rumour_is_this_pandemics_dark_knight_game/</link>
		<comments>http://www.kotaku.com.au/2009/01/rumour_is_this_pandemics_dark_knight_game/#comments</comments>
		<pubDate>Tue, 27 Jan 2009 23:22:32 +0000</pubDate>
		<dc:creator>David Wildgoose</dc:creator>
				<category><![CDATA[Rumours]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[batman]]></category>
		<category><![CDATA[brisbane]]></category>
		<category><![CDATA[canned games]]></category>
		<category><![CDATA[dark knight]]></category>
		<category><![CDATA[originals]]></category>
		<category><![CDATA[pandemic]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2009/01/rumour_is_this_pandemics_dark_knight_game.html</guid>
		<description><![CDATA[
We&#8217;ve seen some really rough animation clips of Pandemic&#8217;s Dark Knight game that was canned late last year. But how about some actual in-game screenshots?


Okay, so we can&#8217;t say for sure these are genuine screens from the Dark Knight, but a few things do add up. These images are from the personal website of Michael [...]]]></description>
			<content:encoded><![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="michael pryor screenshot 3 20090128.jpg" src="http://media.kotaku.com.au/mt/michael%20pryor%20screenshot%203%2020090128.jpg" width="560" height="315" class="mt-image-none" style="" /></span></p>
<p>We&#8217;ve seen some <a href="http://media.kotaku.com.au/mt/games/2009/01/want_to_take_a_real_quick_look_at_pandemics_batman_game-2.html">really rough animation clips</a> of Pandemic&#8217;s Dark Knight game that was <a href="http://www.kotaku.com.au/games/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare.html">canned</a> late last year. But how about some actual in-game screenshots?</p>
<p><span id="more-324565"></span>
<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="michael pryor screenshot 1 20090128.jpg" src="http://media.kotaku.com.au/mt/michael%20pryor%20screenshot%201%2020090128.jpg" width="560" height="315" class="mt-image-none" style="" /></span></p>
<p>Okay, so we can&#8217;t say for sure these are genuine screens from the Dark Knight, but a few things do add up. These images are from the <a href="http://michaelpryor.weebly.com/3d-art.html">personal website of Michael Pryor</a>, a former Pandemic Brisbane artist. Pryor now works at Pandemic LA. When did he make the switch? Late last year, around the time of the first round of layoffs in Brisbane when the Dark Knight project was canned.<br/>And yeah, these environments do depict an awfully <em>dark night</em>, don&#8217;t they?</p>
<p>[<a href="http://michaelpryor.weebly.com/index.html">Michael Pryor - 3D Artist</a>, thanks James!]</p>
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		<slash:comments>2</slash:comments>
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		<item>
		<title>How Pandemic&#8217;s Dark Knight Turned Into A Nightmare</title>
		<link>http://www.kotaku.com.au/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare/</link>
		<comments>http://www.kotaku.com.au/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare/#comments</comments>
		<pubDate>Fri, 16 Jan 2009 04:21:51 +0000</pubDate>
		<dc:creator>David Wildgoose</dc:creator>
				<category><![CDATA[Rumours]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[batman]]></category>
		<category><![CDATA[brisbane]]></category>
		<category><![CDATA[disturbance in the workforce]]></category>
		<category><![CDATA[originals]]></category>
		<category><![CDATA[pandemic studios]]></category>
		<category><![CDATA[the dark knight]]></category>
		<category><![CDATA[top]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2009/01/how_pandemics_dark_knight_turned_into_a_nightmare.html</guid>
		<description><![CDATA[
Pandemic&#8217;s Brisbane studio is no more, the result of ongoing cost and headcount reductions throughout Electronic Arts. To put it kindly, EA restored the studio&#8217;s independence; in effect, they washed their hands of several years of aborted projects and management decisions. In the aftermath, we have heard from several inside sources who have each shared [...]]]></description>
			<content:encoded><![CDATA[<p><span class="mt-enclosure mt-enclosure-image" style="display: inline;"><img alt="pandemic logo.jpg" src="http://media.kotaku.com.au/mt/pandemic%20logo.jpg" width="372" height="172" class="mt-image-none" style="" /></span></p>
<p>Pandemic&#8217;s Brisbane studio is no more, the result of ongoing cost and headcount reductions throughout Electronic Arts. To put it kindly, EA restored the studio&#8217;s independence; in effect, they washed their hands of several years of aborted projects and management decisions. In the aftermath, we have heard from several inside sources who have each shared their thoughts on how it all went wrong.</p>
<p><span id="more-323027"></span><em><strong>NOTE</strong>: While our sources generally agree on the series of events that led to the studio&#8217;s closure, they have each placed varying emphasis on the significance of certain factors. This is understandable, as their different roles at the company afforded them unique perspectives on the situation, and shouldn&#8217;t detract from the core reasons why the studio eventually closed. We have noted these differences where they arise.</em></p>
<p>When Pandemic Brisbane wrapped up Destroy All Humans 2 in late 2006, they didn&#8217;t want to work on another iteration of the series. THQ wanted them to do another sequel, this time on Xbox 360 and PS3, but Pandemic eventually declined the offer. Instead, their focus shifted to a couple of new IPs.</p>
<p>At this point, the studio was split into two small teams &#8211; Alpha and Bravo. Alpha began pre-production on a concept that would eventually become a project known internally as &#8220;The Next Big Thing&#8221;. It was to be an open world game for the Wii. (<em>Our sources did not reveal any more details than this about the actual game design, except to say it still looks impressive today.</em>)</p>
<p>The Bravo team were pitching a few ideas to Pandemic&#8217;s LA office, but they were all rejected in favour of an LA concept billed as Destroy All Humans except with Crypto replaced with the son of Satan and tormented souls as collectibles. Enthusiasm for this project was low and within a few months it was canned, to Brisbane&#8217;s relief. (<em>Despite some thematic similarities to Dante&#8217;s Inferno, in development at EA Redwood Shores, one source assures us there is no connection between these two games.</em>)</p>
<p>Bravo&#8217;s new project came as a result of Pandemic&#8217;s negotiations with Time Warner and DC Comics, which in turn lead to a contract with EA to make a Batman game. The only hitch was that EA&#8217;s rights to the Batman IP were set to expire in 18 months. EA needed the Batman game released within that timeframe. Pandemic felt this meant EA would do anything they could to ensure that timeframe would be met and they could recoup their investment.</p>
<p>Pre-production commenced with the Brisbane team excited by the idea of turning such a revered franchise into the as-yet-untitled game. It seems that it took several months before the team was informed that the Batman game they were making had to be based on the upcoming Dark Knight film. This not only meant they were tied to a very specific vision of Batman &#8211; and that several months worth of planning had to be scrapped &#8211; but they were now tied to an even tighter deadline: the theatrical release of the movie.</p>
<p>With the Batman game now officially a Dark Knight game, Pandemic decided to make an open world Gotham City despite none of the senior members of the team having experience in making open world games. (<em>Mercenaries was made in LA, not Brisbane.</em>)</p>
<p>Compounding this problem was the choice of technology: the internal engine being used at the LA office for Saboteur. It soon proved unsuitable for the type of huge open world it needed to handle. One source notes that they never got the streaming to work properly and that instead of scrapping the engine, they kept modding it in directions it was originally never intended to go. Another mistake.</p>
<p>(<em>None of this should not be taken as a criticism of Saboteur, still very much in development at Pandemic LA. Our sources believe that title is well on track to deliver a quality game. What&#8217;s important is that the Saboteur tech was built for that type of game, not the streaming open world environments of the Dark Knight game.</em>)</p>
<p>The tech issues were exacerbated by introducing an HDR lighting &#8220;solution&#8221; which not only took seven months to implement, but needed more valuable time whenever environmental changes were made. Our sources do disagree on this point: one claims that it would take an entire weekend to re-bake the lighting information into the building meshes; another claims this is an exaggeration.</p>
<p>While our sources agree the results were visually impressive, the game would bring the studio&#8217;s dev kits to their knees, typically crashing within minutes of being loaded and rarely capable of running at more than 5 frames per second. One source claims this is what happens when management prioritises art beyond the capabilities of the game&#8217;s technology.</p>
<p>On the design side, the design team didn&#8217;t receive level design tools until six months into the project. Meanwhile, management was making design decisions above the Lead Designer, many of which had to be reversed once the tools were in place.</p>
<p>As for the quality of the design, our sources disagree. One says many of the game&#8217;s mechanics were brilliant and potentially revolutionary, while the batmobile and batbike were loads of fun once you looked past the streaming problems. Another says the missions were mostly borrowed from other open world games and the core gameplay was dull and boring. The work on the sound design, however, was reportedly magnificent and beautifully responsive to the in-game action.</p>
<p>Either way, for the Dark Knight to become a title worthy of the Batman name, it needed more resources to sort out its host of design and technical problems. More and more people were brought onto the team, mostly as external contractors. At one point, our source says, there were 130 people working on the game. The human resources were there, but a more important resource was missing.</p>
<p>Time.</p>
<p>The real killer was having to hit the same release date as the movie. Eventually it became clear this would be impossible and the decision was made to focus on launching to coincide with the Dark Knight DVD release in December 2008. This would be the absolute deadline, as EA&#8217;s rights to the Batman IP expired in December.</p>
<p>By September, the Dark Knight game was supposed to be in alpha. However, there were still massive problems with the game: huge glitches with the missions, the graphics, the technology. These were all issues that potentially could have been fixed, but essentially the quality just wasn&#8217;t at a level it should have been at that time in the production schedule. The game had to ship just a few months later, but everyone knew it was in no state to do so.</p>
<p>The Dark Knight was canned.</p>
<p>Pandemic Brisbane lost about 20 people at this point, not an unusual move when a major project like that goes under. The remainder of the Bravo team stayed on, unsure of what would happen next. Then when in December EA made moves to reduce its workforce, Pandemic&#8217;s Brisbane studio was always a prime candidate to feel those cuts.</p>
<p>One source claims that EA&#8217;s new label structure is setup to make this type of cut easy to administer. On the one hand, EA promotes the likes of Bioware, DICE, Maxis and Pandemic and forges high profile deals with the likes of Valve and Grasshopper because, to gamers, those names are more valuable than EA.</p>
<p>On the other hand, our source claims, EA affords these teams a degree of autonomy that makes it easier to pull the plug when things don&#8217;t go according to plan. Pandemic&#8217;s inability to produce a hit title in recent years meant that something had to give. One source suggests that Brisbane was amputated in order to save the rest of the patient in LA.</p>
<p>The end result is that Pandemic Brisbane was let go by EA. The Alpha team is apparently still together in some form and retains the rights to &#8220;The Next Big Thing&#8221;. They may be in a position to pitch this Wii title to other publishers. The Bravo team is gone. And so is the Dark Knight game.</p>
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		<title>Yug&#8217;s &#8216;Unofficial&#8217; GenCon Oz After-Party</title>
		<link>http://www.kotaku.com.au/2008/06/yugs_unofficial_gencon_oz_afterparty/</link>
		<comments>http://www.kotaku.com.au/2008/06/yugs_unofficial_gencon_oz_afterparty/#comments</comments>
		<pubDate>Mon, 16 Jun 2008 06:00:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[australian gamer]]></category>
		<category><![CDATA[brisbane]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[gencon oz]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/06/yugs_unofficial_gencon_oz_afterparty.html</guid>
		<description><![CDATA[Looks like Yug from Australian Gamer is holding a gathering of sorts for the folks heading to this year&#8217;s inaugural GenCon Oz. According to the invite, it&#8217;s technically the third such event that Yug&#8217;s held, but I&#8217;m sure he doesn&#8217;t have anything against pen and paper or tabletop gamers.
If you happen to be in the [...]]]></description>
			<content:encoded><![CDATA[<p><img alt="ag_party.jpg" src="http://media.kotaku.com.au/mt/images/2008/06/ag_party.jpg" width="535" height="466" class="center" />Looks like Yug from Australian Gamer is holding a gathering of sorts for the folks heading to <a href="http://www.kotaku.com.au/games/2008/05/kromes_steve_stamatiadis_is_going_to_gen_con_oz.html">this year&#8217;s inaugural GenCon Oz</a>. According to the invite, it&#8217;s technically the third such event that Yug&#8217;s held, but I&#8217;m sure he doesn&#8217;t have anything against pen and paper or tabletop gamers.</p>
<p>If you happen to be in the area of Fortitude Valley on 5 July, you might want to think of dropping by.</p>
<p><a href="http://www.brisbanegamersmeetup.com">Brisbane Gamers Meetup</a> [via <a href="http://www.sumea.com">Sumea</a>]<span id="more-293586"></span></p>
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		<title>AFK Cafe Leaves Keyboard Forever</title>
		<link>http://www.kotaku.com.au/2008/02/afk_cafe_leaves_keyboard_forever/</link>
		<comments>http://www.kotaku.com.au/2008/02/afk_cafe_leaves_keyboard_forever/#comments</comments>
		<pubDate>Wed, 06 Feb 2008 00:30:00 +0000</pubDate>
		<dc:creator>Logan Booker</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[afk cafe]]></category>
		<category><![CDATA[au]]></category>
		<category><![CDATA[brisbane]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/games/2008/02/afk_cafe_leaves_keyboard_forever.html</guid>
		<description><![CDATA[With relatively speedy broadband available to most homes, the allure of the Internet cafe, and even the friendly LAN, is not what it once was. The thriving community of like-minded gamers looking for low pings and a safe environment away from the prying eyes of parents, significant others and correctional officers is dying a slow [...]]]></description>
			<content:encoded><![CDATA[<p><span class="mt-enclosure mt-enclosure-image"><img alt="afk_cafe.jpg" src="http://media.kotaku.com.au/mt/images/2008/02/afk_cafe.jpg" class="center" height="281" width="535" /></span>With relatively speedy broadband available to most homes, the allure of the Internet cafe, and even the friendly LAN, is not what it once was. The thriving community of like-minded gamers looking for low pings and a safe environment away from the prying eyes of parents, significant others and correctional officers is dying a slow death.</p>
<p>Tipster Quadlex sends word that the <a href="http://www.afkcafe.com">AFK Cafe</a>, based in Woolloongabba, Brisbane, has just closed its doors, citing financial strain and other commitments as the reasons for its demise.</p>
<p>According to Quadlex, AFK Cake was home to a variety of gamers, not just the electronic sort. Tabletop fans found solace within its walls, and the venue provide excellent food and atmosphere. Apparently the owners were a bit of alright too.</p>
<p>A disappointing day for Brisbane gamers and a reflection of the changing face of the pastime in general. You can read the owner&#8217;s final statement after the jump.<span id="more-276379"></span><br />
<blockquote>It is my sad duty to inform you that, as of 3pm today, afk cafe (an internet cafe in Woolloongabba, Brisbane) is closed for good. For those of you who had organised events here (especially the Blood Bowl League and the Board Game group) or just like to hang out here, we&#8217;re very sorry. It was a combination of financial and workload pressure that forced this closure, and while it may seem sudden it has been an option for a while. It is not a decision that has been made lightly.<br/><br/>All those involved with the running of afk wish to extend a very grateful thank you to everyone who has offered their help and support while we&#8217;ve been open. Special thanks are due to our members and regulars, without whom we could not have made it this far. <br/><br/>The money we have raised for Child&#8217;s Play will still go towards gaming equipment for the Mater Children&#8217;s Hospital, and we will let you know the results of that effort when it&#8217;s wrapped up. <br/><br/>We will be keeping the Livejournal community and Facebook group open for the next week or two for those who want to comment on or discuss the closure. <br/><br/>http://www.facebook.com/group.php?gid=4988314698 <br/>http://community.livejournal.com/afk_cafe/</p></blockquote>
<p>[Thanks Quadlex]</p>
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