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	<title>Kotaku Australia &#187; developer diary</title>
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	<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>Sam Fisher Makes His Own Rules</title>
		<link>http://www.kotaku.com.au/2009/11/sam-fisher-makes-his-own-rules/</link>
		<comments>http://www.kotaku.com.au/2009/11/sam-fisher-makes-his-own-rules/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 18:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[sam fisher]]></category>
		<category><![CDATA[splinter cell: conviction]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=365110</guid>
		<description><![CDATA[ This developer diary for Splinter Cell: Conviction demonstrates how badass a Sam Fisher devoid of Third Echelon control can really be, and how badass Ubisoft developers can look under the right lighting.
Sam Fisher is a walking, talking action movie cliché in Splinter Cell: Conviction. The super secret agent set free from all of the [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_samfisher.jpg" alt="" class="center" /> This developer diary for Splinter Cell: Conviction demonstrates how badass a Sam Fisher devoid of Third Echelon control can really be, and how badass Ubisoft developers can look under the right lighting.<span id="more-365110"></span></p>
<p>Sam Fisher is a walking, talking action movie cliché in Splinter Cell: Conviction. The super secret agent set free from all of the restrictions placed on him by his controlling agency, using his skills for selfish reasons, driven-by-passion and revenge, etc, etc. Luckily he&#8217;s a cliché that we&#8217;d really like to play as, or our delicate sensibilities would be offended.</p>
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			<wfw:commentRss>http://www.kotaku.com.au/2009/11/sam-fisher-makes-his-own-rules/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Avatar: The World Of Pandora</title>
		<link>http://www.kotaku.com.au/2009/10/avatar-the-world-of-pandora/</link>
		<comments>http://www.kotaku.com.au/2009/10/avatar-the-world-of-pandora/#comments</comments>
		<pubDate>Wed, 28 Oct 2009 21:00:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Culture]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[james cameron]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=363908</guid>
		<description><![CDATA[ Director James Cameron and the developers behind the video game adaptation of Avatar discuss the world of Pandora — paradise for the Navi, and something much darker for the invading humans.
As Cameron puts it, Pandora is really the garden of Eden, and humanity is here looking for apples. Behind all of the special effects [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/10/500x_pandora.jpg" alt="" class="center" /> Director James Cameron and the developers behind the video game adaptation of Avatar discuss the world of Pandora — paradise for the Navi, and something much darker for the invading humans.<span id="more-363908"></span></p>
<p>As Cameron puts it, Pandora is really the garden of Eden, and humanity is here looking for apples. Behind all of the special effects wizardry and lush visuals, the story is really a heavy-handed tale about humanity encroaching on the wilderness and how stepping into the shoes of those we encroach upon will change or perception and potentially our actions. Still, very pretty world. I&#8217;d pillage that for resources any day.</p>
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]]></content:encoded>
			<wfw:commentRss>http://www.kotaku.com.au/2009/10/avatar-the-world-of-pandora/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Assassin&#8217;s Creed 2: Building A Better Ezio</title>
		<link>http://www.kotaku.com.au/2009/10/assassins-creed-2-building-a-better-ezio/</link>
		<comments>http://www.kotaku.com.au/2009/10/assassins-creed-2-building-a-better-ezio/#comments</comments>
		<pubDate>Thu, 22 Oct 2009 21:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[assassin's creed ii]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[patrice]]></category>
		<category><![CDATA[progression]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=363044</guid>
		<description><![CDATA[
It&#8217;s amazing what a young Italian nobleman can learn over the course of Assassin&#8217;s Creed 2&#8217;s 30-year time frame.
The latest in a series of developer diary videos starring Ubisoft&#8217;s Patrice and friends looks into progression, one of the most important aspects of AC2. There&#8217;s a lot more choice is character progression than there was in [...]]]></description>
			<content:encoded><![CDATA[<p><object width="570" height="409"><param name="movie" value="http://blip.tv/play/gpk2gamyagI"><param name="allowFullScreen" value="true"><embed src="http://blip.tv/play/gpk2gamyagI" type="application/x-shockwave-flash" allowfullscreen="true" width="570" height="409"></object></p>
<p>It&#8217;s amazing what a young Italian nobleman can learn over the course of Assassin&#8217;s Creed 2&#8217;s 30-year time frame.<span id="more-363044"></span></p>
<p>The latest in a series of developer diary videos starring Ubisoft&#8217;s Patrice and friends looks into progression, one of the most important aspects of AC2. There&#8217;s a lot more choice is character progression than there was in the first game, allowing you to tailor your Ezio to your liking. And speaking of tailoring, I love the additional armour sets, and I suspect cosplayers will love them too. There&#8217;s only so much you can do with the all-white cloak ensemble.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.kotaku.com.au/2009/10/assassins-creed-2-building-a-better-ezio/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<item>
		<title>Assassin&#8217;s Creed 2 Combat Is Just Plain Brutal</title>
		<link>http://www.kotaku.com.au/2009/10/assassins-creed-2-combat-is-just-plain-brutal/</link>
		<comments>http://www.kotaku.com.au/2009/10/assassins-creed-2-combat-is-just-plain-brutal/#comments</comments>
		<pubDate>Fri, 16 Oct 2009 14:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[assassin's creed ii]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[ubisoft]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=362195</guid>
		<description><![CDATA[ In the latest developer diary video for Assassin&#8217;s Creed II, Patrice and friends walk us through the game&#8217;s dynamic and painful-looking combat system.
The developers here touch on one of my biggest gaming pet peeves in the video — enemies that don&#8217;t react to being hit. If I hit someone with an axe, they are [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="lytebox" href="http://cache.gawker.com/assets/images/kotaku/2009/10/asscreed.jpg"><img src="http://cache.gawker.com/assets/images/9/2009/10/500x_asscreed.jpg" alt="" class="center" /></a> In the latest developer diary video for Assassin&#8217;s Creed II, Patrice and friends walk us through the game&#8217;s dynamic and painful-looking combat system.<span id="more-362195"></span></p>
<p>The developers here touch on one of my biggest gaming pet peeves in the video — enemies that don&#8217;t react to being hit. If I hit someone with an axe, they are going to stagger, get wounded and possibly die. At least I am assuming this, as I&#8217;ve yet to test that. I can&#8217;t stand games where you swinging away at the enemy and they don&#8217;t react until they suddenly fall down dead. I guess what I am trying to say is that I want to feel like I am actually beating someone to death.</p>
<p>OK, that might have come out wrong.</p>
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]]></content:encoded>
			<wfw:commentRss>http://www.kotaku.com.au/2009/10/assassins-creed-2-combat-is-just-plain-brutal/feed/</wfw:commentRss>
		<slash:comments>3</slash:comments>
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		<item>
		<title>The Big Bosses Of Dead Space: Extraction</title>
		<link>http://www.kotaku.com.au/2009/09/the-big-bosses-of-dead-space-extraction/</link>
		<comments>http://www.kotaku.com.au/2009/09/the-big-bosses-of-dead-space-extraction/#comments</comments>
		<pubDate>Wed, 02 Sep 2009 23:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[dead space: extraction]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[nintendo]]></category>
		<category><![CDATA[vicarious visions]]></category>
		<category><![CDATA[wii]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=354587</guid>
		<description><![CDATA[
When Dead Space hits the Wii later this month it will be a mostly on-the-rails shooter. But that doesn&#8217;t mean it won&#8217;t be scary.
In this latest developer diary for the title, we&#8217;re told all about the things the team did to ensure the original Dead Space experience wouldn&#8217;t be watered down.
]]></description>
			<content:encoded><![CDATA[<p><object width="502" height="410"><param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=55378"><param name="allowFullScreen" value="true"><embed src="http://www.gametrailers.com/remote_wrap.php?mid=55378" type="application/x-shockwave-flash" allowfullscreen="true" width="502" height="410"></object></p>
<p>When Dead Space hits the Wii later this month it will be a mostly on-the-rails shooter. But that doesn&#8217;t mean it won&#8217;t be scary.<span id="more-354587"></span></p>
<p>In this latest developer diary for the title, we&#8217;re told all about the things the team did to ensure the original Dead Space experience wouldn&#8217;t be watered down.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.kotaku.com.au/2009/09/the-big-bosses-of-dead-space-extraction/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Star Wars: The Old Republic Script More Than 40 Novels Long</title>
		<link>http://www.kotaku.com.au/2009/07/star-wars-the-old-republic-script-more-than-40-novels-long/</link>
		<comments>http://www.kotaku.com.au/2009/07/star-wars-the-old-republic-script-more-than-40-novels-long/#comments</comments>
		<pubDate>Fri, 10 Jul 2009 16:20:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bioware]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[mmorpg]]></category>
		<category><![CDATA[shauna perry]]></category>
		<category><![CDATA[star wars: the old republic]]></category>
		<category><![CDATA[voice acting]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=344594</guid>
		<description><![CDATA[ In a blog post on the Star Wars: The Old Republic website, director of audio and localisation Shauna Perry talks about the challenge of recording voice overs for every character in a massively-multiplayer universe.
When they first announced that The Old Republic would be fully-voiced during E3 2009, those of us involved in the more [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/07/talky.jpg" alt="" class="left" /> In a blog post on the Star Wars: The Old Republic website, director of audio and localisation Shauna Perry talks about the challenge of recording voice overs for every character in a massively-multiplayer universe.<span id="more-344594"></span></p>
<p>When they first announced that The Old Republic would be fully-voiced <a href="http://www.kotaku.com.au/2009/06/old-republic-is-all-talk-literally/">during E3 2009</a>, those of us involved in the more massively-multiplayer side of gaming collectively gasped. The average MMO title has players interacting with hundreds of different characters over the course of the game. Providing real voices for each of those characters as well as the player characters themselves is a monumental task.</p>
<blockquote><p> As I said, The Old Republic is the size of at least 10 KOTORs recorded back to back. Basically, it takes a very large team all focused on the same outcome &#8211; producing the most VO assets ever produced at the highest quality possible. There are dedicated internal teams at both LucasArts and BioWare, and externally, there are also multiple studio audio engineers and post production teams. On any given day, there can be over a dozen people working specifically on The Old Republic voice-over and that doesn&#8217;t include any actors!</p></blockquote>
<p>And there are hundreds of actors working on the project, with recording spanning four cities &#8211; Los Angeles , London, New York, San Francisco, and Toronto. The most staggering statistic? According to Perry, the script for the game contains enough material for more than 40 Star Wars novels. That&#8217;s completely insane.</p>
<p>Check out the full blog post to get an idea of how much work poor Shauna is being put through in order to make Star Wars: The Old Republic the most talkative MMO ever created.</p>
<p><a href="http://www.swtor.com/news/article/20090710_001">Developer Blog #10</a> [Star Wars: The Old Republic]</p>
]]></content:encoded>
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		<slash:comments>4</slash:comments>
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		<item>
		<title>The History Of Assassin&#8217;s Creed 2&#8217;s Protagonist</title>
		<link>http://www.kotaku.com.au/2009/07/the-history-of-assassins-creed-2s-protagonist/</link>
		<comments>http://www.kotaku.com.au/2009/07/the-history-of-assassins-creed-2s-protagonist/#comments</comments>
		<pubDate>Tue, 07 Jul 2009 18:20:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[assassin's creed 2]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[ubisoft]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=343988</guid>
		<description><![CDATA[
This first developer diary for upcoming Ubisoft action-title Assassin&#8217;s Creed 2 gives us a glimpse into the backstory of the main character.
The graphics and some of the play looks improved for this latest iteration, but will it be enough to outperform its predecessor.
]]></description>
			<content:encoded><![CDATA[<p><object width="502" height="410"><param name="movie" value="http://blip.tv/play/g4Q9gY"></param><param name="allowFullScreen" value="true"></param><embed src="http://blip.tv/play/g4Q9gY" type="application/x-shockwave-flash" allowfullscreen="true" width="502" height="410"></embed></object></p>
<p>This first developer diary for upcoming Ubisoft action-title Assassin&#8217;s Creed 2 gives us a glimpse into the backstory of the main character.<span id="more-343988"></span></p>
<p>The graphics and some of the play looks improved for this latest iteration, but will it be enough to outperform its predecessor.</p>
]]></content:encoded>
			<wfw:commentRss>http://www.kotaku.com.au/2009/07/the-history-of-assassins-creed-2s-protagonist/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>MAG Devs Talk About How Awesome MAG Is</title>
		<link>http://www.kotaku.com.au/2009/06/mag-devs-talk-about-how-awesome-mag-is/</link>
		<comments>http://www.kotaku.com.au/2009/06/mag-devs-talk-about-how-awesome-mag-is/#comments</comments>
		<pubDate>Mon, 22 Jun 2009 22:30:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[mag]]></category>
		<category><![CDATA[massive action game]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[shooters]]></category>
		<category><![CDATA[zipper interactive]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=342177</guid>
		<description><![CDATA[
In this developer diary for the PlayStation 3&#8217;s MAG &#8211; Massive Action Game, Zipper Interactive talks about the challenges of creating a first-person shooter in which 256 players can participate all at once.
While this clip does go into some of the technical side of creating a game for 256 simultaneous players at once, the main [...]]]></description>
			<content:encoded><![CDATA[<p><object width="502" height="410"><param name="movie" value="http://www.gametrailers.com/remote_wrap.php?mid=51801"></param><param name="allowFullScreen" value="true"></param><embed src="http://www.gametrailers.com/remote_wrap.php?mid=51801" type="application/x-shockwave-flash" allowfullscreen="true" width="502" height="410"></embed></object></p>
<p>In this developer diary for the PlayStation 3&#8217;s MAG &#8211; Massive Action Game, Zipper Interactive talks about the challenges of creating a first-person shooter in which 256 players can participate all at once.<span id="more-342177"></span></p>
<p>While this clip does go into some of the technical side of creating a game for 256 simultaneous players at once, the main thing it does is talk about how awesome it is going to be, and how big of a leap the 256 player mark really is. I think we&#8217;ve established that already though, haven&#8217;t we? Until I am actually in the middle of a firefight with 255 other people around me, the game still remains a pretty <a href="http://www.kotaku.com.au/2009/06/mag-preview-generic-action-game/">yet slightly above average</a> shooter.</p>
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			<wfw:commentRss>http://www.kotaku.com.au/2009/06/mag-devs-talk-about-how-awesome-mag-is/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>Dante&#8217;s Inferno Dev Diary Makes My Head Hurt</title>
		<link>http://www.kotaku.com.au/2009/06/dantes-inferno-dev-diary-makes-my-head-hurt/</link>
		<comments>http://www.kotaku.com.au/2009/06/dantes-inferno-dev-diary-makes-my-head-hurt/#comments</comments>
		<pubDate>Fri, 12 Jun 2009 14:40:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[dantes inferno]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[xbox 360]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=341073</guid>
		<description><![CDATA[
Conflicting emotions run rampant as I watch this developer diary for EA&#8217;s Dante&#8217;s Inferno, which turns one of the great works of literature into an over-the-top action game.
The game serious makes my head ache. I made a study of Dante&#8217;s Divine Comedy in High School, probing deep into the themes, his representation of hell and [...]]]></description>
			<content:encoded><![CDATA[<p><object width="502" height="410"><param name="movie" value="http://blip.tv/play/g4Q9gYj7NI35ZA"><param name="allowFullScreen" value="true"><embed src="http://blip.tv/play/g4Q9gYj7NI35ZA" type="application/x-shockwave-flash" allowfullscreen="true" width="502" height="410"></object></p>
<p>Conflicting emotions run rampant as I watch this developer diary for EA&#8217;s Dante&#8217;s Inferno, which turns one of the great works of literature into an over-the-top action game.<span id="more-341073"></span></p>
<p>The game serious makes my head ache. I made a study of Dante&#8217;s Divine Comedy in High School, probing deep into the themes, his representation of hell and how his work has been integrated into the more popular perception of hell. To see it turned into an action title just makes me dizzy. What&#8217;s worse, the game actually looks like something I would really want to play.</p>
<p>Perhaps it&#8217;s simply the fact that I feel the work should be treated with a certain amount of reverence and weight, and seeing impishly cute assistant producer Tracy Espeleta talk about how brutal the game is just makes the whole thing seem adorable.</p>
]]></content:encoded>
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		<slash:comments>1</slash:comments>
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		<item>
		<title>Dark Void: The Bermuda Triangle Angle</title>
		<link>http://www.kotaku.com.au/2009/05/dark-void-the-bermuda-triangle-angle/</link>
		<comments>http://www.kotaku.com.au/2009/05/dark-void-the-bermuda-triangle-angle/#comments</comments>
		<pubDate>Tue, 26 May 2009 15:40:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[Media]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[clips]]></category>
		<category><![CDATA[dark void]]></category>
		<category><![CDATA[developer diary]]></category>
		<category><![CDATA[shooters]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=338760</guid>
		<description><![CDATA[
The first in a series of developer diaries for Capcom&#8217;s Dark Void explores the game&#8217;s setting, lost somewhere within the mysterious Bermuda Triangle.
I remember being terrified of the Bermuda Triangle as a child, with documentaries on the subject with spooky music and deadly-serious voiceovers by the likes of Leonard Nimoy and Robert Hatch. The same [...]]]></description>
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<p>The first in a series of developer diaries for Capcom&#8217;s Dark Void explores the game&#8217;s setting, lost somewhere within the mysterious Bermuda Triangle.<span id="more-338760"></span></p>
<p>I remember being terrified of the Bermuda Triangle as a child, with documentaries on the subject with spooky music and deadly-serious voiceovers by the likes of Leonard Nimoy and Robert Hatch. The same sort of documentaries that made me terrified of Bigfoot, the Loch Ness Monster, and Amelia Earhart, who I am sure was a lovely woman undeserving of such a terrified reaction. This was all before video games, of course, which completely desensitized me to violence, leaving me prepared to fight the alien hordes should I ever get sucked into a parallel dimension.</p>
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