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	<title>Kotaku Australia &#187; iphone</title>
	<atom:link href="http://www.kotaku.com.au/tags/iphone/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>Gameloft Cuts Android Efforts, Says It&#8217;s Not Alone</title>
		<link>http://www.kotaku.com.au/2009/11/gameloft-cuts-android-efforts-says-its-not-alone/</link>
		<comments>http://www.kotaku.com.au/2009/11/gameloft-cuts-android-efforts-says-its-not-alone/#comments</comments>
		<pubDate>Sat, 21 Nov 2009 01:20:00 +0000</pubDate>
		<dc:creator>Owen Good</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[android]]></category>
		<category><![CDATA[business]]></category>
		<category><![CDATA[gameloft]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[mobile]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=367764</guid>
		<description><![CDATA[The French mobile games developer Gameloft has scaled back its development on Google&#8217;s Android platform, complaining that the Android application store is &#8220;not as neatly done&#8221; and offers little enticement to buy games offered there.
This is interesting because, as MacWorld points out, smaller developers had welcomed Android as an alternative to the sometimes inscrutable policies [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawkerassets.com/assets/images/2009/11/custom_1258756880839_android.jpg" alt="" class="right" />The French mobile games developer Gameloft has scaled back its development on Google&#8217;s Android platform, complaining that the Android application store is &#8220;not as neatly done&#8221; and offers little enticement to buy games offered there.<span id="more-367764"></span></p>
<p>This is interesting because, as MacWorld points out, smaller developers had welcomed Android as an alternative to the sometimes inscrutable policies and decisions of the iTunes App store. Not Gameloft (though hardly a &#8220;smaller developer&#8221;), which says it sells &#8220;400 times more games on iPhone than Android,&#8221; according to the finance director Alexandre de Rochefort, speaking at an investor&#8217;s conference.</p>
<p>Moreover, &#8220;we have significantly cut our investment in Android platform, just like &#8230; many others,&#8221; Rochefort said, as reported by Reuters. &#8220;It is not as neatly done as on the iPhone. Google has not been very good to entice customers to actually buy products. On Android nobody is making significant revenue.&#8221;</p>
<p>Reuters says that iPhone applications generated 13 per cent of Gameloft&#8217;s revenue in the last quarter.<br />
<a href="http://www.reuters.com/article/technologyNews/idUSTRE5AJ1EU20091120?feedType=RSS&#038;feedName=technologyNews&#038;utm_source=feedburner&#038;utm_medium=feed&#038;utm_campaign=Feed%3A+reuters%2FtechnologyNews+(News+%2F+US+%2F+Technology)"><br />
Gameloft Says It, Others Reining in Android Plans</a> [Reuters via MacWorld]</p>
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		<item>
		<title>Recreate The Death Star Trench Run On Your iPhone</title>
		<link>http://www.kotaku.com.au/2009/11/recreate-the-death-star-trench-run-on-your-iphone/</link>
		<comments>http://www.kotaku.com.au/2009/11/recreate-the-death-star-trench-run-on-your-iphone/#comments</comments>
		<pubDate>Thu, 19 Nov 2009 15:30:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[3gs]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[star wars: trench run]]></category>
		<category><![CDATA[thq wireless]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=367499</guid>
		<description><![CDATA[ One of the most important moments in Star Wars history plays out on your iPhone and iPod Touch today, as THQ Wireless releases Star Wars: Trench Run.
Take part in the Battle of Yavin as a member of Rebel Alliance&#8217;s Red Squadron, dog fighting with TIE Fighters before aiming for the most poorly-designed exhaust ports [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_trenchrun.jpg" alt="" class="right" /> One of the most important moments in Star Wars history plays out on your iPhone and iPod Touch today, as THQ Wireless releases Star Wars: Trench Run.<span id="more-367499"></span></p>
<p>Take part in the Battle of Yavin as a member of Rebel Alliance&#8217;s Red Squadron, dog fighting with TIE Fighters before aiming for the most poorly-designed exhaust ports in the history of exhaust port design in Star Wars: Trench Run for the iPhone and iPod Touch. While THQ Wireless doesn&#8217;t specify which member of the Red Squadron you are, the ability to use Force powers to slow down enemy fighters and increase your agility is a bit of a giveaway, unless of course they&#8217;ve secretly revealed that a Red Squadron member other than Luke had the Force that day and just wasn&#8217;t telling anyone.</p>
<p>The game features sounds and music from the original films, along with footage to help refresh your memory in case you&#8217;d forgotten that bit, and boasts True-Life, accelerator-based flight controls. True-Life space combat physics? I bet that was one expensive research trip.</p>
<p>The game is <a href="http://itunes.apple.com/au/app/star-wars-trench-run/id335685707?mt=8">now available for $5.99</a> in the App Store. As an added plus, it runs better on the 3GS and 2nd generation iPod Touch, giving owners of those devices something to brag about while the rest of us wait for the upgrade opportunity. Jerks.</p>
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		<title>Asphalt 5 Micro-Review: Pedal To The iPhone</title>
		<link>http://www.kotaku.com.au/2009/11/asphalt-5-micro-review-pedal-to-the-iphone/</link>
		<comments>http://www.kotaku.com.au/2009/11/asphalt-5-micro-review-pedal-to-the-iphone/#comments</comments>
		<pubDate>Wed, 18 Nov 2009 16:00:00 +0000</pubDate>
		<dc:creator>matt cabral</dc:creator>
				<category><![CDATA[Hands On]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[asphalt 5]]></category>
		<category><![CDATA[gameloft]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=367292</guid>
		<description><![CDATA[ Gameloft races back onto the iPhone with a follow-up to last year&#8217;s arcadey Asphalt 4: Elite Racing.
By tweaking and tuning the formula that made last year&#8217;s entry such a rubber-burnin&#8217; blast, Asphalt 5, despite hitting one major bump in the road, positions itself as the platform&#8217;s premier racer.
Loved
Garage Full of Features:A gorgeous, full-featured title, [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/asph_01.jpg" alt="" class="center" /> Gameloft races back onto the iPhone with a follow-up to last year&#8217;s arcadey Asphalt 4: Elite Racing.<span id="more-367292"></span></p>
<p>By tweaking and tuning the formula that made last year&#8217;s entry such a rubber-burnin&#8217; blast, Asphalt 5, despite hitting one major bump in the road, positions itself as the platform&#8217;s premier racer.</p>
<p><strong>Loved</strong><br />
<strong>Garage Full of Features:</strong>A gorgeous, full-featured title, Asphalt 5 nearly rivals even the best PSP racers. Three modes-quick race, career, local and online multi-player-33 cars, 12 tracks, vehicle customisation and unlockable stat-boosting babes — yes, you heard right! — combine for a robust arcade racing experience. Additionally, three intuitive control schemes complement gameplay that blends Burnout&#8217;s adrenaline-amping crashes and Ridge Racer&#8217;s wind-in-your-hair thrills. Matching the content-brimming package is a pop-off-the-screen presentation encompassing colourful environments and great details such as planes flying overhead, day/night races, and changing weather conditions.</p>
<p><strong>Turn Up the Tunes:</strong>While racing to your own soundtrack is nothing new to the genre, it&#8217;s damn cool to be able to lap the competition while your iPod library blasts in the background; the slick little Alpine stereo interface is also a very nice touch. My only regret is that I didn&#8217;t have the Benny Hill Show theme loaded onto my play-list to accompany my more crash-tastic races. That said, listening to the Pixies&#8217; Surfer Rosa while hurtling towards the finish line at mach speed is super satisfying.</p>
<p><strong>Hated</strong><br />
<strong>The Short Arm of the Law:</strong>While most of Asphalt 5&#8217;s career challenges — Time Trial, Drift, Duel, Escape etc — yield a well-balanced blast, Cop Chase, where you play the boys and blue and &#8220;eliminate&#8221; opponents by crashing into them at top speed or forcing them off the track, is about as entertaining as a snipped brake line. The event gets easier — and is often skippable — later in your career, but the very first one tasks you with tackling seven eliminations in three laps. I reached &#8220;Where is my mind&#8221;, the last track on the aforementioned Pixie&#8217;s 30+ minute debut album, four times — yup, two hours — before reaching this frustrating goal. Any game, no matter how good it is otherwise, is docked a few points if its gameplay can actually make me dread hearing one of my favourite bands. Hopefully Gameloft will alleviate this headache in a future patch.</p>
<p>Tons of content, fun-as-hell gameplay, great visuals, and the ability to rock your own tunes make this one the iPhone&#8217;s top performer on the race circuit. That said, those who lack the patience to complete that very first, brutally difficult Cop Chase won&#8217;t get to experience much of what the title offers. If you can get past that hurdle, though, this one&#8217;s definitely worth buckling-up for.</p>
<p><em>Asphalt 5 was developed and published by Gameloft for iPhone on November 2nd. Retails for $US6.99/$AU8.99. A copy of the game was provided by the publisher for reviewing purposes. Completed the game&#8217;s campaign and played online modes.</em></p>
<p>Confused by our reviews? Read our <a href="http://www.kotaku.com.au/2008/06/about_kotaku_reviews-2/">review FAQ</a>.</p>
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		<title>Call Of Duty: World At War Zombies Attack iPhone</title>
		<link>http://www.kotaku.com.au/2009/11/call-of-duty-world-at-war-zombies-attack-iphone/</link>
		<comments>http://www.kotaku.com.au/2009/11/call-of-duty-world-at-war-zombies-attack-iphone/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 19:30:00 +0000</pubDate>
		<dc:creator>Michael McWhertor</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[activision]]></category>
		<category><![CDATA[call of duty: world at war]]></category>
		<category><![CDATA[call of duty: world at war: zombies]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[treyarch]]></category>
		<category><![CDATA[vivendi]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=366930</guid>
		<description><![CDATA[Thanks to the iPhone and iPod Touch you need never be away from the mass re-killing of hordes of shuffling, reanimated Nazi soldiers. Call of Duty: World At War: Zombies has been released via the iTunes App Store today.
Call of Duty: World At War: Zombies consists, according to the official description, entirely of the &#8216;Nacht [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_codwaw_zombies.jpg" alt="" class="center" />Thanks to the iPhone and iPod Touch you need never be away from the mass re-killing of hordes of shuffling, reanimated Nazi soldiers. Call of Duty: World At War: Zombies has been released via the iTunes App Store today.<span id="more-366930"></span></p>
<p>Call of Duty: World At War: Zombies consists, according to the official description, entirely of the &#8216;Nacht der Untoten&#8217; map that Call of Duty: World At War fans are likely familiar with. For an asking price of $13, that may be asking a lot. We&#8217;ll be testing it out shortly to see how much content one gets for 13 bucks.</p>
<p>In addition to single player Nazi zombie extermination, the iPhone version supports four players via Wi-Fi and two players via Bluetooth connection, promising a &#8220;silky smooth 3D environment&#8221; in which to gun down rotting Nazi officers. Achievements, leaderboard support and downloadable content in the form of new maps are all promised.</p>
<p><a href="http://itunes.apple.com/us/app/call-duty-world-at-war-zombies/id338057689?mt=8">Call of Duty: World At War: Zombies</a> [iTunes]</p>
]]></content:encoded>
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		<slash:comments>2</slash:comments>
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		<title>Command &amp; Conquer: Red Alert Micro-Review</title>
		<link>http://www.kotaku.com.au/2009/11/command-conquer-red-alert-micro-review/</link>
		<comments>http://www.kotaku.com.au/2009/11/command-conquer-red-alert-micro-review/#comments</comments>
		<pubDate>Mon, 16 Nov 2009 17:00:00 +0000</pubDate>
		<dc:creator>matt cabral</dc:creator>
				<category><![CDATA[Hands On]]></category>
		<category><![CDATA[app store]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[command & conquer red alert]]></category>
		<category><![CDATA[ea]]></category>
		<category><![CDATA[electronic arts]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[itunes]]></category>
		<category><![CDATA[review]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=366897</guid>
		<description><![CDATA[ EA brings its over-the-top real-time strategy series to the iPhone, allowing on-the-go gamers to wage war wherever they please.
Despite being streamlined and stripped-down for portable play, Command &#038; Conquer: Red Alert for the iPhone still manages to pack in much of the series&#8217; signature style and addictive strategy-driven gameplay.
Loved
Style to Spare:From its live action [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/340x_c_c.jpg" alt="" class="left" /> EA brings its over-the-top real-time strategy series to the iPhone, allowing on-the-go gamers to wage war wherever they please.<span id="more-366897"></span></p>
<p>Despite being streamlined and stripped-down for portable play, Command &#038; Conquer: Red Alert for the iPhone still manages to pack in much of the series&#8217; signature style and addictive strategy-driven gameplay.</p>
<p><strong>Loved</strong><br />
<strong>Style to Spare:</strong>From its live action cutscenes to its crazy-ass battle units, the C&#038;C series is famed for its intentionally cheesy excess. And while the silly cinematics didn&#8217;t make it into the iPhone version, the title still retains much of the franchise&#8217;s wacky trademark charm. Screen-swallowing Russian zeppelins rain death from the skies, armoured war bears charge enemy strongholds, and the sexy-accented Natasha quips &#8220;You like my scope?&#8221; and &#8220;The pleasure&#8217;s all mine.&#8221; while laying waste to never-had-a-chance infantry. Impressive explosions also engulf the tiny display, and all units, despite their shrunken presentation, are drenched in eye-pleasing detail. Furthermore, a crunchy guitar score keeps the action-and your adrenaline-appropriately amped.</p>
<p><strong>Tactile Warfare:</strong>While the RTS genre still struggles to find its sweet spot in terms of control schemes that match traditional mouse-and-keyboard set-ups, there&#8217;s no question the iPhone&#8217;s touch screen is a good fit. Like a general positioning pawns on a war map, you&#8217;ll delight in the tactile satisfaction of fighting with your fingertips; simply touch units, then their target or destination, and watch them go to work. You can also draw a small box around multiple units to move them together, and save specific groups to tabs to easily access them again. Additionally, a swipe of your finger on a mini-map swings the camera to any desired location. Everything, from commanding and training units, to constructing buildings and navigating the map, is a simple intuitive touch away.</p>
<p><strong>Hated</strong><br />
<strong>Minus the Multiplayer:</strong>Given the platform&#8217;s limitations we can totally forgive the omission of some units and even the Empire of the Rising Sun faction (only Russians and Allies are available.) However, the absence of multi-player is sorely missed considering the competitive nature of the genre. I generally think of any RTS&#8217;s solo campaign as a warm-up to the online action, so, while C&#038;C&#8217;s handful of solo play chapters and two skirmish maps are a blast, they only feel like half the total package. Thankfully, EA is reporting that a future download will remedy this, adding the much-missed multi-player mode. Despite the shrunken presentation, Command and Conquer: Red Alert retains much of the series signature style and charm. Additionally, the touch controls make for a satisfying tactile RTS experience. Give us some multi-player, and we&#8217;ll happily jump back into this fight.</p>
<p><em>Command and Conquer: Red Alert was developed and published by EA Mobile for iPhone on November 1. Retails for $US9.99/$AU12.99. A copy of the game was provided by the publisher for reviewing purposes. Completed the game&#8217;s campaign and played skirmish modes.</em></p>
<p>Confused by our reviews? Read our <a href="http://www.kotaku.com.au/2008/06/about_kotaku_reviews-2/">review FAQ</a>.</p>
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		<item>
		<title>iPhone Bejeweled 2 Gets Free Blitz Update</title>
		<link>http://www.kotaku.com.au/2009/11/iphone-bejeweled-2-gets-free-blitz-update/</link>
		<comments>http://www.kotaku.com.au/2009/11/iphone-bejeweled-2-gets-free-blitz-update/#comments</comments>
		<pubDate>Wed, 11 Nov 2009 22:00:00 +0000</pubDate>
		<dc:creator>Mike Fahey</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[addiction]]></category>
		<category><![CDATA[bejeweled 2]]></category>
		<category><![CDATA[bejeweled blitz]]></category>
		<category><![CDATA[facebook]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[popcap]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=366190</guid>
		<description><![CDATA[ What&#8217;s the only thing more addictive than Bejeweled 2 on the iPhone? How about Bejeweled 2 with links to the Facebook version? A free update from PopCap gives iPhone players just that.
Bejeweled Blitz is the Facebook version of PopCap&#8217;s popular jewel-twisting puzzle game, which gives players a minute to rack up the highest score [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_bejeweled.jpg" alt="" class="left" /> What&#8217;s the only thing more addictive than Bejeweled 2 on the iPhone? How about Bejeweled 2 with links to the Facebook version? A free update from PopCap gives iPhone players just that.<span id="more-366190"></span></p>
<p>Bejeweled Blitz is the Facebook version of PopCap&#8217;s popular jewel-twisting puzzle game, which gives players a minute to rack up the highest score humanly possible in order to brag to their friends. Now PopCap brings that functionality to the iPhone version of the game, allowing players to try and beat their Facebook friends anywhere in the bathroom world.</p>
<p>&#8220;Ultimately, social gaming is about being able to play games with and against your friends, and the new Blitz update for Bejeweled 2 on iPhone lets you play against your friends anywhere,&#8221; explained John Vechey, co-founder and director of PopCap&#8217;s social gaming initiative. &#8220;This is a natural next stage in our multi-platform and social strategies. Blending the Facebook and iPhone Bejeweled communities should prove very compelling for players.&#8221;</p>
<p>For those of you who&#8217;ve never played Bejeweled, it&#8217;s basically Puzzle Quest without the RPG elements. Captain Backwards Description strikes again!</p>
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		<slash:comments>5</slash:comments>
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		<item>
		<title>Bad Ideas: R-Type, Ghosts &#8216;N Goblins For iPhone</title>
		<link>http://www.kotaku.com.au/2009/11/bad-ideas-r-type-ghosts-n-goblins-for-iphone/</link>
		<comments>http://www.kotaku.com.au/2009/11/bad-ideas-r-type-ghosts-n-goblins-for-iphone/#comments</comments>
		<pubDate>Tue, 10 Nov 2009 10:30:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[capcom]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[ghosts n' goblins]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[irem]]></category>
		<category><![CDATA[r-type]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=365866</guid>
		<description><![CDATA[R-Type is coming for the iPhone. Ghosts &#8216;N Goblins came out over the weekend. Who keeps signing these cheques?
R-Type, which is being ported by DotEmu, will be out &#8220;sometime in the next few months&#8221;, while Ghosts N&#8217; Goblins was released in Japan on Sunday. So&#8230; take two games requiring fast, precise controls, then port them [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_ggphone.jpg" alt="" class="center" />R-Type is coming for the iPhone. Ghosts &#8216;N Goblins came out over the weekend. Who keeps signing these cheques?<span id="more-365866"></span></p>
<p>R-Type, which is being ported by DotEmu, will be out &#8220;sometime in the next few months&#8221;, while Ghosts N&#8217; Goblins was released in Japan on Sunday. So&#8230; take two games requiring fast, precise controls, then port them to a system capable of neither. What a great idea.</p>
<p><a href="http://toucharcade.com/2009/11/09/exclusive-r-type-coming-to-the-iphone/">Exclusive: &#8216;R-Type&#8217; Coming to the iPhone</a> [touchArcade]<br />
<a href="http://www.famitsu.com/k_tai/news/1229340_1350.html?ref=rss">iPhoneについに『魔界村』、いまなら350円[税込]</a> [Famitsu]</p>
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		<title>Carmack: Working With Apple Is A Rollercoaster Ride</title>
		<link>http://www.kotaku.com.au/2009/11/carmack-working-with-apple-is-a-rollercoaster-ride/</link>
		<comments>http://www.kotaku.com.au/2009/11/carmack-working-with-apple-is-a-rollercoaster-ride/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 15:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[doom classic]]></category>
		<category><![CDATA[gaming]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[ipod touch]]></category>
		<category><![CDATA[john carmack]]></category>
		<category><![CDATA[original]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=365342</guid>
		<description><![CDATA[ John Carmack has a long history working with Apple on gaming products, not all of it positive.
&#8220;My relationship with Apple has been long standing, but it&#8217;s a rollercoaster ride,&#8221; he told Kotaku. &#8220;I&#8217;ll be invited up on stage for a keynote one month and then I&#8217;ll say something they don&#8217;t like and I can [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/9/2009/11/500x_custom_1257517720344_custom_1245247572624_medium_2564761359_7104b01568_o.jpg" alt="" class="left" /> John Carmack has a long history working with Apple on gaming products, not all of it positive.<span id="more-365342"></span></p>
<p>&#8220;My relationship with Apple has been long standing, but it&#8217;s a rollercoaster ride,&#8221; he told Kotaku. &#8220;I&#8217;ll be invited up on stage for a keynote one month and then I&#8217;ll say something they don&#8217;t like and I can be blacklisted for six months.&#8221;</p>
<p>Working with Apple on iPhone games has been no different, Carmack said, but he is happy to see that former collaborator Graeme Devine is now working at Apple in the iPhone Game Technologies division.</p>
<p>Devine worked at id Software from 1999 to 2003, producing and programming on a number of games including Quake III, Doom 3 and Return to Castle Wolfenstein. Devine went on to Ensemble Studios where he worked on Age of Empires 3 and Halo Wars before that studio was shut down.</p>
<p>Earlier this year he moved to Apple.</p>
<p>&#8220;Graeme Devine is in a significant position as a game developer at Apple,&#8221; Carmack said. &#8220;I have a real man on the inside now. We knew each other from way back in the day.</p>
<p>&#8220;He&#8217;s a real developer and I understand everything he is saying.&#8221;</p>
<p>Devine&#8217;s role at Apple doesn&#8217;t mean that Carmack&#8217;s dealings with the company has gotten any less bumpy though. Doom Classic was rejected twice before Apple allowed it to appear in the store with some minor changes.</p>
<p>Carmack thinks the run-ins with Apple are because the company, the highest people in the company, look down on games. But the popularity of gaming on the iPhone has forced Apple to try and come to grips with that, even if they&#8217;re not happy about it.</p>
<p>&#8220;At the highest level of Apple, in their heart of hearts,&#8221; Carmack said, &#8220;they&#8217;re not proud of the iPhone being a game machine, they wish it was something else.&#8221;</p>
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		<title>iPhone Games Caught Stealing Phone Numbers?</title>
		<link>http://www.kotaku.com.au/2009/11/iphone-games-caught-stealing-phone-numbers/</link>
		<comments>http://www.kotaku.com.au/2009/11/iphone-games-caught-stealing-phone-numbers/#comments</comments>
		<pubDate>Fri, 06 Nov 2009 10:30:00 +0000</pubDate>
		<dc:creator>Luke Plunkett</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[apple]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[legal]]></category>
		<category><![CDATA[section8]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=365309</guid>
		<description><![CDATA[The fact the iPhone is a veritable wild west for developers can often be a good thing. Then again, when shadier outfits start releasing shadier apps, it can also be a bad thing.
Take iPhone game developer Storm8, for example. A class action lawsuit filed in San Francisco alleges that the company, who are behind iPhone [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/worldwar.jpg" alt="" class="left" />The fact the iPhone is a veritable wild west for developers can often be a good thing. Then again, when shadier outfits start releasing shadier apps, it can also be a <em>bad</em> thing.<span id="more-365309"></span></p>
<p>Take iPhone game developer Storm8, for example. A class action lawsuit filed in San Francisco alleges that the company, who are behind iPhone games like World War, iMobsters and Vampires Live, &#8220;has written the software for all its games in such a way that it automatically accesses, collects and transmits the wireless telephone number of each iPhone user who downloads any Storm8 game&#8221;.</p>
<p>Apparently this number-farming went unannounced until August, when Storm8 finally &#8216;fessed up, saying it was a &#8220;bug&#8221;. Michael Turner, the man filing the suit, says &#8220;poppycock&#8221; to that and is after damages.</p>
<p><a href="http://www.boingboing.net/2009/11/05/iphone-game-dev-accu.html">iPhone game dev accused of stealing players&#8217; phone numbers</a> [boing boing]</p>
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		<title>Carmack On iPhone Fallout, Quake Live, Elves And Orcs</title>
		<link>http://www.kotaku.com.au/2009/11/carmack-on-iphone-fallout-quake-live-elves-and-orcs/</link>
		<comments>http://www.kotaku.com.au/2009/11/carmack-on-iphone-fallout-quake-live-elves-and-orcs/#comments</comments>
		<pubDate>Thu, 05 Nov 2009 16:00:00 +0000</pubDate>
		<dc:creator>Brian Crecente</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[bethesda softwerks]]></category>
		<category><![CDATA[doom classic]]></category>
		<category><![CDATA[elves and orcs]]></category>
		<category><![CDATA[fallout]]></category>
		<category><![CDATA[id software]]></category>
		<category><![CDATA[iphone]]></category>
		<category><![CDATA[john carmack]]></category>
		<category><![CDATA[original]]></category>
		<category><![CDATA[quake 2]]></category>
		<category><![CDATA[quake arena]]></category>
		<category><![CDATA[quake live]]></category>
		<category><![CDATA[wolfenstein classic]]></category>

		<guid isPermaLink="false">http://www.kotaku.com.au/?p=365103</guid>
		<description><![CDATA[ What started on a lark, playing around with an operating system that would allow Doom creator John Carmack to quickly produce portables games, has become a thriving business, the famed developer tells Kotaku.
&#8220;Wolfenstein Classic was my original experiment on whether a first-person shooter would be any fun on the iPhone,&#8221; he said. &#8220;It did [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/doomc_01.JPG" alt="" class="left" /> What started on a lark, playing around with an operating system that would allow Doom creator John Carmack to quickly produce portables games, has become a thriving business, the famed developer tells Kotaku.<span id="more-365103"></span></p>
<p>&#8220;Wolfenstein Classic was my original experiment on whether a first-person shooter would be any fun on the iPhone,&#8221; he said. &#8220;It did surprisingly well for all of us.&#8221;</p>
<p>So well, in fact, that Carmack finds himself spending a disproportionate amount of his time working on future iPhone games. Already id Software has released Wolfenstein Classic, Quake RPG, Doom Resurrection and this week Doom Classic.</p>
<p>Carmack said that there was a lot of &#8220;hand wringing&#8221; initially over the idea of spending the company&#8217;s own money (there was no publisher to help fund development) on making games for the iPhone. Doom Resurrection when it hit was probably the most expensive game to develop for the iPhone, Carmack says.</p>
<p>But that internal concern quickly disappeared when Wolfenstein Classic hit the App Store.</p>
<p>&#8220;It did really well for us,&#8221; he said. &#8220;It was Wolfenstein Classic that made the argument for iPhone development for me. We made quite a bit of money off of that.&#8221;</p>
<p>After its success Carmack and id Software decided to launch a three-prong approach to iPhone development, working on classic remakes, role-playing titles and original games.</p>
<p>With only a few games out for the platform so far, each game gives Carmack a chance to experiment with development and the technology, he said.</p>
<p>While Doom Classic&#8217;s touch controls may seem very similar to those found in Wolfenstein Classic, Carmack says there&#8217;s quite a big difference.</p>
<p>&#8221; There were some important changes, like the virtual stick autocentering, changes to precise ramping of movement,&#8221; he said.</p>
<p>The game also introduces a new control option that allows gamers to turn around in the game by spinning a virtual wheel. But only six months into iPhone game development, Carmack says he already finds himself &#8220;hamstrung&#8221; by people&#8217;s expectations of controls set by his previous games.</p>
<p>&#8220;We&#8217;re still feeling out what will play well and what people will like,&#8221; he said.</p>
<p>Next up for Carmack is Quake Classic, it will be the first shooter that id Software releases for the iPhone that will include the ability to look up and down, not just side to side.</p>
<p>I pointed out that some in the gaming and development community have suggested that both Doom and Wolfenstein Classic control so well because they don&#8217;t need to worry about up and down controls.</p>
<p>Carmack said that while adding another axis of control is tricky, it would be wrong to dismiss what the current games have accomplished.</p>
<p>&#8220;There is an excellent experiment that can be done here,&#8221; he said. &#8220;Play the jail broken Doom and the one I worked on. There is obviously a large difference here. You can be dismissive of the game, that there is a limited control input set, but there is a lot of work that goes into that.</p>
<p>&#8220;Everything that has a 32-bit processor has had Doom ported to it, you can run it on a toaster, but it takes a lot of work and care to turn it into something you would choose to play. I had people showing me FPS apps while I was working on Wolfenstein, and they were all atrocious.&#8221;</p>
<p>Carmack says that it is possible that a fully controlled first-person shooter just isn&#8217;t in the cards for the iPhone, but he won&#8217;t really know until he&#8217;s developed Quake Classic. After that, he plans to work on Quake 2 for the iPhone.</p>
<p>&#8220;I&#8217;m not sure if after Quake 2 I want to do Quake Arena or Quake Live for the iPhone,&#8221; he said.</p>
<p>The problem is that while Quake Live has better levels it would require Wi-Fi to play online. That&#8217;s because 3G just won&#8217;t cut it for Carmack.</p>
<p>&#8220;I was originally excited about 3G,&#8221; he said. &#8220;I was told it could have 180 pings, but when I tested it, it was twice that. It was not usable.&#8221;</p>
<p><img src="http://cache.gawker.com/assets/images/kotaku/2009/11/wolfrpg.JPG" alt="" class="left" /> While the Classics&#8217; line seems fairly mapped out, Carmack isn&#8217;t as sure about the RPG and original games coming from the developer. He says that the next RPG game will be Doom 2 RPG and if that does well they will move on to the Orcs and Elves RPG games.</p>
<p>The only other original game announced by id Software is one that will be based on their upcoming PC title Rage, but that doesn&#8217;t mean there aren&#8217;t others in the works. In particular Carmack is interesting in getting parent company Bethesda interested in bringing some of their games over to the iPhone.</p>
<p>&#8220;I spent a bit of time talking to Todd Howard about the iPhone,&#8221; he said. &#8220;We want to make something happen for those products as well.&#8221;</p>
<p>An obvious choice would be Fallout, something that Carmack says has already had internal proof of concepts made. But nothing has yet officially happened with the game.</p>
<p>Carmack says that Howard, a big fan of the iPhone, is very supportive of the idea and that anything made based on Bethesda&#8217;s games would likely be created as a joint project between id and Bethesda.</p>
<p>He added that he would be involved in making the game most likely, but that his time is &#8220;overloaded badly right now&#8221;.</p>
<p>&#8220;At the very least I&#8217;m going to be providing code,&#8221; he said.</p>
<p>While more people are being brought on to help with iPhone development at id Software, it&#8217;s clear that Carmack wants to stay involved with the growing business.</p>
<p>&#8220;I&#8217;ve had tons of fun working on it as a platform,&#8221;he said. &#8220;I carry an iPhone around with me as my regular phone all of the time. It&#8217;s like carrying around a dev kit in my pocket.&#8221;</p>
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