<![CDATA[Kotaku: behind the scenes]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: behind the scenes]]> http://kotaku.com/tag/behindthescenes http://kotaku.com/tag/behindthescenes <![CDATA[Halo ODST: Breaking The Mold]]> Explore Halo 3: ODST's journey from DLC to full game, or in the words of cinematics director CJ Cowan, "Here's an engine, here's a story, you got a year. Go."

Cowan's quick and dirty summary of the project might be accurate, but it downplays the sheer amount of work that Bungie has put into Halo 3: ODST. The idea of some quick and dirty single-player downloadable content blossomed into an undertaking worthy of a full retail release, with new weapons, advanced technology, and a new art direction that makes ODST a completely separate beast from the Halo 3 we know.

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<![CDATA[Aion: East Meets West]]> The third is a series of video podcasts for NCsoft's Aion discusses the changes made to bring a hugely successful Korean MMO to North America and Europe.

This is really where Aion sets itself apart from other Korean MMO titles translated for the Western world. Rather than simply change the language and call it a day, NCsoft has worked actively to create a different experience for Western gamers.

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<![CDATA[The Road To Champions]]> In this developer diary for Champions Online, Cryptic explores the secret origins of the company and how it wound up creating a superhero MMO.

I love videos like this, personally. As much as I enjoy playing the games themselves, I find the stories behind the formation of the companies that create them fascinating. Having a deeper insight into how and why Cryptic Studios formed and the motivation behind the creation of Champions Online might not enhance the gameplay, but it can make you look at their creation in a slightly different light.

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<![CDATA[Raven Software Gushes Over Wolverine]]> While the second behind-the-scenes clips for X-Men Origins: Wolverine does include some nifty bits about sound design and camera work, for the most part it's just the team at Raven using complimentary adjectives.

According to Raven, Wolverine will be fast, furious, unleashed, and the game that everyone is pining for. It's like no Wolverine game you've ever seen. They are pushing the envelope, capturing Wolverine's essence, bringing their ideas to the table to create a synergy that allows you to be Wolverine.

Yes, it's chock full of buzzwords and self-praise, but it's the last line that truly stands out. "Every other game is like...some pansy." If that doesn't make it onto the back of the box, I'm going to cry.

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<![CDATA[Wolverine Behind-The-Scenes Is Best There is At What It Does]]>
Activision unleashes the first behind-the-scenes video for X-Men Origins: Wolverine is definitely the best at what it does: proving that the developers at Raven are a bunch of drooling Wolverine fanboys.

Activision seems to have a knack for passing their Marvel properties on to developers in love with the characters, though as was the case with Spider-Man: Web of Shadows, that doesn't always work out. As my only exposure to the new Wolverine video game so far has been this particular video and a few screenshots, I'd say the game is looking pretty good, though that voice at the end spouting Logan's little catch phrase grated on me a bit.

Still, not going to get my hopes up. I learned a valuable lesson last time I got excited about a superhero video game being released on my birthday.

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<![CDATA[Killzone 2: Creating Helghan]]> The high-production values continue in round two of the Killzone 2 behind the scenes series, this time focusing on creating the look and feel of the alien world of Helghan.

Guerrilla Games goes deep in this installment of the series, talking about the intricacies involved in making the completely alien home of the Helghast look and feel like World War II Germany during a really bad thunderstorm. I make fun, but the best episodes of Star Trek always involved alternate dimensions where the things we were familiar with were twisted slightly from the norm. Presenting something utterly alien doesn't quite carry the suspense of exploring a world that feels like a warped version of a more familiar setting.

On a completely unrelated note, who told studio director Hermen Hulst that he looked cool talking with his head tilted to one side? I mean sure, in the first installment it was kind of cool, but now it's begun to nag at me. He probably pulled a muscle in his neck or something, and I'm going to get a nasty email for making fun of it and feel bad all night.

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<![CDATA[Making Of Killzone 2 Could Be More Exciting Than Killzone 2]]> What could be more fun that shooting your way across an alien planet in Killzone 2? How about standing in front of a green screen talking about making Killzone 2?

Check out the team from Guerrilla Games as they talk us through the creation of Killzone 2, telling us something about dynamics and artificial intelligence and creating player tension. None of that matters, really. What matters is how cool the staff from the Killzone 2 developer come off in this video, recorded against green screen and placed in game environments. The production values are really impressive, and by the end of the video I can think of no other developer I'd want to take with me on a trip to a hostile alien world.

Man, I can't wait for them to release the Making of the Making of Killzone 2 video.

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<![CDATA[Halo Wars: Making Console Real-Time Strategy Work]]> The third in a series of video documentaries covering the upcoming Xbox 360 game Halo Wars features members of the development team explaining how to make a console real-time strategy game that works.

Having obviously not paid enough attention during the early days of Halo 3 development, I was a bit surprised to learn that developer Ensemble first went to Microsoft with the idea for a console strategy game before the Halo license even came into the picture. I imagine it must have been a very pleasant surprise, which quickly gave way to a feeling of oh my god, we have to please Halo fans.

Not that Halo fans aren't easy to please. I mean, look at...you know what? Just going to leave it at that before I get myself shot. Enjoy the video!

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<![CDATA[Denis Hopper Says Gamers Will Love Deadly Creatures]]>
Revealed just yesterday as one of the voices behind the human co-stars in THQ's Deadly Creatures, veteran unhinged actor Dennis Hopper shares his opinion of the game in this behind-the-scenes video.

Hopper plays George Struggs, the owner of a run-down gas station with a plot to get his hands on some Civil War gold. It's sort of a story within the story, with the humans thinking they are the stars when in reality the titular Deadly Creatures are the ones in the spotlight. Towards the end of the video, Hopper calms any fears that the game might be a flop, assuring us all that "gamers are going to love Deadly Creatures," and who knows gamers' tastes better than King Koopa himself?

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<![CDATA[Publishers Basing Royalties On Metacritic Scores]]> Stephen Totilo of MTV Multiplayer continues his week-long look at video game review practices by exploring the practice of game publishers withholding certain bonuses and/or royalties if the game doesn't achieve a certain Metacritic average. Basically a publisher agrees to finance the development of a game as long as the developer in these sort of situation agrees to Metacritic score limit stipulations that could theoretically see a low-scoring game that sells millions (any children's licensed title really) hardly earning the devs a dime.

Totilo talks to some pretty big names about the practice, including GameSpot's former employee Jeff Gerstmann, who explains why the practice is so disturbing.

I’ve gotten e-mails from developers over the years who have said, ‘I don’t think you realize what you’re doing to me with this review’ because my review knocked them out of the range of some bonus that they were up for...

It's really a ridiculous practice that almost always works in the publisher's favor. Luckily it isn't as widespread as it once was, but it does give you interesting insight into why some developers will defend their games as if their lives depended on it. Sometimes they might.

Low Metacritic Scores Cause Game Publishers To Withhold Developer Royalties
[MTV Multiplayer]

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<![CDATA[The Incredible Hulk And Stan Lee's Rage]]> Why do I continue to post these behind-the-scenes vignettes for Sega's new Incredible Hulk video game, despite the fact that they hardly every offer any real new insight into what goes into creating a game of this magnitude? It's all about Stan Lee, really. The man fascinates me, and the Hulk is a big part of why. The man is always cheerful, always courteous, always polite and clean...you just know that somewhere inside him there's a Hulk waiting to come out. I won't rest until I've got a video of Stan Lee screaming "F**K" and punching something. This is my quest. It'll probably never happen, but it's good to have a dream.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=5011062&view=rss&microfeed=true <![CDATA[The Incredible Hulk Behind The Scenes]]> Now that I've more or less learned my lessen about getting over-excited about a game from Sega and Second Level's ambitious but ultimately lackluster Iron Man, I watch this Victor Lucas-voiced behind the scenes for the Incredible Hulk game with wary optimism. After all, it is following the formula from Ultimate Destruction, and as long as Edge of Reality doesn't stray too far they've got a winner on their hands, but I refuse to get my hopes up. The team loves the Hulk, knows the Hulk, yadda. We've heard this all before. Just because you love something doesn't mean you won't go all Lennie from Of Mice And Men on it.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=391625&view=rss&microfeed=true <![CDATA[Dead Space Devs Talk Story]]> Finally something about EA's horror sci-fi game Dead Space beyond simply telling us it is scary and in space. I've been worried about the game's story since I first heard about the title, but seeing the developers discuss the amount of work and detail they've put into the main character's back story alone makes me feel a great deal better about the whole thing. The most reassuring bit of all was their acknowledgment of that universal truth...sci-fi and horror work against each other, so you have to tone down one for the other to work. Alien did so well because it was a horror movie that made you forget you were in outer space. Jason X, on the other hand, failed because...well, because it was Jason X, but the point still stands.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=387514&view=rss&microfeed=true <![CDATA[Iron Man: One Man Army]]> The star-studded behind the scenes Iron Man action continues as Sega gathers Stan "The Man" Lee, John Favreau, Robert Downey Jr., and a cast of thousands sing the praises of the upcoming game, due out at the end of this week. There really isn't all that much more they can say at this point. Stan likes it. John likes it. I myself am mildly fond of what I've seen so far, while awaiting having the full game in my hands before I pass any sort of final judgment. I think we've seen just about everything we're going to see before the movie and game come out, so now we wait.

And play GTA IV.

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<![CDATA[Behind The Iron Man - The Armor]]> Personally I don't know why Sega and Secret Level keep putting these things out, seeing as we already posted the definitive Iron Man video on Friday, but at least this behind the scenes look at the making of the game deals with what we can probably all agree is the best-looking part of it - the armor itself. Having played the demo some 20 times more over the weekend after my initial impressions, I can say that I am a good bit excited by the potential of the title again. I think I could find a great deal of fun in upgrading the armors and customizing the suit to my liking. I would have liked some cosmetic customization, but that wasn't going to happen. The game is due out May 2nd with the movie, and with my birthday May 1st, I shall procure it as a present for myself. That way if it isn't as good as I hope it'll hurt that much more. Woot!]]> http://kotaku.com/index.php?op=postcommentfeed&postId=382371&view=rss&microfeed=true <![CDATA[Age Of Conan's Fighting Is A Bloody Mess]]> I've gotten two things from this developer diary for Funcom's Age of Conan MMO. First off, it is open season on heads in AOC. If you have a head and plan on playing the game, I highly suggest you either reinforce it with a steel neckpiece of some sort, or perhaps pre-detach your head with some sort of velcro solution so it can easily be retrieved and reattached. Secondly, Funcom Senior System Designer Andrew Griffin has some amazing hair. You wouldn't think a guy with such great hair would have anything to do with all of this rampant decapitation, but there you go.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=370463&view=rss&microfeed=true <![CDATA[Condemned 2 Voice-Over Sessions]]> As a guy who dreams of one day doing work in the field of voice acting, clips like this always tickle me to no end. The video shows voice actors doing their thing with the characters of Condemned 2: Bloodshot, the sequel to Sega's psychological horror game. In a way I suppose it ruins the mystery - you never would have figured MadTV's Phil Lamarr as the voice of LeRue - but then the truest test of voice work is having it blend with the action so well that you don't picture these people in your head as you play.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=363554&view=rss&microfeed=true <![CDATA[No Ass Monsters In Velvet Assassin]]> Replay Studios creative director and co-founder Sascha Jungnickel has some very important things to say about their upcoming stealth action game, the recently renamed Velvet Assassin. This game contains no ass monsters, or for that matter - tits monsters. While I am sure he mentions something about hiding in dynamic shadows or the atmospheric lighting, as soon as he drops the ass monster bomb the only thing I hear when watching this clip now is "Ass Monster, ass monster, ass monster." The two phrases shall henceforth be an important part of the Fahey vernacular. Thank you, Mr. Jungnickel.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=363018&view=rss&microfeed=true <![CDATA[More Alone In The Dark Tech In Action]]> The technology Eden Games has integrated into their forthcoming Alone in the Dark continues to impress the hell out of me. From their first installment of their Real World Rules video series, which showed how various objects can be intuitively combined to create weapons and gadgets, to this second episode, which highlights object manipulation on a somewhat larger scale. I particularly love the notion of a health spray that can be used to heal, blind enemies, or be combined with your lighter to create a flamethrower. It might be a long way from fighting undead pirates in a Victorian mansion, but this new AitD could wind up being something just as exciting as the original.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=361260&view=rss&microfeed=true <![CDATA[Turok - Awakening The Giants Part Four]]> Part four of Touchstone's five-part making of series Turok: Awakening The Giants is here, and finally they touch on the portion of the game I was most interested in - the voice actors. After a brief bit about level design, we get to see actors like Ron Perlman, Donnie Wahlberg, and Stargate's Christopher Judge take a turn at lending their pipes to to game's heroes and villains. I don't think I will ever get used to seeing Judge without that golden Goa'uld forehead dealie. They seem to have managed to wrangle up every actor with a deep, rumbly voice ever, so expect your bass to get a real workout once Turok launches next week.]]> http://kotaku.com/index.php?op=postcommentfeed&postId=350583&view=rss&microfeed=true