<![CDATA[Kotaku: developer diary]]> http://tags.kotaku.com/assets/base/img/thumbs140x140/kotaku.com.png <![CDATA[Kotaku: developer diary]]> http://kotaku.com/tag/developerdiary http://kotaku.com/tag/developerdiary <![CDATA[Sam Fisher Makes His Own Rules]]> 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 cliche 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, et cetera, et cetera. Luckily he's a cliche that we'd really like to play as, or our delicate sensibilities would be offended.

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<![CDATA[Avatar: The World Of Pandora]]> 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 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'd pillage that for resources any day.

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<![CDATA[Assassin's Creed 2: Building A Better Ezio]]> It's amazing what a young Italian nobleman can learn over the course of Assassin's Creed 2's 30-year time frame.

The latest in a series of developer diary videos starring Ubisoft's Patrice and friends looks into progression, one of the most important aspects of AC2. There'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 armor sets, and I suspect cosplayers will love them too. There's only so much you can do with the all-white cloak ensemble.

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<![CDATA[Assassin's Creed 2 Combat Is Just Plain Brutal]]> In the latest developer diary video for Assassin's Creed II, Patrice and friends walk us through the game'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'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've yet to test that. I can't stand games where you swinging away at the enemy and they don'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.

Okay, that might have come out wrong.

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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[MAG Devs Talk About How Awesome MAG Is]]> In this developer diary for the PlayStation 3's MAG - 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 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've established that already though, haven't we? Until I am actually in the middle of a firefight with 255 other people around me, the game still remains a pretty yet slightly above average shooter.

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<![CDATA[Dante's Inferno Dev Diary Makes My Head Hurt]]> Conflicting emotions run rampant as I watch this developer diary for EA's Dante's Inferno, which turns one of the great works of literature into an over-the-top action game.

The game seriously makes my head ache. I made a study of Dante'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's worse, the game actually looks like something I would really want to play. Crecente went into great detail about the game and our expectations last week, and this clip just punctuates his thoughts.

Perhaps it'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.

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<![CDATA[Dark Void: The Bermuda Triangle Angle]]> The first in a series of developer diaries for Capcom's Dark Void explores the game'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 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.

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<![CDATA[Starbreeze Talks The Evolution Of Dark Athena]]> The Chronicles of Riddick developer Starbreeze explains how they went from polishing an old title to creating an entirely new game in this first developer diary for Assault on Dark Athena.

Swedish developer Starbreeze obviously loves the Riddick property, and not just because the first game, Escape from Butcher Bay, put them on the map. They seem to truly get the franchise, perhaps on a deeper level than movies' writer David Twohy does, as evidence by the second movie in the franchise. Witness their love for the Riddick character transform an update to their original Xbox title into the full-fledged sequel we'll be getting our hands on in April.

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<![CDATA[How 50 Cent: Blood On The Sand Works]]>
In the latest developer diary for 50 Cent: Blood on the Sand, members of the development team explain how the hardcore rapper and his crew take on a fictional Middle Eastern country.

The video takes us through most if not all of the gameplay mechanics for the new 50 Cent game, covering weapons, vehicle combat, online multiplayer, and close-combat kills. What it doesn't do is justify the existence of a video game in which a drug dealer turned raper and his posse take on the population of a small country in the Middle East. The whole concept is made even sillier by the members of the Swordfish development team, whose English accents only add to the surreal feeling surrounding the title.

50 Cent: Blood on the Sand for the Xbox 360 and PlayStation 3 should be hitting store shelves later this month. Maybe then I'll finally be able to believe it's a real game and not some elaborate prank.

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<![CDATA[Deadly Creatures, Locked In Mortal Combat]]> It's a developer diary! It's a nature documentary! It's both! The developers of the upcoming Wii exclusive action adventure title Deadly Creatures talk up the combat abilities of the game's two unique protagonists.

From this installment of the Deadly Creatures development diaries, we learn that while the scorpion is a powerful brawler, the tarantula is a stealthy ninja, using jump strikes, stealth pounces, and web-jumping to make its way around the small-scale game world. This bothers me, mainly because it combines my great love of ninja with my great fear of spiders. This shall be the truest test of my ninja love. The kiss of the spider ninja.

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<![CDATA[Skate 2 Online Does Not Feature Wizards And Warlocks]]> / In this latest Skate 2 developer diary-style video featurette, online producer Brian Lindley reveals new online multiplayer modes for the game before storming off set and ultimately killing a guy with eldritch energies.

Brian does a fine job of detailing Skate 2's new online features despite being obviously uncomfortable in his role of straight man to Cuz, who comes off as so annoying that he's almost enough to make me not want to buy the game. The ability to create your own spaces and share them online with other users is definitely nifty, as is the mini-game that rewards the most hideous falls - the only one I can ever see myself winning. I just wish I hadn't spent the entire video muttering "shut up, shut up, shut up" under my breath while rocking back and forth in my chair like a patient in a psychiatric ward.

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<![CDATA[LOTR Online Developer Diary]]>
Creative Director Cardell Kerr and Ryan Bednar, lead designer, take a moment to show off two new character classes in this developer diary for Codemaster's MMO Lord of the Rings Online.

The Warden is loosely based on Haldir - the well-coiffured elf who overacts his way to death in the Battle of Helms Deep (movie version). A tank character at heart, the Warden can create long combo chains to deal huge amounts of damage or destroy multiple opponents. At least one of his combo moves seems to be shouting really loudly at his opponent. I like to imagine that he is saying something like "Yo momma's so fat, she tried to fit Grond with batteries."

The Runemaster is based on the character of Galadriel - only without the crucial 'resembling Cate Blanchett' perk which could be devastating if deployed against the right opponent. Rune masters can hurl around intricate looking magic composed of glowing runes or work as a healer - but not both at the same time.

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<![CDATA[Battlefront.com/1C Launch Theatre Of War 2 Developer Diary]]> Battlefront.com and developers 1C have launched a developer diary for their upcoming strategy sequel Theatre Of War 2 : North Africa 1943.

The diary is the product of all the designers and coders who are working on the title & is intended to illustrate the kind of decisions and creative choices that go in to making a game.

Or rather, it will be - at the moment there are only two entries. The first — "What shall we do?" — looks at how the sequel came into being, and how the team decided on the North African campaign as the focus of the game (spoiler: it involved palm trees).

Next is "Blood, Sand... & Map Editor" which looks at how the map designers took real-world locations and turned them into playable environments. Honestly, its more interesting than it sounds.

Theatre Of War 2 Developer Diary [Battlefront.com]

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<![CDATA[New Prince of Persia Developer Diary Shows Us the Works]]>
Just as the title says this first dev. diary from the Prince of Persia team shows us all sorts of stuff from the new acrobatics, to animation, sound design, and even a little tid bit from the story. Bottom line, the game looks awesome and I can't wait to try the roof running. Prince of Persia is currently scheduled to hit Xbox 360, PS3, and PC this holiday season.

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<![CDATA[Far Cry 2 - Play The Game You Want To Play]]> Far Cry 2 looks like the sort of game I could get completely lost in. Looking at the scenic environments in this video, a preview clip from Ubisoft's upcoming Ubidays press event, I get the urge to just wander about. Maybe it's just my recent exposure to Wild Earth: African Safari talking, but what they've created here almost looks too lovely to blow up. Fortunately the way you play the game is just as varied as the vistas you'll encounter. Creative director Clint Hocking sums up the concept of Far Cry 2 quite nicely towards the end of the video.
It's about giving the player the opportunity to play the game he wants to play the way he wants to play it.
That's a concept I can totally get behind, though getting them to include a camera I can use to photograph wildlife might be a bit too much to ask.]]>
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<![CDATA[The Homes and Graves of Fable 2]]> Microsoft sent over this pic to us, just for the Kotaku community, of a home in Fable 2 and pointed out that another new screen on the upcoming game's official blog shows off the game's graveyard. I really like the atmospheric look of both screens, especially the second.

I'm told that the Lionhead Video Diary Six has been wrapped and submitted to the Xbox Live marketplace folks for processing and eventual upload onto the Xbox 360 service. The Msoft folks tell me it's the best one to date and that it will focus on "Art and The Hero". Wonder what that means?

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<![CDATA[Iron Man Behind-The-Scenes]]> Developer Secret Level displays a pretty firm grasp on the abilities of Iron Man in this developer diary for the game of the same name. It does an IM fan proud to know that the dev team, purchased by Sega specifically for this project, had to figure out a way to create gameplay that Tony Stark couldn't just waltz through. Not only do Secret Level and Sega understand Iron Man, they also understand that it isn't a real developer diary until it's narrated by Electric Playground's Victor Lucas. It's true!]]> http://kotaku.com/index.php?op=postcommentfeed&postId=376079&view=rss&microfeed=true <![CDATA[Too Human Development Diary, Silicon Knights Officially Goes Crazy Edition]]> Some of you will enjoy the gameplay footage in Silicon Knights' latest Too Human developer diary. But make sure that you fast forward to the middle before losing another battle of attention span against the internet. Because this diary features a strange short film called The Goblin Man of Norway. We think it's meant to be a mockumentary. Chronicling the excavation of a faceless mythical artifact, huge orchestration and high production values clash with touches like clearly satirical woolly mammoth maps. It's a gloriously awkward miss, really, like Silicon Knights take Too Human so seriously that they can't even joke about it, even when they try very, very hard.

So consider this post the equivalent of making a funny face after eating some food and saying, "This tastes funny. Try it."

The Goblin Man of Normandy [NFC]

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<![CDATA[Video Diary: Offline Multiplayer and Magic in Fable 2]]> The latest developer diary is up for Fable 2 with appearances by the development team, Peter Molyneux and even Cliff Bleszinski.

The diary starts off with Senior programmer Alan Wright talking about the magic of Fable 2. There's no spellbook in the game, instead you set spells to a quick list. Wright's favorite spell is the lightning spell, which causes the victim to flash in and out of a skeleton model as he's being electrocuted.

The diary goes on to show some behind the scenes footage of Microsoft's GDC keynote, with a special appearance by Cliff Bleszinski who demands "10 percent more dog" in Fable 2, and gives some time to Molyneux to talk about offline multiplayer in the game.

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