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	<title>Up Up Down Down</title>
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	<link>http://www.uudders.com</link>
	<description>The win to gaming&#039;s yang</description>
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		<title>Gamers are spoiled idiots</title>
		<link>http://www.uudders.com/gamers-are-spoiled-idiots/</link>
		<comments>http://www.uudders.com/gamers-are-spoiled-idiots/#comments</comments>
		<pubDate>Tue, 25 May 2010 01:35:33 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Logan's Litanies]]></category>
		<category><![CDATA[Posts]]></category>
		<category><![CDATA[cracked]]></category>
		<category><![CDATA[david wong]]></category>
		<category><![CDATA[downloads]]></category>
		<category><![CDATA[drm]]></category>
		<category><![CDATA[free]]></category>
		<category><![CDATA[Gaming]]></category>
		<category><![CDATA[humble indie bundle]]></category>
		<category><![CDATA[pay what you want]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[piracy]]></category>
		<category><![CDATA[torrents]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=736</guid>
		<description><![CDATA[Not all gamers. Heck, that&#8217;d be one hell of a generalisation. I&#8217;d say quite a few. A lot. A fair share. A decent chunk.
Or, to put it another way: Too many.
I was going to find the time to editorialise my views on piracy and how it&#8217;s soured the attitudes of developers towards the PC as [...]]]></description>
			<content:encoded><![CDATA[<p>Not all gamers. Heck, that&#8217;d be one hell of a generalisation. I&#8217;d say quite a few. A lot. A fair share. A decent chunk.</p>
<p>Or, to put it another way: <i>Too many</i>.</p>
<p>I was going to find the time to editorialise my views on piracy and how it&#8217;s soured the attitudes of developers towards the PC as a platform &#8211; including my own. Before I could, the excellent David Wong over at Cracked has done it for me, using the <a href="http://www.wolfire.com/humble">Humble Indie Bundle</a> as a launchpad.</p>
<p>From the last part of his article:</p>
<blockquote><p>That [the Humble Indie Bundle] was a bundle of DRM-free independent games that, combined, would normally sell for $80. The makers offered the bundle as a direct download to the consumer &#8211; no corporate middle men &#8211; and let customers pay whatever they wanted&#8230; If ever there was a measure of the gaming community&#8217;s sense of entitlement, this was it.</p></blockquote>
<p> US$9.18 turned out to be the average amount people were willing to part with for to own the bundle&#8217;s five games. Not a great return on investment for the pack&#8217;s US$80 RRP, but it&#8217;s been shown before that the income produced from a &#8220;pay-what-you-want-model&#8221; is mediated by what <a href="http://2dboy.com/2009/10/19/birthday-sale-results/">people can afford rather than perceived value</a>.</p>
<p>This isn&#8217;t why too many gamers are spoiled idiots. No, it&#8217;s the next nugget that drives the point home:</p>
<blockquote><p>More than a quarter of the downloaders stole it outright. That&#8217;s right. More than a quarter believed that even one penny was too much to offer in return for the hundreds of hours of labor it took to create the games.</p></blockquote>
<p>Are we talking about P2P? No, no we are not:<br />
<blockquote>&#8230;This is just the people who pirated the games directly off of the game maker&#8217;s server. In other words, they intentionally used the game developers&#8217; resources so, in addition to paying nothing, they would actually cost them additional money on bandwidth.</p></blockquote>
<p>At least going the P2P method you&#8217;re getting it via the path of least resistance. From a purely psychological perspective, it makes sense. But to grab it from the developer&#8217;s own hardware? As Wong puts it, you&#8217;re not only depriving the creators of well-deserved income, you&#8217;re reaching into their pockets and taking what they already have.</p>
<p>In short: You&#8217;ve gone from idiot to full-bird dickhead.</p>
<p>We need to kill the mentality of developers being &#8220;The Man&#8221;; a duplicitous and intangible entity you need to boycott or steal from to convince it of the evil of its ways. Developers are people. They have families and homes. And they need to make a living, just like anyone else. </p>
<p>If you want to make a statement, sure, don&#8217;t buy a game. But stealing and then playing it? Can you think of <a href="http://madcat87.files.wordpress.com/2009/11/1258035395841.jpg">anything more hypocritical</a>?</p>
<p><a href=http://www.cracked.com/article_18571_5-reasons-its-still-not-cool-to-admit-youre-gamer_p2.html">5 Reasons It&#8217;s Still Not Cool to Admit You&#8217;re a Gamer</a> [Cracked]</p>
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		<title>Finally, an article on the local industry&#8230; from IGN!</title>
		<link>http://www.uudders.com/finally-an-article-on-the-local-industry-from-ign/</link>
		<comments>http://www.uudders.com/finally-an-article-on-the-local-industry-from-ign/#comments</comments>
		<pubDate>Fri, 14 May 2010 02:26:50 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Logan's Litanies]]></category>
		<category><![CDATA[Posts]]></category>
		<category><![CDATA[auran]]></category>
		<category><![CDATA[australia]]></category>
		<category><![CDATA[firemint]]></category>
		<category><![CDATA[fury]]></category>
		<category><![CDATA[gdaa]]></category>
		<category><![CDATA[gfc]]></category>
		<category><![CDATA[ign]]></category>
		<category><![CDATA[pandemic]]></category>
		<category><![CDATA[patrick kolan]]></category>
		<category><![CDATA[tsumea]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=733</guid>
		<description><![CDATA[Found on IGN, penned by Patrick Kolan. The link is courtesy of Tsumea.
From the piece:
Is it possible that, while we&#8217;ve been sitting on our couches delving into the latest and greatest games from the world&#8217;s biggest developers, the Australian games industry is on the brink of collapse? A slow, secret death that is not only [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://au.xbox360.ign.com/articles/108/1088951p1.html">Found on IGN</a>, penned by Patrick Kolan. The link is courtesy of <a href="http://tsumea.com/australasia/australia/news/130510/ign-editorial-on-the-state-of-the-australian-games-industry">Tsumea</a>.</p>
<p>From the piece:<br />
<blockquote>Is it possible that, while we&#8217;ve been sitting on our couches delving into the latest and greatest games from the world&#8217;s biggest developers, the Australian games industry is on the brink of collapse? A slow, secret death that is not only affecting the lives of games industry employees, but completely undermining the long-term health of the Australian game design community?</p></blockquote>
<p>I think &#8220;game design community&#8221; is a little specific &#8211; producers, programmers and artists are losing their jobs too &#8211; and the lack of comment from any of the companies mentioned (apart from the GDAA) makes it as hard-hitting as a wet cake, but it&#8217;s a start. To be fair to Pat, when you&#8217;re working for a pulp site like IGN, finding a reason to scribe something that isn&#8217;t a game review or needlessly estatic preview can be difficult. If it isn&#8217;t R18+, the audience is apathetic at best.</p>
<p>All we need now is for a few more Aussie journos to take a closer look at the local industry. Why has no one interviewed Rob Murray over at Firemint about the iPhone OS 4.0 license agreement? And in the wake of the GFC, we have studios such as Halfbrick putting out quality morsels like Fruit Ninja. Surely it&#8217;s worth a bit of coverage? It broke into the USA app store&#8217;s Top 10 after all.</p>
<p>Honestly, the stories almost write themselves.</p>
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		<title>You lucky lucky people!</title>
		<link>http://www.uudders.com/you-lucky-lucky-people/</link>
		<comments>http://www.uudders.com/you-lucky-lucky-people/#comments</comments>
		<pubDate>Tue, 11 May 2010 21:37:07 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Posts]]></category>
		<category><![CDATA[Rob's Rhetoric]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[logan]]></category>
		<category><![CDATA[rob]]></category>
		<category><![CDATA[up up down down]]></category>
		<category><![CDATA[UUDD]]></category>
		<category><![CDATA[uudders]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[videogame]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=716</guid>
		<description><![CDATA[
No Uudders isn’t dead; it’s merely in a state of torpor. The head chefs (Logan and myself) are going through a busy RL patch at present; with Loge’s currently in the death-rattle stages of pre-release beta for a Dreamworks title, and myself currently readjusting lifestyle to the strange new customs of a foreign land (even [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><a href="http://www.uudders.com/wp-content/uploads/2010/05/sleep.jpg"><img class="alignnone size-medium wp-image-719" title="sleep" src="http://www.uudders.com/wp-content/uploads/2010/05/sleep-205x300.jpg" alt="" width="205" height="300" /></a></p>
<p style="text-align: left;">No Uudders isn’t dead; it’s merely in a state of torpor. The head chefs (Logan and myself) are going through a busy RL patch at present; with Loge’s currently in the death-rattle stages of pre-release beta for a Dreamworks title, and myself currently readjusting lifestyle to the strange new customs of a foreign land (even though New Zealand is about as foreign to Australia as Canada is to the States).</p>
<p style="text-align: left;">We hope that you will remain patient with us over the next month or two as we attempt to gradually build it back up to a steady hum once again, and know that our separation doesn’t in any way spell the end times for armature nerd on nerd action, I myself plan to start posting regularly again and once I’ve got my workstation back online I also hope to be remotely adding to our video features.</p>
<p style="text-align: left;">So stay tuned, come make some spam posts on our website if you like, tell us how gay we are and let us know you’re still out there lurking. In the mean time though, on behalf of Uudders -salute!.</p>
<p style="text-align: left;">~R</p>
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		<title>Zombies, coming to a Melbourne near you</title>
		<link>http://www.uudders.com/zombies-coming-to-a-melbourne-near-you/</link>
		<comments>http://www.uudders.com/zombies-coming-to-a-melbourne-near-you/#comments</comments>
		<pubDate>Wed, 28 Apr 2010 01:48:52 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Logan's Litanies]]></category>
		<category><![CDATA[Posts]]></category>
		<category><![CDATA[2010]]></category>
		<category><![CDATA[australia]]></category>
		<category><![CDATA[culture]]></category>
		<category><![CDATA[events]]></category>
		<category><![CDATA[melbourne]]></category>
		<category><![CDATA[undead]]></category>
		<category><![CDATA[zombie shuffle]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=714</guid>
		<description><![CDATA[Ah&#8230; nothing like a zombie march to get the blood pumping. Does it really matter if it&#8217;s flowing from an exposed wound? I don&#8217;t think so.
Zombie marches are held everywhere, but Melbourne&#8217;s own undead shuffle is taking place this weekend on May 1. The horde will start at the Carlton Gardens north of the city [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/04/zshuffle.jpg" class="centre">Ah&#8230; nothing like a <a href="http://en.wikipedia.org/wiki/Zombie_walk">zombie march</a> to get the blood pumping. Does it really matter if it&#8217;s flowing from an exposed wound? I don&#8217;t think so.</p>
<p>Zombie marches are held everywhere, but Melbourne&#8217;s own undead shuffle is taking place this weekend on May 1. The horde will start at the Carlton Gardens north of the city at 1PM, and shamble its way to the metro core, bringing all the fake corpulent skin you could ever want with it. Even if the only shooting will be done with cameras, I&#8217;m sure it&#8217;ll be fun for everyone who doesn&#8217;t instantly drop a potato in their underdaks. If the <a href="http://www.flickr.com/photos/bovinemagnet/3515733810/">photos from previous years</a> are anything to go by, it should be a blast.</p>
<p>And, despite being an amateur affair, some of the makeup and effects are quite good&#8230; more than good enough to find their way into a certain zombie survival simulator&#8230;</p>
<p><a href="http://thatsmelbourne.com.au/Whatson/Festivals/ArtsandCulture/Pages/33bb9368-c154-4f44-ac73-a190955de191.aspx">Melbourne Zombie Shuffle 2010</a> [that's melbourne]</p>
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		<title>A beginner’s guide to Resident Evil 5 Part 4</title>
		<link>http://www.uudders.com/a-beginner%e2%80%99s-guide-to-resident-evil-5-part-4/</link>
		<comments>http://www.uudders.com/a-beginner%e2%80%99s-guide-to-resident-evil-5-part-4/#comments</comments>
		<pubDate>Wed, 24 Mar 2010 03:35:02 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Clips]]></category>
		<category><![CDATA[Frontier Reviews]]></category>
		<category><![CDATA[humour]]></category>
		<category><![CDATA[logan]]></category>
		<category><![CDATA[resident evil 5]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[rob]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[up up down down]]></category>
		<category><![CDATA[UUDD]]></category>
		<category><![CDATA[uudders]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[videogame]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=704</guid>
		<description><![CDATA[http://www.uudders.com/wp-content/uploads/2010/03/resi5pt4thumb.jpg]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="497" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=9841310&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="497" src="http://vimeo.com/moogaloop.swf?clip_id=9841310&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object><a href="http://vimeo.com/9841310"></a></p>
<p>Welly welly well, its time for the fourth part to our exclusive play through of <a href="http://www.uudders.com/category/game-reviews/">Resident Evil 5; The Beginners Guide</a> series!<span id="more-704"></span></p>
<p>This fourth installment really explores the fascinatingly bad quality of video we were using when we first started recording these Resi5 play though sessions. We’ve attempted to clean it up as best as we can though we do advise you look away periodically so as to give your eyes a rest from the sheer hodge podge of it all.</p>
<p>Parts five and six are booted, suited and ready to be um… commuted? So stick around.</p>
<p>Also coming soon to the video section will be our newest installment to the <a href="http://www.uudders.com/category/indie-games/">Indiana Pones</a> series of clips, this time we play through the finalists and winners of the <a href="http://www.tigsource.com/features/adultedu/">Independent Gaming Source Adult / Educational Game Competition</a></p>
<p>… it was an experience of bemusement and mental damage to film, so please do tune back in soon for the finished video.</p>
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		<title>A beginner’s guide to Resident Evil 5 Part 3</title>
		<link>http://www.uudders.com/697/</link>
		<comments>http://www.uudders.com/697/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 03:42:11 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Clips]]></category>
		<category><![CDATA[Frontier Reviews]]></category>
		<category><![CDATA[beginners guide]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[live]]></category>
		<category><![CDATA[logan]]></category>
		<category><![CDATA[playthrough]]></category>
		<category><![CDATA[resi5]]></category>
		<category><![CDATA[resident evil 5]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[rob]]></category>
		<category><![CDATA[survival horror]]></category>
		<category><![CDATA[up up down down]]></category>
		<category><![CDATA[UUDD]]></category>
		<category><![CDATA[uudders]]></category>
		<category><![CDATA[video games]]></category>
		<category><![CDATA[videogame]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=697</guid>
		<description><![CDATA[http://www.uudders.com/wp-content/uploads/2010/03/resi5pt3thumb.jpg]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="640" height="497" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=9659996&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="640" height="497" src="http://vimeo.com/moogaloop.swf?clip_id=9659996&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=ffffff&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Lookit, we came through!</p>
<p>We really DID finish Resi 5, and recorded most of it, and heres the PROOF!</p>
<p>Part three of our <a href="http://www.uudders.com/category/game-reviews/">Beginners Guide to Resident Evil #5</a> series of videos; essentially we endeavored to experience and critique the game live at a frontier review capacity; these videos are the result.</p>
<p>Enjoy the antics &amp; poor footage quality of this newest installment, which consists mainly of the two of us shouting at each other and shrieking wildly as we fumble our way through Mission #3 on Veteran difficulty, much the same way a questionably experienced young lad would fumble his way through bra clasps and condom wrappers during those early life encounters of intimacy.</p>
<p>Parts 4 &amp; 5 are also complete and will appear on this site very shortly. Over the course of the play-through we recorded across two separate digital televisions, with different cameras &amp; capture techniques, taking this into consideration I can assure you that the video footage quality will improve beyond this installment, and perhaps it might also get worse in some areas also.</p>
<p>Not an oldskool uudder? Perhaps you might like to watch the earlier parts in the series first:</p>
<p><a href="http://www.uudders.com/a-beginners-guide-to-resident-evil-5/">Episode #1</a></p>
<p><a href="http://www.uudders.com/a-beginners-guide-to-resident-evil-5-part2/">Episode #2</a></p>
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		<title>Zafehouse 2&#8217;s shiny new combat window (and mechanics)</title>
		<link>http://www.uudders.com/zafehouse-2s-shiny-new-combat-window-and-mechanics/</link>
		<comments>http://www.uudders.com/zafehouse-2s-shiny-new-combat-window-and-mechanics/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 06:50:57 +0000</pubDate>
		<dc:creator>Logan</dc:creator>
				<category><![CDATA[Logan's Litanies]]></category>
		<category><![CDATA[Posts]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gaming]]></category>
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		<category><![CDATA[windows]]></category>
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		<category><![CDATA[zafehouse 2]]></category>
		<category><![CDATA[zombies]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=695</guid>
		<description><![CDATA[It&#8217;s been a long time coming, but I&#8217;ve finally done enough work on Zafehouse 2&#8217;s second combat prototype to post a couple of screenshots.
As I mentioned in a previous update, the original combat implementation was ground into a fine, code-tasting dust and packed away, replaced by an infinitely deeper (and juicier) solution that uses firing [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_1_big.png"><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_1.jpg" class="centre"></a>It&#8217;s been a long time coming, but I&#8217;ve finally done enough work on Zafehouse 2&#8217;s second combat prototype to post a couple of screenshots.</p>
<p>As I <a href="http://www.playwrite-blog.net/zafehouse-2/combat-prototype-2-is-underway-zafehouse-2-demo-by-june-star-alignment-pending/">mentioned in a previous update</a>, the original combat implementation was ground into a fine, code-tasting dust and packed away, replaced by an infinitely deeper (and juicier) solution that uses firing arcs.</p>
<p>Entering into combat hasn&#8217;t changed &#8211; you still click on the event in the event window &#8211; and the representation of the room is similar too. The difference is that zombies are no longer shown as one large group, they&#8217;re now broken up into individual flesh-eating nasties. Weapons have also evolved, the far/close/melee profiles exchanged for variable firing arcs and shot modes. For example, the shotgun has a wide firing arc and shoots pellets in a spread, but it can only fire once per turn and has a short range. A submachine gun on the other hand has a medium firing arc and range, but you can shoot up to six bullets at one or multiple targets. Keep in mind that each bullet fired in the same turn reduces the accuracy of the shot that follows it.</p>
<p>Hit the jump for an additional screenshot which show projectiles in flight. Yes, I said <i>projectiles</i>.</p>
<p><span id="more-695"></span><a href="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_2_big.png"><img src="http://www.playwrite-blog.net/wp-content/uploads/2010/02/newz_2.jpg" class="centre"></a></p>
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		<title>We&#8217;re not dead, we feel fine, we feel happeee&#8230;</title>
		<link>http://www.uudders.com/were-not-dead-we-feel-fine-we-feel-happeee/</link>
		<comments>http://www.uudders.com/were-not-dead-we-feel-fine-we-feel-happeee/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 05:06:44 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Posts]]></category>
		<category><![CDATA[Rob's Rhetoric]]></category>
		<category><![CDATA[Barista]]></category>
		<category><![CDATA[Blendo Games]]></category>
		<category><![CDATA[Brendon Chung]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gravity Bone]]></category>
		<category><![CDATA[independent]]></category>
		<category><![CDATA[Indiana Pones]]></category>
		<category><![CDATA[Indianna Pones]]></category>
		<category><![CDATA[logan]]></category>
		<category><![CDATA[rob]]></category>
		<category><![CDATA[up up down down]]></category>
		<category><![CDATA[UUDD]]></category>
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		<category><![CDATA[video games]]></category>
		<category><![CDATA[videogame]]></category>

		<guid isPermaLink="false">http://www.uudders.com/?p=677</guid>
		<description><![CDATA[Well here we all are again, the Sci-Fi decade commenceth!
As promised some time back, we will be kicking off the new year firstly with an Indianna Pones extravaganza; presenting our exclusive three part documentary focus on the releases of Blendo Games, including a blow-by-blow interview with Blendo’s founding playa Brendon Chung.
For any of you out [...]]]></description>
			<content:encoded><![CDATA[<p>Well here we all are again, the Sci-Fi decade commenceth!</p>
<p>As promised some time back, we will be kicking off the new year firstly with an <a href="http://www.uudders.com/category/indie-games/">Indianna Pones</a> extravaganza; presenting our exclusive three part documentary focus on the releases of <a href="http://www.blendogames.com/">Blendo Games</a>, including a blow-by-blow interview with Blendo’s founding playa Brendon Chung.</p>
<p>For any of you out there who’re unhealthily obsessed with Mr. Chung, we’ve included the interview transcript for your reading pleasure (below).</p>
<p>In addition to this Blendo games expose, we’ve got even more recently relevant news that’s so hot out of the oven you’ll blister your tongue trying to digest it, ruining the rest of your day and any other consequent meals you might attempt to enjoy… material or er metaphysical… what was I getting at again?</p>
<p>…Oh right, <a href="http://www.blendogames.com/flotilla/">Flotilla</a> (review pending).</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowScriptAccess" value="always" /><param name="src" value="http://www.youtube.com/v/NN5fJB0bo48&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en_US&amp;feature=player_embedded&amp;fs=1" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/NN5fJB0bo48&amp;color1=0xb1b1b1&amp;color2=0xcfcfcf&amp;hl=en_US&amp;feature=player_embedded&amp;fs=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Flotilla is the newest of the new from the mind of Brendon Chung, soon to be released through Impulse, GamersGate, XBLA and also direct from Blendo Games. We’ve got our copy of the game, where’s yours?</p>
<p>We’ve also recently been writing lots of promise-checks by way of our stunted efforts to play through the entirety of Resident Evil 5; all three of our die hard <a href="http://www.uudders.com/category/game-reviews/">Beginners-Guide</a> fans will be happy to know that recently Loge’s and myself finally witnessed the conclusion to Resi 5 in all of its jaundice tinged glory! So now all that’s left for us to do (aside from the mammoth video editing line I’ve got to wade through) is make more promises about soon to be finished and updated entries into our Beginners Guide to Resident Evil #5 series; parts three &amp; four should be up in the next couple of weeks so ya’ll do come back now!</p>
<p>And now our interview with Brendon Chung of Blendo Games&#8230;</p>
<p><span id="more-677"></span><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> Can you tell us about your history &amp; experience with Videogames; Your gamer roots, the titles that you’ve drawn the most inspiration from, your love of the artistic medium that is ‘Games’, how long you’ve been developing your own games.</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> I grew up with the old 16-color Sierra and LucasArts adventure games. I think the first game I made was a text adventure game in QBasic &#8211; just getting a little text prompt that recognized player input was incredibly exciting (for me, at least!). There&#8217;s been a lot of films, books, and games that have had an impact on me. Regarding games, notable ones for me are Thief, X-COM, and Another World. It&#8217;s great when a game creates a world that just compels you to discover more and more about it.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> How many games have you developed that have never seen the light of day &amp; of which is there one or two in particular that you regret having never been able to release?</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> There&#8217;s a pile of game prototypes hanging out in my hard drive. It usually takes several iterations to finally get something on the right track. What&#8217;s nice is that when things finally do start shaping up, there&#8217;s a nice grab-bag of prototype code, assets, levels, and sounds to pick and choose from!  There&#8217;s definitely a few prototypes I&#8217;d like to clean up and flesh out some more.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD: </span></em></strong><em>The original Barista game (apart from having Coffee drink health power-ups) has no direct indication as to the significance of its title; additionally it has spawned three apparent sequels if going by the name alone. Can you divulge to us the enigma of the Barista series concerning the title ‘Barista’? Or is it a carefully guarded secret? And were they actually intended to follow on from one another?</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> The back story for the original Barista was &#8220;something catastrophic happens in the Mars station where everyone awake disappears.&#8221;  The gag was, the player character never drinks coffee.  So, you sleep like a baby and survive the ordeal.  This gag is somewhat referenced by the other Barista games, in that you always begin the game waking up from slumber. Once the project was done, the coffee back-story felt a bit too ridiculous, so I removed most references to it.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD: </span></em></strong><em>(In the Case of Barista #1) DooM modding back in the day was arguably the original game customization craze that birthed FPS modding as we know it today, responsible for such success stories as Couterstrike &amp; Team Fortress. Were you a DooM modder back in the day? Why chose DooM source to make an indie game? Was your plan for the originating Barista always to make it so brief or had you initially planned more levels / episodes?</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> I made a lot of Doom maps back in the day. None were released &#8211; I didn&#8217;t have an Internet connection at the time!</p>
<p>Barista 1 was made primarily to learn how to use the ZDoom engine port and learn its scripting language.  Whenever I learn how to use a game engine, I like to expand my test maps into a small, focused project, such as Barista 1.  Afterward, once I&#8217;m more comfortable with the game engine and know its strengths and weaknesses, I&#8217;m in a better position to make a bigger, full-fledged production.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD: </span></em></strong><em>(In the Case of Barista #2) players were exposed to intricate abstractions akin to what they would later experience in a consolidated format within Gravity Bone. What was the deal with Barista #2? Who was the girl? What was the equation? </em></p>
<p><em>How did you come up with the fantastically non-diegettic concept of forcing the player out of their FPS comfort zone &amp; into a more text-adventure sensitive format with the introduction of the talking skull?</em></p>
<p><strong><span style="text-decoration: underline;">BC: </span></strong>The gag of the story is that the player is always trailing one step behind an expedition team. The player discovers the expedition team slowly unraveling, starting with distrust, to jealousy, and eventually culminating in murder. The player has his own back story, but I&#8217;ll leave that part open to interpretation for now!</p>
<p>I can&#8217;t claim credit for the idea of the talking skull. The idea was borrowed from Bungie&#8217;s great &#8220;Pathways into Darkness&#8221;, where the player could talk to dead nazi soldiers to learn more about the story and characters.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> The following Barista installments came in the form of Doom3 &amp; Halflife mods, in addition to this you also have a number of other Blendo-branded mods such as Bugstompers, the Puppy Years &amp; Bootleg Squadrog; while these are slightly less accessible for all casual gamers (needing the original game in order to run) they seem to have been quite popular in the modding community. Can you tell us a little more about them, particularly for the benefit of those interested in your stand-alone indie releases who might not have played the mods.<br />
</em><br />
<strong><span style="text-decoration: underline;">BC:</span></strong> Bootleg Squadrog was an experiment to see how would it feel to play the role of a squad member, not a squad leader. That is, your AI squad leader gives your team orders, and you and your squad mates carry out these orders. It was challenging to make your squad buddies move in a tight pack and do basic bounding overwatch maneuvers, but it turned out pretty well.</p>
<p>In Bugstompers you play a space-marine on a mission to retrieve a MacGuffin suitcase from an abandoned office complex. It builds off of Bootleg Squadrog in that you have an AI squad mate who gives you covering fire and cooperates with you in solving some puzzles.  Something Bugstompers plays with is the player weapon. I was taking a photography class at the time, and thought it would be fun to model a rifle after the basic camera principles of f-stops and shutter speed.  The final result was a simplified system where the player was able to modify two-weapon parameters on the fly, letting the player &#8220;make&#8221; any weapon he needed.</p>
<p>The Puppy Years was made mainly because I think the premise of a super-powered infant is hilarious. You climb up sheer walls, hack security keypads with your tiny baby-hands, and eat cookies and milk.  This was a bit more ridiculous than my previous projects, so it was a nice change of pace.</p>
<p><strong><span style="text-decoration: underline;">UUDD:</span></strong> Most recently released in your Mod specific repertoire is the Doom3 based title Pathways Redux; intended to be your love letter to the original Apple FPS title Pathways by Bungie. Can you elaborate on your feelings toward the original, how you came to revisit this somewhat obscure nugget of retro gaming &amp; what you were aiming for in your Pathways Redux remake?</p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> After Barista 3, I was interested in following it up with a more elaborate project. Barista 3 played with the Doom 3 GUI system and had a fairly large story component, so I wanted to do something that further explored those aspects. Pathways fit the bill quite well &#8211; it had a great story to tell, and there was a lot of room for experimenting with light adventure game mechanics such as inventory items and conversation trees.</p>
<p>It&#8217;s always fun to see in what directions a genre can be pushed and prodded. There&#8217;s something thrilling to see games like Ultima Underworld of Pathways into Darkness blurring the lines between game genres.</p>
<p><strong><span style="text-decoration: underline;">UUDD:</span></strong> In your entire listed catalogue, the point &amp; click adventure Pilot Light is easily the odd one out. This sample sized homage to the LucasArts era of RPG gaming is branded as being the ‘first episode’. Can you talk a bit about this particular project and the likelihood of Pilot Light Episode #2.</p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> I grew up on the old Sierra and LucasArts adventure games. I heard about this free game engine called Adventure Game Studio and saw a nice opportunity to make homage to the point&#8217;n'click genre, and give myself a primer on the AGS engine at the same time.  Pilot Light was very refreshing to make &#8211; compared to previous projects, it was a nice change of pace to have the game not focus on shooting everything that moves!</p>
<p>There is a half-complete Pilot Light 2 sitting somewhere in my computer. It&#8217;s a light RPG where the player can visit planets and take on odd jobs. The scope of the project got a bit out of control, so I stopped working on it.  I&#8217;d certainly like to revisit it someday.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> Your game ‘Grotto King’ seems to be a strange halfway point between some of the more recognized releases (Gravity Bone / Barista) can you tell us a little about the development of this project &amp; your thoughts regarding GK in general.</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> At the time, I was having the game equivalent to writer&#8217;s block on Gravity Bone. I decided to take a break and make a small FPS game to get things moving again &#8211; this ended up being Grotto King.</p>
<p>A problem I was having with Gravity Bone was developing its art. Its art then was more realistic-looking, and it took a large amount of time to make a single asset. I happened to borrow Zelda Wind Waker over a weekend and loved its art style &#8211; so I used Grotto King as a test bed for trying out a cartoon look.  It turned out better than expected, and as a bonus it was now significantly easier to generate art assets.</p>
<p>One of my goals was to make an FPS game for people who have never played an FPS game. There&#8217;s a fair amount of coordination required to move with the keyboard, look with the mouse, and shoot at the same time. So I thought it would be fun for Grotto King to be a &#8220;My First FPS&#8221; for new gamers.  Testing it on non-gamers was great, if a little soul-crushing &#8211; watching someone fall into the same lava pit for the 20th time in a row is an amazing wake-up call that something needs to be adjusted.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> In your earliest listed works we can find mention of your Citizen Abel character in the form of a collection of what looks like mod maps for HalfLife, can you explain to UUDD &amp; its audience if this is a significant character of your creation or just a simple film geek play-on-words, and if the former then who-exactly IS the illusive ‘Citizen Abel’ and how significant is he/she to your work.</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> Citizen Abel is the name of a series of Quake 2 mods I made several years ago. The player assumed the role of Citizen Abel, a gun for hire.</p>
<p>Abel is what made me take a deeper interest in game development. After releasing the first Abel and getting some good feedback, I became interested in game development &#8211; what makes a game good, what are the nuts &amp; bolts to achieving those things?  I experimented with various ideas in the sequels, some things successfully working and some things failing horribly.  My latest project &#8220;Gravity Bone&#8221; is the fifth Citizen Abel episode.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> Which brings us to Gravity Bone; this is a difficult game to discuss as aside from its rampant peculiarity the most noticeable dilemma for Journalists writing about this game seems to be the dichotomy faced trying to explain its content with desired zeal, while ambivalently trying to keep their review free of spoilers. From the perspective of the gamer, Citizen Abel is a secret agent arriving at some sort of plush mountain lodge where an international super villain (or sexual deviant) convention is apparently taking place. From here the player engages in about 30 mins worth of lateral thinking in order to navigate to the game’s conclusion. Please tell us a bit about how the game came about.</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> Gravity Bone is a sequel to a series of mods made a while ago named Citizen Abel.  The first couple iterations of Gravity Bone were very gun-heavy.  Lots of bullets, lots of explosions.  I wanted to add something to break up the shooting sequences, so I experimented with a few things like grappling hooks and computer consoles.</p>
<p>With each passing iteration, the new &#8220;toys&#8221; and story bits became more interesting, but the gun shooting started feeling almost unnecessary.  I had always wanted to try to make a FPS game that didn&#8217;t have any shooting, so I decided to take the plunge and remove guns from Gravity Bone. It was a fun thing to try, and I&#8217;m still pretty surprised that people are responding to the final results.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> Tell the truth, did you make up most of Gravity Bone as you went or was it meticulously planned out?</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> Yeah, the project was planned out. But, as often happens, every level went through a lot of iteration and changes. I&#8217;ve found that the best ideas are almost always sparked once you see the initial pass of your ideas implemented in the engine.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> One of the most memorable aspects of Gravity Bone is its unique artistic aesthetic, stylistically half 70’s retro-kitsch and half 80’s Super Deformed Anime. Tell us about the creative inspiration behind this.</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> I didn&#8217;t really have any sort of epiphany about it; the style was borne out of technical constraints &#8211; the technical constraint namely being myself.</p>
<p>My 3D modelling skills are fairly basic. People are difficult to make, but I&#8217;m fairly capable of making mechanical-looking objects. After failing to make a good-looking person for the <em>n</em>th time, I decided on a whim to make a character with an oversized square head. It instantly clicked &#8211; on the design side, it had a great light-hearted look, and on the production side it was dead simple and quick to make new characters and textures.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> How long was its development from start to finish? Was it a long-term project considering your original Citizen Able relevant work, involving dressed up content that you created back then? Or 100% fresh material?</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> I&#8217;d estimate Gravity Bone took about a year from start to finish.  The game itself is short &#8211; most of the development time was spent iterating on various versions and polishing up the final project.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> What have been some of the more memorable responses and/or feedback to Gravity Bone (friends/family &amp; complete strangers) that you’ve had?</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> Someone had an interesting comment on the characters.  He felt that very little was expected of the characters &#8211; they&#8217;re big square people, their animation is limited to a few frames, and you don&#8217;t really interact with them in any meaningful way.  But by the time the finale is reached, the characters surprise you a bit and give the impression of having back story, personality.  I didn&#8217;t quite intend to pull a switcheroo like that, but I thought it was a very interesting view.</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> Do you think we might see more of Citizen Abel in the future?</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> I&#8217;d certainly like to see more!</p>
<p><strong><em><span style="text-decoration: underline;">UUDD:</span></em></strong><em> Finally we arrive at your latest work-in-progress Atom Zombie Smasher, being developed with the open source 360 community XNA utility, you’ve described AZS as a top down strategy game.</em></p>
<p><strong><span style="text-decoration: underline;">BC:</span></strong> Yes, Atom Zombie Smasher is a game I&#8217;m making using the XNA framework.  It&#8217;s potentially for release on XBLA, though its still in development.</p>
<p><strong>(Uudders would like to personally thank Brendon for taking the time to speak to us about his work, we wish him all the best with Flotilla and Atom Zombie Smasher in 2010)</strong></p>
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		<title>Indianna Pones: Blendo Games Part #1</title>
		<link>http://www.uudders.com/indianna-pones-blendo-games-part-1/</link>
		<comments>http://www.uudders.com/indianna-pones-blendo-games-part-1/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 03:22:09 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Clips]]></category>
		<category><![CDATA[Indiana Pones]]></category>
		<category><![CDATA[Barista]]></category>
		<category><![CDATA[Blendo Games]]></category>
		<category><![CDATA[Brendon Chung]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[Gravity Bone]]></category>
		<category><![CDATA[independent]]></category>
		<category><![CDATA[Indianna Pones]]></category>
		<category><![CDATA[logan]]></category>
		<category><![CDATA[rob]]></category>
		<category><![CDATA[up up down down]]></category>
		<category><![CDATA[UUDD]]></category>
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		<guid isPermaLink="false">http://www.uudders.com/?p=657</guid>
		<description><![CDATA[http://www.uudders.com/wp-content/uploads/2010/02/1.jpg]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="643" height="365" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowfullscreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://vimeo.com/moogaloop.swf?clip_id=9543462&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=&amp;fullscreen=1" /><embed type="application/x-shockwave-flash" width="643" height="365" src="http://vimeo.com/moogaloop.swf?clip_id=9543462&amp;server=vimeo.com&amp;show_title=0&amp;show_byline=0&amp;show_portrait=0&amp;color=&amp;fullscreen=1" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>This is the first of three parts, an exclusive inside look at the fantastic indie releases of Blendo Games, and an interview with their creator Brendon Chung.</p>
<p>This first part looks at Blendo titles: Barista &amp; Barista 2</p>
<p>If you enjoyed this, be sure to check out <a href="http://www.uudders.com/indianna-pones-blendo-games-part-2/">Part #2</a> and <a href="http://www.uudders.com/indianna-pones-blendo-games-part-3/">Part #3</a>!</p>
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		<title>Indianna Pones: Blendo Games Part #2</title>
		<link>http://www.uudders.com/indianna-pones-blendo-games-part-2/</link>
		<comments>http://www.uudders.com/indianna-pones-blendo-games-part-2/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 03:15:55 +0000</pubDate>
		<dc:creator>Rob</dc:creator>
				<category><![CDATA[Clips]]></category>
		<category><![CDATA[Indiana Pones]]></category>
		<category><![CDATA[Blendo Games]]></category>
		<category><![CDATA[Bootleg Squarog]]></category>
		<category><![CDATA[Brendon Chung]]></category>
		<category><![CDATA[Bugstompers]]></category>
		<category><![CDATA[independent]]></category>
		<category><![CDATA[logan]]></category>
		<category><![CDATA[Pilot Light]]></category>
		<category><![CDATA[rob]]></category>
		<category><![CDATA[The Puppy Years]]></category>
		<category><![CDATA[up up down down]]></category>
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		<category><![CDATA[video games]]></category>

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<p>This is the second of three parts, an exclusive inside look at the fantastic indie releases of Blendo Games, and an interview with their creator Brendon Chung.</p>
<p>This second part looks at Blendo titles: Bootleg Squarog, The Puppy Years, Bugstompers &amp; Pilot Light.</p>
<p>If you enjoyed this, be sure to check out <a href="http://www.uudders.com/indianna-pones-blendo-games-part-1/">Part #1</a> and <a href="http://www.uudders.com/indianna-pones-blendo-games-part-3/">Part #3</a>!</p>
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