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<!--Generated by Squarespace Site Server v5.11.81 (http://www.squarespace.com/) on Tue, 29 May 2012 21:25:57 GMT--><rss xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:wfw="http://wellformedweb.org/CommentAPI/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd" xmlns:dc="http://purl.org/dc/elements/1.1/" version="2.0"><channel><title>DevDiary</title><link>http://www.devdiary.org/devdiary/</link><description></description><lastBuildDate>Mon, 26 Mar 2012 01:47:37 +0000</lastBuildDate><copyright></copyright><language>en-US</language><generator>Squarespace Site Server v5.11.81 (http://www.squarespace.com/)</generator><item><title>The Secret World Developer Diary - Freeform Progression</title><category>MMO</category><category>The Secret World</category><category>The Secret World</category><category>ability wheel</category><category>dev diary</category><category>developer diary</category><dc:creator>Jay Feezor</dc:creator><pubDate>Mon, 26 Mar 2012 01:31:55 +0000</pubDate><link>http://www.devdiary.org/devdiary/2012/3/25/the-secret-world-developer-diary-freeform-progression.html</link><guid isPermaLink="false">455421:5224165:15587974</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/secretworlddev.jpg?__SQUARESPACE_CACHEVERSION=1332726402204" alt="" /></span></span><span>Instead of taking the standard <span>MMO</span> formula and adding bits to it, <span>Funcom</span> looks to be doing something completely different with </span><em>The Secret World</em><span>. As you'll see in their latest dev diary, the notion of classes is being replaced by a full customizable set of some 500 abilities which you put together via the 'ability wheel'. That's all well and good but what I really <span>wanna</span> know is if you can jump in the game, cause </span><em>that</em><span>&nbsp;is the deal breaker for me <span>MMO</span>-wise.</span>]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-15587974.xml</wfw:commentRss></item><item><title>Diablo retrospective and dev interviews for its 15th anniversary</title><category>Blizzard</category><category>Diablo</category><category>Diablo II</category><category>Diablo III</category><category>Diablo III</category><category>dev</category><category>interview</category><category>video</category><dc:creator>Jay Feezor</dc:creator><pubDate>Fri, 06 Jan 2012 11:41:39 +0000</pubDate><link>http://www.devdiary.org/devdiary/2012/1/6/diablo-retrospective-and-dev-interviews-for-its-15th-anniver.html</link><guid isPermaLink="false">455421:5224165:14464088</guid><description><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/diablo15.jpg?__SQUARESPACE_CACHEVERSION=1325853180174" alt="" /></span></span>Blizzard has put up <a href="http://us.battle.net/d3/en/game/anniversary/" target="_blank">a page on their battle.net site</a> commemerating Diablo's 15th anniversary. Mosey on over there to check out the games history, as well as get some developer insight on the series future. There's also a timeline and several other videos including all of the Diablo II cut scenes. Yes, all of this will just make you jones for the game that much more, but they mention that the game is pretty much done already, so it shouldn't be much longer. Right? RIGHT?!&nbsp;</p>]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-14464088.xml</wfw:commentRss></item><item><title>Metal Gear Rising Q&amp;A with Hideo Kojima</title><category>Hideo Kojima</category><category>Metal Gear Rising</category><category>Metal Gear Rising Revengeance</category><category>Metal Gear Solid</category><category>News</category><dc:creator>Jay Feezor</dc:creator><pubDate>Thu, 15 Dec 2011 16:40:27 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/12/15/metal-gear-rising-qa-with-hideo-kojima.html</link><guid isPermaLink="false">455421:5224165:14131824</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/kojima.jpg?__SQUARESPACE_CACHEVERSION=1323968539511" alt="" /></span></span>As you may have heard,<em> Metal Gear Rising</em>&nbsp;as it was known has been cancelled and the project was handed over to Platinum Games to be reworked. This is probably for the best since even from the first trailer it was evident that MGR wasn't your typical stealthy MGS. Platinum Games has definitely shown that they know their way around an action game, and I can't wait to see what they do with the title. You can find the 5 part Q&amp;A after the break.]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-14131824.xml</wfw:commentRss></item><item><title>Capcom Digital Collection announced for 360</title><category>1942 Joint Strike</category><category>Bionic Commando Rearmed 2</category><category>Capcom</category><category>Capcom Digital Collection</category><category>Capcom Digital Collection</category><category>Final Fight Double Impact</category><category>Flock!</category><category>HD</category><category>Rocketmen: Axis of Evil</category><category>Super Puzzle Fighter II Turbo HD Remix</category><category>Super Street Fighter II HD Remix</category><category>remake</category><category>xbla</category><dc:creator>Jay Feezor</dc:creator><pubDate>Thu, 15 Dec 2011 06:50:49 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/12/15/capcom-digital-collection-announced-for-360.html</link><guid isPermaLink="false">455421:5224165:14127481</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/capcom_digital_colle_2cade6_psd_jpgcopy.jpg?__SQUARESPACE_CACHEVERSION=1323933113169" alt="" /></span></span>We've reached the Event Horizon! The point where remakes are rebundled and relaunched. If you're a Capcom fan and have put off trying any of the HD remakes Capcom has put out for XBLA, then this is for you. Included in this bundle is: <em>1942 Joint Strike</em>, <em>Bionic Commando Rearmed 2</em>, <em>Final Fight Double Impact</em>, <em>Flock!</em>, <em>Rocketmen: Axis of Evil</em>, <em>Super Puzzle Fighter II Turbo HD Remix</em>, <em>Super Street Fighter II HD Remix</em> and <em>Wolf of the Battlefield: Commando 3</em>. All of the games will be in at least some form of HD and will have all the features their XBLA counterpart did. This time around these games will be thrown onto a disc and will have a 40 dollar asking price. Now I'm looking forward to the inevitable 3D remake of the rereleased bundle of the HD remakes of the original classics.]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-14127481.xml</wfw:commentRss></item><item><title>Sonic CD Developer Diary</title><category>Kazuyuki Hoshino</category><category>Sonic CD</category><category>Sonic CD</category><category>Sonic Team</category><category>dev diary</category><dc:creator>Jay Feezor</dc:creator><pubDate>Wed, 14 Dec 2011 13:26:24 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/12/14/sonic-cd-developer-diary.html</link><guid isPermaLink="false">455421:5224165:14104731</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/soniccddev.jpg?__SQUARESPACE_CACHEVERSION=1323870692138" alt="" /></span></span>With the imminent release of the new and improved version of <em>Sonic CD</em>, we're treated to a rather unique dev diary. Sonic Team art director Kazuyuki Hoshino goes over some of the old sketches and art assets used for <em>Sonic CD</em>, and explains how some of them came about. Even through a monotone translator, being able to see some behind the scenes for a classic game like <em>Sonic CD</em> is surprisingly exciting. I'd love to see more developers do this, even if they aren't doing a remake of the game. Ooh, I want a dev diary for <em>Super Metroid</em> now. That would be <em>awesome</em>.]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-14104731.xml</wfw:commentRss></item><item><title>Grab a beer and check out this Trenched dev diary</title><category>Double Fine</category><category>Trenched</category><category>Trenched</category><category>dev diary</category><category>tower defense</category><dc:creator>Jay Feezor</dc:creator><pubDate>Wed, 25 May 2011 02:43:19 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/5/24/grab-a-beer-and-check-out-this-trenched-dev-diary.html</link><guid isPermaLink="false">455421:5224165:11567867</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/trenched.jpg?__SQUARESPACE_CACHEVERSION=1306292092071" alt="" /></span></span>Well, don't get a Budweiser like the fellows over at Double Fine did. I mean, I'm not snobby beer connoisseur&nbsp;or anything like that, but Budweiser? Yuck. Beer choices aside, if your interested in Double <span><span>Fine's</span></span> latest, a third-person <span><span>mech</span></span>-war style tower defense game, then check the dev diary after the break to hear some developer discussion about <em>Trenched</em>, along with some in-game footage.]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-11567867.xml</wfw:commentRss></item><item><title>DevDiary Original IV: What innovations have we seen this console generation?</title><category>DLC</category><category>Features</category><category>Microsoft</category><category>Nintendo</category><category>PS3</category><category>Sony</category><category>Xbox 360</category><category>consoles</category><category>motion controls</category><dc:creator>Jay Feezor</dc:creator><pubDate>Mon, 02 May 2011 11:29:33 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/5/2/devdiary-original-iv-what-innovations-have-we-seen-this-cons.html</link><guid isPermaLink="false">455421:5224165:11324891</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/wii-ps3-360.jpg?__SQUARESPACE_CACHEVERSION=1304336776793" alt="" /></span></span>Despite Microsoft and Sony staying adamant about extending the life of their consoles beyond the standard 5-6 year lifespan, the upcoming announcement of Nintendo's new system at E3 signals the start of the end for this console generation. At first glance this console generation may seem a bit bland compared to previous. Sure we had plenty of great games, but have we seen much innovation and evolution this generation?]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-11324891.xml</wfw:commentRss></item><item><title>Need for Speed: The Run teaser trailer and details</title><category>360</category><category>3DS</category><category>Black Box Studios</category><category>EA</category><category>Hot Pursuit</category><category>Need for Speed: The Run</category><category>PC</category><category>PS3</category><category>Wii</category><category>autolog</category><category>split/second</category><category>teaser trailer</category><dc:creator>Jay Feezor</dc:creator><pubDate>Fri, 29 Apr 2011 20:22:18 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/4/29/need-for-speed-the-run-teaser-trailer-and-details.html</link><guid isPermaLink="false">455421:5224165:11306659</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/nfstrlogo1.png?__SQUARESPACE_CACHEVERSION=1304112030824" alt="" /></span></span>EA's Black Box studio is at it again, announcing that <em>Need for Speed: The Run</em> will be shipping November 15th of this year. The Run is being touted as a racing game with a compelling storyline and "explosive racing that will have players flirting with disaster at 200-miles an hour." This to me sounds like a mix between <em>NFS</em> and <em>Split/Second</em> (a game I adore) which sounds pretty damn exciting. <em>The Run</em> will be run on DICE's Frostbite 2 engine and will feature an improved version of the autolog feature which we saw in <em>NFS Hot Pursuit</em>. <em>Need for Speed: The Run</em> will of course be available on the 360, PS3, Wii, PC and 3DS.]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-11306659.xml</wfw:commentRss></item><item><title>Free Portal 2 DLC coming this summer</title><category>Burnout Paradise</category><category>DLC</category><category>Portal 2</category><category>Portal 2</category><category>Valve</category><category>free</category><dc:creator>Jay Feezor</dc:creator><pubDate>Fri, 29 Apr 2011 19:31:24 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/4/29/free-portal-2-dlc-coming-this-summer.html</link><guid isPermaLink="false">455421:5224165:11306249</guid><description><![CDATA[<p><span class="full-image-block ssNonEditable"><span><img src="http://www.devdiary.org/storage/rsz_portal2w.jpg?__SQUARESPACE_CACHEVERSION=1304106910127" alt="" /></span></span>Valve has announced that they will be releasing DLC for your favorite quantam physics simulator <em>Portal 2</em>. This DLC is fairly beefy also, including: " new test chambers for players, leaderboards, challenge mode for single and multiplayer modes, and more." As mentioned in the title, all of this is being offered by the generous people at Valve for free across all platforms. Also to be noted is that Valve is calling this DLC #1 so we can look forward to further enhancements to the game eventually, hopefully for free as well. Heck, we all saw how adventagous it can be to provide DLC for free when <em>Burnout Paradise</em> did it, so hopefully <em>Portal 2</em> will be treated the same.</p>]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-11306249.xml</wfw:commentRss></item><item><title>Darkspore: Beta Impressions</title><category>Beta</category><category>Darkspore</category><category>Darkspore</category><category>Diablo II</category><category>EA</category><category>Maxis</category><category>Spore</category><category>action rpg</category><category>hack n' slash</category><category>loot</category><dc:creator>Jay Feezor</dc:creator><pubDate>Wed, 20 Apr 2011 20:54:32 +0000</pubDate><link>http://www.devdiary.org/devdiary/2011/4/20/darkspore-beta-impressions.html</link><guid isPermaLink="false">455421:5224165:11216762</guid><description><![CDATA[<span class="full-image-block ssNonEditable"><img src="http://www.devdiary.org/storage/darkspore.JPG?__SQUARESPACE_CACHEVERSION=1303333186097" alt="" /></span>Well after being a bit disappointed by <em>Spore</em> a few years back, <span><em>Darkspore</em></span> was definitely not on my radar. After getting addicted to the beta a bit I have to say Maxis took the <em>Spore</em> franchise and really switched it around to make a relevant fun <span>gameplay</span> experience. When I say relevant <span>gameplay</span> I mean the <span>pve</span> campaign is a classic hack n' slash get loot ala <em>Diablo</em> style thing and the <span>pvp</span> is well, its being pitched as a real <em><span>DotA</span> </em>or <em>League of Legends</em> type of thing but its a lot less involved since its just a <span>deathmatch</span> style of those games]]></description><wfw:commentRss>http://www.devdiary.org/devdiary/rss-comments-entry-11216762.xml</wfw:commentRss></item></channel></rss>
