About Us For more information about Kotaku Australia, visit our about page.The player emblem in the footage for GoldenEye is the Metroid Prime emblem, despite the fact it could have been anything. Technical Something not looking quite right? Contact our tech team by email at office AT. Advertising To advertise on Kotaku Australia, contact our sales team via our advertising information website. Contact Editorial To contact our editors, email tips AT or post to Kotaku Australia, Level 4, 71 Macquarie St, Sydney NSW 2000.Essentially, we take the mess of info coming out… Got a game you think we should be looking at? Contact or send it to: Kotaku AustraliaLevel 4, 71 Macquarie StSydney NSW 2000 So, uh, what exactly is this ‘blog’ thing? We’d love to say it’s some magical technology developed in secret by Thomas Edison parallel to his work with electricity, but it wasn’t. If you’d like to contact Kotaku with suggestions, comments, or product announcements, you can email us at Kotaku Australia is published by Allure Media in association with Gawker Media. Sure, you could mosey over to the US site, but you’d miss out on all the juicy gaming goodness that’s relevant – and important – to you. The Australian edition of Kotaku is focused on taking all this fantastic news and crafting it into a tasty treat for all you Aussies and Kiwis. Whether it’s the latest info on a new game, or hot gossip on the industry’s movers, shakers and smashers, you’ll find it all here and nicely packaged at Kotaku. They’d be one in the same in every lexicon on the planet if it were humanly possible. But their legendary work still deserves to be acknowledged - along with those who recreated Samus Aran’s world on modern hardware. In the case of the original Retro Studio developers, they’ve already moved on. The threat of being left off the list (which can hurt an employee’s future career prospects) often keeps developers from leaving the studio during the most difficult months leading up to the launch date. Video game credits are often used as a carrot-and-stick mechanic for enforcing employee loyalty. Unfortunately, multiple staffers reported being left off the Dread credits despite spending months on producing the game. Metroid Dread was developed collaboratively between Nintendo and MercurySteam. This is not the first time a recent Metroid game has had issues with crediting developers for their work. Kotaku reached out to Nintendo to ask about their crediting policy, but did not receive a response by the time of publication. Those who were let go were allegedly left off entirely. One former senior artist pointed out that she and other developers who left the project early were put in the “Special Thanks” section of the remaster. Staffers who worked on the remaster also had issues with how credits were handled. It wasn’t just the original GameCube developers who felt stiffed. He believed that the remaster included “uprezzed” art (low-resolution art changed to a higher resolution), and that the original game design should be credited. Yvojf9f9Mqįormer lead engineer Jack Mathews thought that the team’s exclusion was “shameful.” He acknowledged that his own code “was probably replaced,” but many of the original team members’ work appeared to be largely unchanged. I worked with so many amazing people on the game and everyone’s name should be included in the remaster, not just a single card like this. While many studios did amazing work on the remaster, I’m let down Metroid Prime’s Remaster does not include the full original game credits. While he thought that the remaster was “wonderful” and “should be played and enjoyed,” he was disappointed that he and his former colleagues were reduced to “Original GameCube and Wii Versions Development Staff.” Zoid Kirsch was a senior engineer on the original Metroid Prime.
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