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<?xml-stylesheet type="text/xsl" href="http://www.gameinformer.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Features</title><link>http://www.gameinformer.com/b/features/default.aspx</link><description /><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>What Xbox Franchises Should Return On The Next Xbox?</title><link>http://www.gameinformer.com/b/features/archive/2013/05/20/what-xbox-franchises-should-return-on-the-next-xbox.aspx</link><pubDate>Mon, 20 May 2013 23:35:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2871445</guid><dc:creator>Matt Miller</dc:creator><slash:comments>257</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2871445</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/20/what-xbox-franchises-should-return-on-the-next-xbox.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img itemprop="image" style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/uncategorized/xboxfranchises/jade610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;With the reveal of the next-generation Xbox less than a day
away, we&amp;#39;ve chosen nearly 20 &amp;nbsp;games we&amp;#39;d
like to see come back on the console. We&amp;#39;ve picked only games that were either
Xbox or Xbox 360 exclusives, or those that were best known for their presence
on a Microsoft console. &amp;nbsp;&lt;/p&gt;
&lt;p&gt;Then we asked the Game Informer editors to vote on the
likelihood that each would return, to come up with a (marginally) educated
guess of whether our dreams for a new installment in each franchise might come
true. &lt;/p&gt;
&lt;p&gt;Check out our list, and share your hopes for Xbox games that
should come back in the comments below.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/uncategorized/xboxfranchises/alan610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Alan Wake&lt;br /&gt;
Chance of Return: 35%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The supernatural horror game garnered enthusiastic fans, and
the world of Alan Wake seems like it could easily support future installments.
However, the franchise probably wouldn&amp;#39;t be worked on outside of original
developer Remedy, and after such a long development cycle for the original Alan
Wake, the team may be ready to focus on something else. That makes a new Alan
Wake a possibility, but not an especially strong one.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Banjo-Kazooie&lt;br /&gt;
Chance of Return: 45%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The family-friendly bear Banjo and his friend Kazooie made a
splash in 2008 with Nuts &amp;amp; Bolts, proving that the action/platform stars
could do something new after all these years. Microsoft is undoubtedly eager to
make the next-gen Xbox friendly to families, but some kids just don&amp;#39;t care too
much about these two mascot-like heroes, keeping the likelihood of another
installment below 50%.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/uncategorized/xboxfranchises/blue610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Blue Dragon&lt;br /&gt;
Chance of Return: 5%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The excellent RPG from Mistwalker and Artoon was well loved
when it released in the States in 2007. Blue Dragon followed mostly familiar
Japanese RPG conventions for combat and exploration, but had some gorgeous
music and art that captured the eye and ear. Nonetheless, the Xbox consoles
have always had trouble gaining a foothold in Japan, and the audience in North
America is limited for these types of games. Plus, a sequel came to the
Nintendo DS that did not do well commercially, so the chance that Microsoft
will return to this franchise is very small. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Conker &lt;br /&gt;
Chance of Return: 10%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The foul-mouthed squirrel got a lot of love in his day for
attempting to push a more &amp;quot;mature&amp;quot; approach to character platform games,
dominated by poop jokes and cursing. The franchise undoubtedly still has its
vocal fans, but we can&amp;#39;t imagine Microsoft wanting to put Conker front and
center as one of the voices shaping next-gen gaming. Don&amp;#39;t expect a sequel any
time soon.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Crackdown&lt;br /&gt;
Chance of Return: 50%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Open-world, third-person sandbox games still garner big sales,
and Crackdown is a franchise that Microsoft can claim all to itself. Next-gen
tech could do a lot to play up the destruction and weaponry from earlier
installments. Even so, no one would highlight Crackdown as the centerpiece for
any next-gen strategy - especially after the disappointing Crackdown 2. The franchise
may be left behind as Microsoft focuses on bigger, better-known properties.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/uncategorized/xboxfranchises/crimson610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Crimson Skies&lt;br /&gt;
Chance of Return: 20%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;If the fervent dreams of longtime gamers were enough to make
a game exist, then we would have had a sequel to Crimson Skies a long time ago.
Unfortunately, the excellent flight game is likely to stay in our memories, as
Microsoft hasn&amp;#39;t made any moves on the property in years. Great potential for
social-oriented multiplayer and an exclusive flight game on the console might
be enough to bring Crimson Skies back, but we doubt it. &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dance Central&lt;br /&gt;
Chance of Return: 80%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Dance Central has been one of the most popular titles for
Kinect, and Harmonix is the undisputed leader in the delivery of quality music
games. We&amp;#39;d be surprised if we didn&amp;#39;t see a new installment on the next Xbox
that takes advantage of new capabilities for the next iteration of Kinect.
However, any new installments should ideally come from Harmonix, so the timing
may depend on that developer&amp;#39;s availability.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/uncategorized/xboxfranchises/fable610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Fable&lt;br /&gt;
Chance of Return: 90%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Developer Lionhead has seen a lot of changes and staff departures
in recent years, and the recent Kinect-exclusive Fable: The Journey received
poor critical and commercial response. Nonetheless, Fable has been a fixture of
the Xbox lineup for years, and RPGs are still popular, so we expect another
installment at some point. Will it be one of the first games announced for the
new console? That&amp;#39;s seems less likely, as Microsoft may aim to put some more
space between the last installment and any new announcement.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/uncategorized/xboxfranchises/forza610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Forza&lt;br /&gt;
Chance of Return: 95%&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Most of our editors have no doubt that Forza is coming
back; every new console aims to have a quality racing title to hang its hat on,
and Microsoft has no reason to back off the successful Forza name. Plus, a
pretty car game can be a great way to show off the graphical power of your new
console. We predict Forza may be one of the first new games we hear about in
the coming weeks.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;i&gt;[Next up: The only game all our editors agree will absolutely be back next generation, plus the Xbox games that should remain dead.]&lt;/i&gt;&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2871445" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox/default.aspx">xbox</category><category domain="http://www.gameinformer.com/b/features/archive/tags/lists/default.aspx">lists</category><category domain="http://www.gameinformer.com/b/features/archive/tags/franchises/default.aspx">franchises</category><category domain="http://www.gameinformer.com/b/features/archive/tags/next+generation/default.aspx">next generation</category></item><item><title>Test Chamber – Sanctum 2</title><link>http://www.gameinformer.com/b/features/archive/2013/05/20/test-chamber-sanctum-2.aspx</link><pubDate>Mon, 20 May 2013 23:20:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2871500</guid><dc:creator>Kimberley Wallace</dc:creator><slash:comments>19</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2871500</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/20/test-chamber-sanctum-2.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/coffeestain/sanctum2/Sanctum2-610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;As you can see in my &lt;a href="http://www.gameinformer.com/games/sanctum_2/b/pc/archive/2013/05/16/sanctum-2-review-.aspx" title="recent review"&gt;recent review&lt;/a&gt;, I was pleasantly surprised with Sanctum 2 &amp;ndash;&amp;nbsp;&amp;nbsp;Coffee Stain Studios&amp;#39; newest tower defense game with FPS mechanics. The blend between thinking ahead and in-the-moment kept me on my toes. Right now, you can get Sanctum 2 on PC and Xbox 360, so we wanted to you to get a chance to see it up close. &lt;/p&gt;
&lt;p&gt;Outwitting enemies is plenty of fun, so I let Bryan Vore take the wheel, while Andrew Reiner and I discuss what made the game stand out for me. The XLBA version is showcased below.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Are you playing Sanctum 2? What do you think so far?&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;a style="font-size:12px;" href="http://www.youtube.com/gameinformer"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/testchamber/610x90_testchamber_youtube_v2.jpeg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Watch every episode of Test Chamber in our hub by clicking&amp;nbsp;&lt;a target="_blank" href="http://www.gameinformer.com/p/testchamber.aspx"&gt;here&lt;/a&gt;.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2871500" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/PC/default.aspx">PC</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/test+chamber/default.aspx">test chamber</category><category domain="http://www.gameinformer.com/b/features/archive/tags/fps/default.aspx">fps</category><category domain="http://www.gameinformer.com/b/features/archive/tags/strategy/default.aspx">strategy</category><category domain="http://www.gameinformer.com/b/features/archive/tags/tower+defense/default.aspx">tower defense</category><category domain="http://www.gameinformer.com/b/features/archive/tags/sanctum+2/default.aspx">sanctum 2</category><category domain="http://www.gameinformer.com/b/features/archive/tags/coffee+stain+studios/default.aspx">coffee stain studios</category></item><item><title>From Daxter To Delsin: The Work Of Infamous Second Son's Animation Director</title><link>http://www.gameinformer.com/b/features/archive/2013/05/20/from-daxter-to-delsin-the-work-of-infamous-second-son-39-s-animation-director.aspx</link><pubDate>Mon, 20 May 2013 19:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2870379</guid><dc:creator>Ben Hanson</dc:creator><slash:comments>28</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2870379</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/20/from-daxter-to-delsin-the-work-of-infamous-second-son-39-s-animation-director.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/infamoussecondson/animation/AnimatingInfamous610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Every game is informed by those that have come before it. Animation director Billy Harper has some stellar titles on his resume, which inspired his current work on Infamous Second Son. Starting out on Mark of Kri for the PS2 (a game seen as a pioneer in 3D game animation) and moving on to the Jak and Daxter series, Harper is now taking advantage of the Playstation 4&amp;#39;s horsepower to animate the new protagonist for Infamous Second Son Delsin Rowe. &lt;/p&gt;
&lt;p&gt;Watch the video below to learn what lessons from Mark of Kri have stuck with Harper and how the animation in Infamous Second Son will differ from Infamous 2.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;To learn more about Infamous Second Son, click on the banner below to enter our content-filled hub.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.gameinformer.com/p/infamous.aspx"&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/infamoussecondson/hub/0613_InfamousSecondSon_610_Ad_v1.jpeg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2870379" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Animation/default.aspx">Animation</category><category domain="http://www.gameinformer.com/b/features/archive/tags/infamous/default.aspx">infamous</category><category domain="http://www.gameinformer.com/b/features/archive/tags/video+interview/default.aspx">video interview</category><category domain="http://www.gameinformer.com/b/features/archive/tags/sucker+punch/default.aspx">sucker punch</category><category domain="http://www.gameinformer.com/b/features/archive/tags/daxter/default.aspx">daxter</category><category domain="http://www.gameinformer.com/b/features/archive/tags/naughty+dog/default.aspx">naughty dog</category><category domain="http://www.gameinformer.com/b/features/archive/tags/jak+and+daxter/default.aspx">jak and daxter</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Mark+of+Kri/default.aspx">Mark of Kri</category><category domain="http://www.gameinformer.com/b/features/archive/tags/ps4/default.aspx">ps4</category><category domain="http://www.gameinformer.com/b/features/archive/tags/playstation+4/default.aspx">playstation 4</category><category domain="http://www.gameinformer.com/b/features/archive/tags/infamous+second+son/default.aspx">infamous second son</category><category domain="http://www.gameinformer.com/b/features/archive/tags/242/default.aspx">242</category><category domain="http://www.gameinformer.com/b/features/archive/tags/second+son/default.aspx">second son</category><category domain="http://www.gameinformer.com/b/features/archive/tags/delsin/default.aspx">delsin</category></item><item><title>Sony's Adam Boyes On The Importance Of Indies</title><link>http://www.gameinformer.com/b/features/archive/2013/05/20/sonys-adam-boyes-on-the-importance-of-indies.aspx</link><pubDate>Mon, 20 May 2013 18:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2815549</guid><dc:creator>Jeff Marchiafava</dc:creator><slash:comments>12</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2815549</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/20/sonys-adam-boyes-on-the-importance-of-indies.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p style="text-align:left;"&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/indie/magazineindiefeature/boyesindieimportant610w.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;Over the course of this console generation, Sony has made finding
and securing creative indie games for PlayStation 3 and Vita a growing
priority. From indie-oriented programs like Pub Fund and PlayStation C.A.M.P.
to Santa Monica Studio&amp;#39;s work with developers like Thatgamecompany and Giant
Sparrow, the company has amassed an impressive library of critically acclaimed
indie games for its systems. With the release of the PlayStation 4 on the
horizon, Sony is working harder than ever to ensure its newest console is an appealing
platform for indie developers.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;As vice president of publisher and developer relations, Adam
Boyes helps Sony find interesting projects and talented developers to pursue,
and works to keep them happy when they sign on. We spoke with Boyes to find out
what lessons Sony has learned over the years, how the company measures the
success of indie titles, and what advantages the PlayStation 4 will offer
smaller studios.&lt;/p&gt;
&lt;table border="0" cellpadding="6" style="text-align:left;" align="left"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td style="text-align:left;"&gt;&lt;img border="0" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/indie/magazineindiefeature/boyes-insert.jpg" style="max-width:610px;float:left;" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span&gt;&lt;/span&gt;&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;What is Sony doing to
secure indie games on its systems, and where are you finding these indie games?&lt;/strong&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;Our team&amp;#39;s in charge of Pub Fund, and so what developer
relations does is we go out to a variety of different shows, consumer-oriented
shows, internal ones as well, and we look around at what the cool stuff is. It&amp;#39;s
also going on Steam, downloading mobile games on iOS and Android, and seeing
what developers are up to. So we have a team in our region of about nine people
that are full time, dedicated to scouring the earth for cool stuff.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;We&amp;#39;ve heard Sony
reached out to a number of developers for their feedback while designing the
PS4. Did you speak with indie developers as well?&lt;/strong&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;Yeah, absolutely. It was a big focus. Once we started
talking to different developers, what we did is we would bring a bunch of indie
developers together and we would meet with them in a group to get their
feedback. We prioritized them as highly as larger publishers because we knew
that a lot of innovation and creativity is born out of the independent studios.
So their feedback absolutely went into a lot of the key decisions as we built
the hardware.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;It seems like the
attention of indie developers has been gradually shifting from the Xbox 360 to
the PS3. Are there any lessons you learned from Microsoft&amp;#39;s handling of indie
developers that helped you facilitate that shift?&lt;/strong&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;I think it was mostly what we learned about ourselves during
the PS3 era and from meeting with developers. The Vita was a great place for us
to evolve some of our processes, but the most important thing was sitting down
with developers over lunch, or over a soda at PAX, and just saying, &amp;quot;Hey, why
aren&amp;#39;t you on the platform? What&amp;#39;s working for you and what isn&amp;#39;t?&amp;quot; You know,
getting out of our cave. We didn&amp;#39;t do a lot of traveling five to eight years
ago, and so that was important to us. And then sitting down, working with them,
and then saying, &amp;quot;Okay, you might not believe us, but we&amp;#39;re going to show you
how we&amp;#39;re going to improve and evolve.&amp;quot; And then coming back to them on a very
regular basis.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/minority/papoyyo/papoyo610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;i&gt;Minority&amp;#39;s Papo &amp;amp; Yo is one of the many indie games supported by Sony&amp;#39;s Pub Fund&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;span style="font-weight:bold;"&gt;Sony has invested
heavily in Pub Fund. What kind of return have you seen from that investment so
far?&lt;/span&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;We&amp;#39;ve seen great returns. We&amp;#39;ve been extraordinarily happy
with the results. We are a business at the end of the day, so if a certain
program isn&amp;#39;t working then it&amp;#39;s not like something that we maintain, but it&amp;#39;s
been very successful for us.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;How do you measure
Pub Fund&amp;#39;s success?&lt;/strong&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;We judge it in multiple ways. Revenue is obviously critical
to the business. It&amp;#39;s also about the awareness of these titles. We also do
customer satisfaction with the gamers and users, and then we talk to partners.
The bottom line is no program can be successful if people don&amp;#39;t want to come
back to it or if they publically speak out that it didn&amp;#39;t work for them. And
that&amp;#39;s where I think accountability is such a critical part of it.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;Are you planning to
continue Pub Fund?&lt;/strong&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;Absolutely. There&amp;#39;s no end in sight for us. It&amp;#39;s been very
exciting for us. I&amp;#39;ve only been with the company less than a year and it&amp;#39;s a
big focus of our department. We&amp;#39;re investing heavily like I said, growing the
team and developer relations, and then both globally, and finding any way we
can to continue to grow and improve the Pub Fund process, and the funding
around independent content.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/drinkbox/guacamelee/guacamelee-1100-610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;i&gt;Drinkbox Studios&amp;#39; Tales from Space: About a Blob and Guacamelee are both Pub Fund titles&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;What else besides Pub
Fund does Sony do to help indie developers get their games on your platforms?&lt;/strong&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;A lot of it comes around education. The first big thing is
obviously self-publishing. And I think allowing anyone to publish on the
platform is a key one; that&amp;#39;s the first big barrier of entry. The funding
options &amp;ndash; we talked about the Pub Fund, whether they want to team that up with
Kickstarter or some government funding, which some people have done in the past.
Allowing the developer to set their own price, and set their launch timing is
really critical. Being open to the business model &amp;ndash; so if it&amp;#39;s a free-to-play
title or microtransaction-based, or subscription, or episodic &amp;ndash; all that stuff
I think is key. If we don&amp;#39;t support a breadth of those things then we won&amp;#39;t
stay competitive.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;And then also working to relieve the barriers of entry. So
whether it&amp;#39;s supplying dev kits free of charge or waiving patch fees, that&amp;#39;s a
really important part for us to work with them. And just understanding what
their challenges are. Once we understand what their challenges are &amp;ndash; we had one
developer call us up recently and they said, &amp;quot;Hey, listen. We&amp;#39;d love to have
another Vita dev kit.&amp;quot; And we said, &amp;quot;Okay, we&amp;#39;ll put the request in.&amp;quot; And
little did they know we had already shipped it out and they got it by 10:00
A.M. the next day. So being able to just really be there for them, being a
phone call away to be able to support them.&amp;nbsp;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;You mentioned waiving
fees for some indie developers and providing extra assistance. How do you
decide who gets that extra help?&lt;/strong&gt;&lt;/p&gt;
&lt;p style="text-align:left;"&gt;We haven&amp;#39;t charged a patch fee to any independent developer
in the last three years, so that sort of defines our process quite well. It&amp;#39;s
really about what the makeup of the team is, right? Obviously for a big
project, when it&amp;#39;s a big huge patch that&amp;#39;s going to involve a ton of testing,
then it&amp;#39;s something that we obviously have to apply a lot of resources, but for
many of the smaller titles then we have the ability to waive those.&lt;/p&gt;
&lt;p style="text-align:left;"&gt;&lt;strong&gt;&lt;i&gt;Coming Up Next: Boyes explains what the PS4 will offer independent developers...&lt;/i&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2815549" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Interview/default.aspx">Interview</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Sony/default.aspx">Sony</category><category domain="http://www.gameinformer.com/b/features/archive/tags/indie+games/default.aspx">indie games</category><category domain="http://www.gameinformer.com/b/features/archive/tags/playstation+camp/default.aspx">playstation camp</category><category domain="http://www.gameinformer.com/b/features/archive/tags/playstation+4/default.aspx">playstation 4</category><category domain="http://www.gameinformer.com/b/features/archive/tags/adam+boyes/default.aspx">adam boyes</category><category domain="http://www.gameinformer.com/b/features/archive/tags/pub+fund/default.aspx">pub fund</category></item><item><title>The Best Of The Kinect</title><link>http://www.gameinformer.com/b/features/archive/2013/05/19/the-best-of-the-kinect.aspx</link><pubDate>Sun, 19 May 2013 18:30:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2853554</guid><dc:creator>Kyle Hilliard</dc:creator><slash:comments>73</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2853554</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/19/the-best-of-the-kinect.aspx#comments</comments><description>&lt;p&gt;On the eve of what&amp;rsquo;s coming next for Microsoft and the Xbox, we reflect on one of 360&amp;rsquo;s experiments: the Kinect.&lt;/p&gt;...(&lt;a href="http://www.gameinformer.com/b/features/archive/2013/05/19/the-best-of-the-kinect.aspx"&gt;read more&lt;/a&gt;)&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2853554" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/kinect/default.aspx">kinect</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Child+of+Eden/default.aspx">Child of Eden</category><category domain="http://www.gameinformer.com/b/features/archive/tags/fruit+ninja/default.aspx">fruit ninja</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Kinect+Star+Wars/default.aspx">Kinect Star Wars</category><category domain="http://www.gameinformer.com/b/features/archive/tags/sesame+street/default.aspx">sesame street</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Fable_3A00_+The+Journey/default.aspx">Fable: The Journey</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Blackwater/default.aspx">Blackwater</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Top+Hand+Rodeo+Tour/default.aspx">Top Hand Rodeo Tour</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Kinect+Nat+Geo+TV/default.aspx">Kinect Nat Geo TV</category><category domain="http://www.gameinformer.com/b/features/archive/tags/wreckateer/default.aspx">wreckateer</category><category domain="http://www.gameinformer.com/b/features/archive/tags/kinect+adventure/default.aspx">kinect adventure</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Hulk+Hogan_26002300_39_3B00_s+Main+Event/default.aspx">Hulk Hogan&amp;#39;s Main Event</category><category domain="http://www.gameinformer.com/b/features/archive/tags/once+uppn+a+monster/default.aspx">once uppn a monster</category><category domain="http://www.gameinformer.com/b/features/archive/tags/kung+_2D00_fu+high+impact/default.aspx">kung -fu high impact</category><category domain="http://www.gameinformer.com/b/features/archive/tags/double+fine+happy+action+theatre+kinect+party/default.aspx">double fine happy action theatre kinect party</category><category domain="http://www.gameinformer.com/b/features/archive/tags/gunstringer+dance+central/default.aspx">gunstringer dance central</category></item><item><title>The Complete History Of Xbox Live (Abridged)</title><link>http://www.gameinformer.com/b/features/archive/2013/05/19/the-complete-history-of-xbox-live-abridged.aspx</link><pubDate>Sun, 19 May 2013 17:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2862166</guid><dc:creator>Mike Futter</dc:creator><slash:comments>122</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2862166</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/19/the-complete-history-of-xbox-live-abridged.aspx#comments</comments><description>&lt;div class="paginated-post" rel="3"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/history/CompleteHistoryXboxLive610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;As the sun begins to set on the Xbox 360 and the second generation of Xbox Live, we thought it would be good to look back at the service to see how far it&amp;#39;s come. Achievements, avatars, gamerscore, DLC, and Netflix are all part of the evolution, but where did it all begin?&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="text-decoration:underline;"&gt;In the beginning&amp;hellip;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="text-decoration:underline;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/history/Xbox.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Before Microsoft raised eyebrows amongst gamers with the announcement of the original Xbox, people were happily gaming over phone lines with 56.6K modems. PC Gamers shrugged when the Dreamcast found success in connecting living rooms to the Internet. They had been playing with one another since before graphics were something people cared about.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;However, the groundbreaking Phantasy Star Online showed platform holders that there was a market for online console gaming. Sony and Microsoft both took notice, but went down different paths to bring distant gamers together. While Sony opted for an external attachment (released alongside the first SOCOM title), Microsoft chose to include a broadband adapter inside each black-and-green console.&lt;/p&gt;
&lt;p&gt;In 2000, when the Xbox was first announced, Microsoft came under fire for choosing to restrict online access to broadband. According to the&amp;nbsp;&lt;a target="_blank" href="http://www.oecd.org/sti/broadband/39574039.xls"&gt;Organisation for Economic Co-operation and Development&lt;/a&gt;, only 4.4 percent of households in the United States subscribed to a broadband service in 2000. By 2010, adoption had skyrocketed to 68.2 percent.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;When we spoke with Microsoft in 2002, we were told that the purpose in choosing broadband was to push multiplayer as far as possible. They didn&amp;#39;t want developers to have to dial back their ambitions to work on a dial-up connection.&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/history/XboxLiveStarterKit.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Every Xbox owner would have the hardware in place to take advantage of Microsoft&amp;#39;s broadband service without need of a peripheral&lt;i&gt;,&lt;/i&gt;&amp;nbsp;but they&amp;#39;d have to wait a little while. Xbox Live didn&amp;#39;t launch until November 2002, which gave gamers an entire year to figure out how to play Halo: Combat Evolved over the Internet.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Thanks to two pieces of software, Xlink Kai and the GameSpy Tunnel, it was finally possible to ask the most important question in online gaming: &amp;quot;Why is that guy crouching and standing up over and over again?&amp;quot;&lt;/p&gt;
&lt;p&gt;Voice chat wasn&amp;#39;t possible in those early days before Xbox Live, and even when the service did become available, talking with strangers could sometimes be very odd thanks to the since-abandoned voice masking feature. Microsoft&amp;#39;s former chief experience officer, J Allard, shared a story when we first covered the Xbox Live rollout.&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;&amp;quot;In 1999, we decided to do voice. We had eight hardcore gamers come [to Microsoft] to test out the prototype. I [said], &amp;#39;You guys are going to be the first gamers to hear voice on a console game. Are you ready for it?&amp;rsquo; They were like &amp;#39;Hell, yeah! Bring it on!&amp;#39;&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;&amp;ldquo;They were all pumped up and everything, so we sent them off to eight different rooms. I sat in the lobby watching. I had my little headphones and they don&amp;#39;t talk to each other. So, I bring them all out and said, &amp;#39;What the hell is wrong with you guys? Is the system broken? Why aren&amp;#39;t you talking to each other? Your lips aren&amp;#39;t moving! I know it&amp;#39;s not broken!&amp;#39;&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;&amp;ldquo;They responded with, &amp;#39;We don&amp;#39;t know each other.&amp;#39;&lt;/p&gt;
&lt;p style="padding-left:30px;"&gt;&amp;ldquo;I said that I knew that they spent all of their time in EverQuest and ICQ and are constantly messaging people they don&amp;#39;t know, but they said, &amp;#39;Well yeah. But I&amp;#39;m anonymous there. That&amp;#39;s just letters on a screen with a *** name. Here, it&amp;#39;s my real voice.&amp;#39; I never thought about that. With the exception of telemarketers, you really don&amp;#39;t talk to strangers that you can&amp;#39;t see or have some reason to meet.&amp;rdquo;&lt;/p&gt;
&lt;p&gt;Before the service was rolled out to the world, I was part of a group of gamers that were selected as beta testers for Xbox Live. For our $50 entry fee, we received a memory card, Xbox Communicator puck, a headset, a slick carrying case, and a one-year subscription to the service (that started on the official launch date). NFL Fever 2003 and Revolt! were the two games included in the kit, and both worked extremely well for testing purposes.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;Later on, as a token of appreciation, Microsoft sent beta testers a t-shirt that read &amp;quot;I&amp;#39;ve got great hands.&amp;quot; Unfortunately, this begat an entire community site of &amp;quot;not safe for work&amp;quot; images featuring the apparel.&lt;/p&gt;
&lt;p&gt;Allard was true to his word. Xbox Live launched in November 2002. Servers for the two launch titles, MechAssault and Unreal Championship, were flooded with eager fans. The service remained stable for the most part, which is a feat even by today&amp;#39;s standards. At the time, Xbox Live was powered by five data centers located in London, Seattle, Tokyo, Redmond, and Tukwila.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;More impressive than the system&amp;#39;s integrity in those early days, I recall friendly banter and a general air of sportsmanship. The teabagging returned later.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;span style="text-decoration:underline;"&gt;The first Xbox DLC&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/history/OriginalXboxLive.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;We take for granted (and sometimes grimace) at the thought of downloadable content. Too often, publishers roll out new content immediately upon release, raising questions about what should and shouldn&amp;#39;t be included on the disc.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;There was a time when the very concept of additional maps, vehicles, and play modes in a console game seemed magical. I recall downloading my first add-on, a free pack of additional mechs for Day1 Studios&amp;#39; MechAssault. It wasn&amp;#39;t long before Microsoft began charging for content.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;The first paid DLC also belonged to MechAssault. For $4.99, players could expand the game with two new game types and three new maps (in addition to the mechs, maps, and modes available for free). After all the complementary content, kicking in a bit for some more felt like a fair deal. It wasn&amp;rsquo;t until later that users became more cautious about value for the DLC dollar as more publishers tested the waters with different types of add-ons.&lt;/p&gt;
&lt;p&gt;Back in September 2002, J Allard told us, &amp;quot;We don&amp;#39;t expect Activision to nickel and dime you for new levels and clothing.&amp;quot; Today, most publishers charge for new multiplayer maps, and Microsoft has the market cornered on new clothing. We&amp;#39;ll talk about Avatars later, though.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Next, the Xbox 360 is announced, bringing with it a host of changes for Xbox Live.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2862166" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox+live/default.aspx">xbox live</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox/default.aspx">xbox</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Horse+Armor/default.aspx">Horse Armor</category></item><item><title>Microsoft's Hits and Misses With The Xbox 360 Hardware</title><link>http://www.gameinformer.com/b/features/archive/2013/05/18/mircosofts-hits-and-misses-with-the-xbox-360.aspx</link><pubDate>Sat, 18 May 2013 19:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2861292</guid><dc:creator>Kimberley Wallace</dc:creator><slash:comments>334</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2861292</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/18/mircosofts-hits-and-misses-with-the-xbox-360.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img itemprop="image" style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/360images/xbox360610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;With Microsoft revealing
&lt;a href="http://www.gameinformer.com/b/news/archive/2013/04/24/source-next-xbox-reveal-set-for-may-21.aspx" title="its next system on Tuesday" target="_blank"&gt;its next system on Tuesday&lt;/a&gt;, the time is ripe to explore what Microsoft did
right with the Xbox 360 and where it could have improved. Whether or not the new console carries on the legacies of its predecessor, it&amp;#39;s fun to reminisce
about these hits and misses as Microsoft prepares to pass on the torch. &lt;/p&gt;
&lt;p&gt;&lt;span style="font-weight:bold;"&gt;&lt;span style="font-size:large;"&gt;Hits&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/controller/cont-610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Controller&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Microsoft impressed many
with its 360 controller; the trigger buttons were ideal for first-person
shooters. The controller was not only much more comfortable than the original
Xbox&amp;#39;s S, it also sported superior button placement. Unfortunately, the d-pad
was its weak point, but &lt;a href="http://www.gameinformer.com/b/news/archive/2010/10/27/third-party-controller-fixes-360-s-d-pad-by-eliminating-it.aspx" title="fixes are available"&gt;fixes are available&lt;/a&gt;, and Microsoft even released a 2010 silver
controller with a twist-up d-pad to help the issue. While the issue was never
completely dissipated, at least attempts were made to fix the shortcoming.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Xbox Live&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Gamers have always been
skeptical about paying for an online service, but once they experienced Xbox
Live&amp;#39;s superior quality, it convinced many it was worth it; currently, it has &lt;a href="http://www.gameinformer.com/b/news/archive/2013/04/18/xbox-live-subscribers-number-over-46-million.aspx%20" title="over 46 million subscribers "&gt;over
46 million subscribers&lt;/a&gt;.&amp;nbsp;Connecting to matches is quick, drop rates are
low, and chatting with friends is smooth for the most part. It could be said
that the service brought gamers together in a new way with its accessible
features. Microsoft figured out the recipe to creating a solid online community
well before Sony by including a headset with consoles, encouraging
communication.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Accessing Genre
Weaknesses &lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;When Microsoft released
the first Xbox, it became a destination for first-person shooters, especially
with its Halo franchise riding strong. But Sony remained on top with a stronger
variety in its library. For the Xbox 360&amp;#39;s beginnings, Microsoft targeted the
RPG genre, something Sony&amp;#39;s PlayStation 2 catered to more, especially in
regards to JRPGs. Microsoft secured games like Blue Dragon, Lost Odyssey, Tales
of Vesperia, and Eternal Sonata. Microsoft even shocked people by getting
blockbuster Final Fantasy XIII, a series previously exclusive to Sony. While it
didn&amp;#39;t by any means win the RPG war, it still measured up, and Microsoft&amp;#39;s
library is much more diverse than it was in the previous generation.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;The Multimedia
Marketplace&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;You could say an app
exists for almost everything on the Xbox 360; tailoring your console to your
interests is easy. In 2008, Microsoft brought in Netflix fans with a year
exclusivity deal and then continued to grow from there with Hulu, HBO Go, and a
wealth of other apps. It made the 360 more than just a gaming device, but also
an entertainment hub, where with a touch of a button people could access tons
of TV, movies, and music.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/achievements/achievementsound2.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Achievements&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Let&amp;#39;s face it; we all
love that little blip sound as we gaze at,&amp;quot;Achivement Unlocked.&amp;quot; Having a
gamerscore to show off the fruits of our labor not only gave bragging rights,
but also provided new reasons to experience games. Whether it was collecting
hidden items or winning battles without taking damage, we worked to obtain that
perfect 1,000 gamerscore. While developers struggled initially at what to give
achievements for, as time went on, they got smart and made gamers do more
creative tasks all for the thrill of watching their gamerscore grow.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Non-Intrusive Updates&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Updating a system can be
a pain, locking the player out for some time. But Microsoft made these updates
go much faster, smoother, and less frequent than Sony ever did with the
PlayStation 3. Not having to dread an update is a godsend to gamers; after all,
who wants to wait any longer than they to to dive into the next big release?&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/dashboard/xbox32gb_610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-weight:bold;"&gt;Adapting Its UI&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;Resisting change can be
a company&amp;#39;s biggest downfall, but Microsoft wasn&amp;#39;t afraid to update its
interface to fit with the times. Keeping navigation and its app-friendly
structure in mind, the 360 has seen a number of dashboard redesigns, and each
time, it attempts to keep its growing sections, such as movies, music, sports,
and downloadable games, easily accessible. Its biggest achievement? Not
bombarding the player with too much when loading up the console.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Up next: See where Microsoft missed the mark...&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2861292" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox+live/default.aspx">xbox live</category><category domain="http://www.gameinformer.com/b/features/archive/tags/kinect/default.aspx">kinect</category><category domain="http://www.gameinformer.com/b/features/archive/tags/achievements/default.aspx">achievements</category><category domain="http://www.gameinformer.com/b/features/archive/tags/console/default.aspx">console</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox+360+controller/default.aspx">xbox 360 controller</category></item><item><title>The Best And Worst Games Of The Xbox And Xbox 360 Launch Lineups</title><link>http://www.gameinformer.com/b/features/archive/2013/05/18/the-hits-and-misses-of-microsoft-39-s-launch-lineups.aspx</link><pubDate>Sat, 18 May 2013 17:01:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2856391</guid><dc:creator>Dan Ryckert</dc:creator><slash:comments>163</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2856391</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/18/the-hits-and-misses-of-microsoft-39-s-launch-lineups.aspx#comments</comments><description>&lt;div class="paginated-post" rel="3"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img border="0" style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/logos/microsoftlogo610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;We&amp;rsquo;re on the verge of learning our first official bits of information about Microsoft&amp;rsquo;s follow-up to the Xbox 360, and it has us thinking about the company&amp;rsquo;s previous console launches. Like most launches, Microsoft has seen its share of rushed stinkers and standout gems. Take a look below for some examples.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:medium;"&gt;Best launch games: Xbox&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Halo: Combat Evolved&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/launchfeature/launchhalo.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Without a doubt, this entry was the easiest slam dunk on this list. Bungie&amp;#39;s Halo: Combat Evolved isn&amp;#39;t simply the best Microsoft launch game of all time, it&amp;#39;s one of the &lt;a target="_blank" href="http://www.gameinformer.com/b/features/archive/2010/10/27/top-ten-launch-games-of-all-time.aspx"&gt;best launch titles&lt;/a&gt; in the history of the industry. The early days of the Xbox weren&amp;#39;t exactly smooth sailing for the publisher, but the runaway success of Halo kept Microsoft afloat long enough to get its footing in the console wars.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Project Gotham Racing&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/launchhitsmisses/PGR1.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Bizarre Creations came through for Microsoft in the early days of the Xbox, delivering the well-received Project Gotham Racing. It featured detailed recreations of various real-world cities, an impressive licensed soundtrack, and supported the custom soundtrack feature of the new console. Bill Gates himself even referred to it as his favorite game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dead or Alive 3&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/launchhitsmisses/DOA3.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;While this fighting series never quite had the clout of others in the genre, its exclusivity was still a selling point of the original Xbox&amp;#39;s lineup. Its gameplay was solid, but the visuals are what really impressed gamers that wanted to see the power of their new console.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:medium;"&gt;Best launch games: Xbox 360&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Call of Duty 2&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/launchfeature/codlaunch.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Activision&amp;#39;s long-running series has been synonymous with console multiplayer gaming for years now, and this Xbox 360 title is what helped launch the franchise into the stratosphere. It featured graphics that showed off what the console was capable of and online multiplayer that enticed gamers to purchase Xbox Live &amp;ndash; two very important check boxes that Infinity Ward nailed down immediately.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Condemned: Criminal Origins&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sega/misc/Smiles610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Call of Duty may have had the FPS market virtually to itself at the 360&amp;#39;s launch, but Sega offered up a different kind of first-person experience. With brutal melee combat and various crime scenes for investigation, Condemned felt more like a hybrid of horror films and an episode of &lt;i&gt;CSI &lt;/i&gt;than a military battleground.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Project Gotham Racing 3&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/launchhitsmisses/PGR3-2.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;For the second Microsoft console launch, Bizarre Creations&amp;#39; Project Gotham sat alongside the system on release day. Like its predecessor, it was well-received by critics and fans. As an added bonus, this sequel included the wildly popular Geometry Wars: Retro Involved.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Next, we call out some of the biggest flops of Microsoft&amp;#39;s Xbox and Xbox 360 lineup.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2856391" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox/default.aspx">xbox</category><category domain="http://www.gameinformer.com/b/features/archive/tags/launch+games/default.aspx">launch games</category><category domain="http://www.gameinformer.com/b/features/archive/tags/console/default.aspx">console</category></item><item><title>Replay – 24: The Game</title><link>http://www.gameinformer.com/b/features/archive/2013/05/18/replay-24.aspx</link><pubDate>Sat, 18 May 2013 13:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2850794</guid><dc:creator>Dan Ryckert</dc:creator><slash:comments>124</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2850794</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/18/replay-24.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/replay/24/Replay_24_600.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Earlier this week, I saw Game Informer reviews editor Joe Juba jump up and do a little dance around the office. The reason? He had just read a headline stating that action drama &lt;i&gt;24&lt;/i&gt;&amp;nbsp;will be returning for a ninth season. Reiner and myself started talking to him about the insane adventures of Jack Bauer, and instantly realized that we were both really excited for its return as well. After that conversation, the focus of our next episode of Replay was apparent.&lt;/p&gt;
&lt;p&gt;Our opinions on the game may differ, but that didn&amp;#39;t stop us from getting into plenty of silly &lt;i&gt;24&lt;/i&gt;&amp;nbsp;talk. Check out the new episode below.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;Check out more episodes at our&amp;nbsp;&lt;a href="http://www.gameinformer.com/p/replay.aspx"&gt;Replay hub&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://www.youtube.com/user/gameinformer"&gt;&lt;img border="0" src="http://media1.gameinformer.com/imagefeed/featured/replay/610x90_GI_youtube_v2.jpg" class="cboxElement" style="max-width:610px;" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2850794" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/replay/default.aspx">replay</category><category domain="http://www.gameinformer.com/b/features/archive/tags/fox/default.aspx">fox</category><category domain="http://www.gameinformer.com/b/features/archive/tags/television/default.aspx">television</category><category domain="http://www.gameinformer.com/b/features/archive/tags/tell+me+where+the+bomb+is/default.aspx">tell me where the bomb is</category><category domain="http://www.gameinformer.com/b/features/archive/tags/yelling/default.aspx">yelling</category><category domain="http://www.gameinformer.com/b/features/archive/tags/kiefer+sutherland/default.aspx">kiefer sutherland</category><category domain="http://www.gameinformer.com/b/features/archive/tags/24/default.aspx">24</category></item><item><title>Microsoft: First-Party, Next Generation</title><link>http://www.gameinformer.com/b/features/archive/2013/05/17/microsoft-first-party-next-generation.aspx</link><pubDate>Fri, 17 May 2013 20:30:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2853796</guid><dc:creator>Jeff Marchiafava</dc:creator><slash:comments>173</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2853796</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/17/microsoft-first-party-next-generation.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img itemprop="image" style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft2012/halo/halo4/halochief610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;In preparation of the next Xbox&amp;#39;s big unveiling, we take a look
at Microsoft&amp;#39;s stable of first-party developers and what each studio is likely
working on.&lt;/p&gt;
&lt;p&gt;While Microsoft hasn&amp;#39;t released a lot of internally
developed games this generation, the company has been quietly opening new
studios over the past few years, including &lt;a href="http://www.microsoft-careers.com/go/microsoft-studios-victoria/343333/"&gt;Microsoft
Studios Victoria&lt;/a&gt;, &lt;a href="http://www.microsoft-careers.com/go/kids-and-lifestyle-entertainment/343327/"&gt;Kids
and Lifestyle Entertainment&lt;/a&gt;, &lt;a href="http://www.microsoft-careers.com/go/connected-experiences/343324/"&gt;Connected
Experiences&lt;/a&gt;, and &lt;a href="http://www.microsoft-careers.com/go/soho-productions/343331/"&gt;Soho
Productions&lt;/a&gt;. The focus of many of these developers remains unclear; they
might be creating games for the next Xbox console, mobile and Windows 8 games, or
Kinect-based software such as the interactive television programming that Microsoft&amp;#39;s
new &lt;a href="http://origin-www.gameinformer.com/b/news/archive/2013/02/11/microsoft-opens-quot-xbox-entertainment-studios-quot-in-los-angeles.aspx"&gt;Los
Angeles-based studio&lt;/a&gt; is working on.&lt;/p&gt;
&lt;p&gt;While we&amp;#39;re expecting at least a few next-gen surprises from
Microsoft&amp;#39;s new wave of studios, the company&amp;#39;s established first-party
developers are a little more predictable. Below we&amp;#39;ve outlined the history of
each studio, the games they&amp;#39;re known for, and what they&amp;#39;re likely working on
now.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft2012/halo/halo4/343i.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; 343
Industries&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Halo 4&lt;br /&gt;&lt;strong&gt;Last Game:&lt;/strong&gt; Halo 4&lt;br /&gt;343 Industries had the unenviable task of continuing
Microsoft&amp;#39;s flagship series after Bungie moved on to &lt;a href="http://www.gameinformer.com/games/destiny/b/xbox360/archive/2013/02/17/bungie-leaves-halo-behind-as-it-embraces-its-new-destiny.aspx"&gt;Destiny&lt;/a&gt;,
but last year&amp;#39;s release of Halo 4 proved the series is &lt;a href="http://www.gameinformer.com/games/halo_4/b/xbox360/archive/2012/11/01/halo-4-review-343-industries-balances-old-and-new.aspx"&gt;in
good hands&lt;/a&gt;. Considering 343 Industries was created specifically to work on
Halo, it&amp;#39;s safe to assume the studio is working on a new game related to the
IP. 343 has stated that Halo 4 is the first game in a new Halo trilogy. However,
executive producer Kiki Wolfkill has also expressed interest in expanding the
IP &lt;a href="http://www.gameinformer.com/b/news/archive/2012/11/06/343-industries-says-halo-could-jump-into-different-genres.aspx"&gt;to
other genres&lt;/a&gt;. Even if that&amp;#39;s the case, we expect 343 will kick off
Microsoft&amp;#39;s next console with a traditional sequel.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; Lionhead
Studios&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Fable,
Black &amp;amp; White, The Movies&lt;br /&gt;&lt;strong&gt;Last Game: &lt;/strong&gt;Fable:
The Journey&lt;br /&gt;Lionhead has gone through a number of changes this generation,
with co-founder &lt;a href="http://www.gameinformer.com/b/news/archive/2012/03/07/peter-molyneux-leaves-lionhead-for-new-studio.aspx"&gt;Peter
Molyneux leaving&lt;/a&gt; to form 22 Cans and former Cryptic CEO &lt;a href="http://www.gameinformer.com/b/news/archive/2013/04/23/microsoft-appoints-lionhead-39-s-new-studio-boss.aspx"&gt;John
Needham stepping in&lt;/a&gt; as the new head of the studio. Back in 2011, Lionhead was
rumored to be working on &lt;a href="http://www.gameinformer.com/b/news/archive/2011/08/22/rumor-lionhead-working-on-fable-iv-too.aspx"&gt;Fable
IV&lt;/a&gt;, in addition to the Kinect-based spinoff, Fable: The Journey, which
ultimately &lt;a href="http://www.gameinformer.com/games/fable_the_journey/b/xbox360/archive/2012/10/09/motion-mishaps-and-the-horse-they-road-in-on.aspx"&gt;released
to poor reviews&lt;/a&gt;. Despite its recent on-rails detour, Fable remains one of
Microsoft&amp;#39;s strongest franchises; launching its next console with a new
installment of the series seems like a smart bet, though Lionhead may have a
completely new IP up its sleeve as well.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft2012/forza/forzahorizon/fhrev10.12610.jpg" alt="" /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; Turn 10
Studios&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Forza
Motorsport&lt;br /&gt;&lt;strong&gt;Last Game: &lt;/strong&gt;Forza
Horizon&lt;br /&gt;This generation, Turn 10&amp;#39;s Forza series overtook Project
Gotham Racing as Microsoft&amp;#39;s principal racing franchise. Forza Horizon took the
series in a slightly new direction, with an open-world format that was &lt;a href="http://www.gameinformer.com/games/forza_horizon/b/xbox360/archive/2012/10/12/forza-horizon-review.aspx"&gt;well-received&lt;/a&gt;,
though not quite as beloved as &lt;a href="http://www.gameinformer.com/games/forza_motorsport_4/b/xbox360/archive/2011/10/06/a-finely-tuned-racing-machine.aspx"&gt;Forza
Motorsport 4&lt;/a&gt;. In any case, racing games tend to make good launch titles,
aptly showing off the visual advancements new hardware provides. We expect Turn
10 is hard at work creating the next installment of the series.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; Rare
Ltd.&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Donkey
Kong Country,&lt;strong&gt; &lt;/strong&gt;Killer Instinct, GoldenEye
007, Banjo-Kazooie, Perfect Dark, Viva Pi&amp;ntilde;ata&lt;br /&gt;&lt;strong&gt;Last Game: &lt;/strong&gt;Kinect
Sports: Season Two&lt;br /&gt;Despite its accomplished history of creating blockbuster
franchises for Nintendo, Rare has created few standout series for Microsoft after
being purchased by the company in 2002. Kameo: Elements of Power, Perfect Dark
Zero, and Viva Pi&amp;ntilde;ata were met with generally positive reviews, but in recent
years the developer has been focused on Kinect titles. While we&amp;#39;d love to see a
next-gen sequel to &lt;a href="http://www.gameinformer.com/games/banjo_kazooie_nuts_and_bolts/b/xbox360/archive/2009/09/22/review.aspx"&gt;Banjo-Kazooie:
Nuts &amp;amp; Bolts&lt;/a&gt;, we&amp;#39;re guessing a new &lt;a href="http://www.gameinformer.com/games/kinect_sports/b/xbox360/archive/2010/11/03/kinect-sports-review-rare-takes-full-advantage-of-its-extra-experience-with-kinect.aspx"&gt;Kinect
Sports&lt;/a&gt; installment the likelier scenario.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Coming Up Next: Microsoft&amp;#39;s first-party developers that specialize in downloadable and Kinect titles, plus a new studio that&amp;#39;s focused on triple-A game development...&lt;/i&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2853796" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/halo/default.aspx">halo</category><category domain="http://www.gameinformer.com/b/features/archive/tags/343+Industries/default.aspx">343 Industries</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Fable/default.aspx">Fable</category><category domain="http://www.gameinformer.com/b/features/archive/tags/twisted+pixel/default.aspx">twisted pixel</category><category domain="http://www.gameinformer.com/b/features/archive/tags/forza/default.aspx">forza</category><category domain="http://www.gameinformer.com/b/features/archive/tags/rare/default.aspx">rare</category><category domain="http://www.gameinformer.com/b/features/archive/tags/lionhead+studios/default.aspx">lionhead studios</category><category domain="http://www.gameinformer.com/b/features/archive/tags/turn+10+studios/default.aspx">turn 10 studios</category><category domain="http://www.gameinformer.com/b/features/archive/tags/first_2D00_party/default.aspx">first-party</category></item><item><title>Digitizing Seattle: Infamous Second Son's New Playground</title><link>http://www.gameinformer.com/b/features/archive/2013/05/17/digitizing-seattle-infamous-second-son-39-s-new-playground.aspx</link><pubDate>Fri, 17 May 2013 19:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2860397</guid><dc:creator>Ben Hanson</dc:creator><slash:comments>117</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2860397</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/17/digitizing-seattle-infamous-second-son-39-s-new-playground.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/infamoussecondson/SeattleCity610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Leaving behind the fictional cities of New Marais and Empire City, Infamous Second Son will task players with liberating the streets of Seattle as the new protagonist Delsin Rowe. While Sucker Punch wanted to make it clear that this was not a 1:1 recreation of the real-world city, the game&amp;#39;s version of Seattle will include many of the town&amp;#39;s famous landmarks and try to replicate the feel of America&amp;#39;s Northwestern gem. One of the benefits of choosing Seattle is that it is the hometown of the developers themselves, which is relatively rare in the realm of open-world games.&lt;/p&gt;
&lt;p&gt;Many of the images used in the video below are from Sucker Punch&amp;#39;s own reference photos, so you can expect to climb and explore many of the locations shown when Infamous Second Son is released.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;To learn more about Infamous Second Son, click on the banner below to enter our content-filled hub.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.gameinformer.com/p/infamous.aspx"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/infamoussecondson/hub/0613_InfamousSecondSon_610_Ad_v1.jpeg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2860397" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/infamous/default.aspx">infamous</category><category domain="http://www.gameinformer.com/b/features/archive/tags/sucker+punch/default.aspx">sucker punch</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Video+Feature/default.aspx">Video Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/ps4/default.aspx">ps4</category><category domain="http://www.gameinformer.com/b/features/archive/tags/playstation+4/default.aspx">playstation 4</category><category domain="http://www.gameinformer.com/b/features/archive/tags/infamous+second+son/default.aspx">infamous second son</category><category domain="http://www.gameinformer.com/b/features/archive/tags/242/default.aspx">242</category><category domain="http://www.gameinformer.com/b/features/archive/tags/second+son/default.aspx">second son</category><category domain="http://www.gameinformer.com/b/features/archive/tags/seattle/default.aspx">seattle</category><category domain="http://www.gameinformer.com/b/features/archive/tags/washington/default.aspx">washington</category></item><item><title>Opinion: Why Cliché RPGs Won’t Cut It Anymore</title><link>http://www.gameinformer.com/b/features/archive/2013/05/17/opinion-why-cliche-rpgs-wont-cut-it-anymore.aspx</link><pubDate>Fri, 17 May 2013 18:30:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2859885</guid><dc:creator>Kimberley Wallace</dc:creator><slash:comments>316</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2859885</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/17/opinion-why-cliche-rpgs-wont-cut-it-anymore.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/square-enix/starocean/starocean4610051713.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The role-playing game genre&amp;#39;s focus on stories has always
drawn me. Having a reason to play beyond &amp;quot;let&amp;#39;s get to the end&amp;quot; is a powerful
lure. For over two decades, I&amp;#39;ve enjoyed watching characters grow to save the
world. The ending credits always matter so much more with the added context of
a story I&amp;#39;m invested in. Until recently, RPGs were ahead of the curve in these
arenas, while many other games settled for superficial reasons to embark on
quests - sometimes simply a single line of text like &amp;quot;Your princess is in another
castle.&amp;quot; &lt;/p&gt;
&lt;p&gt;Today&amp;#39;s gaming landscape is a different beast. RPGs now have
worthy competition in the story department. Take Bioshock Infinite, with its
strong political themes alongside ambiguous moments that leave gamers analyzing
their true meanings. Adventures like The Walking Dead are emotionally gripping
by necessity: Characters have to matter or the big moments don&amp;#39;t hit as hard.
To be honest, it&amp;#39;s been some time since I&amp;#39;ve had an RPG strike me that way. If
RPGs want to stay on top with the industry&amp;#39;s ongoing move toward more complex
narrative, writing needs to be the focus - and frankly, it needs to be
stronger.&lt;/p&gt;
&lt;p&gt;Lately, I&amp;#39;m seeing characters and storylines with wasted
potential. How many times are we going to see the same archetypes interjected
throughout narratives? The older sibling who needs to protect everyone, the arrogant heartthrob who constantly shows off, the soft-spoken girl who can&amp;#39;t stand up for herself,
or the (sigh) tomboy who&amp;#39;s trying to find her feminine side? These characters
continually find their way into RPGs, and their thin personalities fail to add
any sort of depth or humanity to the tale. I want my characters to move beyond
clich&amp;eacute;, to not be boiled down to a single trait. Wild Arms 4&amp;#39;s Raquel is
refreshingly different not only because of her circumstances (she&amp;#39;s sick), but
because she is multi-dimensional. I still think about Raquel, because she was a
walking contradiction - tough, yet weak, keeping to herself yet dying to let
someone in.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/square-enix/final-fantasy/final-fantasy-xiii/finalfantasyxiii610051713.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Another gripe with many traditional RPGs is their predictability.
I&amp;#39;ve seen my share of save-the-world plots as a seasoned fan, but that isn&amp;#39;t
the core of the problem. If the heroics are new and exciting each time, I&amp;#39;m
game. Having the world&amp;#39;s destiny in my hands is always exhilarating. One series
that does this well is Persona. Yes, you&amp;#39;re technically saving the world, but
having it set in the real world with all of its everyday activities brings a
new dynamic to the adventure. &lt;/p&gt;
&lt;p&gt;Can the same backdrops and settings continue to be
interesting? While no two people look at a concept the same way, writers need
to challenge themselves to think of new twists they can put on these worlds. Look
at the political warfare placed on top of Dragon Age: Origins&amp;#39; fantasy
backdrop. Atlus&amp;#39; Radiant Historia took time travel and made it feel new with
its concept of intertwined timelines. When you get to see a world not only
evolve on its own, but also affect it from a parallel world, the plot is much
more engaging.&lt;/p&gt;
&lt;p&gt;If RPGs want to stand out in the upcoming generation, the
stories and characters need to be stronger and more developed. While some do
leave their mark, too many are run-of-the-mill. Sadly, many other genres are
starting to outshine RPGs in an area where Final Fantasy once ruled the roost
with varied casts, surprising plot twists (cough, cough Final Fantasy VII), and
villains who got under our skin. Unfortunately, the progress I desire may never
happen; after all, an audience still dotes on these familiar scenarios and
character types, but resisting any change or advancements won&amp;#39;t help in the
long run. Look at Square Enix: it&amp;#39;s a shadow of its former self. The genre used
to be its bread and butter, but its RPGs are now stagnant and struggling,
making the company look elsewhere for its identity and financial
security.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;To remain relevant, RPGs must once again surpass - or at
least measure up to - the creativity the rest of the modern games industry is
bringing to the table.&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2859885" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Square+Enix/default.aspx">Square Enix</category><category domain="http://www.gameinformer.com/b/features/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Persona/default.aspx">Persona</category><category domain="http://www.gameinformer.com/b/features/archive/tags/editorial/default.aspx">editorial</category><category domain="http://www.gameinformer.com/b/features/archive/tags/opinion/default.aspx">opinion</category><category domain="http://www.gameinformer.com/b/features/archive/tags/rpgs/default.aspx">rpgs</category><category domain="http://www.gameinformer.com/b/features/archive/tags/bioshock+infinite/default.aspx">bioshock infinite</category><category domain="http://www.gameinformer.com/b/features/archive/tags/The+Walking+Dead/default.aspx">The Walking Dead</category><category domain="http://www.gameinformer.com/b/features/archive/tags/radiant+historia/default.aspx">radiant historia</category><category domain="http://www.gameinformer.com/b/features/archive/tags/games+writing/default.aspx">games writing</category></item><item><title>CosBlog # 83: Issac Clarke by Kevin Leab Thong </title><link>http://www.gameinformer.com/b/features/archive/2013/05/16/cosblog-2013-2.aspx</link><pubDate>Thu, 16 May 2013 23:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2857100</guid><dc:creator>Meagan Marie</dc:creator><slash:comments>39</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2857100</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/16/cosblog-2013-2.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/cosblog/83/610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m a big fan of intricate armor builds, and Kevin&amp;rsquo;s costume blew me away when I spotted it at GamesCom this past year. Even more impressive is that it marked his very first time cosplaying. I&amp;rsquo;d say you&amp;rsquo;re off to a great start, Kevin. &lt;br /&gt;&lt;br /&gt;Blood, battle damage, and probably a bit of brain material splattered across this Dead Space tribute makes it that much more authentic. Make sure to check out Kevin&amp;rsquo;s DeviantArt portfolio below for some fantastic WIP shots that give a play-by-play of construction! &lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="color:#99cc00;"&gt;&lt;span style="background-color:#ffffff;"&gt;&lt;img style="float:left;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/4034.Issac-Clarke.jpg" border="0" alt="" /&gt;Who: The Character&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;The character is the engineer Isaac Clarke from the Dead Space series.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#99cc00;"&gt;Why: The
Decision&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;My father and I really enjoyed the design of the suit, and he was actually the one who asked me if I wanted to make it. I agreed and was really excited about the idea, so we started working on it together.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="color:#99cc00;"&gt;What: The
Process&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;We worked on the suit on weekends over the course of about six months. We worked very calmly. It cost 250 euro to finish. Our main tool was a box cutter, and the material we used ranged from heated PVC, foam, tissue, glue, and even garden tools. Anything we felt would fit the suit was used. The most difficult task was the helmet because we started with it and at the same time we tested materials. It was my first cosplay. We hadn&amp;#39;t made a suit before this one.&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#99cc00;"&gt;Where and When:
The Debut&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;I debuted at Japan Expo 2011 in France. The photoshoot was made one year later in May. The photos were taken at &amp;quot;La Defense&amp;quot; near Paris by Marc Innavong, a friend.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#99cc00;"&gt;Links: The
Cosplayer&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;a target="_blank" href="http://tarrer.deviantart.com"&gt;DeviantART&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#99cc00;"&gt;&lt;b&gt;&lt;span style="font-size:medium;"&gt;The Gallery&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;Photography by Darkain Multimedia with CosplayPhotographers.com&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/1738.dead_5F00_space_5F005F005F00_ellie_5F00_and_5F00_isaac_5F00_by_5F00_tarrer_2D00_d5ofydz.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/6557.face_5F00_of_5F00_hero_5F00_2_5F00_by_5F00_tarrer_2D00_d5ajqb4.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/2311.forged_5F00_for_5F00_battle_5F00_by_5F00_tarrer_2D00_d5ajpzi.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/4353.glass_5F00_reflection_5F00_by_5F00_tarrer_2D00_d514box.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/6471.isaac_5F00_1_5F00_retouch_5F00_by_5F00_easychevreuille_5F00_by_5F00_tarrer_2D00_d51ux7s.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/5314.isaac_5F00_2_5F00_by_5F00_tarrer_2D00_d51qgao.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8357.isaac_5F00_3_5F00_retouch_5F00_by_5F00_easychevreuille_5F00_by_5F00_tarrer_2D00_d51ux92.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8255.isaac_5F00_and_5F00_ellie_5F00_by_5F00_tarrer_2D00_d5ajl6w.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/5415.isaac_5F00_by_5F00_tarrer_2D00_d51qg5s.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8475.rig_5F00_details_5F00_by_5F00_tarrer_2D00_d51ku1p.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Miss the past few CosBlogs? Check out the&amp;nbsp;&lt;a target="_blank" href="http://www.gameinformer.com/p/cosblog.aspx"&gt;CosBlog Hub&lt;/a&gt;&amp;nbsp;for a
full archive of past costumes.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2857100" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Dead+Space/default.aspx">Dead Space</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Cosblog/default.aspx">Cosblog</category><category domain="http://www.gameinformer.com/b/features/archive/tags/isaac+clark/default.aspx">isaac clark</category></item><item><title>Live Stream – Metro: Last Light</title><link>http://www.gameinformer.com/b/features/archive/2013/05/14/live-stream-metro-last-light.aspx</link><pubDate>Tue, 14 May 2013 19:15:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2850533</guid><dc:creator>Andrew Reiner</dc:creator><slash:comments>34</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2850533</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/14/live-stream-metro-last-light.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/deepsilver/metro/lastlight/review/metro1.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Join the Game Informer crew as we journey back into the depths of the Russian underground in Metro: Last Light, 4A&amp;#39;s sequel to the cult-hit survival shooter, Metro 2033. We&amp;#39;ll be starting our live stream from the beginning of game at 4PM CT, and plan to play until we lose our minds from the oppressive despair and unspeakable terror waiting around every corner &amp;ndash; or until 6PM. Whichever some comes sooner.&lt;/p&gt;
&lt;p&gt;We&amp;#39;ll also be answering questions via Twitch TV&amp;#39;s chat room, so click the banner below join the fun.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.gameinformer.com/gilive"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/livestream/stream_banner.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2850533" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Metro_3A00_+Last+Light/default.aspx">Metro: Last Light</category><category domain="http://www.gameinformer.com/b/features/archive/tags/live+stream/default.aspx">live stream</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Deepsilver/default.aspx">Deepsilver</category></item><item><title>Test Chamber – Metro: Last Light</title><link>http://www.gameinformer.com/b/features/archive/2013/05/13/test-chamber-metro-last-light.aspx</link><pubDate>Mon, 13 May 2013 23:50:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2847998</guid><dc:creator>Jeff Marchiafava</dc:creator><slash:comments>64</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2847998</wfw:commentRss><comments>http://www.gameinformer.com/b/features/archive/2013/05/13/test-chamber-metro-last-light.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/testchamber/metrolastlight/testchamber_metrolastlight_600.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Metro 2033 captivated players with a grueling struggle for survival in the underground subway tunnels of a post-apocalyptic Moscow. The sequel picks up Artyom&amp;#39;s quest to save humanity, and while the difficulty has been dialed down a bit, some top-notch gunplay and stealth mechanics make it well worth a return trip to the Russian underground.&lt;/p&gt;
&lt;p&gt;Join us as Andrew Reiner, Dan Ryckert, and I tackle the first few sequences of Metro: Last Light, which aptly demonstrate the detailed world 4A Games has created, and the healthy mix of the action and stealth gameplay awaiting players. Reiner and I also discuss the other changes and improvements Last Light offers Metro 2033 fans, while trying our best to ignore Dan&amp;#39;s endless string of stupid wrestling jokes.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;Metro: Last Light is available tomorrow on PC, Xbox 360, and PlayStation 3. For more on the game, read our &lt;a href="http://www.gameinformer.com/games/metro_last_light/b/pc/archive/2013/05/13/metro-last-light-review.aspx"&gt;PC&lt;/a&gt; and &lt;a href="http://www.gameinformer.com/games/metro_last_light/b/xbox360/archive/2013/05/13/metro-last-light-review.aspx"&gt;console&lt;/a&gt; reviews.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.youtube.com/gameinformer"&gt;&lt;img border="0" style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/testchamber/610x90_testchamber_youtube_v2.jpeg" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Watch every episode of Test Chamber in our hub by clicking&amp;nbsp;&lt;a href="http://www.gameinformer.com/p/testchamber.aspx" target="_blank"&gt;here&lt;/a&gt;.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2847998" width="1" height="1"&gt;</description><category domain="http://www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://www.gameinformer.com/b/features/archive/tags/PC/default.aspx">PC</category><category domain="http://www.gameinformer.com/b/features/archive/tags/PS3/default.aspx">PS3</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://www.gameinformer.com/b/features/archive/tags/test+chamber/default.aspx">test chamber</category><category domain="http://www.gameinformer.com/b/features/archive/tags/deep+silver/default.aspx">deep silver</category><category domain="http://www.gameinformer.com/b/features/archive/tags/4A+Games/default.aspx">4A Games</category><category domain="http://www.gameinformer.com/b/features/archive/tags/metro+last+light/default.aspx">metro last light</category></item></channel></rss>