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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/" xmlns:itunes="http://www.itunes.com/dtds/podcast-1.0.dtd"><channel><title>www.GameInformer.com</title><link>http://www.gameinformer.com/b/</link><description>The award-winning website of Game Informer, The World's #1 Video Game Magazine featuring news, preview, and review coverage of Xbox 360, PlayStation 3, PC, Nintendo Wii, Wii U, 3DS, DS, PSP, Sony PS Vita, Xbox Kinect, Apple iOS, Flash, and Android games both online and in print</description><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>Replay – Body Harvest</title><link>http://www.gameinformer.com/b/features/archive/2013/05/25/replay-body-harvest.aspx</link><pubDate>Sat, 25 May 2013 13:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2890749</guid><dc:creator>Jeff Cork</dc:creator><slash:comments>52</slash:comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/replay/bodyharvest/Replay_bodyharvest_600.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Grand Theft Auto III was the first entry in the series to feature a 3D open world, but it wasn&amp;#39;t the first time that the development team tackled the concept. That honor goes to the N64 game Body Harvest, which DMA Design released three years before GTA III. Watch as Reiner, Dan, Tim, and I go on a bug hunt and learn a thing or two about maps.&lt;/p&gt;
&lt;p&gt;Body Harvest was a long-delayed game that featured a hero who could battle buglike invaders on foot or in a variety of vehicles. It hasn&amp;#39;t aged particularly well, but it was ridiculously ambitious for the time (1998) Our adventure meanders a bit, thanks in part to a few issues with the game&amp;#39;s navigation system (Tim was on the sticks!). As bad as we thought the UI was in Body Harvest, it did little to prepare us for the roulette game. That one&amp;#39;s an indecipherable mess that must be seen to be believed.&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=2890749" 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/replayshow/default.aspx">replayshow</category><category domain="http://www.gameinformer.com/b/features/archive/tags/retro/default.aspx">retro</category><category domain="http://www.gameinformer.com/b/features/archive/tags/N64/default.aspx">N64</category><category domain="http://www.gameinformer.com/b/features/archive/tags/body+harvest/default.aspx">body harvest</category></item><item><title>CosBlog # 84: Cassiopeia by Jerry Polence</title><link>http://www.gameinformer.com/b/features/archive/2013/05/24/cosblog-2013-3.aspx</link><pubDate>Fri, 24 May 2013 20:30:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2891460</guid><dc:creator>Meagan Marie</dc:creator><slash:comments>16</slash:comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/cosblog/84/610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Every once in a while I look at a piece of character art and come to the conclusion that there isn&amp;rsquo;t a way to faithfully manifest it into reality. I thought Cassiopeia was a character that transcended into movie magic territory, but Jerry Polence and her cosplay crew proved me widely wrong.&lt;br /&gt;&lt;br /&gt;The build was carefully engineered so to be lightweight and travel safe &amp;ndash; each segment of Cassiopeia&amp;rsquo;s tail nests inside another so it can jetset with Jerry to conventions worldwide. Color me impressed!&amp;nbsp; &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/00-00-00-00-09/6153.Cassiopeia_5F00_Desperada.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 Cassiopeia from League of Legends in her Desperada skin!&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;The organizer of the International Cosplay Day Singapore celebration asked if I could cosplay something from League of Legends. I was happy to oblige. Since my guy and I play the game together, and we both like Cassiopeia out of the many champions, it was a good sign when the organizer asked. I like snakes in general, because even with no arms or legs, they are able to navigate ever so gracefully. Plus, the irregular black stripe design on the tail actually makes it feasible to segment the tail into sections, making it easier to pack for the rigorous travel schedule I had ahead.&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;One big factor that the team had to consider while making it was the fact that I would be traveling extensively with a very bulky costume. With that in mind, we planned the design for over a month, extensively communicating online since costume production team, Project 8, was in the Philippines at the time while I was in the USA. The actual construction time was about 80-100 hours with three people working on it for two weeks.&lt;br /&gt;&lt;br /&gt;Design-wise, two things inspired it. First, it was inspired by a retractable water cup, so each segmented part can be tucked inside the bigger pieces. The segmentation lets it be packed away in a box complying with aviation standards. It also had to be light, weighing a total of 7.3kg or 16lbs 1.5oz total when packed. Secondly, the design was inspired by a wooden Asian snake toy, with the tail undulating depending on which direction I go, pretty much like the toy.&lt;br /&gt;&lt;br /&gt;Material-wise, it was made from stretch black velour for the gloves and the top layer of the corset, satin for the skirt, big-headed single fasteners for the detail on the hat, and resin for the big gems on the hand. The neck piece, hip pieces, claws, tail, sickle, hat, and corset were all made from lightweight &amp;quot;rubber sheets&amp;quot; (as they are called in the Philippines). Rubber sheets are very similar to craft foam, but these are denser, thicker, and more durable. It&amp;#39;s the same material used for flip-flops. Then we used the usual spray paint for the paint job, and a soldering iron to engrave scales on the tail. Rubber sheets are easily repairable, which incidentally a small accident happened, and it needed repair right before I went onstage at ICDS!&lt;br /&gt;&amp;nbsp;&lt;br /&gt;Overall it was a hard costume to make, with lots of tedious planning involved, which paid off in the end. It successfully travelled to two continents, three different countries, and passed through international airport security eight times in a span of a week. Price-wise, the materials themselves are cheap. It&amp;#39;s the labor of love that beats everything, so I would price the costume at $600. From assembly, make-up and all it takes about two hours to put on.&lt;br /&gt;&lt;br /&gt;More facts about the costume can be found in the costume assembly video on my YouTube channel &lt;a target="_blank" href="http://www.youtube.com/watch?v=TNWhoUoeEHg&amp;amp;feature=share&amp;amp;list=UUkr3lDoUcua8hehe-pTzBnQ"&gt;here&lt;/a&gt;.&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;First it had a photoshoot at Intramuros, Manila Philippines on Thursday, August 23rd, 2012. It&amp;#39;s an old Spanish city built in the 1590s, so the area looks very close to the setting of the game. Present were five members of the &amp;quot;No Na Me&amp;quot; cosplay photography group. Mark Alvarez and Clark Navarro from Project 8 and my manager Mike Abundo were there to assist, since it was my first time actually wearing everything and we had to travel from one spot to another. Right after the eight-hour shoot, the costume was packed away for the flight to Singapore the next day. The costume debuted at International Cosplay Day Singapore that Sunday. I then wore it at PAX Prime Friday that same week, at the League of Legends North American Regionals, at Seattle, USA.&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://polence.com"&gt;Personal Website&lt;/a&gt;&lt;br /&gt;&lt;a target="_blank" href="http://facebook.com/jerrypolence"&gt;Facebook&lt;/a&gt;&lt;br /&gt;&lt;a target="_blank" href="http://twitter.com/polence"&gt;Twitter&lt;/a&gt;&lt;br /&gt;&lt;a target="_blank" href="http://youtube.com/polencecosplay"&gt;YouTube&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Costume Production: Me, Mark Alvarez, and Clark Navarro&lt;br /&gt;Talent Manager: Mike Abundo&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;Kira Hokuten Photography, Jhe Photoglapiruu, Jumpshot/Photography, Dreamshot Photography, JoviClaire Photography&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/0207._5F00_DSC1935.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/00-00-00-00-09/0456.278418_5F00_420741341323528_5F00_994311877_5F00_o.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/00-00-00-00-09/5008.309189_5F00_403769396345570_5F00_512862479_5F00_n.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/00-00-00-00-09/7418.400535_5F00_403989806323529_5F00_145519832_5F00_n.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/00-00-00-00-09/7444.459352_5F00_440732015977849_5F00_273028473_5F00_o.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/00-00-00-00-09/2055.546521_5F00_460508087303490_5F00_1973327786_5F00_n.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/00-00-00-00-09/4035.DSC_5F00_5629_2D00_2.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/00-00-00-00-09/5545.Untitled_2D00_1.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=2891460" 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/Cosblog/default.aspx">Cosblog</category><category domain="http://www.gameinformer.com/b/features/archive/tags/league+of+legends/default.aspx">league of legends</category><category domain="http://www.gameinformer.com/b/features/archive/tags/cassiopeia/default.aspx">cassiopeia</category></item><item><title>Not A Review – Neverwinter</title><link>http://www.gameinformer.com/b/features/archive/2013/05/24/not-a-review-neverwinter.aspx</link><pubDate>Fri, 24 May 2013 19:35:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2891113</guid><dc:creator>Adam Biessener</dc:creator><slash:comments>43</slash:comments><description>&lt;p&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/perfectworld/neverwinter/notreview/notreview610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Cryptic&amp;rsquo;s latest probably isn&amp;rsquo;t what most would picture as a Dungeons &amp;amp; Dragons MMORPG, but it works surprisingly well as a multiplayer fantasy action game. Plus, Neverwinter&amp;rsquo;s powerful creation tools have already borne delicious fruit in the form of player-crafted adventures.&lt;/p&gt;
&lt;p&gt;The last two titles from Cryptic Studios, Star Trek Online and Champions Online, left me cold. Fourth Edition Dungeons &amp;amp; &amp;shy;Dragons is a weird departure for the venerable tabletop role-playing system. The idea of combining the two into a free-to-play MMORPG didn&amp;rsquo;t exactly fill me with confidence, but Neverwinter succeeds despite its questionable provenance by not hewing too closely to either side of its heritage. More of an action game than a tactical RPG and more of a dungeon-crawler than an MMO, Neverwinter has an identity of its own.&lt;/p&gt;
&lt;p&gt;The forgettable story centers around the aftermath of the devastating Spellplague in late-period Forgotten Realms canon, and a subsequent undead siege that threatens the bustling Sword Coast city of Neverwinter. The single storyline that runs from character creation to endgame dungeons casts you as the hero who delivers the city from its ills, ignoring the MMO part of the game in classic hand-waving fashion. The uninspired questing isn&amp;rsquo;t awful, but the only use I have for the boilerplate fantasy adventuring in Neverwinter is as a backdrop for the genuinely &amp;shy;entertaining &amp;shy;combat.&lt;/p&gt;
&lt;p&gt;The immediate gameplay is closer to Guild Wars than anything else out there. Like in ArenaNet&amp;rsquo;s exceptional franchise, avoiding attacks through positioning, lining up area-effect abilities, and juggling cooldowns are all critical skills. The strategy ends up being &amp;ldquo;sloppier,&amp;rdquo; for lack of a better term, but the chaos is fun in its own way, especially when every build of every class throws out explosive attacks that would be laughably overpowered in any other MMO.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://media1.gameinformer.com/imagefeed/featured/perfectworld/neverwinter/notreview/notreview02.jpg"&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/perfectworld/neverwinter/notreview/notreview02.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;i&gt;&lt;span style="color:#888888;"&gt;(click image to enlarge)&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;Nearly every non-trivial fight (read: dungeon bosses and not much else) involves waves of minions that must be dealt with while not letting the main boss kick anyone&amp;rsquo;s face in. The general idea is to mash your most powerful attack that isn&amp;rsquo;t on cooldown, dodge like a madman to avoid big-windup telegraphed attacks, and slap any loose monsters with whatever disabling effects you have available. Forget &amp;ldquo;tank-and-spank,&amp;rdquo; because even the Guardian Fighter can&amp;rsquo;t really tank in any meaningful sense and encounters are too chaotic to control anyway. Fortunately, every class has built-in mechanics that let them largely survive on their own without relying on allies to bail &amp;shy;them &amp;shy;out.&lt;/p&gt;
&lt;p&gt;Player-versus-player matches channel the exceptional combat well, with two important caveats bringing down the overall experience. The emphasis on movement powers, ground-based targeting, and manual dodging strain Neverwinter&amp;rsquo;s netcode to the limit, even in these instanced five-on-five matches. Expect to curse at your screen as the game regularly fails to register a hit for a spell that looked like it connected on your screen. Also, the general wonky class balance (even by just-launched MMO standards) is a particular problem in PvP. Pity the poor souls playing fighters.&lt;/p&gt;
&lt;p&gt;Combat is far and away the best thing Neverwinter has going for it. The ancillary systems that make up an MMO are mediocre at best. Gear is hideously boring, with passive stats that have tiny individual impacts on your character&amp;rsquo;s abilities. The auction house has been badly broken for most of the time it&amp;rsquo;s been implemented, with searches often returning nonsensical results. An exploit even allowed players to place negative-value bids that both won auctions and sent them the specified sum of money. Leveling is well-paced but sadly lacking in choices until you&amp;rsquo;re over halfway to the level cap, and even then you&amp;rsquo;re mostly choosing between small passive stat boosts and which flavor of &amp;ldquo;attack&amp;rdquo; or &amp;ldquo;disable&amp;rdquo; you prefer. Crafting is built around a neat paradigm that has you sending minions on offscreen tasks, but creating any worthwhile gear requires an absurd amount of grinding and effectively mandatory real-money purchases.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://media1.gameinformer.com/imagefeed/featured/perfectworld/neverwinter/notreview/notreview03.jpg"&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/perfectworld/neverwinter/notreview/notreview03.jpg" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p style="text-align:center;"&gt;&lt;i&gt;&lt;span style="color:#888888;"&gt;(click image to enlarge)&lt;/span&gt;&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;The economy is one of the worst I&amp;rsquo;ve seen in years of playing MMOs. Two in-game currencies (astral diamonds and gold) are used for different items and services, and the real-money currency (zen) can be spent at the cash shop or bought from other players for astral diamonds. Most things worth spending astral diamonds on cost obscenely high amounts that require either selling rare drops from endgame dungeons to other players, purchasing via real money, or months of grinding. Many all-but-obligatory convenience items, like inventory and bank space, are extremely difficult to come by except through real-money purchase. The whole system is a hard-to-understand mess, and layers pointless complexity onto every phase of the game for no seeming purpose other than to sow confusion in players.&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m not generally one to moan about publishers pushing real-money purchases in free games &amp;ndash; these things cost money to make, and you&amp;rsquo;re getting the game for free &amp;ndash; but Neverwinter grinds your face into its business model with increasingly uncomfortable regularity as you progress. Crafting is one notable area where it&amp;rsquo;s nearly impossible to make effective progress without dropping cash, but it&amp;rsquo;s hardly the only one. I find the ubiquity of blind-purchase &amp;ldquo;grab bags&amp;rdquo; particularly distasteful, preying as it does on a well-known foible in human psychology to encourage players with poor impulse control or self-discipline to spend more money. You still get an awful lot of game for free here (and thank goodness no energy meter or dungeons-per-day limit exists), and you can avoid most of the cash purchases, but the grab bags are pushed at you with distasteful frequency.&lt;/p&gt;
&lt;p&gt;The powerful Foundry tools allow players to create modules for their fellow adventurers to take part in, and Cryptic smartly built it to scale content to the user&amp;rsquo;s level and give reasonable rewards in XP, money, and loot. My experience with it has been mixed, but the best player-created adventures are better than any of the &amp;ldquo;official&amp;rdquo; content, and the framework allows authors to be creative with branching paths and scripted enemy spawns. Finding the good stuff is still much too difficult, but Cryptic has acknowledged that problem and says that a better system for surfacing quality player-created content is in the works.&lt;/p&gt;
&lt;p&gt;Neverwinter isn&amp;rsquo;t perfect and it&amp;rsquo;s not at all what I expected, but it&amp;rsquo;s fun. Each class is amusing in its own way, and blowing apart enemies with powerful skills is a blast even when the narrative excuse for doing so is so thin as to be translucent. Approach this as more of a multiplayer dungeon-crawler with the potential for cool player-created content than as a true long-term MMO with an endless endgame, and you shouldn&amp;rsquo;t come away disappointed.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;i&gt;For more on Neverwinter, check out our &lt;a href="http://www.gameinformer.com/b/podcasts/archive/2013/05/10/respec-radio-ep-42-neverwinter.aspx"&gt;recent podcast episode&lt;/a&gt; dedicated to the game.&lt;/i&gt;&lt;/p&gt;
&lt;table style="margin:15px 30px;color:#000;" bgcolor="#efefef" cellpadding="10" cellspacing="0"&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td style="background-color:#ccc;font-weight:bold;"&gt;
A Beta Open For Business
&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;
Neverwinter is still in &amp;ldquo;open beta&amp;rdquo; as of this writing. However, letting the public play, taking their money in the cash shop, and committing to having no further character wipes before &amp;ldquo;full&amp;rdquo; release sounds an awful lot like a game being &amp;ldquo;out&amp;rdquo; to me.
&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2891113" 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/mmo/default.aspx">mmo</category><category domain="http://www.gameinformer.com/b/features/archive/tags/mmorpg/default.aspx">mmorpg</category><category domain="http://www.gameinformer.com/b/features/archive/tags/massive/default.aspx">massive</category><category domain="http://www.gameinformer.com/b/features/archive/tags/not+a+review/default.aspx">not a review</category><category domain="http://www.gameinformer.com/b/features/archive/tags/dungeons+and+dragons/default.aspx">dungeons and dragons</category><category domain="http://www.gameinformer.com/b/features/archive/tags/cryptic/default.aspx">cryptic</category><category domain="http://www.gameinformer.com/b/features/archive/tags/neverwinter/default.aspx">neverwinter</category><category domain="http://www.gameinformer.com/b/features/archive/tags/perfect+world/default.aspx">perfect world</category><category domain="http://www.gameinformer.com/b/features/archive/tags/massively+multiplayer+online+role+playing+game/default.aspx">massively multiplayer online role playing game</category></item><item><title>Tales Of Interview: Producer Hideo Baba Discusses Xillia, Bringing More Entries Over</title><link>http://www.gameinformer.com/b/features/archive/2013/05/24/tales-of-interview-producer-hideo-baba-.aspx</link><pubDate>Fri, 24 May 2013 18:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2890641</guid><dc:creator>Kimberley Wallace</dc:creator><slash:comments>49</slash:comments><description>&lt;div class="paginated-post" rel="3"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/namco-bandai/Tales-of-Xillia/talesofxillia61052413judemilla.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Action-filled battles,
bonding characters, and fantastical backdrops have been Tales&amp;#39; calling cards.
Recently, the franchise hit its benchmark 15th anniversary. With Tales of
Xillia on the horizon, we dive deeper into the upcoming release and take a look
at the series&amp;#39; evolution. We had the pleasure of interviewing producer Hideo
Baba, who discusses the push to bring more titles to the U.S., the new
direction of Tales of Xillia, and how Namco Bandai sustains the Tales
legacy.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;We&amp;#39;re seeing many RPG franchises fade. Why do
you think the Tales series has lasted 15 years?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The unique evolution
in the game design, the new gameplay provided for each title, the theme
described in the storyline, the way of portraying the world, and the creation
of attractive characters that play an important role in the fantasy world - I
consider these essential elements of the Tales of series.&amp;nbsp; They have been working together with the new
features suited to the times to last for more than 15 years.&amp;nbsp; &lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What are some of the challenges of keeping a
series fresh after being around for so long?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;What I always keep in
mind is, &amp;quot;the reassurance in the freshness.&amp;quot; This means I always consider the
best balance between innovation and the basic strong points of the series,
which allows [players] to enjoy the basic features as well as the new gameplay
with ease. For example, the storyline and the world were created from scratch
to enhance the brand new fantasy world and theme for each title, though some
titles such as Tales of Xillia and Tales of Xillia 2 are set in the same world
as an exception. On the other hand, we develop a battle system for every title
where anyone can enjoy it with the simple and real-time control and feel
exhilaration.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;What are some of the biggest changes to the
series from the start until now? How has it evolved through the years?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I think the biggest
change is [the shift from] 2D to 3D in the game design, responding to the
changing times. Tales of Symphonia, which is the most successful title
overseas, was the first installment developed in 3D. The 3D graphics allowed us
to change the way we express characters&amp;#39; emotions. With each new title, the
character designs inch closer to lifelike proportions, so we include additional
graphical effects to keep the cute anime and water color-style textures of past
games.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Are there any special touches to Tales of
Xillia to celebrate the series&amp;#39; 15th anniversary?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;The most special touch
is the first collaboration in the 15 years between two character designers who
worked on lots of Tales of titles before: Mustumi Inomata (Graces, Rebirth,
Destiny) and Kosuke Fujishima (Abyss, Vesperia, Symphonia). This first
collaboration led us to develop two different main characters in the series for
the first time.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;In the 15 years, what has been your favorite
installment so far and why?&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;I have been asked this
question many times, and I always like to say my favorite title is the first installment
of the series: Tales of Phantasia. Tales of Phantasia is the root of the 15-year
history, and where the series&amp;#39; basic features were solidified.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Up next: The character creation process, entries that didn&amp;#39;t make it over, and the mature art style in Xilla...&lt;/i&gt;&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=2890641" 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/PlayStation+3/default.aspx">PlayStation 3</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/Namco+Bandai/default.aspx">Namco Bandai</category><category domain="http://www.gameinformer.com/b/features/archive/tags/rpg/default.aspx">rpg</category><category domain="http://www.gameinformer.com/b/features/archive/tags/action+rpg/default.aspx">action rpg</category><category domain="http://www.gameinformer.com/b/features/archive/tags/tales+of+xillia/default.aspx">tales of xillia</category><category domain="http://www.gameinformer.com/b/features/archive/tags/roleplaying+game/default.aspx">roleplaying game</category><category domain="http://www.gameinformer.com/b/features/archive/tags/producer+hideo+baba/default.aspx">producer hideo baba</category></item><item><title>Opinion: Do All Video Games Need To Appeal To Everyone?</title><link>http://www.gameinformer.com/b/features/archive/2013/05/23/opinion-do-all-video-games-need-to-appeal-to-everyone.aspx</link><pubDate>Thu, 23 May 2013 18:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2883701</guid><dc:creator>Kyle Hilliard</dc:creator><slash:comments>327</slash:comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/kyleblog/features/gamesforeveryone/mm10_610a.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I recently dabbled in Dark Souls for the first time. I watched my wife play a considerable amount of Demon&amp;rsquo;s Souls, and I sat near former news editor Jim Reilly, who was obsessed with the Souls games. I know a fair amount about both titles, but had never earnestly tried to tackle either game until recently.&lt;/p&gt;
&lt;p&gt;After playing Dark Souls, I understand why the games are appealing. The quiet, foreboding atmosphere and high difficulty make the world of Dark Souls an absorbing and scary place to be. It offers a different type of survival horror atmosphere where you are cautious and concerned for your well-being, and every move requires a moment of thought, down to the most innocuous swing of the sword. It&amp;rsquo;s an intense experience.&lt;/p&gt;
&lt;p&gt;It was also an experience &lt;a target="_blank" href="https://vine.co/v/bUTw90mFe9p"&gt;I didn&amp;rsquo;t particularly enjoy&lt;/a&gt;. The frequent deaths and unforgiving ammunition boundaries (I had used up all of my arrows by my third of about eight tries at tackling the game&amp;rsquo;s first boss) means you have to be careful with how you approach every obstacle. Every enemy is a careful decision of resources and combat skill, making it a frustrating game that generally isn&amp;rsquo;t the experience I am looking for when I sit down to play. After beating the first boss and exploring the first area, I put the game down in favor of a more forgiving medieval open-world fantasy creature beater-upper, Dragon&amp;rsquo;s Dogma. Dark Souls isn&amp;rsquo;t for me, or at least it wasn&amp;rsquo;t the game I wanted to play at the time when I decided to give it a go, but I love that it exists for the gamer who wants that grueling experience.&lt;/p&gt;
&lt;p&gt;Increasingly, video game creators are trying to make sure their games appeal to everyone. Even one of my favorite developers, Valve, appears to spend the majority of its development time on play testing its games to make sure that its experiences are brought down to a common denominator where nearly no one will be confused or frustrated. Admittedly, I am part of the problem. I like games that offer a streamlined experience, but I love seeing games that aren&amp;rsquo;t concerned with being universally appealing.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/kyleblog/features/gamesforeveryone/mm10_610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Capcom&amp;rsquo;s Mega Men 9 and 10 are other excellent examples of a developer eschewing the idea of games for everyone. Both of those games were created for a very small, but specific audience: players that want a brutally nostalgic trip back to their childhood. I played neither of those games to completion (mostly because my heart tank belongs to Mega Man X), but I love that both games were catered to that specific audience.&lt;/p&gt;
&lt;p&gt;The independent scene has become an excellent source of uncompromising titles like this. Games from small, focused teams (or individuals) unwilling to change their games based on the whims of publishers offer incredibly personal experiences that are clearly not meant to appeal to everyone, and that&amp;rsquo;s okay. It ultimately makes the game more fulfilling for the players that do embrace it. In art, it&amp;rsquo;s the personal projects that stand the test of time and become a showcase for what a medium can accomplish, and video games shouldn&amp;rsquo;t be afraid to try and elevate themselves to that goal.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2883701" 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/games/default.aspx">games</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/Demon_26002300_39_3B00_s+Souls/default.aspx">Demon&amp;#39;s Souls</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Dark+Souls/default.aspx">Dark Souls</category><category domain="http://www.gameinformer.com/b/features/archive/tags/appeal/default.aspx">appeal</category><category domain="http://www.gameinformer.com/b/features/archive/tags/everyone/default.aspx">everyone</category></item><item><title>Game Informer Editors React To Xbox One News</title><link>http://www.gameinformer.com/b/features/archive/2013/05/22/game-informer-editors-react-to-xbox-one-news.aspx</link><pubDate>Wed, 22 May 2013 21:35:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2882913</guid><dc:creator>Matt Bertz</dc:creator><slash:comments>361</slash:comments><description>&lt;p&gt;&lt;img border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xbox-one/Xb1GRN610.jpg" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;Even with gaming taking a backseat to multimedia functionality, Microsoft threw a lot of new information at the public with its Xbox One press conference.&amp;nbsp;&lt;/span&gt;&lt;span style="font-size:12px;"&gt;Find out what the Game Informer team thinks about the new hardware, television features, cloud computing, and, most importantly, game announcements. &lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Matt Bertz&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;Given that E3 is right around the corner, I didn&amp;#39;t expect
Microsoft to focus on software much during the Xbox One Reveal, so I wasn&amp;#39;t
disappointed by the lack of compelling game announcements. Instead, Microsoft made its pitch to
the masses with a new convergence device. This vision of a connected living
room intrigues me - who wouldn&amp;#39;t appreciate being able to switch from a
football game to Madden in an instant to avoid the Ford F-150 commercial that
Fox has playing on repeat every game break? I also love the idea of
entertaining myself with something other than a static screen while I wait for
a multiplayer match to begin.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;After the press conference wrapped, however, I had more
questions than answers regarding the feasibility of this bold new future.
Getting different devices to talk to one another is hard enough work. Not only must
Microsoft make the Xbox One compatible with dozens of different cable and
satellite boxes, it needs to create a critical line of conversation with these
providers and provide incentive for them to keep these systems simpatico
through myriad software updates. Going halfway won&amp;#39;t help. If Microsoft only
lands deals with Comcast and U-verse, for instance, what would compel a
DirecTV, Dish Network, or Time Warner subscriber to purchase an Xbox One? This
degree of market segmentation could drive potential customers toward Sony
before we even get to the games conversation.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Matt Helgeson&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;Yesterday&amp;#39;s Xbox One unveiling event confirmed that
Microsoft&amp;#39;s play for the console video game market had always been about the
control of the living room. This new system is designed to be an
all-encompassing entertainment device, and that message was delivered loud and
clear yesterday - perhaps to the expense of the system&amp;#39;s gaming potential. But
while the hardcore may say that Microsoft has lost focus on its roots, you have
to admit that on a technological level the instant switching between apps,
live, television is impressive. If successful, it could finally unify your home
entertainment system into one clean interface. That&amp;#39;s a plus for consumers.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;Microsoft claims it has more new games in development that
ever before, but we have to wait until E3 to see their big guns. However, if it
managed to pack all this next-gen media functionality into a box that also has
the capability to be a truly powerful gaming platform, we all win. If its push
toward entertainment comes at the expense of their core gaming audience, they
will learn how unforgiving the market can be. For me, I&amp;#39;m genuinely excited
about a better, more advanced way to consume TV entertainment and I think Xbox
One represents a step in the right direction. No one, including myself, is
going to pay Microsoft money for a better cable box, and I think the company
knows that. However, if I can get a system that will be great for games plus
let me skip the hideous and unusable user interface of my Comcast box, I&amp;#39;d be
genuinely excited.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;&lt;strong&gt;Joe Juba&lt;br /&gt;&lt;/strong&gt;&lt;/span&gt;&lt;span style="font-size:12px;"&gt;My enthusiasm for any
new console is dependent on games. Lots of people feel the same way, which could
be part of the reason that reactions to Microsoft&amp;#39;s reveal turned negative. If
you&amp;#39;re a company releasing a video game console, shouldn&amp;#39;t video games take
center stage?&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;Microsoft didn&amp;#39;t do
that, and in that neglect, demonstrated its lack of regard for gamers. We&amp;#39;re
not the audience that Microsoft was talking to; the company was talking to
people who liked Kinect, who don&amp;#39;t already own six Netflix-capable devices, and
who don&amp;#39;t care about whether or not they can borrow games from a friend.
Microsoft&amp;#39;s reveal was a success in that it showed the company&amp;#39;s strategic
emphasis on multimedia entertainment, but a failure in the way it further
alienated the hardcore gamers it once catered. E3 is Microsoft&amp;#39;s chance to
highlight the exclusive software that will distinguish it from the PS4, so I&amp;#39;m
still excited about the potential of the Xbox One...but it&amp;#39;s more in spite of
what I saw yesterday than because of it.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft2013/XBOXREVEAL/xboxonecontroller0521-610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Mike Futter&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;What I saw of the services
has me intrigued. I would definitely use the television functions, as I often
swap back and forth between live TV and my 360 when downloading content. I&amp;#39;m
also hopeful about the game offerings that we&amp;#39;ll see at E3. We haven&amp;#39;t yet
heard from Epic Games, 343 Industries&amp;#39; Halo (game) team, Crytek (Ryse), or
Lionhead. I&amp;#39;m interested in learning more about Quantum Break, as I&amp;#39;m a fan of
Remedy&amp;#39;s past work. Once Microsoft has definitive answers (no matter what they
are) regarding used games and connectivity, it&amp;#39;ll be far easier for consumers
to judge the landscape.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;Microsoft has less than three weeks to get its messaging figured out. Yesterday fell apart from a public relations perspective, with different spokespeople offering a variety of answers to straightforward questions. If that happens again at E3 (or if Microsoft fails to provide concrete responses), the backlash is going to be substantial.&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Adam Biessener&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;As someone who hasn&amp;#39;t
had cable in years and has no plans to purchase it again, I remain unsold on
the Xbox One. The majority of the console&amp;#39;s capabilities that Microsoft showed
seemed to me to be a bunch of things I can already do on devices I already own.
I mean, seriously - looking up info on cast members during a movie? Who is in
the market for an Xbox One that doesn&amp;#39;t already have a smartphone, tablet,
and/or laptop that can accomplish that just as effectively? The one thing I saw
that interests me is the tie-in to Microsoft&amp;#39;s Azure cloud computing platform.
That could conceivably be used in interesting ways by game developers to create
genuinely new experiences. It seems like a lot of engineering overhead for
limited benefit for any multiplatform game, though, so I don&amp;#39;t expect to see it
used in any real way except in Xbox One exclusives. Sony reaching out to indie
devs and embracing alternative business models seems far more useful to me and
the games I&amp;#39;m interested in than anything Microsoft said yesterday.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Matthew Kato&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;I&amp;#39;m starting to warm
up to the name and the form factor, but I&amp;#39;m worried what a mandatory, packed-in
Kinect peripheral will do to the system&amp;#39;s price. On the whole, a lot of the
features announced for the system - like the PS4 - fall in the
&amp;quot;nifty&amp;quot; category, but don&amp;#39;t classify the system as a must-have. I&amp;#39;m
sure when all is said and done, gamers will have plenty of great software to
enjoy on the platform despite yesterday&amp;#39;s TV-centric presentation. That said, I
still think Sony&amp;#39;s first-party stable of studios is stronger. I&amp;#39;m sure we can
expect a few specialty Kinect and casual experiences to water down Microsoft&amp;#39;s
seemingly weighty declaration of fifteen platform exclusives and eight new
franchises in the first year. As far as the used games/online connection
debate, there is still too much we don&amp;#39;t know to start casting stones.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft2013/XBOXREVEAL/XBOXone1-610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Jeff Cork&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;Microsoft has some
great ideas for the next generation, but it did a disastrous job of
communicating them yesterday. Most of the negative comments and Tweets that I
read were from people who felt betrayed at the company&amp;#39;s focus on TV and
seeming indifference to gaming. This is a video game console, right? Well, sort
of. If you haven&amp;#39;t noticed that these boxes are more than simple game systems,
you haven&amp;#39;t been paying attention. Microsoft is in a tough position. It&amp;#39;s
relatively late in the year for a 2013 hardware reveal, and the company needs
to get people interested in its unique nongaming functionality. People who
aren&amp;#39;t keyed into gaming, in particular, who mighty think it&amp;#39;s cool to say
&amp;quot;HBO&amp;quot; and have their TV switch to that channel instantly. I&amp;#39;m guessing that
Microsoft bet that a few game reveals (including an appearance from the latest
Call of Duty) would be enough to keep everyone else busy until a major
game-focused E3. That&amp;#39;s a bet that they apparently lost. One last observation:
Microsoft needs to get its people on the same page on basic items like &amp;quot;Will
there be a fee added for playing used games?&amp;quot; When people are getting
conflicting reports from various spokespeople - and when a Twitter handle
@xboxsupport3 has to step in for a while - it&amp;#39;s a sign that things have gotten
out of control.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Ben Reeves&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;Initially I was
disappointed with Microsoft&amp;#39;s press conference. I wish it had shown more games,
or at least shown more of the games that it did show. As interesting as the
Xbox One&amp;#39;s new TV functionality is, I felt it was a strange way to start a
presentation about a new video game console. It makes me wonder if Microsoft
has lost its focus. The system itself looks great. I love the &amp;nbsp;design and I&amp;#39;m excited about the new
controller. However, I found it silly that Microsoft didn&amp;#39;t talk more about the
new controller or the new Kinect. Most of the interesting details about the
Xbox One weren&amp;#39;t in the press conference, but had to be read online afterward.
That said, I&amp;#39;m excited to get my hands on the system and play some of its
games. But, if Sony doesn&amp;#39;t charge a fee for used games, then I&amp;#39;ll be buying a
PS4 first.&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Tim Turi&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;I leaned toward my
Xbox 360 this generation. In the beginning I think this was a combination of
the system launching before the PS3 and most of my friends being on it.
Microsoft was also smart enough to pack in a headset and let me transfer my
Xbox Live account from its first console, making my go-to system for online
play this generation. But now Sony is taking online more seriously. The company
is including a headset, unlike Microsoft, which is taking the Wii Speak route
and having players use their Kinect to communicate. Sony also appears to be
implementing an Xbox Live style party system. With the PlayStation 4 correcting
its predecessor&amp;#39;s mistakes, the gap is closing between the two companies.
However, Sony&amp;#39;s impressive PS4 showing could be temporary - we don&amp;#39;t know
everything yet. The company could be delaying the more unsavory details,
including used game fees or other hidden tidbits. It&amp;#39;s still early, and neither
manufacturer has said much about games for the systems. Come E3 we&amp;#39;ll have a
clearer picture, but I&amp;#39;m leaning towards the PlayStation 4 at this point.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft2013/xbox-one/hardware/xbox-product610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Kyle Hilliard&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;Presenting new
consoles on a platform outside of E3 is a brand new world. Even Nintendo, which
has fallen in love with its own Nintendo Direct presentations, revealed its Wii
U at E3. Presenting the Xbox One and the PlayStation 4 to the world in an
online stream outside of the conference is a new idea in the world of video games,
and I find myself considering this when thinking about Xbox One&amp;#39;s presentation.
Everyone is crying, &amp;quot;Where were the games?&amp;quot; and I can&amp;#39;t help that feel that
their absence was a calculated shortcoming from Microsoft. This was purely a
chance to show off the base features and nothing else. E3, a show devoted to
games, is where Microsoft will offer the exciting game-focused bombshells.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;Underwhelming is a
word a lot of people are using to describe the event, and I agree with that
sentiment. We got to see the system and the new controller, which is very
exciting, but everything else was blas&amp;eacute;. I have a Kinect, but I don&amp;#39;t use it,
and I am doubtful that will change. I have a cable box and DVR that I have very
few complaints about, and realistically I don&amp;#39;t see myself using the Xbox One
to change channels. Hearing about a new Call of Duty was akin to hearing about
a new Madden. The games continue to be fun, but the next iteration in a yearly
franchise is not exciting. Finally, even as a Halo fan, I don&amp;#39;t see myself
watching a show based on the franchise.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;The most offensive
takeaway for me is the incredibly confusing messaging about the future of used
games and always online. I can begrudgingly accept the always-online aspect of
the Xbox One considering my current consoles are always online as it is.
However, not being able to simply place a game in my console and play, borrowed
or purchased, is a problem. One of the main reasons I have always preferred
consoles to PCs is the ease of play. Ultimately, I&amp;#39;m not sure what or whom to
believe. Even internally Microsoft doesn&amp;#39;t seem to know what it is talking
about. I am willing to give Microsoft the benefit of the doubt on this issue as
we learn more, but it&amp;#39;s not looking very good right out of the gate.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Kimberley Wallace&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;I know Microsoft is
saving plenty for E3, especially games, but I wanted more from the
presentation. The TV features look nice and all, but they&amp;#39;re not a deal breaker
for whether or not I get a system. Games are the deciding factor. One thing
that got me really excited was seeing the enhanced graphics of Call of Duty:
Ghost. The attention to detail that developers can now give to characters
models and environments looks promising. One of my biggest complaints with
graphics currently is that they fail to capture realistic mannerisms and facial
expressions in games. I&amp;#39;m wondering with the superior technology if developers
can get it right in the upcoming generation. As an avid fantasy hockey player,
the ESPN features to track stats and get alerts on players are a nice bonus,
but that&amp;#39;s how I feel about a lot of Microsoft&amp;#39;s presentation. I just saw
bonuses, not selling points.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Ben Hanson&lt;br /&gt;&lt;/strong&gt;&lt;span style="font-size:12px;"&gt;I&amp;#39;m personally not
that excited about the Xbox One. The name is fine, the console design is fine,
the Kinect is ugly, but the push to appeal to avid television viewers and
sports fans does not get my blood pumping. The controller looks great, but
Microsoft&amp;#39;s priorities don&amp;#39;t align with my interest. While it cited gaming as its
&amp;quot;beachhead&amp;quot; for the system, it also framed the power of the console
as getting them that much closer to &amp;quot;playing real life&amp;quot; through
graphical fidelity. I don&amp;#39;t care about pores in the skin and imperfections in
Forza cars. I would like to see something new in the gameplay space. That all
said, it is way too early to write off the system, and I&amp;#39;m curious to learn
more about the upcoming games at E3.&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;br /&gt;&lt;i&gt;Visit our&amp;nbsp;&lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/20/your-xbox-reveal-headquarters.aspx"&gt;Xbox Reveal Headquarters&lt;/a&gt;&amp;nbsp;for complete coverage of today&amp;#39;s news.&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2882913" 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+one/default.aspx">xbox one</category></item><item><title>The Origins Of Infamous</title><link>http://www.gameinformer.com/b/features/archive/2013/05/22/the-origins-of-infamous.aspx</link><pubDate>Wed, 22 May 2013 19:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2882002</guid><dc:creator>Ben Hanson</dc:creator><slash:comments>110</slash:comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/origins/InfamousOrigins610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Amidst our coverage of the upcoming Infamous Second Son, we thought that it would be interesting to look back on the creation of the original game in the ongoing series. As a stand-out new IP on the Playstation 3 and a studio-changing game for the talented team at Sucker Punch Productions, Infamous&amp;#39; three years of development is a lot to cover in one video. The team shed light on their other pitches to Sony after they finished the Sly 3: Honor Among Thieves (one of which has a familiar name), the challenges of development, and what the studio learned from its release.&lt;/p&gt;
&lt;p&gt;Watch the video below to learn from studio co-founder Brian Fleming and game director Nate Fox about the spark behind the Infamous franchise.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;To learn more about the future of the Infamous series, click on the banner below to learn more about Infamous Second Son.&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;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2882002" 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/uncharted/default.aspx">uncharted</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/infamous+origins/default.aspx">infamous origins</category></item><item><title>Rumor Vs Reality: The Truth About The Xbox One</title><link>http://www.gameinformer.com/b/features/archive/2013/05/21/rumor-vs-reality-the-truth-about-the-xbox-one.aspx</link><pubDate>Tue, 21 May 2013 22:12:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2876429</guid><dc:creator>Joe Juba</dc:creator><slash:comments>234</slash:comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/joeblog/msrumor/xboxrumorreality610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="font-size:12px;"&gt;Part of the fun leading up to console unveiling is the speculation. Sources of varying credibility release tidbits of unconfirmed information, and gamers are left to guess which rumors will become fact. During Microsoft&amp;#39;s reveal of the Xbox One, we finally got confirmation on many linger questions &amp;ndash; along with a few surprises. Here&amp;#39;s our rundown of the pre-release rumors surrounding the Xbox One and how they hold up to the reality Microsoft presented. &lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span style="font-weight:bold;font-size:12px;"&gt;The name is&amp;hellip;&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span style="font-size:12px;"&gt;Rumor: Xbox Infinity. Xbox Next. Xbox Fusion. Many possible names were swirling around Microsoft&amp;#39;s new system. Depending on the week, some monikers seemed &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/02/microsoft-registers-multiple-xbox-fusion-domains.aspx"&gt;more likely than others&lt;/a&gt;. Some of them were even &amp;quot;&lt;a href="http://www.ibtimes.co.uk/articles/465267/20130507/xbox-infinity-confirmed-name-new-microsoft-console.htm%20"&gt;confirmed&lt;/a&gt;.&amp;quot;&lt;/span&gt;&lt;span style="font-size:12px;"&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span style="font-size:12px;"&gt;Reality: Microsoft did a good job keeping this one under wraps. &amp;quot;&lt;/span&gt;&lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/the-name-of-the-next-xbox-is.aspx" style="font-size:12px;"&gt;Xbox One&lt;/a&gt;&lt;span style="font-size:12px;"&gt;&amp;quot; came out of nowhere. However,&amp;nbsp; even if it had leaked early, it might not have seemed credible; it&amp;#39;s pretty far out of line with what anyone expected.&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span style="font-size:12px;"&gt;&lt;strong&gt;Always Online&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span style="font-size:12px;"&gt;Rumor: The most odious rumor &lt;a href="http://www.gameinformer.com/b/news/archive/2013/04/05/report-more-sources-say-next-xbox-will-require-always-on-internet-connection.aspx"&gt;dogging&lt;/a&gt; the next Xbox was that it required an always-on internet connection. The mere mention of this draconian feature, especially in light of the problems experienced during the launch of always-online games like &lt;a href="http://www.gameinformer.com/games/simcity/b/pc/archive/2013/03/15/simcity_2d00_review.aspx"&gt;SimCity&lt;/a&gt; and &lt;a href="http://www.gameinformer.com/b/news/archive/2012/07/19/blizzard-ceo-addresses-diablo-iii-concerns.aspx"&gt;Diablo III&lt;/a&gt;, whipped gamers up into an irate frenzy.&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span style="font-size:12px;"&gt;Reality: Maybe gamers were jumping to conclusions, or maybe Microsoft was scared off by the strong negative reaction. Either way, the Xbox One does not require a constant internet connection to perform its basic functions. Instead, developers are able to use &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/microsoft-s-gaming-on-the-cloud.aspx"&gt;cloud computing&lt;/a&gt; on connected consoles, but Microsoft isn&amp;#39;t mandating it. &lt;b&gt;Update: &lt;/b&gt;&lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/conflicting-stories-emerge-on-xbox-one_2700_s-connection-needs.aspx"&gt;Or not&lt;/a&gt;. Microsoft is not being clear on its message for the system&amp;#39;s connectivity.&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;strong&gt;Used Games&lt;/strong&gt;&lt;/p&gt;
&lt;p class="p1"&gt;Rumor:&amp;nbsp;Not everyone buys every game at full price. Some people borrow them or buy them used to save some money, which is why many gamers were apprehensive about the possibility of Xbox One restricting the use of second-hand games. Even so, it was one of the most &lt;a href="http://www.gameinformer.com/b/news/archive/2013/02/26/eidos-president-next-xbox-uses-watermarked-discs.aspx"&gt;persistent rumors&lt;/a&gt; leading up to the reveal.&lt;/p&gt;
&lt;p class="p1"&gt;Reality: To some degree, gamers&amp;#39; fears came true. Xbox One will play used games, but Microsoft initially claimed that it would require a fee after the original owner. This would make borrowing and buying used much less cost-effective. Microsoft then backed off that assertion, saying that it has &amp;quot;&lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/microsoft-confirms-used-game-fees-and-mandatory-game-installation.aspx"&gt;a plan&lt;/a&gt;,&amp;quot; and the team is &amp;quot;&lt;span&gt;designing Xbox One to enable customers to trade in and resell games.&amp;quot;&lt;/span&gt;&lt;span&gt;&amp;nbsp;&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span style="font-weight:bold;font-size:12px;"&gt;Blu-ray&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;Rumor: The PlayStation 3 has an edge over the 360 in terms of disc storage space. That&amp;#39;s due to the Blu-ray format, and most rumors pointed to Microsoft &lt;a href="http://www.gameinformer.com/b/news/archive/2012/01/25/next-xbox-rumors-inbound.aspx"&gt;swallowing its pride&lt;/a&gt; after the whole HD-DVD debacle and adopting Blu-ray discs for the Xbox One.&lt;/p&gt;
&lt;p class="p1"&gt;Reality: According to the &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/microsoft-reveals-xbox-one-system-specs.aspx"&gt;system specs&lt;/a&gt;, Blu-ray is in. If next-gen games get big enough to bleed onto multiple discs, at least they&amp;#39;ll be that way on both consoles this time.&lt;/p&gt;
&lt;p class="p1"&gt;(Please visit the site to view this media)&lt;br /&gt;&lt;i&gt;Chief product officer Marc Whitten talks specifics about the Xbox One&lt;/i&gt;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;strong&gt;The New Kinect&lt;/strong&gt;&lt;/p&gt;
&lt;p class="p1"&gt;Rumor: Kinect was a late addition to the Xbox 360&amp;#39;s lifecycle. After all of the time and money Microsoft invested in the technology, and practically everyone predicted that a &lt;a href="http://www.gameinformer.com/b/news/archive/2012/06/16/rumor-microsoft-document-details-xbox-720.aspx"&gt;new version of Kinect&lt;/a&gt; would be a cornerstone of the company&amp;#39;s next-gen effort.&amp;nbsp;&lt;/p&gt;
&lt;p class="p1"&gt;Reality:&amp;nbsp;We knew Kinect was important to Microsoft, but we didn&amp;#39;t know it was &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/microsoft-going-all-in-with-kinect.aspx"&gt;this important&lt;/a&gt;. Not only does the Xbox One come packaged with the new Kinect, but it will reportedly &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/microsoft-uk-xbox-one-wont-work-without-kinect.aspx"&gt;not function&lt;/a&gt; without the device connected.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;span&gt;&lt;strong&gt;Game Installation&lt;/strong&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p class="p1"&gt;Rumor: &lt;a href="http://www.gameinformer.com/b/news/archive/2013/03/21/rumor-next-xbox-will-require-that-games-be-installed-on-hard-drive.aspx"&gt;Leaked documents&lt;/a&gt; indicated that the Xbox One would be able to completely install a game, not using any of the data from the disc itself. At the time, it wasn&amp;#39;t completely clear if this was just a more convenient version of the current installation system on the 360 (which installs some, but not all, of the data), or something that would be mandatory for every title.&lt;/p&gt;
&lt;p class="p1"&gt;Reality: Installing your games on the Xbox One isn&amp;#39;t optional. &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/microsoft-confirms-used-game-fees-and-mandatory-game-installation.aspx"&gt;It&amp;#39;s required&lt;/a&gt;. On the plus side, that means that once you install the game, you don&amp;#39;t need to keep the disc handy when you want to play. Dual-layer Blu-ray discs can hold up to 50GB and even current games have clocked in above 10GB in data, though, so that 500GB hard drive could fill up faster than you think.&lt;/p&gt;
&lt;p class="p1"&gt;&lt;strong&gt;Cable Box Interaction&lt;/strong&gt;&lt;/p&gt;
&lt;p class="p1"&gt;Rumor: Microsoft has made no secret of the fact that it wants to be consumers&amp;#39; go-to device for entertainment. This, along with the company&amp;#39;s past partnerships with Hulu, ESPN, etc, pointed to the possibility of the Xbox One either being a cable box, or &lt;a href="http://www.gameinformer.com/b/news/archive/2013/04/10/report-next-gen-xbox-will-interact-with-cable-box.aspx"&gt;working closely with them&lt;/a&gt; to deliver programming to users. &amp;nbsp; &amp;nbsp;&lt;/p&gt;
&lt;p class="p1"&gt;Reality: Xbox One isn&amp;#39;t a cable box, but Microsoft wants to &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/21/xbox-one-and-cable-tv.aspx"&gt;work closely&lt;/a&gt; with content providers in order to make the console a one-stop-shop for a variety of media. That might just be splitting hairs, though; you can watch TV through the Xbox One, and that&amp;#39;s really what the rumor was about from the beginning.&lt;/p&gt;
&lt;p class="p1"&gt;&amp;nbsp;&lt;/p&gt;
&lt;p class="p1"&gt;&lt;i&gt;Visit our &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/20/your-xbox-reveal-headquarters.aspx"&gt;Xbox Reveal Headquarters&lt;/a&gt; for complete coverage of today&amp;#39;s news.&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2876429" 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/kinect/default.aspx">kinect</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox+one/default.aspx">xbox one</category><category domain="http://www.gameinformer.com/b/features/archive/tags/rumor/default.aspx">rumor</category></item><item><title>Live Stream – Resident Evil: Revelations And Xbox One</title><link>http://www.gameinformer.com/b/features/archive/2013/05/21/live-stream-resident-evil-revelations.aspx</link><pubDate>Tue, 21 May 2013 20:56:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2873422</guid><dc:creator>Dan Ryckert</dc:creator><slash:comments>17</slash:comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/capcom2012/residentevil/revelationsHD/residentevil-311-610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;This morning is bringing huge news on the next generation front, and we&amp;#39;ll be discussing it during our live stream of the newest Resident Evil release. Kyle Hilliard and I will be starting from the beginning of the Capcom title, and we&amp;#39;re looking forward to answering your questions and discussing the new Xbox One.&lt;/p&gt;
&lt;p&gt;Click below at 4pm Central to watch and join the discussion!&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=2873422" 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/PlayStation+3/default.aspx">PlayStation 3</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/capcom/default.aspx">capcom</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/tuesplay/default.aspx">tuesplay</category><category domain="http://www.gameinformer.com/b/features/archive/tags/resident+evil+revelations/default.aspx">resident evil revelations</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox+one/default.aspx">xbox one</category></item><item><title>Reader Discussion: Xbox One Or PlayStation 4?</title><link>http://www.gameinformer.com/b/features/archive/2013/05/21/reader-discussion-xbox-one-or-playstation-4.aspx</link><pubDate>Tue, 21 May 2013 19:41:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2875757</guid><dc:creator>Tim Turi</dc:creator><slash:comments>798</slash:comments><description>&lt;p&gt;&lt;img border="0" style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/playstation4/dualshock4/ps4-v-xboxone-221-610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Back in February we learned &lt;a href="http://www.gameinformer.com/b/news/archive/2013/02/20/what-is-the-playstation-4.aspx"&gt;a lot, but not all, about Sony&amp;#39;s PlayStation 4&lt;/a&gt;. Today we got a similar peek into Microsoft&amp;#39;s next-generation console, the &lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/20/your-xbox-reveal-headquarters.aspx"&gt;Xbox One&lt;/a&gt;. We still have a lot to learn come E3, including cost and system versions, but that isn&amp;#39;t stopping us from talking about what&amp;#39;s looking better at this point.&lt;/p&gt;
&lt;p&gt;For me, it&amp;#39;s a pretty close call. The improvements to the DualShock 4 controller appear to be narrowing Microsoft&amp;#39;s advantage in that department. While I&amp;#39;m excited for both systems, I wasn&amp;#39;t blown away by the game announcements at either console reveal. Both companies are focusing on how their machines will become entertainment hubs in our living rooms. &lt;/p&gt;
&lt;p&gt;I&amp;#39;m still processing the Xbox One reveal, but I recall being more enthusiastic following the PlayStation 4 announcement. It&amp;#39;s been confirmed that the Xbox One requires a fee to play used games, something Sony hasn&amp;#39;t confirmed for the PS4. While there is still a chance that the PS4 will implement similar restrictions on second-hand games, it gives the manufacturer a slight edge for me right now.&lt;/p&gt;
&lt;p&gt;How about you folks? Which console is more appealing to you right now? Any Wii U cheerleaders out there?&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Visit our&amp;nbsp;&lt;a title="Xbox Reveal Headquarters" href="http://www.gameinformer.com/b/news/archive/2013/05/20/your-xbox-reveal-headquarters.aspx"&gt;Xbox Reveal Headquarters&lt;/a&gt;&amp;nbsp;for complete coverage of today&amp;#39;s news.&amp;nbsp;&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2875757" 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/Nintendo/default.aspx">Nintendo</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/Sony/default.aspx">Sony</category><category domain="http://www.gameinformer.com/b/features/archive/tags/reader+discussion/default.aspx">reader discussion</category><category domain="http://www.gameinformer.com/b/features/archive/tags/Wii+U/default.aspx">Wii U</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/xbox+one/default.aspx">xbox one</category></item><item><title>Interview With Xbox One's Chief Product Officer Marc Whitten</title><link>http://www.gameinformer.com/b/features/archive/2013/05/21/interview-with-xbox-ones-chief-product-officer-marc-whitten.aspx</link><pubDate>Tue, 21 May 2013 19:16:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2875231</guid><dc:creator>Ben Hanson</dc:creator><slash:comments>107</slash:comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft2013/marcwhitten/MarcWhittenInterview610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Game Informer visited Microsoft&amp;#39;s campus weeks ago for an early look at the next Xbox console. The day after the company explained the Xbox One, we had some follow-up questions for the console&amp;#39;s chief product officer Marc Whitten. Game Informer&amp;#39;s senior features editor Matt Helgeson sat down with Whitten and received some further clarification on the new console&amp;#39;s unique architecture, television implementation, operating systems, used game capabilities, the redesigned d-pad, and more.&lt;/p&gt;
&lt;p&gt;Watch the video to learn all about the Xbox One from one of the system&amp;#39;s lead designers.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Visit our&amp;nbsp;&lt;a href="http://www.gameinformer.com/b/news/archive/2013/05/20/your-xbox-reveal-headquarters.aspx"&gt;Xbox Reveal Headquarters&lt;/a&gt;&amp;nbsp;for complete coverage of today&amp;#39;s news.&lt;/i&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://www.gameinformer.com/aggbug.aspx?PostID=2875231" 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/Interview/default.aspx">Interview</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/game+informer/default.aspx">game informer</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/marc+whitten/default.aspx">marc whitten</category><category domain="http://www.gameinformer.com/b/features/archive/tags/243/default.aspx">243</category><category domain="http://www.gameinformer.com/b/features/archive/tags/xbox+one/default.aspx">xbox one</category></item><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>262</slash:comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img 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>26</slash: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><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><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><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>123</slash: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><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img 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><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>125</slash:comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/replay/24/Replay_24_600.jpg" 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 style="max-width:610px;" class="cboxElement" src="http://media1.gameinformer.com/imagefeed/featured/replay/610x90_GI_youtube_v2.jpg" 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=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/replayshow/default.aspx">replayshow</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><category domain="http://www.gameinformer.com/b/features/archive/tags/replayshow-+replay+show/default.aspx">replayshow. replay show</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><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img 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>119</slash: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>317</slash: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><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><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></channel></rss>