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<?xml-stylesheet type="text/xsl" href="http://origin-www.gameinformer.com/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Features</title><link>http://origin-www.gameinformer.com/b/features/default.aspx</link><description /><dc:language>en-US</dc:language><generator>Telligent Community 1.5.134.12297 (Build: 5.5.134.12297)</generator><item><title>The Best Of The Kinect</title><link>http://origin-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>50</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2853554</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/19/the-best-of-the-kinect.aspx#comments</comments><description>&lt;p&gt;On the eve of what&amp;rsquo;s coming next for Microsoft and the Xbox, we reflect on one of 360&amp;rsquo;s experiments: the Kinect.&lt;/p&gt;...(&lt;a href="http://origin-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://origin-www.gameinformer.com/aggbug.aspx?PostID=2853554" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category 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domain="http://origin-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://origin-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://origin-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>92</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2862166</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/19/the-complete-history-of-xbox-live-abridged.aspx#comments</comments><description>&lt;div class="paginated-post" rel="3"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img itemprop="image" 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://origin-www.gameinformer.com/aggbug.aspx?PostID=2862166" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/xbox+live/default.aspx">xbox live</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/xbox/default.aspx">xbox</category><category domain="http://origin-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://origin-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>307</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2861292</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/18/mircosofts-hits-and-misses-with-the-xbox-360.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img 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://origin-www.gameinformer.com/aggbug.aspx?PostID=2861292" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/xbox+live/default.aspx">xbox live</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/kinect/default.aspx">kinect</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/achievements/default.aspx">achievements</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/console/default.aspx">console</category><category domain="http://origin-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://origin-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>149</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2856391</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/18/the-hits-and-misses-of-microsoft-39-s-launch-lineups.aspx#comments</comments><description>&lt;div class="paginated-post" rel="3"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img border="0" style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/logos/microsoftlogo610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;We&amp;rsquo;re on the verge of learning our first official bits of information about Microsoft&amp;rsquo;s follow-up to the Xbox 360, and it has us thinking about the company&amp;rsquo;s previous console launches. Like most launches, Microsoft has seen its share of rushed stinkers and standout gems. Take a look below for some examples.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:medium;"&gt;Best launch games: Xbox&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Halo: Combat Evolved&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/launchfeature/launchhalo.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Without a doubt, this entry was the easiest slam dunk on this list. Bungie&amp;#39;s Halo: Combat Evolved isn&amp;#39;t simply the best Microsoft launch game of all time, it&amp;#39;s one of the &lt;a target="_blank" href="http://www.gameinformer.com/b/features/archive/2010/10/27/top-ten-launch-games-of-all-time.aspx"&gt;best launch titles&lt;/a&gt; in the history of the industry. The early days of the Xbox weren&amp;#39;t exactly smooth sailing for the publisher, but the runaway success of Halo kept Microsoft afloat long enough to get its footing in the console wars.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Project Gotham Racing&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/launchhitsmisses/PGR1.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Bizarre Creations came through for Microsoft in the early days of the Xbox, delivering the well-received Project Gotham Racing. It featured detailed recreations of various real-world cities, an impressive licensed soundtrack, and supported the custom soundtrack feature of the new console. Bill Gates himself even referred to it as his favorite game.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Dead or Alive 3&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/launchhitsmisses/DOA3.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;While this fighting series never quite had the clout of others in the genre, its exclusivity was still a selling point of the original Xbox&amp;#39;s lineup. Its gameplay was solid, but the visuals are what really impressed gamers that wanted to see the power of their new console.&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;span style="font-size:medium;"&gt;Best launch games: Xbox 360&lt;/span&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Call of Duty 2&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;/strong&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft/launchfeature/codlaunch.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Activision&amp;#39;s long-running series has been synonymous with console multiplayer gaming for years now, and this Xbox 360 title is what helped launch the franchise into the stratosphere. It featured graphics that showed off what the console was capable of and online multiplayer that enticed gamers to purchase Xbox Live &amp;ndash; two very important check boxes that Infinity Ward nailed down immediately.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Condemned: Criminal Origins&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sega/misc/Smiles610.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;Call of Duty may have had the FPS market virtually to itself at the 360&amp;#39;s launch, but Sega offered up a different kind of first-person experience. With brutal melee combat and various crime scenes for investigation, Condemned felt more like a hybrid of horror films and an episode of &lt;i&gt;CSI &lt;/i&gt;than a military battleground.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Project Gotham Racing 3&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/microsoft/xboxlive/launchhitsmisses/PGR3-2.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;br /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;For the second Microsoft console launch, Bizarre Creations&amp;#39; Project Gotham sat alongside the system on release day. Like its predecessor, it was well-received by critics and fans. As an added bonus, this sequel included the wildly popular Geometry Wars: Retro Involved.&lt;/p&gt;
&lt;p&gt;&lt;i&gt;Next, we call out some of the biggest flops of Microsoft&amp;#39;s Xbox and Xbox 360 lineup.&lt;/i&gt;&lt;/p&gt;
&lt;p&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2856391" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/xbox/default.aspx">xbox</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/launch+games/default.aspx">launch games</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/console/default.aspx">console</category></item><item><title>Replay – 24: The Game</title><link>http://origin-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>118</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2850794</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/18/replay-24.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/replay/24/Replay_24_600.jpg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Earlier this week, I saw Game Informer reviews editor Joe Juba jump up and do a little dance around the office. The reason? He had just read a headline stating that action drama &lt;i&gt;24&lt;/i&gt;&amp;nbsp;will be returning for a ninth season. Reiner and myself started talking to him about the insane adventures of Jack Bauer, and instantly realized that we were both really excited for its return as well. After that conversation, the focus of our next episode of Replay was apparent.&lt;/p&gt;
&lt;p&gt;Our opinions on the game may differ, but that didn&amp;#39;t stop us from getting into plenty of silly &lt;i&gt;24&lt;/i&gt;&amp;nbsp;talk. Check out the new episode below.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;Check out more episodes at our&amp;nbsp;&lt;a href="http://www.gameinformer.com/p/replay.aspx"&gt;Replay hub&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;
&lt;a href="http://www.youtube.com/user/gameinformer"&gt;&lt;img border="0" src="http://media1.gameinformer.com/imagefeed/featured/replay/610x90_GI_youtube_v2.jpg" class="cboxElement" style="max-width:610px;" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2850794" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/replay/default.aspx">replay</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/fox/default.aspx">fox</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/television/default.aspx">television</category><category domain="http://origin-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://origin-www.gameinformer.com/b/features/archive/tags/yelling/default.aspx">yelling</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/kiefer+sutherland/default.aspx">kiefer sutherland</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/24/default.aspx">24</category></item><item><title>Microsoft: First-Party, Next Generation</title><link>http://origin-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>171</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2853796</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/17/microsoft-first-party-next-generation.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img itemprop="image" style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft2012/halo/halo4/halochief610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;In preparation of the next Xbox&amp;#39;s big unveiling, we take a look
at Microsoft&amp;#39;s stable of first-party developers and what each studio is likely
working on.&lt;/p&gt;
&lt;p&gt;While Microsoft hasn&amp;#39;t released a lot of internally
developed games this generation, the company has been quietly opening new
studios over the past few years, including &lt;a href="http://www.microsoft-careers.com/go/microsoft-studios-victoria/343333/"&gt;Microsoft
Studios Victoria&lt;/a&gt;, &lt;a href="http://www.microsoft-careers.com/go/kids-and-lifestyle-entertainment/343327/"&gt;Kids
and Lifestyle Entertainment&lt;/a&gt;, &lt;a href="http://www.microsoft-careers.com/go/connected-experiences/343324/"&gt;Connected
Experiences&lt;/a&gt;, and &lt;a href="http://www.microsoft-careers.com/go/soho-productions/343331/"&gt;Soho
Productions&lt;/a&gt;. The focus of many of these developers remains unclear; they
might be creating games for the next Xbox console, mobile and Windows 8 games, or
Kinect-based software such as the interactive television programming that Microsoft&amp;#39;s
new &lt;a href="http://origin-www.gameinformer.com/b/news/archive/2013/02/11/microsoft-opens-quot-xbox-entertainment-studios-quot-in-los-angeles.aspx"&gt;Los
Angeles-based studio&lt;/a&gt; is working on.&lt;/p&gt;
&lt;p&gt;While we&amp;#39;re expecting at least a few next-gen surprises from
Microsoft&amp;#39;s new wave of studios, the company&amp;#39;s established first-party
developers are a little more predictable. Below we&amp;#39;ve outlined the history of
each studio, the games they&amp;#39;re known for, and what they&amp;#39;re likely working on
now.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft2012/halo/halo4/343i.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; 343
Industries&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Halo 4&lt;br /&gt;&lt;strong&gt;Last Game:&lt;/strong&gt; Halo 4&lt;br /&gt;343 Industries had the unenviable task of continuing
Microsoft&amp;#39;s flagship series after Bungie moved on to &lt;a href="http://www.gameinformer.com/games/destiny/b/xbox360/archive/2013/02/17/bungie-leaves-halo-behind-as-it-embraces-its-new-destiny.aspx"&gt;Destiny&lt;/a&gt;,
but last year&amp;#39;s release of Halo 4 proved the series is &lt;a href="http://www.gameinformer.com/games/halo_4/b/xbox360/archive/2012/11/01/halo-4-review-343-industries-balances-old-and-new.aspx"&gt;in
good hands&lt;/a&gt;. Considering 343 Industries was created specifically to work on
Halo, it&amp;#39;s safe to assume the studio is working on a new game related to the
IP. 343 has stated that Halo 4 is the first game in a new Halo trilogy. However,
executive producer Kiki Wolfkill has also expressed interest in expanding the
IP &lt;a href="http://www.gameinformer.com/b/news/archive/2012/11/06/343-industries-says-halo-could-jump-into-different-genres.aspx"&gt;to
other genres&lt;/a&gt;. Even if that&amp;#39;s the case, we expect 343 will kick off
Microsoft&amp;#39;s next console with a traditional sequel.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; Lionhead
Studios&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Fable,
Black &amp;amp; White, The Movies&lt;br /&gt;&lt;strong&gt;Last Game: &lt;/strong&gt;Fable:
The Journey&lt;br /&gt;Lionhead has gone through a number of changes this generation,
with co-founder &lt;a href="http://www.gameinformer.com/b/news/archive/2012/03/07/peter-molyneux-leaves-lionhead-for-new-studio.aspx"&gt;Peter
Molyneux leaving&lt;/a&gt; to form 22 Cans and former Cryptic CEO &lt;a href="http://www.gameinformer.com/b/news/archive/2013/04/23/microsoft-appoints-lionhead-39-s-new-studio-boss.aspx"&gt;John
Needham stepping in&lt;/a&gt; as the new head of the studio. Back in 2011, Lionhead was
rumored to be working on &lt;a href="http://www.gameinformer.com/b/news/archive/2011/08/22/rumor-lionhead-working-on-fable-iv-too.aspx"&gt;Fable
IV&lt;/a&gt;, in addition to the Kinect-based spinoff, Fable: The Journey, which
ultimately &lt;a href="http://www.gameinformer.com/games/fable_the_journey/b/xbox360/archive/2012/10/09/motion-mishaps-and-the-horse-they-road-in-on.aspx"&gt;released
to poor reviews&lt;/a&gt;. Despite its recent on-rails detour, Fable remains one of
Microsoft&amp;#39;s strongest franchises; launching its next console with a new
installment of the series seems like a smart bet, though Lionhead may have a
completely new IP up its sleeve as well.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/microsoft2012/forza/forzahorizon/fhrev10.12610.jpg" alt="" /&gt;&lt;/strong&gt;&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; Turn 10
Studios&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Forza
Motorsport&lt;br /&gt;&lt;strong&gt;Last Game: &lt;/strong&gt;Forza
Horizon&lt;br /&gt;This generation, Turn 10&amp;#39;s Forza series overtook Project
Gotham Racing as Microsoft&amp;#39;s principal racing franchise. Forza Horizon took the
series in a slightly new direction, with an open-world format that was &lt;a href="http://www.gameinformer.com/games/forza_horizon/b/xbox360/archive/2012/10/12/forza-horizon-review.aspx"&gt;well-received&lt;/a&gt;,
though not quite as beloved as &lt;a href="http://www.gameinformer.com/games/forza_motorsport_4/b/xbox360/archive/2011/10/06/a-finely-tuned-racing-machine.aspx"&gt;Forza
Motorsport 4&lt;/a&gt;. In any case, racing games tend to make good launch titles,
aptly showing off the visual advancements new hardware provides. We expect Turn
10 is hard at work creating the next installment of the series.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;Company:&lt;/strong&gt; Rare
Ltd.&lt;br /&gt;&lt;strong&gt;Known For: &lt;/strong&gt;Donkey
Kong Country,&lt;strong&gt; &lt;/strong&gt;Killer Instinct, GoldenEye
007, Banjo-Kazooie, Perfect Dark, Viva Pi&amp;ntilde;ata&lt;br /&gt;&lt;strong&gt;Last Game: &lt;/strong&gt;Kinect
Sports: Season Two&lt;br /&gt;Despite its accomplished history of creating blockbuster
franchises for Nintendo, Rare has created few standout series for Microsoft after
being purchased by the company in 2002. Kameo: Elements of Power, Perfect Dark
Zero, and Viva Pi&amp;ntilde;ata were met with generally positive reviews, but in recent
years the developer has been focused on Kinect titles. While we&amp;#39;d love to see a
next-gen sequel to &lt;a href="http://www.gameinformer.com/games/banjo_kazooie_nuts_and_bolts/b/xbox360/archive/2009/09/22/review.aspx"&gt;Banjo-Kazooie:
Nuts &amp;amp; Bolts&lt;/a&gt;, we&amp;#39;re guessing a new &lt;a href="http://www.gameinformer.com/games/kinect_sports/b/xbox360/archive/2010/11/03/kinect-sports-review-rare-takes-full-advantage-of-its-extra-experience-with-kinect.aspx"&gt;Kinect
Sports&lt;/a&gt; installment the likelier scenario.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;&lt;i&gt;Coming Up Next: Microsoft&amp;#39;s first-party developers that specialize in downloadable and Kinect titles, plus a new studio that&amp;#39;s focused on triple-A game development...&lt;/i&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2853796" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Microsoft/default.aspx">Microsoft</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/halo/default.aspx">halo</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/343+Industries/default.aspx">343 Industries</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Fable/default.aspx">Fable</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/twisted+pixel/default.aspx">twisted pixel</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/forza/default.aspx">forza</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/rare/default.aspx">rare</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/lionhead+studios/default.aspx">lionhead studios</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/turn+10+studios/default.aspx">turn 10 studios</category><category domain="http://origin-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://origin-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>115</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2860397</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/17/digitizing-seattle-infamous-second-son-39-s-new-playground.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/infamoussecondson/SeattleCity610.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Leaving behind the fictional cities of New Marais and Empire City, Infamous Second Son will task players with liberating the streets of Seattle as the new protagonist Delsin Rowe. While Sucker Punch wanted to make it clear that this was not a 1:1 recreation of the real-world city, the game&amp;#39;s version of Seattle will include many of the town&amp;#39;s famous landmarks and try to replicate the feel of America&amp;#39;s Northwestern gem. One of the benefits of choosing Seattle is that it is the hometown of the developers themselves, which is relatively rare in the realm of open-world games.&lt;/p&gt;
&lt;p&gt;Many of the images used in the video below are from Sucker Punch&amp;#39;s own reference photos, so you can expect to climb and explore many of the locations shown when Infamous Second Son is released.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;To learn more about Infamous Second Son, click on the banner below to enter our content-filled hub.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.gameinformer.com/p/infamous.aspx"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/infamoussecondson/hub/0613_InfamousSecondSon_610_Ad_v1.jpeg" border="0" style="max-width:610px;" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2860397" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/infamous/default.aspx">infamous</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/sucker+punch/default.aspx">sucker punch</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Video+Feature/default.aspx">Video Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/ps4/default.aspx">ps4</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/playstation+4/default.aspx">playstation 4</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/infamous+second+son/default.aspx">infamous second son</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/242/default.aspx">242</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/second+son/default.aspx">second son</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/seattle/default.aspx">seattle</category><category domain="http://origin-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://origin-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>315</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2859885</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/17/opinion-why-cliche-rpgs-wont-cut-it-anymore.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/square-enix/starocean/starocean4610051713.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;The role-playing game genre&amp;#39;s focus on stories has always
drawn me. Having a reason to play beyond &amp;quot;let&amp;#39;s get to the end&amp;quot; is a powerful
lure. For over two decades, I&amp;#39;ve enjoyed watching characters grow to save the
world. The ending credits always matter so much more with the added context of
a story I&amp;#39;m invested in. Until recently, RPGs were ahead of the curve in these
arenas, while many other games settled for superficial reasons to embark on
quests - sometimes simply a single line of text like &amp;quot;Your princess is in another
castle.&amp;quot; &lt;/p&gt;
&lt;p&gt;Today&amp;#39;s gaming landscape is a different beast. RPGs now have
worthy competition in the story department. Take Bioshock Infinite, with its
strong political themes alongside ambiguous moments that leave gamers analyzing
their true meanings. Adventures like The Walking Dead are emotionally gripping
by necessity: Characters have to matter or the big moments don&amp;#39;t hit as hard.
To be honest, it&amp;#39;s been some time since I&amp;#39;ve had an RPG strike me that way. If
RPGs want to stay on top with the industry&amp;#39;s ongoing move toward more complex
narrative, writing needs to be the focus - and frankly, it needs to be
stronger.&lt;/p&gt;
&lt;p&gt;Lately, I&amp;#39;m seeing characters and storylines with wasted
potential. How many times are we going to see the same archetypes interjected
throughout narratives? The older sibling who needs to protect everyone, the arrogant heartthrob who constantly shows off, the soft-spoken girl who can&amp;#39;t stand up for herself,
or the (sigh) tomboy who&amp;#39;s trying to find her feminine side? These characters
continually find their way into RPGs, and their thin personalities fail to add
any sort of depth or humanity to the tale. I want my characters to move beyond
clich&amp;eacute;, to not be boiled down to a single trait. Wild Arms 4&amp;#39;s Raquel is
refreshingly different not only because of her circumstances (she&amp;#39;s sick), but
because she is multi-dimensional. I still think about Raquel, because she was a
walking contradiction - tough, yet weak, keeping to herself yet dying to let
someone in.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/square-enix/final-fantasy/final-fantasy-xiii/finalfantasyxiii610051713.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Another gripe with many traditional RPGs is their predictability.
I&amp;#39;ve seen my share of save-the-world plots as a seasoned fan, but that isn&amp;#39;t
the core of the problem. If the heroics are new and exciting each time, I&amp;#39;m
game. Having the world&amp;#39;s destiny in my hands is always exhilarating. One series
that does this well is Persona. Yes, you&amp;#39;re technically saving the world, but
having it set in the real world with all of its everyday activities brings a
new dynamic to the adventure. &lt;/p&gt;
&lt;p&gt;Can the same backdrops and settings continue to be
interesting? While no two people look at a concept the same way, writers need
to challenge themselves to think of new twists they can put on these worlds. Look
at the political warfare placed on top of Dragon Age: Origins&amp;#39; fantasy
backdrop. Atlus&amp;#39; Radiant Historia took time travel and made it feel new with
its concept of intertwined timelines. When you get to see a world not only
evolve on its own, but also affect it from a parallel world, the plot is much
more engaging.&lt;/p&gt;
&lt;p&gt;If RPGs want to stand out in the upcoming generation, the
stories and characters need to be stronger and more developed. While some do
leave their mark, too many are run-of-the-mill. Sadly, many other genres are
starting to outshine RPGs in an area where Final Fantasy once ruled the roost
with varied casts, surprising plot twists (cough, cough Final Fantasy VII), and
villains who got under our skin. Unfortunately, the progress I desire may never
happen; after all, an audience still dotes on these familiar scenarios and
character types, but resisting any change or advancements won&amp;#39;t help in the
long run. Look at Square Enix: it&amp;#39;s a shadow of its former self. The genre used
to be its bread and butter, but its RPGs are now stagnant and struggling,
making the company look elsewhere for its identity and financial
security.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;To remain relevant, RPGs must once again surpass - or at
least measure up to - the creativity the rest of the modern games industry is
bringing to the table.&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2859885" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Square+Enix/default.aspx">Square Enix</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/final+fantasy/default.aspx">final fantasy</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Persona/default.aspx">Persona</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/editorial/default.aspx">editorial</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/opinion/default.aspx">opinion</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/rpgs/default.aspx">rpgs</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/bioshock+infinite/default.aspx">bioshock infinite</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/The+Walking+Dead/default.aspx">The Walking Dead</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/radiant+historia/default.aspx">radiant historia</category><category domain="http://origin-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://origin-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>38</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2857100</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/16/cosblog-2013-2.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/cosblog/83/610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;I&amp;rsquo;m a big fan of intricate armor builds, and Kevin&amp;rsquo;s costume blew me away when I spotted it at GamesCom this past year. Even more impressive is that it marked his very first time cosplaying. I&amp;rsquo;d say you&amp;rsquo;re off to a great start, Kevin. &lt;br /&gt;&lt;br /&gt;Blood, battle damage, and probably a bit of brain material splattered across this Dead Space tribute makes it that much more authentic. Make sure to check out Kevin&amp;rsquo;s DeviantArt portfolio below for some fantastic WIP shots that give a play-by-play of construction! &lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="color:#99cc00;"&gt;&lt;span style="background-color:#ffffff;"&gt;&lt;img style="float:left;" src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/4034.Issac-Clarke.jpg" border="0" alt="" /&gt;Who: The Character&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;The character is the engineer Isaac Clarke from the Dead Space series.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#99cc00;"&gt;Why: The
Decision&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;My father and I really enjoyed the design of the suit, and he was actually the one who asked me if I wanted to make it. I agreed and was really excited about the idea, so we started working on it together.&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="color:#99cc00;"&gt;What: The
Process&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;We worked on the suit on weekends over the course of about six months. We worked very calmly. It cost 250 euro to finish. Our main tool was a box cutter, and the material we used ranged from heated PVC, foam, tissue, glue, and even garden tools. Anything we felt would fit the suit was used. The most difficult task was the helmet because we started with it and at the same time we tested materials. It was my first cosplay. We hadn&amp;#39;t made a suit before this one.&lt;/p&gt;
&lt;p&gt;
&lt;b&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#99cc00;"&gt;Where and When:
The Debut&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;I debuted at Japan Expo 2011 in France. The photoshoot was made one year later in May. The photos were taken at &amp;quot;La Defense&amp;quot; near Paris by Marc Innavong, a friend.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;&lt;span style="color:#00ff00;"&gt;&lt;span style="font-size:medium;"&gt;&lt;span style="color:#99cc00;"&gt;Links: The
Cosplayer&lt;/span&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;/b&gt;&lt;a target="_blank" href="http://tarrer.deviantart.com"&gt;DeviantART&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;&lt;span style="color:#99cc00;"&gt;&lt;b&gt;&lt;span style="font-size:medium;"&gt;The Gallery&lt;/span&gt;&lt;/b&gt;&lt;/span&gt;&lt;br /&gt;Photography by Darkain Multimedia with CosplayPhotographers.com&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/1738.dead_5F00_space_5F005F005F00_ellie_5F00_and_5F00_isaac_5F00_by_5F00_tarrer_2D00_d5ofydz.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/6557.face_5F00_of_5F00_hero_5F00_2_5F00_by_5F00_tarrer_2D00_d5ajqb4.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/2311.forged_5F00_for_5F00_battle_5F00_by_5F00_tarrer_2D00_d5ajpzi.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/4353.glass_5F00_reflection_5F00_by_5F00_tarrer_2D00_d514box.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/6471.isaac_5F00_1_5F00_retouch_5F00_by_5F00_easychevreuille_5F00_by_5F00_tarrer_2D00_d51ux7s.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/5314.isaac_5F00_2_5F00_by_5F00_tarrer_2D00_d51qgao.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8357.isaac_5F00_3_5F00_retouch_5F00_by_5F00_easychevreuille_5F00_by_5F00_tarrer_2D00_d51ux92.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8255.isaac_5F00_and_5F00_ellie_5F00_by_5F00_tarrer_2D00_d5ajl6w.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/5415.isaac_5F00_by_5F00_tarrer_2D00_d51qg5s.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="http://www.gameinformer.com/resized-image.ashx/__size/610x0/__key/CommunityServer-Blogs-Components-WeblogFiles/00-00-00-00-09/8475.rig_5F00_details_5F00_by_5F00_tarrer_2D00_d51ku1p.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Miss the past few CosBlogs? Check out the&amp;nbsp;&lt;a target="_blank" href="http://www.gameinformer.com/p/cosblog.aspx"&gt;CosBlog Hub&lt;/a&gt;&amp;nbsp;for a
full archive of past costumes.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2857100" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Dead+Space/default.aspx">Dead Space</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Cosblog/default.aspx">Cosblog</category><category domain="http://origin-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://origin-www.gameinformer.com/b/features/archive/2013/05/14/live-stream-metro-last-light.aspx</link><pubDate>Tue, 14 May 2013 19:15:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2850533</guid><dc:creator>Andrew Reiner</dc:creator><slash:comments>34</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2850533</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/14/live-stream-metro-last-light.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/deepsilver/metro/lastlight/review/metro1.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Join the Game Informer crew as we journey back into the depths of the Russian underground in Metro: Last Light, 4A&amp;#39;s sequel to the cult-hit survival shooter, Metro 2033. We&amp;#39;ll be starting our live stream from the beginning of game at 4PM CT, and plan to play until we lose our minds from the oppressive despair and unspeakable terror waiting around every corner &amp;ndash; or until 6PM. Whichever some comes sooner.&lt;/p&gt;
&lt;p&gt;We&amp;#39;ll also be answering questions via Twitch TV&amp;#39;s chat room, so click the banner below join the fun.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.gameinformer.com/gilive"&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/livestream/stream_banner.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2850533" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Metro_3A00_+Last+Light/default.aspx">Metro: Last Light</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/live+stream/default.aspx">live stream</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Deepsilver/default.aspx">Deepsilver</category></item><item><title>Test Chamber – Metro: Last Light</title><link>http://origin-www.gameinformer.com/b/features/archive/2013/05/13/test-chamber-metro-last-light.aspx</link><pubDate>Mon, 13 May 2013 23:50:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2847998</guid><dc:creator>Jeff Marchiafava</dc:creator><slash:comments>64</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2847998</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/13/test-chamber-metro-last-light.aspx#comments</comments><description>&lt;p&gt;&lt;img style="max-width:610px;" border="0" src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/testchamber/metrolastlight/testchamber_metrolastlight_600.jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Metro 2033 captivated players with a grueling struggle for survival in the underground subway tunnels of a post-apocalyptic Moscow. The sequel picks up Artyom&amp;#39;s quest to save humanity, and while the difficulty has been dialed down a bit, some top-notch gunplay and stealth mechanics make it well worth a return trip to the Russian underground.&lt;/p&gt;
&lt;p&gt;Join us as Andrew Reiner, Dan Ryckert, and I tackle the first few sequences of Metro: Last Light, which aptly demonstrate the detailed world 4A Games has created, and the healthy mix of the action and stealth gameplay awaiting players. Reiner and I also discuss the other changes and improvements Last Light offers Metro 2033 fans, while trying our best to ignore Dan&amp;#39;s endless string of stupid wrestling jokes.&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;Metro: Last Light is available tomorrow on PC, Xbox 360, and PlayStation 3. For more on the game, read our &lt;a href="http://www.gameinformer.com/games/metro_last_light/b/pc/archive/2013/05/13/metro-last-light-review.aspx"&gt;PC&lt;/a&gt; and &lt;a href="http://www.gameinformer.com/games/metro_last_light/b/xbox360/archive/2013/05/13/metro-last-light-review.aspx"&gt;console&lt;/a&gt; reviews.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.youtube.com/gameinformer"&gt;&lt;img border="0" style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/testchamber/610x90_testchamber_youtube_v2.jpeg" alt="" /&gt;&lt;/a&gt;&lt;/p&gt;
&lt;p&gt;Watch every episode of Test Chamber in our hub by clicking&amp;nbsp;&lt;a href="http://www.gameinformer.com/p/testchamber.aspx" target="_blank"&gt;here&lt;/a&gt;.&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2847998" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/PC/default.aspx">PC</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/PS3/default.aspx">PS3</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Xbox+360/default.aspx">Xbox 360</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/test+chamber/default.aspx">test chamber</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/deep+silver/default.aspx">deep silver</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/4A+Games/default.aspx">4A Games</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/metro+last+light/default.aspx">metro last light</category></item><item><title>What The PlayStation 4 Means For Infamous Second Son</title><link>http://origin-www.gameinformer.com/b/features/archive/2013/05/13/what-the-playstation-4-means-for-infamous-second-son.aspx</link><pubDate>Mon, 13 May 2013 19:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2847578</guid><dc:creator>Ben Hanson</dc:creator><slash:comments>139</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2847578</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/13/what-the-playstation-4-means-for-infamous-second-son.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/infamoussecondson/SecondSonPS4610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;As an exclusive to the new system from Sony, Infamous Second Son is planning on taking advantage of the console&amp;#39;s unique strengths. Developer Sucker Punch Productions will not only use the advanced horsepower of the PlayStation 4, but they are also hoping to further immerse players by using the touchpad on the new DualShock 4. &lt;/p&gt;
&lt;p&gt;So what does the next generation of hardware mean for open-world games? Watch the video below to see the developers of Infamous Second Son explain the new possibilities and talk about the pressure surrounding the reveal of both their new game and the next PlayStation.&amp;nbsp;&lt;/p&gt;
&lt;p&gt;(Please visit the site to view this media)&lt;/p&gt;
&lt;p&gt;To learn more about Infamous Second Son&amp;#39;s gameplay, 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;div style="clear:both;"&gt;&lt;/div&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2847578" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Sony/default.aspx">Sony</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/infamous/default.aspx">infamous</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/sucker+punch/default.aspx">sucker punch</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Video+Feature/default.aspx">Video Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/ps4/default.aspx">ps4</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/playstation+4/default.aspx">playstation 4</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/infamous+second+son/default.aspx">infamous second son</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/242/default.aspx">242</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/second+son/default.aspx">second son</category></item><item><title>Replay – Onimusha: Warlords</title><link>http://origin-www.gameinformer.com/b/features/archive/2013/05/11/replay-onimusha-warlords.aspx</link><pubDate>Sat, 11 May 2013 13:00:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2839814</guid><dc:creator>Ben Reeves</dc:creator><slash:comments>100</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2839814</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/11/replay-onimusha-warlords.aspx#comments</comments><description>&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/replay/onimusha/Replay_onimusha_600.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Capcom&amp;#39;s Onimusha series took real life characters from history and retold actual historical battles with supernatural elements. The game follows a couple of ghost busting Samurai who travel through the country killing demonic monsters and absorbing their souls with a mystical gauntlet. It&amp;#39;s probably pretty close to the actual history. &lt;/p&gt;
&lt;p&gt;Watch Game Informer editors Tim Turi, Andrew Reiner, Jason Oestreicher, and Ben Reeves tackle the opening chapters of Capcom&amp;#39;s action/survival horror series, solve a few chest puzzles, and stab a lot of dudes on the ground.&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://origin-www.gameinformer.com/aggbug.aspx?PostID=2839814" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/replay/default.aspx">replay</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/replayshow/default.aspx">replayshow</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/capcom/default.aspx">capcom</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/classic/default.aspx">classic</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Onimusha/default.aspx">Onimusha</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/warlords/default.aspx">warlords</category></item><item><title>The Biggest Advances In The Open World Genre</title><link>http://origin-www.gameinformer.com/b/features/archive/2013/05/10/the-biggest-advances-in-the-open-world-genre.aspx</link><pubDate>Fri, 10 May 2013 23:47:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2840151</guid><dc:creator>Dan Ryckert</dc:creator><slash:comments>138</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2840151</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/10/the-biggest-advances-in-the-open-world-genre.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/ubisoft/watchdogs/phone610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Earlier today, we posted early impressions of one of the most talked-about games on the next generation horizon. Ubisoft&amp;#39;s Watch Dogs promises to give players more control over a virtual world than ever seen before, as protagonist Aiden Pearce can manipulate the environment thanks to his hacking skills. If done right, it could be an exciting new feature the likes of which we haven&amp;#39;t seen before. It also got us thinking about some of the biggest advances in the open world genre.&lt;/p&gt;
&lt;p&gt;We&amp;#39;ll kick things off with three advances brought to us by the father of the modern open world genre.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/gameinformer/features/openworld/gta610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Grand Theft Auto - Birth of a genre&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;While GTA wasn&amp;#39;t the first game to introduce elements of player freedom, it laid the blueprint for the modern open world genre. Selecting between various story missions, completing side activities, or simply going on murderous rampages were all elements that were present in the 1997 original. Its top-down view made high-speed pursuits frustrating, but the game has clearly earned its place in the history books thanks to its structural innovations.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/rockstar/gta10thanniversary/gta3_610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Grand Theft Auto III - Open world moves to 3D&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Gamers were able to rampage around the city in the previous two GTA games (as well as the London expansion), but it was always seen from a detached, top-down camera. Thanks to the advances made in the PlayStation 2 era, Rockstar&amp;#39;s baby could finally be the more immersive affair that it deserved to be. Tiny assortments of pixels were now fully-animated models. Squares that used to represent rooftops were replaced with towering skyscrapers. Slivers of story told by text were now cutscenes with high production value. If the first GTA laid the foundation of what the genre could offer, GTA III was the first to present the type of 3D gameplay we know and love in 2013.&lt;/p&gt;
&lt;p&gt;&lt;img src="http://media1.gameinformer.com/imagefeed/featured/rockstar2013/soundtrackfeature/grand-theft-auto-soundtrack610.jpg" style="max-width:610px;" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Grand Theft Auto series - Use of licensed music&lt;/b&gt;&lt;/p&gt;
&lt;p&gt;Anything I say here would pale in comparison to the &lt;a target="_blank" href="https://www.gameinformer.com:443/b/features/archive/2013/04/30/how-grand-theft-auto-revolutionized-game-soundtracks.aspx"&gt;great piece&lt;/a&gt; that Matt Helgeson recently put together about how Grand Theft Auto revolutionized gaming soundtracks. Put simply, Rockstar and their team of audio masterminds have put together some of gaming&amp;#39;s greatest soundtracks, time and time again. From the 80s-drenched Vice City to the hip hop sounds of early 90s Los Angeles, the studio always knocks it out the park when it&amp;#39;s time to assemble some great tunes to commit drive-bys to.&lt;/p&gt;
&lt;p&gt;Check out the next page to see how some other series helped push the genre forward.&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2840151" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/evolution/default.aspx">evolution</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/open+world/default.aspx">open world</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/sandbox/default.aspx">sandbox</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/advances/default.aspx">advances</category></item><item><title>Bridging The Gap: From Infamous 2 To Second Son</title><link>http://origin-www.gameinformer.com/b/features/archive/2013/05/10/bridging-the-gap-from-infamous-2-to-second-son.aspx</link><pubDate>Fri, 10 May 2013 21:16:00 GMT</pubDate><guid isPermaLink="false">79ef0c18-1c65-4225-984f-fdaeab0f0862:2835009</guid><dc:creator>Ben Reeves</dc:creator><slash:comments>180</slash:comments><wfw:commentRss xmlns:wfw="http://wellformedweb.org/CommentAPI/">http://origin-www.gameinformer.com/b/features/rsscomments.aspx?WeblogPostID=2835009</wfw:commentRss><comments>http://origin-www.gameinformer.com/b/features/archive/2013/05/10/bridging-the-gap-from-infamous-2-to-second-son.aspx#comments</comments><description>&lt;div class="paginated-post" rel="2"&gt;&lt;div class="paginated-post-page" rel="1"&gt;&lt;p&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/EvilinLine610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;Infamous Second Son takes place seven years after the events of Infamous 2. A lot can happen in seven years, so here&amp;rsquo;s the abbreviated timeline that will prepare you for Sucker Punch&amp;rsquo;s next super-powered outing. &lt;/p&gt;
&lt;p&gt;The first two Infamous games told the tale of what would happen if ordinary people suddenly gained supernatural powers &amp;ndash; gifting them abilities that could level buildings. This prospect terrified the general population who were left feeling powerless against the whims of the fortunate few who gained supernatural abilities.&lt;/p&gt;
&lt;p&gt;These powered-up individuals came to be known as Conduits, and series hero Cole McGrath was one of the most powerful conduits on the planet. However, it was up to players to chose whether or not Cole used his powers for the benefit of the larger commonwealth or only for himself.&lt;/p&gt;
&lt;p&gt;&lt;img style="max-width:610px;" src="http://media1.gameinformer.com/imagefeed/featured/sony2013/suckerpunch/Powerincity610.jpg" border="0" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;This good/evil system actually helped shape the franchise&amp;rsquo;s future. Gamers didn&amp;rsquo;t know they were voting on the fate of they next Infamous game while playing Infamous 2, but that&amp;rsquo;s exactly what happened.&lt;/p&gt;
&lt;p&gt;&amp;ldquo;When we got done with Infamous 2, we had given players this choice of whether or not they wanted to heroically sacrifice Cole or keep him alive at the expense of the human population,&amp;rdquo; says game director Nate Fox. &amp;ldquo;The game shipped and we started seeing trophy data, and 78 percent of players decided to sacrifice Cole and have him die. We wanted to honor their choice so moving forward we said &amp;lsquo;Let&amp;rsquo;s make a new hero.&amp;rsquo;&amp;rdquo;&lt;/p&gt;&lt;/div&gt;&lt;/div&gt;&lt;script type="text/javascript"&gt;PaginateGrid();&lt;/script&gt;&lt;img src="http://origin-www.gameinformer.com/aggbug.aspx?PostID=2835009" width="1" height="1"&gt;</description><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/Feature/default.aspx">Feature</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/infamous/default.aspx">infamous</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/infamous+2/default.aspx">infamous 2</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/sucker+punch/default.aspx">sucker punch</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/cover+story/default.aspx">cover story</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/june/default.aspx">june</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/ps4/default.aspx">ps4</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/nate+fox/default.aspx">nate fox</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/second+son/default.aspx">second son</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/delsin/default.aspx">delsin</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/PlatStation+4/default.aspx">PlatStation 4</category><category domain="http://origin-www.gameinformer.com/b/features/archive/tags/bridging+the+gap/default.aspx">bridging the gap</category></item></channel></rss>