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	<title>Game Central &#187; Microsoft</title>
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	<link>http://www.gamecentral.biz</link>
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		<title>Grand Theft Auto: The Story Continues, as Gritty as Ever</title>
		<link>http://www.gamecentral.biz/news/new-release/grand-theft-auto-the-story-continues-as-gritty-as-ever/</link>
		<comments>http://www.gamecentral.biz/news/new-release/grand-theft-auto-the-story-continues-as-gritty-as-ever/#comments</comments>
		<pubDate>Wed, 18 Feb 2009 11:37:12 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
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		<category><![CDATA[grand theft auto]]></category>
		<category><![CDATA[Grand Theft Auto IV]]></category>
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		<guid isPermaLink="false">http://www.gamecentral.biz/news/new-release/grand-theft-auto-the-story-continues-as-gritty-as-ever/</guid>
		<description><![CDATA[
Of the many great lines in the classic 1985 film “The Breakfast Club,” my favorite has always been the knowing enticement delivered by Judd Nelson’s character, the delinquent John Bender: “Being bad feels pretty good, huh?”
It most certainly can, and that is why the Grand Theft Auto series is so successful, both commercially and artistically. [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/02/grand-theft-auto-iv.jpg"><img style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/02/grand-theft-auto-iv-thumb.jpg" border="0" alt="grand_theft_auto_IV" width="570" height="300" /></a></p>
<p>Of the many great lines in the classic 1985 film “The Breakfast Club,” my favorite has always been the knowing enticement delivered by Judd Nelson’s character, the delinquent John Bender: “Being bad feels pretty good, huh?”</p>
<p>It most certainly can, and that is why the Grand Theft Auto series is so successful, both commercially and artistically. In its ambition, fearlessness, style and production quality, it stands apart from every other game franchise.</p>
<p><span id="more-929"></span></p>
<p>All sorts of games are about visions of power, often accompanied by violence. But most titles are set far away from what most people would consider the real world: off in outer space, on a historical battlefield, in a mythical land of dragons and elves. A distant, fanciful realm both heightens a sense of fantasy and allows designers to avoid tough questions about social responsibility.</p>
<p>Most designers fear those questions. Rockstar Games, maker of Grand Theft Auto, does not. The company appears to recognize that it is not necessarily irresponsible to portray the real world’s underbelly. After all, Americans love gangsters and criminals in their entertainment. Americans even like to see the bad guys win once in a while.</p>
<p>Grand Theft Auto IV and its tale of the Balkan immigrant Niko Bellic were a revelation last year. This week, Rockstar is releasing the first additional episode for the title as a $19.99 download available only for the Xbox 360 via Microsoft’s Xbox Live Internet service (it is not available at retail stores).</p>
<p>Called “The Lost and Damned,” the new episode is set in the same dark, vibrant, often hilariously sarcastic version of the metropolitan New York area that provided the backdrop for, and was the most compelling element of, the original game. While dystopian, this vision is not nihilistic. Like the original, the new episode conveys a humor, wit, intelligence and sense of cultural satire that, although sophomoric at times, at least never takes itself too seriously.</p>
<p>“The Lost and Damned” suffers from a few curious and unfortunate design decisions — players often have less freedom than in the original — that will probably prompt most to return to the original game after completing the new episode’s main story. But there is no question that it is the most fully realized, thoroughly produced and substantial downloadable add-on yet released for a console game. Anyone who enjoys Grand Theft Auto IV should get it.</p>
<p>From a business perspective, 2009 may be shaping up as the year when downloads become a viable path to develop and release significant console games; if so, “The Lost and Damned” will be leading the way. (The new episode will probably become available for the PlayStation 3 and PCs once Rockstar’s exclusive deal with Microsoft expires, but it is unclear when that will happen.)</p>
<p>In “The Lost and Damned,” the player takes the role of one Johnny Klebitz, vice president of a New Jersey motorcycle gang called the Lost. Johnny has been running the gang ever since its president, Billy, went into a drug rehab program as part of a plea deal. As the episode begins, Billy is leaving the program and returning to what he considers his rightful place at the head of the pack. Naturally, Johnny and Billy have different ideas about how the gang should be run and how aggressively they should confront their archrivals, the Angels of Death.</p>
<p>The writing here is as streetwise and sassy as in the original game, but perhaps it is somewhat inevitable that the scope of Johnny’s story feels much smaller and less epic than Niko’s journey last year. Ultimately, this is the story of a small-time biker gang in New Jersey, little more.</p>
<p>In Grand Theft Auto IV, you could move into a penthouse if you liked. In “The Lost and Damned,” your only beds are some ratty mattresses in a couple of filthy, run-down buildings. In Grand Theft Auto IV you could choose the overall vibe of your lifestyle (what you drive, where you live). In “The Lost and Damned” there is no way to change the hard-core thrash metal coming from the radio in your disgusting kitchen.</p>
<p>That’s fine if you like hard-core thrash metal. But a vital part of the Grand Theft Auto experience has always been giving players free rein to define their own tastes and preferences. The new episode gets away from that a bit.</p>
<p>In terms of the actual mechanics of driving and shooting, it’s significantly easier than Grand Theft Auto IV. It often requires you to drive a motorcycle (another contrast with the original game, in which players usually could choose from a range of vehicles), and the bikes’ handling is significantly more forgiving than in the original game. So while “The Lost and Damned” includes about a third as many missions as the original, it takes significantly less than a third as long to complete. I got through the main story in about 8.5 hours (and then spent about the same amount of time exploring and completing optional shootouts and races).</p>
<p>For $19.99, that is a great value. Despite its occasional stumbles, “The Lost and Damned” sets a new standard for what a downloadable console add-on can achieve. Being bad still feels pretty good.</p>
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		<title>Microsoft Shuts Down &#8216;Flight Simulator&#8217; Game Studio</title>
		<link>http://www.gamecentral.biz/news/top-stories/microsoft-shuts-down-flight-simulator-game-studio/</link>
		<comments>http://www.gamecentral.biz/news/top-stories/microsoft-shuts-down-flight-simulator-game-studio/#comments</comments>
		<pubDate>Sat, 24 Jan 2009 10:04:15 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Game Industry]]></category>
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		<description><![CDATA[As the rest of the tech world scrambles to assess the implications of the recently announced 5,000 layoffs at software giant Microsoft, news has come in that might potentially spell the end of the company&#8217;s nearly 30-year-old Flight Simulator series.
Microsoft confirmed Friday that the software giant has shuttered ACES Studios, the developer of the Flight [...]]]></description>
			<content:encoded><![CDATA[<p>As the rest of the tech world scrambles to assess the implications of the recently announced 5,000 layoffs at software giant Microsoft, news has come in that might potentially spell the end of the company&#8217;s nearly 30-year-old Flight Simulator series.</p>
<p>Microsoft confirmed Friday that the software giant has shuttered ACES Studios, the developer of the Flight Simulator series of games, whose latest incarnation is Flight Simulator X. The simulation is considered Microsoft&#8217;s oldest product, whose original version first shipped in 1982.</p>
<p>However, a Microsoft spokeswoman said that while the studio has been closed, the software company remains committed to the Flight Simulator franchise, without explaining how future products can be launched without a dedicated software development team backing them.</p>
<p><span id="more-922"></span></p>
<p>&#8220;We can confirm the closing of ACES Studios, which was responsible for the Flight Simulator franchise,&#8221; Microsoft spokeswoman Kelda Rericha told Appscout. &#8220;Following our annual strategy review process, IEB [Microsoft's Interactive Entertainment Business unit] is making adjustments within our business to align our people against our highest priorities. The closure of ACES Studios was one of those specific changes.&#8221;</p>
<p>Rericha refused to disclose any further details regarding the future of the company. She did, however, suggest that the Flight Simulator series is likely to stick around in some form or another. &#8220;We are committed to the Flight Simulator franchise, which has proven to be a successful PC-based game for the last 27 years,&#8221; Rericha added. &#8220;You should expect us to continue to invest in enabling great Live experiences on Windows, including flying games, but we have nothing specific to announce at this time.&#8221;</p>
<p>Of course, the Flight Simulator franchise is a fairly broad one, and anything falling under the largely online Live umbrella would likely be fairly different than the game&#8217;s traditionally resource-intensive online incarnation.</p>
<p>&#8220;It&#8217;s definitely confusing; I wish I had more clarification on that that we could provide, Rericha added. &#8220;At this point, they&#8217;re just not talking about it yet – how the product will, and if the product will, live within Microsoft.&#8221;</p>
<p>Microsoft does not have a time frame on when it will provide additional information, Rericha added.</p>
<p>The most likely scenario seems that, like the rest of us, Microsoft is still attempting to assess exactly how such a large number of redundancies will affect its business strategy. Projects like Flight Simulator have likely been given a lower priority than, say, Windows or Office, and therefore their fates are still not entirely certain even in Redmond.</p>
<p>Numerous contractors also confirmed that they&#8217;d been let go in the ACES layoffs, including independent coders who were also fans of the series.</p>
<p>&#8220;One thing that every person at ACES will tell you is that the community and each of you in it mean the world to us for sharing our passion of flight, and so it really hurts that Gib and I can&#8217;t tell you more,&#8221; &#8220;PlaneEater, one of the affected contractors, wrote in a thread on SimOuthouse.com. &#8220;I was a FS fan before I joined the FS team, and being able to work on the sim we all love so much was a dream come true. I just want to thank everyone here for the time and passion they&#8217;ve poured into Flight Sim for so many years, and to let you all know that every person at ACES is in awe of how much the community cares about what we build.&#8221;</p>
<p>It seems unlikely that Flight Simulator will go away entirely, even if it means branding a Live game with the name, fans speculated.</p>
<p><a href="http://www.pcmag.com/article2/0,2817,2339520,00.asp">Microsoft Shuts Down &#8216;Flight Simulator&#8217; Game Studio &#8211; News and Analysis by PC Magazine</a></p>
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		<title>Xbox 360 Outsells Playstation 3</title>
		<link>http://www.gamecentral.biz/gadgets/xbox-360-addons/xbox-360-outsells-playstation-3/</link>
		<comments>http://www.gamecentral.biz/gadgets/xbox-360-addons/xbox-360-outsells-playstation-3/#comments</comments>
		<pubDate>Sun, 18 Jan 2009 02:10:14 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Xbox 360 Addons]]></category>
		<category><![CDATA[consoles]]></category>
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		<description><![CDATA[Microsoft&#8217;s Xbox 360 console has sold over 28 million units worldwide, 8 million more than the Sony Playstation 3.
According to figures from Microsoft, the Xbox 360 is ahead of the Playstation 3 by one million units in Europe and by 7 million in the US.
However, both consoles are being outsold by the Nintendo Wii, which [...]]]></description>
			<content:encoded><![CDATA[<p>Microsoft&#8217;s Xbox 360 console has sold over 28 million units worldwide, 8 million more than the Sony Playstation 3.</p>
<p>According to figures from Microsoft, the Xbox 360 is ahead of the Playstation 3 by one million units in Europe and by 7 million in the US.</p>
<p>However, both consoles are being outsold by the Nintendo Wii, which sold 3 million units in the UK and 10.17 million in the US last year.</p>
<p><span id="more-921"></span></p>
<p>Microsoft is keen to point out that it&#8217;s leading in the total lifetime spending figures for each console. A total of US$13.2 billion has been spent on the Xbox 360 since it was launched, compared to US$10.8 billion on the Wii and US$6.1 billion on the PS3.</p>
<p>&#8220;Our goal for 2008 was to reach new audiences by bringing ground-breaking games and entertainment to Xbox 360,&#8221; said senior vice president of Microsoft&#8217;s Interactive Entertainment Business Don Mattrick.</p>
<p>&#8220;Looking forward, new waves of innovation will extend our position as the global leader in interactive entertainment&#8221;.</p>
<p><a href="http://www.pcworld.com/article/157921/xbox_360_outsells_playstation_3.html">Xbox 360 Outsells Playstation 3 &#8211; PC World</a></p>
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		<title>Left 4 Dead</title>
		<link>http://www.gamecentral.biz/genre/survival-horror/left-4-dead/</link>
		<comments>http://www.gamecentral.biz/genre/survival-horror/left-4-dead/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 11:26:01 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Hot]]></category>
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		<guid isPermaLink="false">http://www.gamecentral.biz/genre/survival-horror/left-4-dead/</guid>
		<description><![CDATA[
Left 4 Dead is a co-operative, survival horror, first-person shooter video game. It was developed by Turtle Rock Studios, which was purchased by the Valve Corporation part-way into development. The game uses the Source game engine, and is available for Windows-based personal computers and the Xbox 360.
The game pits four Survivors of an apocalyptic pandemic [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/left4dead_big.png"><img class="alignnone size-full wp-image-909" title="left4dead_big" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/left4dead_big.png" alt="left4dead_big" width="570" height="300" /></a></p>
<p>Left 4 Dead is a co-operative, survival horror, first-person shooter video game. It was developed by Turtle Rock Studios, which was purchased by the Valve Corporation part-way into development. The game uses the Source game engine, and is available for Windows-based personal computers and the Xbox 360.</p>
<p>The game pits four Survivors of an apocalyptic pandemic against hordes of aggressive zombies. There are two game modes: a four-player, co-op Campaign mode, and an eight-player Versus mode. In both modes, an AI, dubbed &#8220;The Director&#8221;, controls level pacing and item spawns, in an attempt to create a dynamic experience and increase replay value.</p>
<p><span id="more-907"></span></p>
<p>The game went gold on November 13, 2008, and was released on November 18, 2008 in the United States; and on November 21, 2008 in Europe to coincide with the tenth anniversary of the release of Half-Life. A five-minute trailer was released on Halloween. A playable demo was made available on November 6 for pre-purchasers and on November 11 for the general public, and was closed on November 18, 2008. The demo contained the majority of the first two chapters in the &#8220;No Mercy&#8221; campaign, and was playable in both single and multi-player co-op.</p>
<p>Left 4 Dead was well received with an aggregate score of 88% on Game Rankings and 89% on Metacritic upon its release, with praise given for its replay value, focus on cooperative play, and movie-like experience. Similar to Team Fortress 2, Valve intends to support the game with downloadable content.</p>
<h3>Gameplay</h3>
<p>Left 4 Dead is a first-person shooter but makes use of the third-person perspective during certain events or player actions. In Campaign and Single-player mode, the player takes control of one of the Survivors; if four human players are not available, then the remaining Survivors are AI-controlled bots. They play through the levels fighting off the &#8220;Infected&#8221;—living humans who have been infected with a mutated rabies virus to which the Survivors are immune.</p>
<p>The game is focused on cooperation and team play; colored outlines of teammates are visible through walls to help players stick together and coordinate their movement. If a Survivor falls off a ledge, then they may automatically hang onto it and can only be helped up by another Survivor. If a Survivor&#8217;s health is depleted, then they become incapacitated and can only be revived by another Survivor, at which point they continue playing with a low amount of health that decreases over time. If a Survivor has been incapacitated and revived twice without tending to their wounds, then they will experience distorted black-and-white vision, and the next incapacitation will kill the player. If a Survivor incurs enough damage while incapacitated, or is not eventually helped up by teammates, then the incapacitated player will die. If a Survivor is killed, then they will respawn in a closet or other enclosed space after a period of time (except during key points in the scenario or in Versus mode), but must be freed by another Survivor to rejoin the team. Otherwise, the player must wait until the next level. Survivors can share first-aid kits and pain pills and help each other heal. Left 4 Dead has friendly fire that cannot be disabled, increasing the need for caution around other Survivors. On the Easy difficulty level, friendly fire does not harm teammates but still registers as having occurred.</p>
<p>The Survivors communicate by voice commands that are accessed by quick menus, and some sound off automatically when performing actions such as reloading or spotting Infected. Over 1000 unique lines have been recorded for each Survivor. Additional communication of player actions is conveyed through character lights. Also, weapon-mounted flashlights and muzzle flashes help the players in determining whether their companions are shooting, performing melee attacks, reloading or moving. Due to control issues and the likelihood of players using a LIVE headset, the Xbox 360 version of Left 4 Dead omits the quick phrases feature.</p>
<p>The game is experienced through four campaigns that take place in various urban and rural locales. Multiple visual in-game hints, including license plates, park signs, and markings on airport equipment, imply that these locations are in Pennsylvania. Each campaign is divided into several chapters marked by safe rooms, which are checkpoints where players can heal, re-arm, and revive players who were killed. Specifically, the four campaigns are: &#8220;No Mercy&#8221;, an urban setting; &#8220;Death Toll&#8221;, a small-town and countryside setting; &#8220;Dead Air&#8221;, an airport setting; and &#8220;Blood Harvest&#8221;, a woodland and farm setting. The levels are essentially linear, with distinct beginnings and ends, but there are a number of alternate routes to follow with more supplies, helping to create a sense of non-linearity. In the final chapter of each campaign, the players must defend a position from an onslaught of Infected until rescue arrives. Each campaign typically lasts between 45 and 75 minutes depending on the difficulty level.</p>
<h3>Survivor characters</h3>
<p>There are four playable human characters in the game: Francis (voiced by Vince Valenzuela), a tattoo-covered biker; Zoey (voiced by Jen Taylor), a college student and horror movie enthusiast; Louis (voiced by Earl Alexander), a Junior Systems Analyst in his company&#8217;s IT department; and Bill (voiced by Jim French), a former Green Beret and a Vietnam veteran. Early plans were for players to be randomly assigned to characters but in the final release, players can choose any character—provided that the character has not already been selected—or be randomly assigned an unselected character.</p>
<p>Survivors are armed with various firearms. Each player starts the game with a M1911 pistol. It has unlimited ammo and is the only weapon that the Survivor can use when they are incapacitated. When a second pistol is found, the player can dual wield them. Regardless of what weapon a player is using, a melee attack can be used. At the beginning of each campaign, the player can choose between an Uzi submachine gun and a pump-action shotgun. As the Survivors progress through a campaign, more powerful weapons can be found: the M16A3 assault rifle, Benelli M4 Super 90 combat shotgun, and Ruger Mini-14 rifle. In addition to firearms, a player can also carry three other items in their inventory: improvised grenades (either a Molotov cocktail to create a wall of fire or a modified pipe bomb designed to attract the Infected to it, with a blinking light and alarm attached to it); a first-aid kit, which heals the Survivor on which it is used; and pain pills, which provide temporary health and can be handed to teammates for later use. Also available are environmental weapons, such as gasoline cans, oxygen cylinders, and LPG tanks, that explode when shot. These can be picked up and moved by the survivors, however while carrying an object they cannot use their pistols or primary weapons.</p>
<h3>Infected characters</h3>
<p>The &#8220;Infected&#8221; are the Survivors&#8217; foes in Left 4 Dead, and they appear to be partly inspired by the infected from several modern films, including 28 Days Later. The Common Infected encountered during the game are fast and agile, weak individually, but may be overwhelming in numbers. They occasionally attack en masse, referred to in game as a &#8220;Horde&#8221;. In addition to the Common Infected, there are five &#8220;Special Infected&#8221; whose mutations grant them special attacks that make them much more dangerous: the Hunter, an agile Infected that can pounce on Survivors from a great distance; the Smoker, an Infected that ensnares Survivors with its long tongue at a distance and, upon death, releases a cloud of smoke; the Boomer, a bloated Infected whose vomit and bile (which may be released at will or upon death) blind the player and attract the Horde; the Tank, a huge, muscular Infected that is the most powerful and difficult to kill; and the Witch, a passive female Infected that, when provoked by a loud sound, light, gunshots, or a Survivor approaching too close to her, will attack her provoker. The victims of some of these attacks require assistance from a teammate before they can regain control. Each of the Special Infected, as well as approaching Hordes, have a distinctive sound or a timely musical cue, making their presence easily recognizable by players.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Valve Corporation, Certain Affinity (Xbox 360 version)</li>
<li>Publisher(s)  Valve Corporation</li>
<li>Distributor(s)  Electronic Arts (retail), Steam (online)</li>
<li>Designer(s)  Mike Booth (director)</li>
<li>Writer(s)  Chet Faliszek</li>
<li>Composer(s)  Mike Morasky</li>
<li>Engine  Source</li>
<li>Platform(s)  Microsoft Windows, Xbox 360</li>
<li>Genre(s)  Survival horror</li>
<li>First-person shooter</li>
<li>Mode(s)  4 player Cooperative multiplayer, 4 vs 4 Versus multiplayer</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><em></em><a title="http://www.l4d.com/" rel="nofollow" href="http://www.l4d.com/" target="_blank">Left 4 Dead official website</a></span></li>
<li><em><span style="color: #0000ff;"><a title="http://store.steampowered.com/app/500/" rel="nofollow" href="http://store.steampowered.com/app/500/" target="_blank">Left 4 Dead</a></span></em> on Steam</li>
</ul>
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		<title>Burnout Paradise</title>
		<link>http://www.gamecentral.biz/news/featured/burnout-paradise/</link>
		<comments>http://www.gamecentral.biz/news/featured/burnout-paradise/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 07:45:07 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured]]></category>
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		<description><![CDATA[ Burnout Paradise (formerly known as Burnout 5) is Criterion Games&#8217;s newest installment in the Burnout video game series. It was released in January 2008 for PlayStation 3 and Xbox 360. It was also released on the PlayStation Store in September 2008 and will be available on Microsoft Windows from February 2009. It has an [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/burnout-paradise.jpg"><img class="alignright" style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/burnout-paradise-thumb.jpg" border="0" alt="burnout_paradise" width="150" height="150" align="right" /></a> Burnout Paradise (formerly known as Burnout 5) is Criterion Games&#8217;s newest installment in the Burnout video game series. It was released in January 2008 for PlayStation 3 and Xbox 360. It was also released on the PlayStation Store in September 2008 and will be available on Microsoft Windows from February 2009. It has an open world set in the fictional Paradise City, with no loading times and no traditional online lobbies or game menus. The song &#8220;Paradise City&#8221; by Guns N&#8217; Roses is the game&#8217;s title music and also featured on the in-game soundtrack.</p>
<p><span id="more-881"></span></p>
<h3>Gameplay</h3>
<p>According to Alex Ward from developer Criterion Games, this game is a &#8220;complete reinvention&#8221; of the Burnout series. He also said &#8220;To create truly next-generation gameplay, we needed to create a truly next-generation game, from the ground up.&#8221; Despite being in an open world, the game still retains the 60 frames-per-second most Burnout games have used. Initially day and night cycles were not included in the game but a software update entitled &#8220;Davis&#8221; added this element to the game. Records will now be kept on players&#8217; drivers licenses and there will be statistics such as fastest time and biggest crash for every street in the game. Unlike in previous Burnout games, Crash Mode, now called Showtime, can now be started at any time and place in the game; though Showtime mode is rather different from the usual Crash Mode. Also, for races, players may now take any route to get to the destination. Races and other events are simply started by stopping at any of the 120 traffic lights around Paradise City and applying the accelerator and brake at the same time. Multiple settings have been confirmed to be fully customisable such as:</p>
<ul>
<li>Boost Rules&#8221;, where the player may choose cars that use the boost styles from previous Burnout games.</li>
<li>Whether or not there is traffic in an online event.</li>
<li>Start and finish points for online events with up to 16 checkpoints.</li>
</ul>
<p>The damage system has also been reworked. There are now two different types of crash based on the car&#8217;s condition after the crash. If the player&#8217;s car manages to retain all four wheels, and not break its chassis, the player may drive out of the crash and continue playing; this is called a &#8220;driveaway&#8221;. If a player&#8217;s car loses any of its wheels, has the engine damaged too much from an impact, or winds up outside of the game&#8217;s map, the car is in a &#8220;wrecked&#8221; state and the player will have to wait until their car is reset. Cars can also be torn into several pieces, be compressed and deform around objects as you crash into them. However, Alex Ward confirmed in the Official Crash FM podcast that cars may not be ripped in half, as concept pictures and early information had stated. There are also other cars which can be obtained by typing in a sponsor code. These only work for certain regions. One of these sponsor code cars is the Steel Wheels version of the Carson GT concept car, which features the car with an armor plate and supercharger. The code for this car could be obtained from pre-ordering the game from certain retailers. When starting the single player mode you are assigned with a learner&#8217;s permit and a single car. While playing you race and win events to earn points towards a higher license, from a Learners Permit (E-class), D-class, C-class, B-class, A-class, Burnout Paradise (S-class), Burnout Elite (SS-class) up to Criterion Elite (SSS-class). After earning a new license every event that you complete is reset so you can replay the event again to earn credit towards a new license.</p>
<p>Cars now have manufacturer and model names, which are loosely based on real-world cars but are mostly fictional (some of the cars are even based on those from a previous Burnout game, e.g. the Hunter Manhattan is the Classic from Burnout 2). Cars may not be &#8220;tuned up&#8221; or customized apart from color changes, which may be done in real-time by driving through the forecourt of a blow shop, which will randomly assign a color to the car, or by selecting the color in the Junkyard where you select your vehicle (after taking the car through an Auto Repair drivethru at least once). Other real-time changes include driving through the forecourt of a gas station to automatically refill your Burnout meter, and driving through the forecourt of a repair shop to automatically repair your car, allowing you to extend a Road Rage or Marked Man event beyond the car&#8217;s damage limits.</p>
<p>The online lobby system used by most video games has been replaced by a streamlined system known as &#8220;Easy Drive&#8221;. While driving, players simply hit right on the D-Pad and the Easy Drive menu pops up on the bottom left hand corner of their screen. From there, players are able to invite another player from their friends list. Once friends have joined the game, the hosting player is then able to pick from a variety of events to play. There are also special Burnout Racing Team cars that you can get.</p>
<h3>Car types</h3>
<p>Cars in Burnout Paradise can have one of three types of &#8220;Boost Standard&#8221;, showing what a player will have to do with the car in order to build up their boost bar:</p>
<ul>
<li><strong>Speed</strong>: Driving the car at high speeds through oncoming traffic and/or weaving through traffic (performing a &#8220;Near Miss&#8221; where the car avoids another by a few inches or less) builds up the boost bar. This is the only type of boost in which the boost is not available until the meter is completely filled. When it is filled, the boost bar becomes inflamed and the player may use it until they crash, let off of the boost, or run out of boost power. However, the depletion of boost power on a Speed Boost can cause a &#8220;Burnout&#8221; if the player keeps the boost button pressed after their boost bar is depleted, after which the bar refills allowing the player to continue using their boost. As long as the boost is continued to be used and the car is continuing to be driven, the player can create a &#8220;Burnout Chain&#8221; for as long as the player is able. This is the only standard that allows a Burnout chain.</li>
<li><strong>Stunt</strong>: The player can only build up this boost bar by performing stunts with the car (driving through oncoming traffic counts). However, as long as there is boost power stored, the player is able to use it. The Stunt boost is the longest boost bar initially.</li>
<li><strong>Aggression</strong>: The player can fill up this boost bar by reckless driving, such as performing traffic checks and/or takedowns, knocking over signs, performing stunts, and driving through oncoming traffic. Initially, the boost bar of these cars shows a &#8220;x2&#8243; at the end of the bar. If a player performs a takedown, the bar can be extended until the player switches cars (the only boost standard that has this ability), thereby showing a &#8220;x3&#8243; at the end of the bar instead. Like the Stunt standard, boost can be used immediately, regardless of if the player has the bar completely filled.</li>
</ul>
<p>Cars are also rated on three merits when viewed at the Junkyard:</p>
<ul>
<li><strong>Speed</strong>: How fast a car can go. The higher the rating, the higher the top speed in which a car will be able to reach without using boost.</li>
<li><strong>Boost</strong>: The cars boost power. The higher this rating, the longer the boost power on that car will last before running out.</li>
<li><strong>Strength</strong>: How long a car can go before becoming completely totaled. The higher the rating, the more likely the car will be able to survive a crash or be able to make another car crash instead of them (if a car is stronger than another, it is more likely that it will takedown the other in a collision). This rating also determines how many crashes a car can withstand in a Road Rage or Marked Man event if the car enters when it is in perfect condition.</li>
</ul>
<p><a id="Event_types" name="Event_types"></a></p>
<h3><span class="mw-headline">Event types</span></h3>
<p>Races, Marked Man events and Burning Routes can start in any location around Paradise City, but the destination is always one of eight: the Maplemount Country Club, the Coastguard HQ, the Waterfront Plaza, the Paradise Wildcats Baseball Stadium, the Fort Lawrence Naval Yard, the Lone Stallion Ranch, the Paradise City Wind Farm and the Crystal Summit Observatory. Road Rages and Stunt Runs have no set end destination.</p>
<ul>
<li><strong>Race</strong>: Races consist of the player and at least one other car (races with just one opponent are known as &#8216;Duels&#8217;). The player is given a location to race to. The player can take any route through the city to the location, with the aid of a flashing road names at the top of the screen when the player is advised to turn. The first to arrive at the destination wins; there are no points or prizes awarded for placing second or third, unlike most racing games. Online races can also include checkpoints that need to be crossed before reaching the finish.</li>
</ul>
<ul>
<li><strong>Road Rage</strong>: The player is given a target number of takedowns and a time limit. A Road Rage event is won by meeting or exceeding this target in the given time limit. A variant of this event was made available for online play in the &#8220;Cagney&#8221; update.</li>
</ul>
<ul>
<li><strong>Marked Man</strong>: In this event, the player is given a destination. At least one opponent is trying to stop the player from reaching the destination by scoring takedowns against them. The player must survive from start to finish in order to win (the player can be part of collisions, but loses the event if he totals the car). A variant designed for online gameplay was included in the &#8220;Cagney&#8221; update.</li>
</ul>
<ul>
<li><strong>Stunt Run</strong>: Players are given a target score. They must earn points towards that score by using boosts, jumps, drifts and other such stunt moves. An online version of this event type was added to the game as part of the &#8220;Cagney&#8221; update.</li>
</ul>
<ul>
<li><strong>Burning Route</strong>: Each Burning Route requires the player to use a specific car. Once the player is driving the required car, they race against the clock to a specified location. When a Burning Route is won the player wins an upgraded version of the vehicle they completed it with. The upgraded vehicle can boast extra boost power, more base speed or a stronger body (but usually in exchange for another category being made weaker). This event is unique in that it does not reset when the player earns a new license, because it&#8217;s tied to the car used to run it rather than the license level the player is presently at.</li>
</ul>
<p>After the &#8220;Burnout Bikes Update&#8221; (formerly called &#8220;Davis&#8221;), two new events were added that are exclusive to the Motorcycle</p>
<ul>
<li><strong>Burning Ride</strong>: Same as a Burning Route but for the motorcycles. However, some of these are now timed checkpoint events wherein the rider must ride through a set number of checkpoints before the time limit expires. These checkpoint events also do not have to end at one of the predetermined endpoints in Paradise City (they can terminate at intersections).</li>
</ul>
<ul>
<li><strong>Midnight Ride</strong>: Same as a Burning Ride but takes place between the in-game hours of 8PM and 8AM.</li>
</ul>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Criterion Games</li>
<li>Publisher(s)  Electronic Arts</li>
<li>Designer(s)  Alex Ward (Creative director)</li>
<li>Series  Burnout</li>
<li>Platform(s)  PlayStation 3, Xbox 360, Microsoft Windows</li>
<li>Release date(s)  Retail, PS3, Xbox 360, NA January 22, 2008, EU January 25, 2008, Download, NA September 25, 2008, EU September 25, 2008, Ultimate Box, February 2009</li>
<li>Genre(s)  Racing, Sandbox</li>
<li>Mode(s)  Single-player, Multiplayer</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a title="http://www.criteriongames.com/burnout/paradise/" rel="nofollow" href="http://www.criteriongames.com/burnout/paradise/" target="_blank">Official developer web site</a></span></li>
<li><span style="color: #0000ff;"><a title="http://www.ea.com/burnout/paradise/" rel="nofollow" href="http://www.ea.com/burnout/paradise/" target="_blank">Official publisher website</a></span></li>
<li>Wiki on this subject at <span style="color: #0000ff;"><a title="wikiasite:burnout:Main Page" href="http://www.wikia.com/wiki/c:burnout:Main_Page" target="_blank">Burnout Wiki</a></span></li>
</ul>
]]></content:encoded>
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		<title>Rock Band 2</title>
		<link>http://www.gamecentral.biz/news/featured/rock-band-2/</link>
		<comments>http://www.gamecentral.biz/news/featured/rock-band-2/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 07:33:29 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Music]]></category>
		<category><![CDATA[Simulation]]></category>
		<category><![CDATA[drum pedal]]></category>
		<category><![CDATA[Guitar Hero]]></category>
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		<guid isPermaLink="false">http://www.gamecentral.biz/news/featured/rock-band-2/</guid>
		<description><![CDATA[ Rock Band 2 is a music video game developed by Harmonix Music Systems, as the sequel to Rock Band. It is the second title in the Rock Band series. The game software was released in North America for the Xbox 360 on September 14, 2008, along with individual instrument peripherals. The software/hardware bundle for [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/rockband2.jpg"><img class="alignright" style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/rockband2-thumb.jpg" border="0" alt="rockband2" width="150" height="150" align="right" /></a> Rock Band 2 is a music video game developed by Harmonix Music Systems, as the sequel to Rock Band. It is the second title in the Rock Band series. The game software was released in North America for the Xbox 360 on September 14, 2008, along with individual instrument peripherals. The software/hardware bundle for the Xbox 360 was made available on October 19, 2008, the same date that the PlayStation 3 versions of the software, hardware, and bundle of the two were released. Versions of the game for the Wii and PlayStation 2 platforms were released on December 18, 2008.</p>
<p><span id="more-876"></span></p>
<p>The game allows players to perform in virtual bands by providing up to four players with the ability to play three different peripherals modeled after music instruments (a guitar peripheral for lead guitar and bass guitar gameplay, a drum peripheral, and a microphone). These peripherals are used to simulate the playing of rock music by hitting scrolling notes on-screen. In addition to the 84 songs included on the game disc and 20 free downloadable songs, hundreds of additional downloadable songs are being released for the Xbox 360, Wii, and PlayStation 3 versions; all of these songs, existing and future, are compatible with all Rock Band titles. Rock Band 2 features improved drum and guitar controllers, while supporting older controllers, as well. New features include a &#8220;Drum Trainer&#8221; mode, a &#8220;Battle of the Bands&#8221; mode, online capabilities for &#8220;World Tour&#8221; mode, and merchandising opportunities for the players&#8217; virtual bands.</p>
<p>Upon release, Rock Band 2 received very positive reviews from critics, while selling 363,000 copies in the first two weeks.</p>
<h3>Gameplay</h3>
<p>The core gameplay in Rock Band 2 is mostly unchanged from the original Rock Band. Players use peripherals modeled after musical instruments to simulate the performance of rock music. Players must play these instruments in time with musical &#8220;notes&#8221; as they scroll towards them on the screen. Rock Band 2 offers single-player and multiplayer gameplay for lead guitar, bass guitar, drums, and vocals, allowing for any combination of parts to play as a band.</p>
<p>During song performances, the game displays up to three tracks of vertically scrolling colored music notes, one section each for lead guitar, drums, and bass. The colored notes on-screen correspond to buttons on the guitar and drum peripherals. Along the top of the screen is the vocals display, which scrolls horizontally. The lyrics display beneath green bars, which represent the pitch of the individual vocal elements. The remainder of the screen is used to display the band&#8217;s virtual characters as they perform in concert.</p>
<p>During cooperative play as a band, all players earn points towards a common score, though score multipliers and &#8220;Overdrive&#8221; are tracked separately for each player. Overdrive is individually collected by players during select portions of a song by successfully playing all white notes (or yellow notes for vocals) within that section (or by using the guitar controller&#8217;s whammy bar during white sustained notes). Once a player&#8217;s Energy Meter is filled halfway, they can deploy their Overdrive, resulting in the &#8220;Band Meter&#8221; (which tracks how well each player is doing) changing more dramatically. This allows players to strategically use Overdrive to raise the Band Meter and pass portions of a song they otherwise might have failed. Overdrive can be used to activate score multipliers, which vary based on a player&#8217;s note streak. Players can deploy Overdrive independently of each other, as well as collect additional Overdrive while it is deployed and draining.</p>
<p>Each band member can choose the difficulty at which they play (spanning Easy, Medium, Hard, and Expert). If a player does not play well enough and falls to the bottom of the Band Meter, they will fail out of the song and their instrument will be muted from the audio mix. However, any active player can activate their Overdrive to bring failed players back into the song, &#8220;saving&#8221; the band member. However, a band member can only be saved twice; after the third failure, they cannot be brought back for that song. Failed players continuously drag the band&#8217;s Band Meter down until they are saved. If the player is not saved before the Band Meter reaches the bottom, the band fails the song. Players can earn Overdrive bonuses from &#8220;Unison Phrases&#8221; and extra points from a &#8220;Big Rock Ending.&#8221;</p>
<h3>Instrument peripherals</h3>
<p>All of the original Rock Band peripherals are compatible with Rock Band 2 for the same console. Similarly, the newly designed peripherals for Rock Band 2 are backwards compatible with the original Rock Band.</p>
<p>The game features special Rock Band 2-branded guitar controllers modeled after the Fender Stratocaster. The guitar is nearly identical to the original Rock Band Stratocaster in terms of gameplay. The colored fret buttons corresponding to on-screen notes must be held while the strum bar is pressed. The Stratocaster controller has five additional fret buttons of smaller size located higher up the guitar neck, allowing for notes to be played as finger tapping during solos. The controller also features an effects pickup switch that can toggle between five different effects. Overdrive for guitarists can be deployed by holding the controller in a vertical position or pressing the &#8220;Select/Back&#8221; button. Improvements to the new guitar include a more reliable strum bar and Overdrive accelerometer, a self-timing calibration, and quieter fret buttons. The bass drum pedal from the drum set can also be used with the guitar to activate Overdrive mode.</p>
<p>The bundled drum controller is also similar to the one featured in the original Rock Band. It features four rubber drum pads and a kick pedal. The pads have colored rings around the edges that correspond to the notes on-screen. The kick pedal simulates the bass drum, with on-screen notes represented as orange horizontal lines. To use the drum controller, players must strike the pads with the included authentic drum sticks and/or press the kick pedal in time with the scrolling notes on-screen. Drummers can improvise in special &#8220;freestyle drum fill&#8221; sections of songs, indicated by the columns for each note turning a solid color. Overdrive for drummers can be deployed by hitting the crash cymbal (green note for right-handed configuration) that appears directly after a freestyle drum fill. New improvements include velocity-sensitive drum pads (the force of the drum hits will dictate the in-game volume) with more rebound and less noise, a metal-reinforced kick pedal, expansion plugs for separately-sold cymbals manufactured by Mad Catz, and wireless capabilities.</p>
<p>Rock Band 2&#8217;s USB microphone instrument is identical to the microphone from the original game. Singers are judged by pitch, or during &#8220;talking parts&#8221;, their ability to enunciate spoken vocals. The phoneme detection system used for atonal vocal parts has been completely replaced with a new, more lenient engine, and songs imported from Rock Band and pre-existing downloadable content will be converted to use the new phoneme system. Some sections without vocals will display circle notes, allowing for the microphone to be used as a tambourine and cowbell by tapping it or making vocal cues. Overdrive for singers can be deployed by singing in freestyle vocal sections of songs, denoted by yellow artwork in the background of the vocals interface.</p>
<p>Harmonix and MTV Games will also be providing limited edition instruments, including an authentic Fender Squier Stratocaster guitar and Precision Bass retrofitted with the game&#8217;s input controls by Mad Catz. Additionally, Ion Audio is selling a &#8220;Premium Drum Kit&#8221; that not only works within Rock Band 2, but can also be expanded into an electronic drum kit through the purchase of a separately-sold drum brain. The &#8220;Premium Drum Kit&#8221; features four drum pads, two cymbal pads (with the option of a third), and a bass pedal.</p>
<p>The Rock Band 2 peripherals and Guitar Hero: World Tour peripherals are cross-compatible with other music games on the Xbox 360 and Playstation 3. Sony originally announced that instrument peripherals would be universally compatible on the PlayStation 3; and on November 24, 2008 a patch was released to allow the Guitar Hero: World Tour drums to be properly recognized by Rock Band 2. Microsoft has also stated that instruments on the Xbox 360 will be compatible between the two games, as well as Rock Revolution. The Wii edition of Rock Band 2 is compatible with the Wii drums and guitar for Rock Band and Guitar Hero World Tour as well as the guitar for Guitar Hero III. Rock Band 2 drum and guitar peripherals do not work with Wii Guitar Hero games, however, the microphone does. The GHWT drums on Rock Band 2 will not use the orange cymbal, however on the Wii version, the orange cymbal can be used as blue.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Harmonix (Xbox 360/PS3)</li>
<li>Pi Studios (PS2/Wii)</li>
<li>Publisher(s)  MTV Games</li>
<li>Distributor(s)  EA Distribution</li>
<li>Designer(s)  Dan Teasdale, Sylvain Dubrofsky, Casey Malone</li>
<li>Platform(s)  Xbox 360, PlayStation 3, Wii, PlayStation 2</li>
<li>Release date(s)  Xbox 360, NA September 14, 2008, EU November 21, 2008, PlayStation 3, NA October 19, 2008, EU February 5, 2009, PlayStation 2, NA December 18, 2008, Wii, NA December 18, 2008,</li>
<li>Genre(s)  Music, Simulation</li>
<li>Mode(s)  Single player, multiplayer</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a title="http://www.rockband2.com/" rel="nofollow" href="http://www.rockband2.com/" target="_blank">Official Rock Band 2 website</a></span></li>
<li><span style="color: #0000ff;"><a title="http://www.rockbandlivetour.com/" rel="nofollow" href="http://www.rockbandlivetour.com/" target="_blank">&#8220;Rock Band Live Tour&#8221; website</a></span></li>
</ul>
]]></content:encoded>
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		<title>Lego Indiana Jones: The Original Adventures</title>
		<link>http://www.gamecentral.biz/genre/action-adventure/lego-indiana-jones-the-original-adventures/</link>
		<comments>http://www.gamecentral.biz/genre/action-adventure/lego-indiana-jones-the-original-adventures/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 07:11:17 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Action / Adventure]]></category>
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		<category><![CDATA[ea]]></category>
		<category><![CDATA[Indiana Jones]]></category>
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		<category><![CDATA[Play]]></category>
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		<guid isPermaLink="false">http://www.gamecentral.biz/genre/adventure-adventure/lego-indiana-jones-the-original-adventures/</guid>
		<description><![CDATA[ Lego Indiana Jones: The Original Adventures is a 2008 video game developed by Traveller&#8217;s Tales and published by LucasArts. The game allows players to recreate moments (albeit more humorously) from the first three Indiana Jones films. It features the same drop in/out co-operative play mode as seen in the Lego Star Wars video games, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/indiana-jones.png"><img class="alignright" style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/indiana-jones-thumb.png" border="0" alt="indiana_jones" width="150" height="150" align="right" /></a> Lego Indiana Jones: The Original Adventures is a 2008 video game developed by Traveller&#8217;s Tales and published by LucasArts. The game allows players to recreate moments (albeit more humorously) from the first three Indiana Jones films. It features the same drop in/out co-operative play mode as seen in the Lego Star Wars video games, although it is restricted to local console play. The game was released on June 3, 2008 in the United States and Canada, and June 6, 2008 in Europe. A downloadable demo for Windows was made available on May 13, 2008.</p>
<p><span id="more-865"></span></p>
<p>As introduced in Lego Star Wars: The Complete Saga, new moves include clinging onto branches during a jump using Indy&#8217;s whip. As a promotion, Lego Star Wars: The Complete Saga features Indy as an unlockable playable character.</p>
<p>The game often follows the events in the films, however like the Lego Star Wars series, some scenes from the film have been altered to become more family friendly or just provide comic relief to the player.</p>
<h3>Development</h3>
<p>In an effort to make the game more family friendly, all references to Nazis have been removed, and the game refers to Nazi characters simply as &#8216;enemies&#8217;. Also, at the climax of Raiders of the Lost Ark, the death of Belloq and the Nazis is not nearly as graphic. Also, in the Temple of Doom, Mola Ram does not rip out a victim&#8217;s heart.</p>
<p>It was initially reported that the game would allow up to four players in co-operative mode,[9] but this later turned out to be a miscommunication. While four characters may be visible on the screen, only two can be controlled by players. On the Nintendo DS, up to eight characters may be in the party, but only two may be visible on the screen. Neither the Xbox 360 version nor the PlayStation 3 version support online play through Xbox Live or the PlayStation Network.</p>
<h3>Gameplay</h3>
<p>The game follows the storylines from the original Indiana Jones films: Raiders of the Lost Ark, Temple of Doom, and Last Crusade. However, the developers modified the storylines to fit the events into 6 game chapters per movie. Barnett College, Dr. Indiana Jones&#8217; teaching location from the movies, serves as the main hub of the game, and different rooms allow access to each of the missions as well as the extra unlockable content and options. Once a player chooses a mission, a cutscene begins that introduces the section of the movie being played. Notable scenes have been recreated from the movies, such as the memorable boulder escape and the battle on the rope bridge, as well as Walter Donovan choosing the incorrect Holy Grail.</p>
<p>Instead of canisters like in Lego Star Wars, the characters collect treasure.</p>
<p>There are 83 regular characters in total plus the two custom figures which can be made by the players and a few extras only playable on certain levels. Each character featured in the game has his/her own unique ability, which are required to access new areas when replaying a level in Free Play mode. Lego Indiana Jones allows players to mix and match parts to customize characters and make their own creation like &#8220;Belloq Jones&#8221; or &#8220;Colonel Toht&#8221;. Unlike the Lego Star Wars custom characters, they can be taken control of in the Art room at Barnett College where they are created.[10]</p>
<p>New features were added to the gameplay from the Lego Star Wars series, such as the ability for the player to interact with objects in their environment, e.g. bottles, swords and guns. Players can also build and ride vehicles. The game also incorporates character phobias from the films; for example, if Indiana Jones sees a snake, Willie sees a spider (excluding giant tarantulas), or Henry Jones Senior or Elsa see a rat, they will be frozen with fear and have limited movement capacity until the animals are either gone or out of range. Also, new melee attacks, such as the Whip snag (trips enemies), have been added.</p>
<p>Once the game reaches 100%, studs begin and continue to fall from the sky of Barnett College.</p>
<h3>Nintendo DS Gameplay</h3>
<p>The handheld version has some significant changes to accommodate both the memory and size limitations of the DS as well as its unique touch screen controls. Characters&#8217; special abilities, such as Indy&#8217;s whip or Satipo&#8217;s shovel, and elements such as switches can be controlled by using the touch screen. In addition, the built-in microphone comes into play, allowing the player to physically blow out torches in some levels and inflate rubber rafts to cross water hazards.</p>
<p>There are four classes of characters that can use special access panels to enter hidden areas; these all require the player to match a four block sequence by solving a mini-puzzle on the touch screen. Scholars can access scroll panels, and must flip pages in a book to find the correct blocks. Thuggee use red skull panels and move a torch to illuminate the blocks on a darkened screen. Military characters can use the green radio panels and scroll through a set of slot-machine wheels to match the pattern. Brotherhood characters enter the red sword panels and solve a block switching game. In addition, Marion (and Monkey Man) can transform into a monkey on special red pads to climb to otherwise inaccessible areas, and throw bottles of alcohol into flaming trash cans to blow up certain obstacles.</p>
<p>The DS version features cameos by Star Wars characters, including Wicket the Ewok and Luke frozen in an ice cave resembling the Wampa&#8217;s, but unlike the console versions none of the characters are playable. Santa Claus, Strong Man, Castle Knight, and the Clown are the only non-movie characters who are unlockable. There are also no hidden levels and no bonus reward for completing the game at 100%.</p>
<p>Red power bricks remain in the DS version, despite being replaced with red parcels in the console/PSP versions. Also, the characters do not suffer from fear of creatures as they do in the console versions.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Traveller&#8217;s Tales</li>
<li>Publisher(s)  LucasArts</li>
<li>Engine  Modified Lego Star Wars II engine</li>
<li>Platform(s)  Nintendo DS, Microsoft Windows, PlayStation 2, PlayStation 3, PlayStation Portable, Wii, Xbox 360</li>
<li>Release date(s)  NA June 3, 2008, EU June 6, 2008, AUS June 4, 2008</li>
<li>Genre(s)  Action-adventure</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a title="http://www.lucasarts.com/games/legoindianajones/" rel="nofollow" href="http://www.lucasarts.com/games/legoindianajones/" target="_blank">Official site</a></span></li>
<li><span style="color: #0000ff;"><a title="http://www.gamesforwindows.com/en-US/Games/Pages/LEGOIndianaJonesOA-b.aspx" rel="nofollow" href="http://www.gamesforwindows.com/en-US/Games/Pages/LEGOIndianaJonesOA-b.aspx" target="_blank">Games for Windows listing</a></span></li>
<li><span style="color: #0000ff;"><a title="http://legoindianajones.wikia.com/wiki/Lego_Indiana_Jones_Wiki" rel="nofollow" href="http://legoindianajones.wikia.com/wiki/Lego_Indiana_Jones_Wiki" target="_blank">The Lego Indiana Jones Wiki</a></span></li>
</ul>
]]></content:encoded>
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		<title>Fallout 3</title>
		<link>http://www.gamecentral.biz/genre/action-adventure/fallout-3/</link>
		<comments>http://www.gamecentral.biz/genre/action-adventure/fallout-3/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 06:45:52 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Action / Adventure]]></category>
		<category><![CDATA[Featured]]></category>
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		<category><![CDATA[Bethesda Game Studios]]></category>
		<category><![CDATA[Fallout 3]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/genre/adventure-adventure/fallout-3/</guid>
		<description><![CDATA[ Fallout 3 is an action role-playing game released by Bethesda Game Studios. It is the third major game in the Fallout series, which has also spawned the spin-offs Fallout Tactics and Fallout: Brotherhood of Steel. The game was released in North America on October 28, 2008, in Europe and Australia on October 30, 2008, [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/fallout3.jpg"><img class="alignright" style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/fallout3-thumb.jpg" border="0" alt="fallout3" width="150" height="150" align="right" /></a> Fallout 3 is an action role-playing game released by Bethesda Game Studios. It is the third major game in the Fallout series, which has also spawned the spin-offs Fallout Tactics and Fallout: Brotherhood of Steel. The game was released in North America on October 28, 2008, in Europe and Australia on October 30, 2008, and in the United Kingdom and Ireland on October 31, 2008. It is available on the Xbox 360 and Playstation 3 video game consoles as well as the Windows operating system.</p>
<p><span id="more-849"></span></p>
<p>Fallout 3 takes place in the year 2277, 36 years after the setting of Fallout 2 and 200 years after the nuclear war that devastated the game&#8217;s world. The game places the player in the role of an inhabitant of Vault 101, a survival shelter designed to protect a small number of humans from the nuclear fallout. When the player&#8217;s father disappears in mysterious circumstances, the player is forced to escape from the Vault and journey into the ruins of Washington D.C. to track him down. Along the way the player is assisted by a number of other human survivors and must battle a myriad of enemies that now inhabit the wasteland. The game has an attribute and combat system typical of an action role-playing game but also incorporates elements of first-person shooter and survival horror games.</p>
<p>Following its release, Fallout 3 received a positive response from critics who praised in particular the game&#8217;s open-ended gameplay and flexible character-levelling system. It has been compared to the 2007 video game BioShock for its setting and use of elements from mid-twentieth century American culture. Critics have also noted several flaws in the game, such as the lack of precision in real-time combat and numerous glitches and crashes that can affect the player&#8217;s progression through the game. Public reception was overwhelmingly positive on release according to the game&#8217;s high sales figures, particularly when compared to previous titles in the Fallout series.</p>
<h3>Gameplay</h3>
<p>The game features an ability to toggle from first-person to third-person perspectives. Main character creation occurs as the player experiences the character&#8217;s childhood. As a child in the Vault, the character reads a book titled &#8220;You&#8217;re SPECIAL&#8221;, where upon reading the player can set the character&#8217;s seven primary attributes or &#8220;Special Stats,&#8221; (Strength, Perception, Endurance, Charisma, Intelligence, Agility, and Luck). The character receives weapons training and a PIP-Boy 3000 later on during childhood, and the player&#8217;s performance in various tests suggests a set of skills for the character. Additionally, several quests inside the Vault influence the player character&#8217;s relationship with his or her acquaintances. Skills and Perks are similar to those in previous games: the player chooses three &#8220;Tag&#8221; Skills out of a total of 13 to be the character&#8217;s specialties. The maximum level the player can achieve is level 20; every level up, a new perk can be selected, each offering advantages of varying quality and form. The Traits from the previous Fallout installments, slightly modified, were combined with Perks in Fallout 3, and the player can choose a new Perk each time after gaining a level.</p>
<p>The game world itself is similar in size to that of Oblivion, which has a 16-square-mile (41 km2) game world. It also makes notable reference to other works of science fiction like Dune and Mad Max. The game features a new health and radiation system as well. The player can measure an object&#8217;s radioactivity and gauge the effect it will have on the character.</p>
<h3>V.A.T.S.</h3>
<p>The Vault-Tec Assisted Targeting System, or V.A.T.S., plays an important part in the fighting phases of the game. While using VATS, real-time combat is paused, and action is played out from varying camera angles in a computer graphics version of &#8216;bullet time&#8217;, creating a combat system that the Bethesda developers have described as a hybrid between turn-based and real-time combat. Various actions cost action points, limiting the actions of each combatant during a turn, and both the player and enemies can target specific body areas for attacks to inflict specific injuries.</p>
<h3>Item decay and custom-made weapons</h3>
<p>Another game mechanic is item degradation. The more weapons and armor are used and damaged in combat, the more they lose their effectiveness. Firearms slow their rate of fire and do less damage, and apparel becomes gradually less protective. Items can be repaired for a price from special vendors, or if the player has two of the same item, one of the two can be salvaged to repair the other. The Repair skill must be at a certain level to repair an item beyond a certain level of degradation.</p>
<p>Players also have the option to create their own weaponry using various scavenged items found in the wasteland. These items can only be created at workbenches, if the player also possesses the necessary schematics. These weapons include melee, a variety of ranged and several extremely explosive devices. There are 3 versions for each Schematic, making the related weapon stronger and more durable. These Schematics are only found in certain locations, either on the ground, sold by some vendors or offered as quest rewards.</p>
<h3>Team members</h3>
<p>The player can have a maximum party of three, consisting of himself or herself, a dog named Dogmeat, and a single non-player character or NPC. Dogmeat can be killed during the game if the player misuses him or places him in a severely dangerous situation and he cannot be replaced; it is possible to not encounter Dogmeat at all depending on how the game is played. One other NPC can travel with the player at any time, and in order to get another NPC to travel, the first one must be dismissed by the player.</p>
<h3>Karma system</h3>
<p>The karma system is an important feature in the gameplay. The player&#8217;s actions, including conversation and combat choices, affect the player&#8217;s status in the game world. A player who makes morally good choices will be received more positively by &#8220;good&#8221; NPCs, and more negatively by &#8220;evil&#8221; NPCs; however, the reverse is also true: a player that makes morally bad choices will be received more positively by &#8220;evil&#8221; NPCs and more negatively by &#8220;good&#8221; NPCs. Quest choices can also have more extreme repercussions on karma; for instance, the player is given the choice of destroying an entire city for a quest, and this single action gives a great deal of negative karma. Extremes of karma have certain effects: a high karma leads to the player being attacked by bounty hunters, and for random NPCs to give the player gifts in thanks of their service. Crimes can also be committed by a player, and whichever faction or group that is harmed by a crime will be fully aware of the player&#8217;s action. Other factions that were not affected by the crime will not be aware of it, and since a town is usually its own faction, news of a crime committed in one town will not spread to another. Factions can range in size and boundaries, however, and may not be restricted to a single area.</p>
<h3>More Information</h3>
<ul>
<li>Developer(s)  Bethesda Game Studios, 2K Games</li>
<li>Publisher(s)  Bethesda Softworks, ZeniMax Media</li>
<li>Designer(s)  Emil Pagliarulo (Lead Designer), Todd Howard (Exec. Producer)</li>
<li>Composer(s)  Inon Zur</li>
<li>Series  Fallout</li>
<li>Engine  Gamebryo engine</li>
<li>Version  1.0.0.15(as of November 6, 2008)</li>
<li>Platform(s)  Microsoft Windows, PlayStation 3, Xbox 360</li>
<li>Release date(s)  NA October 28, 2008</li>
<li>Genre(s)  Action role-playing game</li>
<li>Mode(s)  Single-player</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><em></em><a title="http://fallout.bethsoft.com/" rel="nofollow" href="http://fallout.bethsoft.com/" target="_blank">Fallout 3 Official Website</a></span></li>
<li><span style="color: #0000ff;"><a title="wikiasite:fallout:Fallout 3" href="http://www.wikia.com/wiki/c:fallout:Fallout_3">Fallout 3</a></span></li>
</ul>
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		<title>Gears of War 2</title>
		<link>http://www.gamecentral.biz/news/featured/gears-of-war-2/</link>
		<comments>http://www.gamecentral.biz/news/featured/gears-of-war-2/#comments</comments>
		<pubDate>Mon, 12 Jan 2009 06:34:31 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[Featured]]></category>
		<category><![CDATA[Tactical Shooter]]></category>
		<category><![CDATA[Third Person Shooter]]></category>
		<category><![CDATA[Epic Games]]></category>
		<category><![CDATA[Gears of War 2]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[multiplayer]]></category>
		<category><![CDATA[third-person]]></category>
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		<guid isPermaLink="false">http://www.gamecentral.biz/genre/third-person-shooter/gears-of-war-2/</guid>
		<description><![CDATA[ Gears of War 2 is a tactical third-person shooter video game developed by Epic Games and published by Microsoft Game Studios for Xbox 360. It is the sequel to Gears of War, and was announced by lead designer Cliff Bleszinski during the February 20, 2008 Game Developers Conference. The game uses a heavily upgraded [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.gamecentral.biz/wp-content/uploads/2009/01/gears-of-war.jpg"><img class="alignright" style="border: 0pt none;" src="http://www.gamecentral.biz/wp-content/uploads/2009/01/gears-of-war-thumb.jpg" border="0" alt="gears_of_war" width="150" height="150" align="right" /></a> Gears of War 2 is a tactical third-person shooter video game developed by Epic Games and published by Microsoft Game Studios for Xbox 360. It is the sequel to Gears of War, and was announced by lead designer Cliff Bleszinski during the February 20, 2008 Game Developers Conference. The game uses a heavily upgraded version of the Unreal Engine 3. During E3 2008, a worldwide release date for the game was set for November 7, 2008. Since its release, Gears of War 2 has been received with critical acclaim, and in its opening weekend the game sold over two million units.</p>
<p><span id="more-843"></span></p>
<p>In Gears of War 2, the Locust have found a way to make giant emergence holes capable of sinking entire cities at once. Marcus Fenix and the rest of the COG Delta Squad are now drilling underground to &#8220;take the fight to the Locust.&#8221; In a teaser of the first scenes of gameplay of Gears of War 2, COG soldiers engage in battle with a large army of Locust as they travel to drill into the underground region. Comic book writer Joshua Ortega says, &#8220;The stakes are raised. This is humanity&#8217;s last stand. Everything is at risk. Nothing is safe.&#8221;</p>
<h3>Gameplay</h3>
<p>John DiMaggio, the voice actor of the game&#8217;s main character, Marcus Fenix, confirmed to IGN that players would be able to fight the large Brumaks in Gears of War 2. He also revealed there will be a deeper story with new characters, new weapons, and new enemies. The game also includes the ability to duel with an AI or human opponent when both use the chainsaw attachment of the Lancer rifle, as seen in the 2008 Game Developer&#8217;s Conference promotional video, later confirmed in informal interviews with developers and a Game Informer preview. Epic released a gameplay video which revealed the player may now use &#8220;downed&#8221; enemies as shields. Bleszinski confirmed also that players who have been injured can crawl as a final desperate attempt at life. Players may tap the &#8216;A&#8217; Button to crawl faster. The level of blood and gore has been increased, for example, when the player is close to death, wherever he moves there are trails of blood behind him. This is the same for enemies, and the opponents who&#8217;ve been used as a meat shield. There are also more ways to kill an opponent, such as punching them while they are downed, using the sniper rifle as a sledgehammer, or using the torque bow as an axe.</p>
<p>The cover story in the May 2008 issue of Game Informer revealed several new gameplay features. Players can now play on individual co-op play settings. One player may, for instance, play on Casual difficulty while the other teammate plays on Hardcore. A &#8220;communal combat system&#8221; will adapt to give a player at a lower difficulty an equivalently fair challenge as the player at higher difficulty. The player will be able to maintain multiple save files that work with the drop-in/drop-out co-op features. There is also a fourth difficulty level that is a level above Casual called Normal, a difficulty below Hardcore; senior producer Rod Fergusson admitted that — for the first game — &#8220;We overshot on [the Casual] difficulty and a game that was a little harder than we intended.&#8221; Some of the Xbox Live achievements can be completed through both play in single player and multiplayer mode, such as achieving 1,000 headshots. New enemy creatures are planned on being added, including one described by Cliff Bleszinski as one &#8220;that [makes] the Brumak look like a baby panda bear.&#8221; In a developer&#8217;s video, Cliff Bleszinski stated that Gears of War 2 would feature &#8220;drop in and out&#8221; co-op in the campaign. A feature carried over from the original is the optional mature content filter, which, when active, makes blood appear as sparks and removes harsh language from the dialogue.</p>
<p>The collection of COG tags has been expanded to include the collection of story-based items such as personal letters and medical records, and a &#8220;war journal&#8221; will track which collectibles have been found and where missing ones can be located. The cut-scenes will also use the better facial rendering technology of Epic&#8217;s Unreal engine, and will use more dramatic angles for the conversation, as well as using a video screen on Jack (the all-purpose robot used by Delta squad) to talk with their commanders &#8220;face-to-face.&#8221;</p>
<p>New weapons were added to the game in addition to firearms from the previous gamee. The accuracy, function, and power of several weapons have been altered, and all grenades can now be used as mines by placing them on walls or floors, and will detonate when approached by enemies. In addition, players can now be knocked over by the concussive force of a nearby detonating grenade. Cliff Bleszinski has also announced that there will be more vehicle missions in the campaign than before, such as the Centaur Tank which Cliff describes as a &#8220;tank with monster truck wheels.&#8221; Players can also ride a Brumak in the game; previously, the Brumak could only be fought by the player as an enemy, in the PC version of the game.</p>
<h3>Multiplayer</h3>
<p>Gears of War 2 features an upgraded multiplayer mode that allows up to ten users to simultaneously play. X360 magazine reported that Gears of War 2 contains at least three new online multiplayer modes, called &#8220;Guardian,&#8221; &#8220;Wingman,&#8221; and &#8220;Submission.&#8221; &#8220;Guardian&#8221; is a modified version of &#8220;Assassination&#8221; from the original Gears of War, but allows players to continue fighting after the leader has been killed, but losing the ability to respawn. &#8220;Wingman&#8221; splits all ten players into five teams of two, where both members of a team play as the same character. &#8220;Submission,&#8221; formerly known as &#8220;Meat Flag,&#8221; is a version of capture the flag in which players attempt to &#8220;down&#8221; an enemy controlled by the game&#8217;s AI and move its body to their team&#8217;s base to earn points. A Halo-like matchmaking system has been utilized for the online multiplayer. In a GameTrailers TV E3 special, it was confirmed that AI &#8220;bots&#8221; have also been introduced in this installment. Players can now engage in multiplayer scenarios with both human players and bots, or with bots alone, and may modify their intelligence level (from Casual to Insane difficulty) in the options menu prior to starting a game.</p>
<p>A new co-op game mode was confirmed during Microsoft&#8217;s E3 2008 press conference; called &#8220;Horde,&#8221; this mode allows up to five players to fight off waves of attacking Locust together. Horde Mode does not feature bot support as in competitive multiplayer, and can be played alone. The Locust attack in waves of multiple enemies which become more difficult as players progress.</p>
<p>Cameras in the multiplayer modes have also been improved significantly. Rather than static views from different points on a map, the new Battle Cam allows players to pan around a map as the camera focuses on areas of intense fighting, and the Ghost Cam allows a player to roam freely around a map. A photo mode is also featured, with each photo taken by a player rated on the amount of action in the shot and can be uploaded to the official Gears of War website.</p>
<h3>Other Information</h3>
<ul>
<li>Developer(s)  Epic Games</li>
<li>Publisher(s)  Microsoft Game Studios</li>
<li>Designer(s)  Cliff Bleszinski</li>
<li>Composer(s)  Steve Jablonsky</li>
<li>Engine  Unreal Engine 3</li>
<li>Release date(s)  November 7, 2008</li>
<li>Genre(s)  Third-person shooter, Tactical shooter</li>
<li>Mode(s)  Single player, System Link, Multiplayer, Cooperative modes</li>
</ul>
<h3>Links</h3>
<ul>
<li><span style="color: #0000ff;"><a title="http://gearsofwar.com/" rel="nofollow" href="http://gearsofwar.com/" target="_blank">Gears of War Official Website</a></span></li>
<li><span style="color: #0000ff;"><a title="http://gearsofwar.xbox.com/lastday/landing.aspx" rel="nofollow" href="http://gearsofwar.xbox.com/lastday/landing.aspx" target="_blank">The Last Day: Promotional Site</a></span></li>
</ul>
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		<title>New Sony Game Nears Breaking Even</title>
		<link>http://www.gamecentral.biz/news/new-products/new-sony-game-nears-breaking-even/</link>
		<comments>http://www.gamecentral.biz/news/new-products/new-sony-game-nears-breaking-even/#comments</comments>
		<pubDate>Tue, 30 Dec 2008 11:01:25 +0000</pubDate>
		<dc:creator>gamecentral</dc:creator>
				<category><![CDATA[New Products]]></category>
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		<category><![CDATA[Microsoft]]></category>
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		<category><![CDATA[Play]]></category>
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		<category><![CDATA[Playstation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>

		<guid isPermaLink="false">http://www.gamecentral.biz/news/new-products/new-sony-game-nears-breaking-even/</guid>
		<description><![CDATA[Sony Corp. is closer to breaking even on its new-generation PlayStation 3 videogame console because it costs 35% less to make than the previous model, according to technology-research firm iSuppli Corp.
The electronics giant is locked in a battle with Nintendo Co.&#8217;s Wii and Microsoft Corp.&#8217;s Xbox 360 for control of the videogame-console market. The cost [...]]]></description>
			<content:encoded><![CDATA[<p>Sony Corp. is closer to breaking even on its new-generation PlayStation 3 videogame console because it costs 35% less to make than the previous model, according to technology-research firm iSuppli Corp.</p>
<p>The electronics giant is locked in a battle with Nintendo Co.&#8217;s Wii and Microsoft Corp.&#8217;s Xbox 360 for control of the videogame-console market. The cost cuts could help stanch the hardware red ink at Sony, which sold the previous-generation PS3 at a significant loss, making up for it with game-title sales and royalties.</p>
<p><span id="more-804"></span></p>
<p>Integration and key changes in components has brought the latest PS3&#8217;s cost down to $448.73 from $690.23 for the first-generation model, said iSuppli.</p>
<p>The PS3 sells for about $399 in the U.S., at least $150 more than Wii and Xbox 360. However, the PS3 accounted for 16% of global videogame-unit shipments in the second quarter of 2008, second only to Nintendo&#8217;s Wii, which accounted for 54% of the market.</p>
<p>Andrew Rassweiler of iSuppli predicted the PS3 may be able to break even in 2009 with further hardware revisions.</p>
<p>Part of the decline in cost is the result of &#8220;the normal learning curve and supply/demand factors that bring component prices down over time,&#8221; iSuppli said.</p>
<p>Also, integration of components into the core silicon of the PS3 cut the number of individual parts to an estimated 2,820 from 4,048 in the previous-generation model with a 60-gigabyte hard drive.</p>
<p>The cost estimate of $448.73 doesn&#8217;t include software, box contents and royalty expenses.</p>
<p><a href="http://online.wsj.com/article/SB123060418044641601.html?mod=googlenews_wsj">WSJ.com</a></p>
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