<?xml version="1.0" encoding="ISO-8859-1"?><rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>1UP Preview  RSS feed</title><copyright>Copyright (c) 2002-2008 Ziff Davis Media Inc.</copyright><link>/do/sortIndex</link><description>1UP's latest news feed - the #1 source for gaming news.</description><language>en-us</language><image><title> Preview RSS feed from 1UP</title><url>http://localhost/images/Elements/50x50_1up_rss.jpg</url><width>50</width><height>50</height><link>null</link></image><item><title><![CDATA[The Trials and Tribulations of Gears of War: Judgment]]> </title><link>http://localhost/previews?cId=3188273</link><author>Jose Otero</author><description><![CDATA[<p>

















			

















		
















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<p>As the next generation of home
consoles slowly emerge into the
limelight and enter the minds of the mass consumer, it's
great to see some current gen games continue to show their potential.
Take <a
 href="http://www.1up.com/games/xbox360/gears-of-war">Gears
of War</a>, a series that
practically signaled the start of this current gen back in late 2006.
At the time, developer Epic Games delivered a memorable and new
third-person shooter IP that certainly looked impressive, but also
ushered in fun gameplay mechanics through an impromptu cover-based
system -- one that urged players to use cover as respite from the hail
of enemy bullets. But who knew the idea of campaign coop over the
Internet could possibly impact the experience the way it did? And post
GoW, the entire shooter genre followed suit.
</p>
<p>In hindsight, those three
pillars of visual bombast, fun combat loops, and cooperative play over
the net defined lots of shooters during this console cycle, but after a
trilogy of GoW games -- delivered relatively closely over a five-year
span -- how can the series possibly stay fresh and fun? Surprisingly
the latest game, <a
 href="http://www.1up.com/games/xbox360/gears-of-war-judgment">Gears
of War: Judgment</a>, makes a strong
argument that the series isn't only surprisingly relevant, but that the
developers also figured out some neat tricks other video game makers
should crib. </p>
]]></description><pubDate>Tue, 05 Mar 2013 10:43:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3965270"/></item><item><title><![CDATA[The Waking Dream of Proteus]]> </title><link>http://localhost/previews?cId=3188248</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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<p>You wake up at sea. The quiet
water around you melds into the peaceful
tones of a horn-based melody. You spot an island in the distance, and
decide to swim towards it. Once you step foot on the warm sands of the
beach, the music changes into something less ephemeral and more
tangible. You spot a group of crabs just down the way, and when you
approach them, the sound of bongo drums enters your ears. As they
scurry away, so does the percussion. You distance yourself from the
water and head towards a grove of cherry blossoms in the midst of a
snowfall of petals. Immersing yourself in the floating colors brings
entirely new instruments into the mix of sounds. This is <a
 href="http://www.1up.com/games/pc/proteus">Proteus</a>.
</p>
<p>Over the past few weeks,
there have been many debates over whether Proteus is a game or
not. Our buddy Dan Stapleton over at <a
 href="http://www.gamespy.com/">GameSpy</a>
argues that the PC
title's inherent lack of any a defined objective stops it
from being a game. Others have stated that the lack of interaction that
the player has with the world is what causes Proteus to lose its
moniker.
</p>
]]></description><pubDate>Tue, 19 Feb 2013 15:27:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964657"/></item><item><title><![CDATA[What is Destiny? Even Bungie Doesn't Seem Too Sure]]> </title><link>http://localhost/previews?cId=3188247</link><author>Kat Bailey</author><description><![CDATA[<p>

















			

















		
















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<p>Earlier this week, Bungie invited the press corps up to their new studio in Bellevue with the intention of taking the wraps off Destiny, their long-rumored follow-up to <a href="/games/xbox/halo-combat-evolved">Halo</a>. As everyone sat down, the anticipation over what Bungie had to show was palpable. Several hours later, the excitement was still there, but there were plenty of questions as well.</p>

]]></description><pubDate>Sun, 17 Feb 2013 10:00:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964606"/></item><item><title><![CDATA[What is Destiny? Even Bungie Doesn't Seem Too Sure]]> </title><link>http://localhost/previews?cId=3188247</link><author>Kat Bailey</author><description><![CDATA[<p>

















			

















		
















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<p>Earlier this week, Bungie invited the press corps up to their new studio in Bellevue with the intention of taking the wraps off Destiny, their long-rumored follow-up to <a href="/games/xbox/halo-combat-evolved">Halo</a>. As everyone sat down, the anticipation over what Bungie had to show was palpable. Several hours later, the excitement was still there, but there were plenty of questions as well.</p>

]]></description><pubDate>Sun, 17 Feb 2013 10:00:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964606"/></item><item><title><![CDATA[Routine Delves into the Horrifying Nature of Space]]> </title><link>http://localhost/previews?cId=3188238</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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<p>My
favorite works of horror are all built upon the foundation of three
solid principles: a strong sense of place, clearly defined
consequences, and an ability to create expectations while
simultaneously defying them. It doesn't matter if it's <span
 style="font-style: italic;">Halloween</span>,
<span style="font-style: italic;">The
Colour Out of Space</span>, or
<a
 href="http://www.1up.com/games/ps2/silent-hill-2">Silent
Hill</a> -- the medium makes no
difference. These three elements are
at the core of every work I consider to be truly horrifying, so it's
with that in mind that the upcoming PC title <a
 href="http://www.1up.com/games/pc/routine">Routine</a>
has piqued my
interest.
</p>
<p>Unveiled at last year's
Gamescom, Routine is the first work from the UK-based Lunar Software.
It's a survival horror game set in an abandoned lunar base. Yep, that's
a pretty strong sense of place. And there are no extra lives in the
game -- permadeath means that one wrong move, and you're starting over.
Well, those are some clearly defined consequences. And just take one
look at the trailer, and you'll see that Routine is filled with the
unexpected. It's this last element that left me searching for answers,
and who better to turn to than Lead Artist and Designer Aaron Foster.
</p>
]]></description><pubDate>Fri, 15 Feb 2013 05:31:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964482"/></item><item><title><![CDATA[Remember Me Implants Itself With the Substance of Style]]> </title><link>http://localhost/previews?cId=3188240</link><author>Ray Barnholt</author><description><![CDATA[<p>

















			

















		
















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<p>
In terms of creativity, particularly world-building, I find that the game developers that nail those the best are the Japanese and the French. So it comes as little surprise to see big Japanese publisher Capcom sign small French developer Dontnod and their debut action-adventure game, <a href="/games/xbox360/remember-me">Remember Me</a>. What is surprising is how instantly risky the game looks, though not necessarily because of creative ambition. Rather, does Remember Me even fit the label of "Capcom game?"</p>

]]></description><pubDate>Thu, 14 Feb 2013 12:23:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964459"/></item><item><title><![CDATA[Remember Me Implants Itself With the Substance of Style]]> </title><link>http://localhost/previews?cId=3188240</link><author>Ray Barnholt</author><description><![CDATA[<p>

















			

















		
















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<p>
In terms of creativity, particularly world-building, I find that the game developers that nail those the best are the Japanese and the French. So it comes as little surprise to see big Japanese publisher Capcom sign small French developer Dontnod and their debut action-adventure game, <a href="/games/xbox360/remember-me">Remember Me</a>. What is surprising is how instantly risky the game looks, though not necessarily because of creative ambition. Rather, does Remember Me even fit the label of "Capcom game?"</p>

]]></description><pubDate>Thu, 14 Feb 2013 12:23:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964459"/></item><item><title><![CDATA[Remember Me Implants Itself With the Substance of Style]]> </title><link>http://localhost/previews?cId=3188240</link><author>Ray Barnholt</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p><img src="/media?id=3964460&type=lg"></p>

<p>
In terms of creativity, particularly world-building, I find that the game developers that nail those the best are the Japanese and the French. So it comes as little surprise to see big Japanese publisher Capcom sign small French developer Dontnod and their debut action-adventure game, <a href="/games/xbox360/remember-me">Remember Me</a>. What is surprising is how instantly risky the game looks, though not necessarily because of creative ambition. Rather, does Remember Me even fit the label of "Capcom game?"</p>

]]></description><pubDate>Thu, 14 Feb 2013 12:23:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964459"/></item><item><title><![CDATA[Resident Evil Revelations Returns in HD, and the Devil's in the Details]]> </title><link>http://localhost/previews?cId=3188236</link><author>Ray Barnholt</author><description><![CDATA[<p>

















			

















		
















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<p>The nature of the "exclusive"
has been an increasingly hot topic among game fans since at least the
2000s. One game can be seen as the savior of the platform; the one that
will boost it to new heights, because watching big companies make money
is fun, right? But in this generation, more and more exclusive games
end up becoming multiplatform titles available to anyone, where it
doesn't matter which system you bought. Eventually, the scorned fanboys
move on to their next point of contention, and everybody expects it to
happen to big-budget third-party console games. But what happens when
an exclusive handheld game goes straight to consoles in just over a
year? </p>
]]></description><pubDate>Thu, 14 Feb 2013 07:46:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3933928"/></item><item><title><![CDATA[Resident Evil Revelations Returns in HD, and the Devil's in the Details]]> </title><link>http://localhost/previews?cId=3188236</link><author>Ray Barnholt</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p><img
 src="/media?id=3964418&type=lg"></p>
<p>The nature of the "exclusive"
has been an increasingly hot topic among game fans since at least the
2000s. One game can be seen as the savior of the platform; the one that
will boost it to new heights, because watching big companies make money
is fun, right? But in this generation, more and more exclusive games
end up becoming multiplatform titles available to anyone, where it
doesn't matter which system you bought. Eventually, the scorned fanboys
move on to their next point of contention, and everybody expects it to
happen to big-budget third-party console games. But what happens when
an exclusive handheld game goes straight to consoles in just over a
year? </p>
]]></description><pubDate>Thu, 14 Feb 2013 07:46:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3933928"/></item></channel></rss>