<?xml version="1.0" encoding="ISO-8859-1"?><rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>1UP Xbox  RSS feed</title><copyright>Copyright (c) 2002-2008 Ziff Davis Media Inc.</copyright><link>http://localhost</link><description>1UP's latest news feed - the #1 source for gaming news.</description><language>en-us</language><image><title> Xbox 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[Your Guide to the Three New MechWarrior-Inspired Games]]> </title><link>http://localhost/news/guide-mechwarrior-inspired-games</link><author>Ryan Winterhalter</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText">MechWarrior fans find themselves a bit overwhelmed these days. With three separate MW-inspired games announced within months of each other -- not bad for a series that most assumed died nearly a decade ago. -- even hardcore fans might find the distinctions confusing. Presented below is our quick guide to the recent announcements.
<p>
<B><A HREF="http://www.1up.com/games/pc/mechwarrior-new">MechWarrior Online</A></B><BR>
Platform: PC<BR>
Developer: Piranha Games<BR>
Genre: Free-to-play sim<BR>
Release date: TBA 2012<BR>
Retro inspiration: MechWarrior's two through four
<p>
<iframe width="624" height="347" src="http://www.youtube.com/embed/JVKHr9DL8FA" frameborder="0" allowfullscreen></iframe>
]]></description><pubDate>Tue, 21 Feb 2012 13:00:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3936654"/></item><item><title><![CDATA[Notch Wants to Help Tim Schafer Make Psychonauts 2]]> </title><link>http://localhost/news/notch-tim-schaefer-psychonauts-2</link><author>Ryan Winterhalter</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText">"<A HREF="https://twitter.com/#!/notch/status/166838426207924224" target="_blank">Let's make Psychonauts 2 happen</A>," tweeted <A HREF="http://www.1up.com/games/pc/minecraft/">Minecraft</A> creator Markus Persson (AKA Notch) yesterday to Double Fine CEO, and designer of the original game, Tim Schafer.
<p>
Notch's Tweet alone would pique the interest of Double Fine fans. <A HREF="http://www.1up.com/games/pc/psychonauts">Pychonauts</A>' retail performance was so poor that mentioning it at this point, after Double Fine has produced so many other excellent titles,  seems kind of cliché, meaning that all hope for a Psychonauts sequel died years ago. However, Notch didn't just tweet, Tim Schafer responded, "<A HREF="https://twitter.com/#!/TimOfLegend/status/166941929861427200">Oh wait. Hm. This is interesting.</A>"
<p>
<center><img src="http://www.1up.com/media?id=3920430&type=lg" alt="Psychonauts"></center>
]]></description><pubDate>Tue, 07 Feb 2012 17:25:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3920431"/></item><item><title><![CDATA[VOTE! Pick the Greatest Music Ever in 1UP's Game Music Thunderdome!]]> </title><link>http://localhost/features/vote-greatest-music-time</link><author>1UP Staff</author><description><![CDATA[<p>

















			
















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	<h1>1UP's Game Music Thunderdome: Vote for the Greatest Music of All Time</h1>
	<h2>64 tracks enter, one track leaves. Vote for your favorites every day!</h2>
	<p class="blurb"><span class="floatleft">By: <a href="mailto:feedback@1up.com" target="_blank">1UP Staff</a></span>
	<span class="floatright">December 14, 2011</span></p>
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<p>Be sure to <A HREF="/do/blogEntry?bId=9095464">read about and listen to the current contenders</A> before voting!

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</p></div></div>]]></description><pubDate>Wed, 14 Dec 2011 12:36:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3929957"/></item><item><title><![CDATA[Rampage on its Way to the Big Screen]]> </title><link>http://localhost/news/rampage-movie-big-screen</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><iframe width="624" height="453" src="http://www.youtube.com/embed/Au7UYaqpJw8?rel=0" frameborder="0" allowfullscreen></iframe></center>
<p>
Just because a game isn't a super-hot property right now doesn't mean it can't be optioned for a movie. Both <a href="http://www.1up.com/news/atari-priming-missile-command-film">Missile Command</a> and <a href="http://www.1up.com/news/details-asteroids-movie-plot">Asteroids</a> prove that, even if we don't know what degree of success (if any) they'll be met with upon being released in theaters. New Line Cinema is now looking to another classic game in <a href="http://www.1up.com/games/nes/rampage/">Rampage</a> as the source material for a new movie.
<p>
The <a href="http://www.hollywoodreporter.com/heat-vision/rampage-new-line-262475" target=_blank>Hollywood Reporter</a> is reporting Midway's arcade game will be adapted for a new monster movie. It'll be produced by John Rickard, a co-producer on several other New Line projects like <i>A Nightmare on Elm Street</i>, <i>Final Destination 5</i>, <i>Horrible Bosses</i>, and the upcoming <i>Jack the Giant Killer</i>. A story has yet to be written, as Rickard still needs to begin meeting with potential writers.
]]></description><pubDate>Fri, 18 Nov 2011 13:04:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3926994"/></item><item><title><![CDATA[10 Years Later: How GameCube and Xbox Defined The Current Gen]]> </title><link>http://localhost/features/gamecube-xbox-defined-current-gen</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















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	<h1>10 Years Later: How GameCube and Xbox Defined The Current Gen</h1>
	<h2>PlayStation 2 may have dominated last generation, but its competitors set the stage for this one.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=5557327" target="_blank">Jeremy Parish</a></span>
	<span class="floatright">November 16, 2011</span></p>
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No one would challenge the claim that Sony's PlayStation 2 was the decisive victor of the sixth generation of consoles, that nebulous post-32/64-bit era that never lent itself to an easily applied label. Not only was the PS2 the best-selling contender last generation, it remains the best-selling console ever, having moved more than 150 million systems worldwide and an unbelievable 1.5 billion pieces of software. Combined, its competitors -- Microsoft's Xbox and Nintendo's GameCube, both of which debuted within days of one another back in November 2001 -- didn't even manage half of that. 
</p><p>
The PS2 achieved a near-NES-level rout, dominating the market and forcing the competition to scramble to find other strategies. Yet where the NES had a clear successor in the Super NES, in many ways the PlayStation 3 feels like a follow-up in name only. Few of the series that defined last generation's most popular console have much traction these days, or else they've gone multiplatform. PS2 overwhelmed its rivals through a combination of perfect timing, a diverse but focused feature set, and a competitive price; PS3 blew what should have been a strong launch with a soft lineup and an excessively high price made necessary by Sony's desire to make it an all-in-one media center -- and in its quest to "only do everything," the PS3 has never really defined what it does <em>best</em>. Five years later, the system is hardly a failure; rather, it's essentially splitting the market with Microsoft's Xbox 360, which is a far cry from the total domination both of its predecessors enjoyed. Meanwhile, neither can hope to match the lifetime sales of Nintendo's Wii, the little white box that became a dark horse juggernaut.
</p></div></div>]]></description><pubDate>Wed, 16 Nov 2011 10:54:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3926737"/></item><item><title><![CDATA[Microsoft Xbox Turns 10 Years Old Today]]> </title><link>http://localhost/news/microsoft-xbox-turns-ten-years-old-today</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3926605&type=lg" alt="Microsoft Xbox"></center>
<p>
It was 10 years ago today that Microsoft entered the videogame console business with the release of the Xbox in North America. The system debuted at $299.99 and its release came more than a year after the PlayStation 2 had already debuted in western markets and three days before the GameCube, which will celebrate its tenth anniversary in North America on Friday. Xbox was the most powerful of the three consoles during that generation (four if you wish to include the Dreamcast), though that didn't translate into sales -- PS2 ended up dominating the console market for much of the decade, but Xbox did prove to be influential in the long run.
<p>
The Xbox name came from the original idea of creating a DirectX Box, DirectX being the name for a set of APIs used on computers. ('DirectX Box' ended up being shortened to 'Xbox.') The system was, like the PS2 and unlike the Dreamcast and GameCube, capable of playing DVDs in addition to games. Dolby 5.1 support and an integrated Ethernet port were both standard, as was an 8GB hard drive, a new concept for videogame consoles at the time. The obvious benefits of a hard drive included the ability to save games without a memory card and rip music from CDs that could then be listened to as a soundtrack in certain games. Its presence later opened the door for downloadable content in games like <a href="http://www.1up.com/games/xbox/halo-2/">Halo 2</a>. (A standard hard drive was abandoned for certain models of the Xbox 360, resulting in developers avoiding mandatory installs <a href="http://www.1up.com/news/see-what-battlefield-3-looks-like-xbox-36-when-not-installed">no matter the cost</a>.) 
]]></description><pubDate>Tue, 15 Nov 2011 13:28:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3926603"/></item><item><title><![CDATA[Lara Croft and the Reinvention of Game Heroes]]> </title><link>http://localhost/features/lara-croft-reinvention-video-game</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















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	<h1>Lara Croft and the Reinvention of Game Heroes</h1>
	<h2>How Tomb Raider changed games, and why its leading lady still matters 15 years later.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=5557327" target="_blank">Jeremy Parish</a></span>
	<span class="floatright">October 22, 2011</span></p>
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A woman sits on a boxy sofa in a hotel. It's meant to be a classy Calcutta hotel from colonial days, but the decor is very Silicon Valley circa the mid-'90s: Simple polygonal shapes make up the columns and furniture, and harsh lighting breaks the room into clearly demarcated spaces of shadow and light. The camera rotates around the the center of the room as it zooms in and descends, bringing the checkered floor -- the hallmark cliché of early 3D modeling -- into clearer view. 
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A robotic man glides toward the divan and its occupant as the point of view comes around. He lobs something onto the coffee table before her: A magazine, which glides to its resting point with no sense of inertia. On the cover is a photo of the woman to whom the magazine has been presented, captured in the act of riddling a massive yeti with bullets.
</em></p></div></div>]]></description><pubDate>Sat, 22 Oct 2011 19:49:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3563441"/></item><item><title><![CDATA[Castlevania Chronicles: We've Been Killing Dracula for 25 Years]]> </title><link>http://localhost/features/castlevania-chronicles-killing-dracula-25-years</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















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	<h1>Castlevania Chronicles: We've Been Killing Dracula for 25 Years</h1>
	<h2>Looking back at a quarter-century of (mostly) greatness.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=5379721" target="_blank">Jeremy Parish</a></span>
	<span class="floatright">September 25, 2011</span></p>
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Twenty-five years ago, on September 26, 1986, Konami launched a brand new game in Japan that would go on to become one of the longest continuously running franchises in the medium's history. <A HREF="/games/nes/castlevania" title="Castlevania">Akumajou Dracula</A> -- roughly translating to "Demon Castle Dracula," which became "<A HREF="/do/search?term=castlevania" title="Castlevania">Castlevania</A>" in the West in accordance with Konami's weird obsession with pun-laden localization in the '80s -- was actually two different games on two different platforms. The better-known of the two was a straight-up action platformer for Famicom Disk System, the rewritable NES add-on released only in Japan. On the MSX computer, on the other hand, Akumajou Dracula featured the same general play mechanics and aesthetics as its FDS counterpart but wrapped them in a more labyrinthine format, compensating for the MSX's lack of smooth video scrolling by turning its castle stages into self-contained mazes.
</p><p>
Castlevania was a different kind of game than players were accustomed to, especially on Famicom. Unlike so many of the other platformers that had followed in the wake of <A HREF="/games/nes/super-mario-bros" title="Super Mario Bros.">Super Mario Bros.</A>' success (Mario having launched on Famicom almost a year to the day before Akumajou Dracula), Konami's game was slow-paced, methodical, and possessed a fairly realistic ambiance. The hero, Simon Belmondo (Belmont in the West), was proportioned like an actual human adult. Japanese games of the era tended to warp the proportions of characters to give their faces more real estate and allow for cute, visually expressive designs. Simon had a tiny four-pixel face with no details, his characterization instead coming through his determined gait and unique method of attack. The Vampire Killer whip was an uncommon choice for any video game protagonist outside of Indiana Jones, striking a middle-range balance between fists and guns. The game's unconventional look, pacing, and weaponry set it apart from its peers. 
</p><p align=center>
<IMG SRC="http://www.1up.com/media/03/9/1/9/lg/513.gif" width=512 height=448>
</p></div></div>]]></description><pubDate>Sun, 25 Sep 2011 01:11:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3919511"/></item><item><title><![CDATA[How to Survive the Fallout Apocalypse]]> </title><link>http://localhost/features/fallout-wastes-apocalypse-reality-survive</link><author>Steve Watts</author><description><![CDATA[<p>

















			
















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	<h1> How to Survive the Fallout Apocalypse</h1>
	<h2> Reality Check: How real are your walks through the wastes?</h2>
	<p class="blurb"><span class="floatleft">By: <a href="/do/my1Up?publicUserId=5712841" title="Seth Macy" target="_blank">Steve Watts</a></span>
	<span class="floatright">June 30, 2011</span></p>
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<p>
The Fallout series is a gritty and darkly humorous set of tales about a world gone wrong. We've taken several treks through the massive wastelands, meeting interesting characters and forging our own legends. But would the world even be livable after such a widespread attack, and would humanity really be able to work together and trust each other after such devastation? To find out, we talked to two experts in their fields: Dr. Curtis Miyamoto, chairperson of the radiation oncology department at Temple University School of Medicine; and Dr. Karen Cerulo, chair of the sociology department at Rutgers University.
<p>
In very general terms, Dr. Miyamoto says the world would be livable. "Most of the isotopes would be gone and the half-life would have expired, so they would be safe," Miyamoto told 1UP. Most major fallout products have relatively a short half-life as compared to the dozens of years before vault-dwellers explore the wastes.
</div></div>]]></description><pubDate>Wed, 29 Jun 2011 16:55:00 PDT</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3906449"/></item><item><title><![CDATA[Psychonauts Rights Revert to Tim Schafer's Double Fine]]> </title><link>http://localhost/news/psychonauts-rights-revert-double-fine</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3903367&type=lg" alt="Psychonauts"></center>
<br clear="all">
Buying a new copy of <a href="http://www.1up.com/games/xbox/psychonauts/">Psychonauts</a> will now see the proceeds go directly to developer Double Fine. The company's publishing arrangement with Majesco has expired, according to programmer Anna Kipnis. She revealed the news on <a href="http://twitter.com/#!/doubleanna/status/80716671567937536" target=_blank>Twitter</a> earlier today, although she has since <a href="http://twitter.com/#!/doubleanna/status/80761709224140801" target=_blank>said</a> it wasn't meant to be treated as an official announcement. 
<p>
Double Fine has owned the IP all along, and this new development has no effect on that. Psychonauts was originally <a href="http://www.1up.com/news/day-history-happy-birthday-psychonauts">released</a> in 2005 on PlayStation 2, Xbox, and PC. It has since been released on both Steam and the Xbox Live Marketplace's Xbox Originals service, both of which are two ways you can now buy the game and see Double Fine directly benefit from your purchase.
<p>
The game wasn't a huge seller at launch but was well received by critics and has grown to develop a cult following. Despite that, it looked for a long time as if a sequel would never happen because designer Tim Schafer has so many ideas for new games. "I would love to go back and spend time with the characters from any game I've worked on, and I would love to make a sequel to any of them. But I also want to make something new," he said in a 2007 <a href="http://www.1up.com/news/schafer-trumps-sequels">interview</a> with Playboy. "If there were five of me I might make sequels, but there's always some new idea I want to explore." He did <a href="http://www.1up.com/news/psychonauts-2-possible-for-right-publisher">say</a> last year that he's ready to do a sequel, provided he can find the right publisher.
]]></description><pubDate>Tue, 14 Jun 2011 15:55:00 PDT</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3859928"/></item></channel></rss>