<?xml version="1.0" encoding="ISO-8859-1"?><rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>1UP Xbox 360  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 360 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[Listen to the Final 1UP Podcast Ever]]> </title><link>http://localhost/news/listen-final-1up-podcast</link><author>1UP Staff</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p>As you know, 1UP.com has <A HREF="/news/true-1up-reached">breathed its last</A>. Such are the vicissitudes of business. Happily, Jose Otero managed to pull together a startling number of former 1UP staff during Game Developers Conference this year for one final podcast. Not everyone was there due to the last-minute nature of this show (or because they had other duties that kept them away), but if you paid any attention at all to the site for the 10 years it lived you're bound to hear some voices you recognize in this three-hour tag-team adventure. Rather than spoil the surprise, though, <A HREF="http://podcast.the1upnetwork.com/flat/GamesDammit/GD040513.mp3">we'd rather just let you hear the show for yourself</A>.
</p><p>
Thanks for all the years of support. Your enthusiasm for our work fueled these shows, and we very literally couldn't have done it without you. Please enjoy this final gift to you all.</P></span><br />
	



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				]]></description><pubDate>Sat, 06 Apr 2013 14:59:00 PDT</pubDate><category>NEWS</category></item><item><title><![CDATA[Five Great Aliens Alternatives to Colonial Marines]]> </title><link>http://localhost/features/great-aliens-alternatives-colonial-marines</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			
















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	<h1>Five Great Aliens Alternatives to Colonial Marines</h1>
	<h2>Bummed by how uneven Gearbox's new shooter turned out to be? Soothe your pain with its best predecessors.</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">February 13, 2013</span></p>
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<p>

Despite a few misgivings about Aliens: Colonial Marines, we had high hopes that it would finally give us the faithful first-person shooter adaptation of the films we've been pining after for so many years. Needless to say, the end result really disappointed us. Our own Jose Otero <A HREF="/reviews/aliens-colonial-marines-review-hope">says</A> "ACM isn't the tense, atmospheric shooter everyone initially hoped for, and this awful game offers little beyond surface-level fan service," and reviews across the Internet almost universally range from "mediocre at best" to "absolutely dreadful." All the perfectly recreated sound effects and acidic blood in the galaxy don't mean a thing when the underlying game feels so slapped together.
</p><p>
On the plus side, at least it works better as an Alien tie-in than Prometheus.
</p></div></div>]]></description><pubDate>Thu, 14 Feb 2013 11:48:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3964330"/></item><item><title><![CDATA[Here's One Rumored Detail About the Next Xbox That Piques My Interest]]> </title><link>http://localhost/news/xbox-durango-multitasking-rumor</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3964241&type=lg" alt="Durango"></center>
<p>
Much of the recent talk about Durango, the code name for the next-generation Xbox, has been about its <a href="http://www.edge-online.com/news/the-next-xbox-always-online-no-second-hand-games-50gb-blu-ray-discs-and-new-kinect/" target=_blank>rumored</a> always-online requirement. Aside from the fact that you'd need an Internet connection in order to use the system, this would also supposedly <a href="http://www.1up.com/news/ps4-xbox-restrict-used-games">block</a> the use of secondhand games, potentially eliminating used game sales, game rentals, and maybe even something as simple as borrowing a game from a friend. It's difficult to imagine for a variety of reasons, not the least of which is the disadvantage it would put Microsoft in if Sony doesn't do the same with the PlayStation 4. As with everything we're hearing, even if that is the plan right now, Microsoft could end up changing its mind before the system hits, though these reports do still make for interesting points of discussion. The latest report brings yet another detail fans will likely rage over, but it also promises a feature I find myself immensely interested in.
<p>
Undoubtedly the most noteworthy bit of information reported by <a href="http://kotaku.com/5982986/we-know-all-about-the-next-xbox-from-someone-who-says-theyve-got-one" target=_blank>Kotaku</a> today involves the role Kinect will play in the next Xbox. A new iteration of the motion-sensing device will be included with every sold system, something that doesn't come as a major surprise considering the prominence of Xbox 360 bundles that pack in a Kinect sensor. What is unexpected is the fact that Kinect will have to be connected and set up for the console to be used.
]]></description><pubDate>Mon, 11 Feb 2013 15:05:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3964239"/></item><item><title><![CDATA[Rayman Legends Going Multiplatform Lets Down Wii U Owners And Nintendo]]> </title><link>http://localhost/news/rayman-legends-goes-multiplatform</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3964028&type=lg" alt="Rayman Legends"></center>
<p>
<a href="http://www.1up.com/games/wiiu/rayman-legends/">Rayman Legends</a> was, for myself and many others, a major reason to pick up a Wii U early on. Although it was known more than a month in advance of the system's launch that Legends would be coming in the first quarter of 2013, rather than in November as originally planned, it had been a game touted as a Wii U exclusive for some time. It seemed inevitable that it would eventually come to other platforms, but it would still be a game that could only be had on Wii U for a period of time, and it would only be on Wii U that you could take advantage of the GamePad-specific features.
<p>
With the beginning of 2013 being so barren for Wii U releases that Nintendo president Satoru Iwata recently apologized for the drought, Legends would have been an even more welcome sight on store shelves. Much to the chagrin of Wii U owners everywhere, Ubisoft yesterday announced the game would not be coming out on February 26, as it was said to be even in recent weeks, but would instead be coming in September -- alongside Xbox 360 and PlayStation 3 versions.
]]></description><pubDate>Fri, 08 Feb 2013 11:45:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3964032"/></item><item><title><![CDATA[The Odyssey of Skulls of the Shogun]]> </title><link>http://localhost/features/odyssey-skulls-shogun-feature</link><author>Jose Otero</author><description><![CDATA[<p>

















			
















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	<h1>The Odyssey of Skulls of the Shogun</h1>
	<h2>Developer 17-bit gives us a look behind the scenes at their darling turn-based strategy game.</h2>
	<p class="blurb"><span class="floatleft">By: <a href="http://www.1up.com/do/my1Up?publicUserId=5318924" target="_blank">Jose Otero</a></span>
	<span class="floatright">January 31, 2012</span></p>
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<p>It's a sunny and brisk winter morning in Seattle on January 14, 2013 as Jake Kazdal arrives at his independent game studio, 17-bit. I find a few of his employees huddled around a small TV as they start their workday with an impromptu session of Steel Battalion for the original Xbox. Another person sits at his desk designing an invite for their game's launch party at the end of the month.</p>

<p>To most bystanders, the lack of activity in the office might signal an uneventful day for these developers -- a work environment known for its mix of deadlines and play time, as the team slowly churns their concept into a video game. But today's an exciting day for everyone in the company: After a grueling three and a half years of development, their game, <a href="/games/xbox360/skulls-of-the-shogun/">Skulls of the Shogun</a>, is almost ready for download on Xbox Live Arcade -- one of three Microsoft-exclusive digital storefronts where people can purchase it at launch.

</div></div>]]></description><pubDate>Thu, 31 Jan 2013 10:00:00 PST</pubDate><category>FEATURE</category><media:thumbnail url="http://localhost/media?id=3963303"/></item><item><title><![CDATA[An (Admittedly Futile) Cry for Less Annualization And More Breathing Room]]> </title><link>http://localhost/news/cry-less-annualization-more-breathing-room</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3963298&type=lg" alt="Prince of Persia The Forgotten Sands"></center>
<p>
It is something we see far more often than many of us would like: A game hits it big and the publisher responsible for it proceeds to annualize it or, at the very least, provide each subsequent release with little breathing room before yet another follow-up is released. The short-term rewards for doing so promote a temptation to exploit series in a way that can be harmful to the quality of the games in question and the series as a whole. Not only that, the interest in backing games with this sort of potential can make it more difficult for certain games to be released -- just look at the way Activision <a href="http://www.1up.com/news/activision-ceo-explains-ghostbusters-50">dumped</a> games like <a href="http://www.1up.com/games/xbox360/brutal-legend/">Brutal Legend</a> and <a href="http://www.1up.com/games/xbox360/ghostbusters/">Ghostbusters</a> because they didn't "have the potential to be exploited every year on every platform with clear sequel potential and have the potential to become $100 million dollar franchises."
<p>
Ignoring sports games, the franchises that likely come to mind first when thinking of this sort of thing include Call of Duty and Assassin's Creed. The last time we went a year without a Call of Duty game was 2004, and the last year we didn't see a new Assassin's Creed game on consoles was 2008. (It's no coincidence that, in both cases, that year was the gap in between the first and second entries of the series.) Although it probably doesn't jump to the top of your list, Prince of Persia is another series to fall victim to this sort of treatment. Though not as extreme an example as CoD or AC, the <a href="http://www.1up.com/games/xbox/prince-persia-sands-time/">Sands of Time</a> reboot for Prince of Persia began a six-and-a-half-year stretch that saw five games released, not counting those released for handhelds or the remake of the original. No matter how you slice it, that's a lot of games for one series to see in a relatively short span of time.
]]></description><pubDate>Wed, 30 Jan 2013 17:16:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3959692"/></item><item><title><![CDATA[Making Sense of Warren Spector's Junction Point Being Shut Down]]> </title><link>http://localhost/news/warren-spector-junction-point-shut-down</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3963207&type=lg" alt="Epic Mickey Junction Point closure"></center>
<p>
Following rumors that began to <a href="http://www.ign.com/articles/2013/01/29/epic-mickey-studio-junction-point-reportedly-closed" target=_blank>circulate</a> yesterday, the news was made official today: Junction Point Studios is the latest game development studio to be shut down. While far from outright shocking, considering the moves its parent company had made in recent years, this does call attention to how quickly things can go south for a developer, even one with a name like Warren Spector at the helm.
<p>
Spector, who is best known for his earlier work on games like <a href="http://www.1up.com/games/pc/system-shock/">System Shock</a> and <a href="http://www.1up.com/games/pc/deus-ex/">Deus Ex</a>, founded the studio in 2005. It was <a href="http://www.1up.com/news/e3-2007-disney-buys-warren">acquired</a> in 2007, joining the likes of Propaganda Games under the Disney Interactive Studios label. It was responsible for the release of two games: <a href="http://www.1up.com/games/wii/disney-epic-mickey/">Epic Mickey</a> in 2010 and <a href="http://www.1up.com/games/xbox360/disney-epic-mickey-2/">Epic Mickey 2: The Power of Two</a> just last year. The former was a fairly well-received game that sold 1.3 million units in the U.S. during its first month of availability, according to NPD Group numbers reported by the <a href="http://latimesblogs.latimes.com/entertainmentnewsbuzz/2011/01/disneys-epic-mickey-video-game-sells-13-million-copies-in-first-month.html" target=_blank>L.A. Times</a>. That was a solid figure for a third-party Wii game released at that point in time. Its <a href="http://www.1up.com/reviews/epic-mickey-2-review">flawed</a> sequel, despite being available on Xbox 360, PlayStation 3, and Wii U, in addition to Wii, sold a small fraction of that, moving only <a href="http://latimesblogs.latimes.com/entertainmentnewsbuzz/2011/01/disneys-epic-mickey-video-game-sells-13-million-copies-in-first-month.html" target=_blank>270,000 units</a> in a similar window. <b>Update:</b> <a href="http://www.joystiq.com/2013/01/29/epic-mickey-2-sales-at-529-in-us/" target=_blank>Joystiq</a> reports the game ended up selling 529,000 units in the U.S. during November and December, though keep in mind the game was heavily discounted during and after Black Friday.
]]></description><pubDate>Tue, 29 Jan 2013 13:05:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3963205"/></item><item><title><![CDATA[Looking Ahead to Respawn's Debut Game (Hopefully) Taking a Step Beyond Call of Duty]]> </title><link>http://localhost/news/respawn-debut-game-speculation</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3962944&type=lg" alt="Respawn game"></center>
<p>
This spring will mark three years since Respawn Entertainment was established by Jason West and Vince Zampella, the founders of Call of Duty developer Infinity Ward. While you wouldn't expect development to have begun immediately at a brand-new studio, enough time has now passed that it seems reasonable to assume Respawn is fairly deep in development on -- well, whatever it is they're making. Over the past few years, we've gotten almost zero indication of what the studio is at work on. Besides some <a href="http://www.1up.com/news/respawn-teases-first-game-website-launch">teaser images</a>, early <a href="http://www.1up.com/news/infinity-ward-heads-form-respawn">indications</a> that the game would be on the scale of a "huge, summer blockbuster," and EA's <a href="http://www.1up.com/news/former-infinity-ward-heads-working-sci-fi-shooter">statements</a> that it will be a sci-fi-oriented shooter, there has been nothing of substance to go on. Knowing it's a sci-fi shooter limits the scope of possibilities to a degree, but let's be honest -- neither of those details is specific enough to tell us much beyond the fact that it won't be a historically accurate World War II RPG.
<p>
There are a limited number of conclusions we can safely jump to. Given this is an EA-published game and multiplayer is what made Call of Duty into the phenomenon it has become, it's OK to assume Respawn's mystery project will not be a single-player-only affair. Presuming it will be a first-person shooter, considering West and Zampella's past with Call of Duty, and Medal of Honor before it, might be a stretch, though. For all we know, they, along with the many former Infinity Ward employees that followed them to Respawn, are interested in getting away from what they're used to and, as a result, would prefer to make a third-person game. Gears of War might not be as big as Call of Duty or Halo, but it's done very well for itself with that perspective.
]]></description><pubDate>Fri, 25 Jan 2013 11:04:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3962942"/></item><item><title><![CDATA[South Park Goes to Ubisoft, Vigil And Darksiders Abandoned in Messy THQ Breakup]]> </title><link>http://localhost/news/thq-breakup-south-park-ubisoft-darksiders-abandoned</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3960166&type=lg" alt="South Park The Stick of Truth"></center>
<p>
Four years ago, Ubisoft was heavily advertising its games around episodes of South Park. In the next few months, it'll likely be doing that once again, only this time it will be doing this as the publishers of the newest South Park game, <a href="http://www.1up.com/games/xbox360/south-park-rpg/">The Stick of Truth</a>. Ubisoft was among the companies today to acquire assets that formerly belonged to THQ, a company that is now all but dead following an auction that kicked off yesterday and concluded today.
<p>
THQ has been in a <a href="http://www.1up.com/news/thq-denies-canceled-2014-games">very poor position</a> for some time now. Even with Jason Rubin being <a href="http://www.1up.com/news/naughty-dog-co-founder-thq-savior">named president</a>, its eventual collapse was, in many people's eyes, an inevitability following the <a href="http://www.1up.com/games/xbox360/udraw-instant-artist/">uDraw</a> disaster, <a href="http://www.1up.com/games/xbox360/homefront/">Homefront</a>'s <a href="http://www.1up.com/news/homefront-developer-kaos-shut-down-thq">failure</a>, and a number of other factors. Yet it's difficult not to be reeling today when accounting for the human factor; many former THQ employees are finding themselves out of work today, and those numbers may continue to grow as the new owners of the companies acquired through the auction evaluate their needs.
]]></description><pubDate>Wed, 23 Jan 2013 15:19:00 PST</pubDate><category>NEWS</category><media:thumbnail url="http://localhost/media?id=3962851"/></item><item><title><![CDATA[Interview: Lara Begins]]> </title><link>http://localhost/news/interview-lara-begins</link><author>Jeremy Parish</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p>
<IMG SRC="http://www.1up.com/media/03/9/5/9/lg/703.jpg" width=624 height=311>
</p><p>

After <A HREF="/previews/lara-croft-overcome-contemporary-design">spending some time with a huge demo of the upcoming Tomb Raider reboot</A>, I had an equally massive  conversation with the game's producer, Crystal Dynamics' Karl Stewart. Beside discussing the studio's inspirations for Lara Croft's latest adventure, we also explored some of the more advanced game mechanics -- things that the first few hours of the game only hint at. Below is the entirety of our conversation... just be aware that it includes some minor spoilers for the game's first few hours, if you're sensitive to that sort of thing. <A HREF="/previews/lara-croft-overcome-contemporary-design">Be sure to check out our new impressions of the game as well</A>!
</p>

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