<?xml version="1.0" encoding="ISO-8859-1"?><rss version="2.0" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>1UP PC 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> PC 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 Waking Dream of Proteus]]> </title><link>http://localhost/previews?cId=3188248</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><body>
<img style="width: 624px; height: 324px;"
 alt="spot" src="http://www.1up.com/media?id=3964734&type=lg">
<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[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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		<span class="articleText"><body>
<img style="width: 624px; height: 284px;"
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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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		<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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		<span class="articleText"><p><img
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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[A Promising First Look at the Wasteland Sequel 25 Years in the Making]]> </title><link>http://localhost/previews?cId=3188230</link><author>Chris Pereira</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><center><img src="http://www.1up.com/media?id=3964256&type=lg" alt="Wasteland 2"></center>
<p>
As one of the most highly funded videogame projects on Kickstarter -- only Obsidian's <a href="http://www.1up.com/games/pc/project-eternity">Project Eternity</a> and <a href="http://www.1up.com/games/pc/double-fine-adventure">Double Fine Adventure</a> have collected more through Kickstarter alone -- a lot of eyeballs are going to be on <a href="http://www.1up.com/games/pc/wasteland-2/">Wasteland 2</a> as it approaches its release. That's even truer because this is a game that aspires to be a worthy follow-up to a classic game that led to the creation of the original <a href="http://www.1up.com/games/pc/fallout/">Fallout</a>. Now that we've finally gotten a real look at it, so far, so good, it would seem.
<p>
Over the weekend, developer inXile released the first gameplay footage of Wasteland 2. While it was sure to attract complaints from those who didn't get precisely what they wanted (like having it mirror everything the original game did), it does look promising. And that's reassuring news -- inXile's track record has been inconsistent, with past projects including <a href="http://www.1up.com/games/ps2/the-bard-tale/">The Bard's Tale</a> (a <a href="http://www.1up.com/reviews/the-bard-tale">solid game</a>) and <a href="http://www.1up.com/games/xbox360/hunted-demon-forge/">Hunted: The Demon's Forge</a> (<a href="http://www.1up.com/reviews/hunted-demon-forge-review">not so much</a>). No definitive conclusions can or should be drawn from a single 15-minute video demonstration, particularly when the game in question is far from complete, but we can better glean what the game is shooting for.
]]></description><pubDate>Mon, 11 Feb 2013 18:40:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964254"/></item><item><title><![CDATA[The Witcher 3: Wild Hunt Screens Give a Glimpse into Gaming's Future]]> </title><link>http://localhost/previews?cId=3188224</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><body>
We
know that the future is nigh. We already shared all of our insight
into what <a
 href="http://www.1up.com/do/blogEntry?bId=9117870">Sony
has planned for February 20</a>, and
it's all-but assured that Microsoft will be holding
some form of equally-profound event at some point in the near future.
But while you dream about the number of strange technical numbers
associated with your console du jour, <a
 href="http://www.gameinformer.com/p/witcher3.aspx">Game
Informer</a> has given us a tangible
glimpse at what those the next-gen hardware is capable of via their
most recent cover story centered around <a
 href="http://www.1up.com/games/pc/the-witcher-3">The
Witcher 3: Wild Hunt</a>.
<p>We know that CD Projekt is
working on it, and that the game will wrap up Geralt's trilogy. We also
know that it's supposed to be big (at least one million <a
 href="http://www.1up.com/games/pc/elder-scrolls-v">Skyrims</a>).
But the real information can be gleaned from the handful of screenshots
that GI gathered. Take a look.</p>
<p><img
 style="width: 624px; height: 351px;" alt="spot"
 src="http://www.1up.com/media?id=3964011&type=lg"></p>
]]></description><pubDate>Mon, 11 Feb 2013 12:25:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3964222"/></item><item><title><![CDATA[Quadrilateral Cowboy Brings the Hacking, Forgoes the Slashing]]> </title><link>http://localhost/previews?cId=3188216</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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<p>I
believe in Brendon Chung. The
designer of <a
 href="http://www.1up.com/games/pc/thirty-flights-of-loving">Thirty
Flights of Loving</a>, one of <a
 href="http://www.1up.com/news/1up-favorite-games-2012-flights">my
favorite games of 2012</a>,
views our medium in a way that few do. He eschews the norm, tells
stories in intriguing ways, and has no problem making short form games.
Your first trip through Thirty Flights of Loving is likely to take you
less than 15 minutes to complete, but damn if it isn't worth it.
</p>
<p>So it's with great pleasure
that I present you with the first trailer for <a
 href="http://www.1up.com/games/pc/quadrilateral-cowboy">Quadrilateral
Cowboy</a>,
Chung's newest effort that's set to release sometime later on in the
year. QC continues the story of Citizen Abel, the <span
 style="font-style: italic;">La Nouvelle
Vague</span>-inspired hero of <span
 style="font-style: italic;">Gravity Bone</span>
and Thirty Flights of Loving.
Despite the fact that he may or may not die at the end of each prior
installment, he certainly looks alive and kicking in this brief
montage. The game is centered around the concept of hacking, going as
far as to including mechanics that force the player to use programming
languages in order to press on. Chung has also noted that QC has an
open, sandbox design, which is a departure from the much narrower
experiences of his previous games.
</p>
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]]></description><pubDate>Thu, 07 Feb 2013 12:31:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3963941"/></item><item><title><![CDATA[The 95% Zen of Splinter Cell: Blacklist]]> </title><link>http://localhost/previews?cId=3188187</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><body>
<img style="width: 624px; height: 351px;"
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<p>Up until the end, you would've
sworn that I was a ghost. The way that I
moved through the streets of Benghazi and London made my Sam Fisher
seem like little more than a wisp of smoke. I was neither seen nor
heard; the perfect Milford Man. When I did find a guard that I needed
to go through, I used my own agility and momentum to knock them out,
quickly hid the bodies, and continued on with my mission. I chose to
never raise my firearm, and though certain scenarios could've been
easily passed with a well-placed bullet, that's not how my Sam
conducted his business.
</p>
<p>That's what 95% of my time with
<a
 href="http://www.1up.com/games/pc/splinter-cell-blacklist">Splinter
Cell: Blacklist</a> was like, and I
was really impressed with how
the game handled the concepts of stealth, motion, and non-violence in a
technical and narrative way. Sadly, the other 5% of my demo stripped
away my decision to play as a non-lethal ghost, and forced me to engage
in a shootout that went against everything I'd loved about the game up
until that point. It was a clumsy final beat in a mission that felt
removed from the rest of the level -- a checkmark on some arbitrary
list of what a AAA game in 2013 needs to include. While it certainly
didn't ruin my experience with the game, that forced section left a bad
final taste in my mouth.
</p>
]]></description><pubDate>Wed, 30 Jan 2013 09:03:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3963221"/></item><item><title><![CDATA[Dead Space 3 Has No Voice, But Still Tries to Scream]]> </title><link>http://localhost/previews?cId=3188163</link><author>Marty Sliva</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><img style="width: 624px; height: 341px;"
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<p>Since the game's announcement,
EA and Visceral Games have been adamant
that the cooperative mode in <a
 href="http://www.1up.com/games/xbox360/dead-space-3">Dead
Space 3</a> will toy with the idea
of
mental instability in a way that few other shooters have ever
attempted. When you go through the campaign with a buddy, one of you
might begin to experience hallucinations that go completely unnoticed
by the other. You'll hear noises, see visions, and even be attacked by
imaginary adversaries, all while partner watches on in confusion. They
will have to aid you through these episodes in order to carry on with
your mission about the frozen planet of Tau Volantis. I haven't played
any of DS3 cooperatively yet, but this unique gameplay schism sounds
absolutely fascinating. What I have played is the game's opening few
hours, and though indisputably gorgeous, it left me with much worry
regarding the lack of a strong central voice across all facets of the
experience.
</p>
<p>During the first few hours of
DS3, I killed gun-totting humans, weird bugs, a pulsating fungal mass,
and a whole bunch of Necromorphs. I traveled through neon shopping
malls, office buildings, and derelict ships. I gathered materials,
built complex weapons, and fortified my spacesuit. I jumped through
time, floated in zero gravity, and had a moment reminiscent of <a
 href="http://www.1up.com/games/pc/space-harrier">Space
Harrier</a>. But despite doing all
of this, the one thing that I never
encountered was fear. At no point did anxiety, dread, or any sort of
tension creep into me, and I'm still trying to figure out why. Maybe
it's because I spent far more time navigating the various systems and
mechanics than I did actually soaking in the atmosphere, which is
honestly a shame given how great the game looks. Horror shouldn't
overload you with menus, options and cumbersome additions. The scariest
things in life are often the simplest. This is something that the
original <a
 href="http://www.1up.com/games/ps3/dead-space">Dead
Space</a> knew perfectly, and yet
DS3 seems to completely
ignore this basic principle.</p>
<center><iframe
 src="http://widgets.ign.com/video/embed/content.html?url=http://www.ign.com/videos/2013/01/24/dead-space-3-sneak-peek"
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]]></description><pubDate>Fri, 25 Jan 2013 11:54:00 PST</pubDate><category>PREVIEW</category><media:thumbnail url="http://localhost/media?id=3962961"/></item><item><title><![CDATA[SimCity Remains Devastatingly Addictive]]> </title><link>http://localhost/previews?cId=3188174</link><author>Bob Mackey</author><description><![CDATA[<p>

















			

















		
















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		<span class="articleText"><p><img style="width: 624px; height: 289px;"
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<p>Despite the best intentions of publishers, hands-on preview sessions don't make for the most comfortable way to break in a new game. A thick fog of anxiety clouds the air, stemming from developers and journalists alike: the former, nervous about placing their unfinished projects in the hands of people with the power to tear them apart, and the latter, anxious to discover as much as they can in their limited time, all while memorizing the important details for write-ups published days or weeks down the road. This inside baseball shouldn't concern you, outside of one important contradiction from business-as-usual; despite the stress-heavy atmosphere within Maxis' Emeryville studio, <a href="/games/pc/simcity-5" target="_blank">SimCity</a> sucked me in for six solid hours, and rarely let go.</p>

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