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	<title>VGHeaven</title>
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	<description>Video Game News</description>
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		<title>Guild Wars 2 Beta public sign-up page open for 48 hours</title>
		<link>http://vgheaven.com/guild-wars-2-beta-public-sign-up-page-open-for-48-hours/</link>
		<comments>http://vgheaven.com/guild-wars-2-beta-public-sign-up-page-open-for-48-hours/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 17:58:34 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Video Game News]]></category>
		<category><![CDATA[guild wars 2 beta]]></category>

		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=526</guid>
		<description><![CDATA[MEDIA ALERT Guild Wars 2 Beta public sign-up page open for 48 hours Tyria needs play testers! Sign up now for a chance to participate in one of the upcoming Guild Wars 2 beta events. Beta Signup is only open for 48 hours so players need to act quickly to obtain a place. Beta sign up closes [...]]]></description>
			<content:encoded><![CDATA[<table width="470" border="0" cellspacing="0" cellpadding="5" align="center">
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<td align="center"><img src="http://f1203.mail.yahoo.com/ya/download?mid=1%5f2467656%5fAMpVimIAAB%2fBT0UtewjYgQcGl24&amp;pid=2.2&amp;fid=Inbox&amp;inline=1&amp;appid=YahooMailClassic" alt="" border="0" /></td>
</tr>
<tr>
<td align="center">MEDIA ALERT</td>
</tr>
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<td align="center"><a href="http://bastion.gamespress.com/link.asp?i=2163&amp;r=68614&amp;r2=47223" rel="nofollow" target="_blank">Guild Wars 2 Beta public sign-up page open for 48 hours</a></td>
</tr>
<tr>
<td align="center">Tyria needs play testers!</td>
</tr>
<tr>
<td>Sign up now for a chance to participate in one of the upcoming <em>Guild Wars 2</em> beta events. Beta Signup is only open for 48 hours so players need to act quickly to obtain a place. Beta sign up closes at 18.00 GMT Friday 24 February.</p>
<p>To sign up or learn more, visit the <em>Guild Wars 2</em> Beta Page at<a href="https://beta.guildwars2.com/" rel="nofollow" target="_blank">https://beta.guildwars2.com/</a> .</p>
<p>In addition, a FAQ will be posted to help answer any questions players may have.</td>
</tr>
<tr>
<td align="center"><strong>For more details please</strong> <a href="http://bastion.gamespress.com/link.asp?i=2163&amp;r=68614&amp;r2=47223" rel="nofollow" target="_blank"><strong>click here</strong></a></td>
</tr>
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		<title>Call of Duty: Black Ops 2 News from Gamespot</title>
		<link>http://vgheaven.com/call-of-duty-black-ops-2-news-from-gamespot/</link>
		<comments>http://vgheaven.com/call-of-duty-black-ops-2-news-from-gamespot/#comments</comments>
		<pubDate>Tue, 21 Feb 2012 15:34:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Video Game News]]></category>
		<category><![CDATA[cod black ops 2]]></category>

		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=521</guid>
		<description><![CDATA[The next Call of Duty game is apparently returning to the Cold War-era intrigue of 2010&#8242;s Call of Duty: Black Ops. GameBlog reports that the French site of retail giant Amazon posted (and then pulled) a product page for Call of Duty: Black Ops 2. Did Black Ops 2&#8242;s cover just get blown? Activision had already said [...]]]></description>
			<content:encoded><![CDATA[<p>The next Call of Duty game is apparently returning to the Cold War-era intrigue of 2010&#8242;s Call of Duty: Black Ops. <a href="http://www.gameblog.fr/news/27494-call-of-duty-black-ops-2-confirme-par-amazon" target="new">GameBlog</a> reports that the French site of retail giant Amazon posted (and then pulled) a product page for Call of Duty: Black Ops 2.</p>
<div><a href="http://asia.gamespot.com/pages/image_viewer/index.php?single=1&amp;path=2010%2F147%2Fblackops_24276_screen.jpg&amp;caption=Did%2BBlack%2BOps%2B2%2527s%2Bcover%2Bjust%2Bget%2Bblown%253F&amp;blog=1&amp;cvr=BtR." rel="popup:imageviewer nofollow"><img src="http://image.gamespotcdn.net/gamespot/images/2010/147/blackops_24276_embed.jpg" alt="Did Black Ops 2's cover just get blown?" /></a><a href="http://asia.gamespot.com/pages/image_viewer/index.php?single=1&amp;path=2010%2F147%2Fblackops_24276_screen.jpg&amp;caption=Did%2BBlack%2BOps%2B2%2527s%2Bcover%2Bjust%2Bget%2Bblown%253F&amp;blog=1&amp;cvr=BtR.">Did Black Ops 2&#8242;s cover just get blown?</a></div>
<p>Activision had already said it would have another installment in the Call of Duty series on shelves this year, but the publisher has not confirmed its era or setting. Previous Call of Duty games have thrown players into World War II, the Cold War, and current-day antiterrorism efforts around the world.</p>
<p>While Activision didn&#8217;t confirm the existence of Black Ops 2 directly, GameBlog followed up its story with a report that <a href="http://www.gameblog.fr/news/27499-activision-blackliste-gameblog" target="new">Activision France contacted the site to demand the news be pulled</a>. GameBlog said it refused to do so, and Activision subsequently disinvited the site from a preview event for Transformers: Fall of Cybertron and canceled advertising campaigns it had planned to run on the site.</p>
<p>The original Black Ops set a bevy of sales records, becoming the best-selling game of all time on the Xbox 360, PlayStation 3, and PC in the US and Europe and racking up $1 billion in revenues in less than two months on sale. Last year&#8217;s Call of Duty: Modern Warfare 3 has a ways to go to match Black Ops&#8217; overall sales, but it came out of the gates considerably more quickly, hitting the $1 billion mark in just 16 days.</p>
<p>As of press time, an Activision representative had not responded to GameSpot&#8217;s request for comment. For more on Call of Duty: Black Ops, check out <a href="http://www.gamespot.com/call-of-duty-black-ops/reviews/call-of-duty-black-ops-review-6283817/">GameSpot&#8217;s review</a>.</p>
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		<title>Cliff Bleszinski Confirmed to Attend Pax East 2012</title>
		<link>http://vgheaven.com/cliff-bleszinski-confirmed-to-attend-pax-east-2012/</link>
		<comments>http://vgheaven.com/cliff-bleszinski-confirmed-to-attend-pax-east-2012/#comments</comments>
		<pubDate>Wed, 15 Feb 2012 18:44:55 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=519</guid>
		<description><![CDATA[Chuck Rock of National Championship Gaming confirmed through an interview Monday that Cliff Bleszinski (aka Cliffy B) will be in attendance at Pax East this coming April. Cliff Bleszinski did say that this was the first time he had confirmed to the media that he would be attending.]]></description>
			<content:encoded><![CDATA[<p><img alt="" src="http://www.talkxbox.com/wp-content/uploads/2010/05/Cliffy-B-650x325.jpg" title="Cliff Bleszinski" class="alignnone" width="650" height="325" /><br />
Chuck Rock of National Championship Gaming confirmed through an interview Monday that Cliff Bleszinski (aka Cliffy B) will be in attendance at Pax East this coming April. Cliff Bleszinski did say that this was the first time he had confirmed to the media that he would be attending.</p>
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		<title>Tim Schaffer: Revolutionizing the Industry, One Joke At A Time</title>
		<link>http://vgheaven.com/514/</link>
		<comments>http://vgheaven.com/514/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 02:56:29 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=514</guid>
		<description><![CDATA[By NCG Staff Writer Alex Silver Revolutionizing the Industry, One Joke At A Time &#160; &#160; It would be physically impossible for me to count the amount of times the thought “I want to hug Tim Schaffer right now” has gone through my head.  Every veteran gamer that grew up through Lucasarts’ heyday considers the [...]]]></description>
			<content:encoded><![CDATA[<p align="center">By NCG Staff Writer Alex Silver</p>
<p align="center">Revolutionizing the Industry, One Joke At A Time</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>It would be physically impossible for me to count the amount of times the thought “I want to hug Tim Schaffer right now” has gone through my head.  Every veteran gamer that grew up through Lucasarts’ heyday considers the man to be nothing less than a god.  Rightfully so, as Schaffer was the brilliant mind behind <em>Grim Fandango</em>, <em>Psychonauts</em>, and (along with the other two most important people in adventure games at the time Ron Gilbert and Dave Grossman) <em>The Secret Of Monkey Island</em> and its sequels.  Although Schaffer has always been one of the most forward thinking figures in the gaming industry, things got interesting when he decided to go rogue and open Double Fine Productions with a few members of the <em>Grim Fandango </em>development team.  Although lately Double Fine’s focus has changed to smaller projects (<em>Costume Quest, Sesame Street: Once Upon A Monster</em>), Schaffer has announced he’s going back to what he knows best-good ol’ point-and-click adventure games.  Fortunately in this case, as people who grew up playing his games know, with Tim Schaffer there’s always a twist.</p>
<p>&nbsp;</p>
<p>The game is going to be developed by donations collected through kickstarter.com, which allows people interested in creative projects to donate and support them.  As of 2:00 today, less than 24 hours after the page was launched with a goal of $400,000, the donation bar reads $785,870.  The last post to the page reads this:</p>
<p><em>“We did it! 100% funded in just over eight hours. You people are amazing! But it&#8217;s not over yet. The number keeps going up and now the question is just how much news do we want to make with this? We&#8217;re getting a lot of attention already and it seems like this little project could have an impact beyond itself. “</em></p>
<p>&nbsp;</p>
<p>In a video released before the project’s launch (which you’ll find after the break), Schaffer said “One of my favorite types of games to make are adventure games, but these days it seems like adventure games are a bit of a lost art form that exist in our dreams, and memories, and&#8230;Germany.”  This statement demonstrates two incredibly important facts about Mr. Schaffer:<br />
1. He’s incredibly interested in making an adventure game, and has been for awhile</p>
<p>2. He’s still damn funny</p>
<p><iframe src="http://www.youtube.com/embed/-pSteVDn78s" frameborder="0" width="560" height="315"></iframe></p>
<p>Although him being excited about the game is incredibly relevant, the second bit one is what gets me.  After playing <em>Brutal Legend(2009) </em>I’ll be the first to admit that I was a little worried.  Yes, the game was fairly well written and acted, but not all the jokes hit; in reality it was a bit inconsistent with its humor.  While any amount of humor in a modern game is very welcome, I always expect a bit more from Tim Schaffer.  I’ll never forget the first time I played <em>The Secret Of Monkey Island.  </em>I literally had to let go of the mouse at one point to catch my breath in the middle of a laugh session.  I desperately want to feel that again.</p>
<p>&nbsp;</p>
<p>There’s one more important facet to this project that I’m incredibly excited about, but everything I’ve read has seemed to neglect it.  The entire development will be caught on camera.  The team of filmmakers at 2 Player Productions are going to develop this deal into a full length documentary.  They’re currently working on a couple of interesting projects-one about the creator of Minecraft, Notch.  They’re also pretty well known for being behind Penny Arcade’s web series PTV, which too is in documentary form and I highly recommend you check it out.  I’d gladly pay the $15 they’re asking for the game,  just for the film.</p>
<p>&nbsp;</p>
<p>This is the most excited I’ve been about anything in the video game world for a very long time.  There’s almost no way that the game can turn out to be bad, but even if it is the whole process will be a journey to remember.  The system of democratically funding projects is brilliant, and this way companies like Double Fine can completely skip the publisher middleman.  No more pandering to faceless automatons to get a project made.  For your constant forward thinking, hard work, and dedication to a medium that is only getting more relevant with time, my hat is tipped to you Mr. Tim Schaffer.  Keep doing what you’re doing and we’ll all be very happy gamers.</p>
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		<title>Phone Story Developer Needs Your Help</title>
		<link>http://vgheaven.com/phone-story-developer-needs-your-help/</link>
		<comments>http://vgheaven.com/phone-story-developer-needs-your-help/#comments</comments>
		<pubDate>Fri, 10 Feb 2012 02:52:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Video Game News]]></category>
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		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=511</guid>
		<description><![CDATA[Molleindustria&#8217;s critical protest game Phone Story was designed to achieve two ends: to raise consumer awareness of the conditions under which smartphones like the iPhone are produced, and to help serve as a fundraising tool. The game, originally released for iPhone last September, traces the life of a modern mobile handheld device. It starts with coltan mining [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://phonestory.org/images/TianYu.png" alt="TianYu" width="382" height="214" /></p>
<p>Molleindustria&#8217;s critical protest game <em>Phone Story</em> was designed to achieve two ends: to raise consumer awareness of the conditions under which smartphones like the iPhone are produced, and to help serve as a fundraising tool.</p>
<p>The game, originally released for iPhone last September, traces the life of a modern mobile handheld device. It starts with coltan mining in the Congo, carries through to production in a Chinese factory, and wraps up with marketing and planned obsolescence. As we reported last year, <a href="http://kotaku.com/5839820/there-was-an-iphone-game-about-foxconn-until-apple-killed-it" rel="nofollow" target="_blank">Apple pulled the title</a> from its App Store almost immediately after launch. <em>Phone Story</em>has since been made <a href="http://phonestory.org/game.html" rel="nofollow" target="_blank">available to play</a> on the web.</p>
<p>In a recent <a href="http://phonestory.org/donation.html" rel="nofollow" target="_blank">update statement</a>, Molleindustria has announced where the money from <em>Phone Story</em> is now going. Although they were unable to generate as many sales as they had hoped, they have earned approximately $6000 to date and plan to donate it to a former Foxconn employee who sustained significant injuries after a suicide attempt. They write:</p>
<blockquote><p><span style="color: #000000;">Despite the positive reviews and the wide media coverage, the amount of money we were able to collect from sales and artist fees (the art organizations who exhibited the game) was humbling, a little more than $6000 &#8211; see details below.</span></p>
<p><span style="color: #000000;">Then we came across the tragic story of Tian Yu, a girl who suffered from serious injuries after trying to commit suicide by jumping from the Foxconn&#8217;s factory complex where she was working in 2010. She was 17 years old at the time.</span></p>
<p><span style="color: #000000;">We thought: $6000 won&#8217;t do that much to an organization but they could be significant for an individual who used to earn about $130 a month. So we made Tian Yu the recipient of our first donation.</span></p></blockquote>
<p>Tian Yu suffered significant permanent spine and hip injuries as a result of her four-story fall and is now paralyzed from the waist down. Meanwhile, worker conditions at Foxconn&#8217;s Chinese plants <a href="http://kotaku.com/5875359/xbox-factory-suicide-threats-were-over-regular-production-adjustments-says-microsoft" rel="nofollow" target="_blank">remain an active concern</a> as we continue into 2012.</p>
<p><span style="color: #000000;"><a href="http://phonestory.org/donation.html" rel="nofollow" target="_blank">Phone Story Revenues Donated To Former Foxconn Worker Who Attempted Suicide</a>[Official page]</span></p>
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		<title>Facebook Files For $5 Billion IPO</title>
		<link>http://vgheaven.com/facebook-files-for-5-billion-ipo/</link>
		<comments>http://vgheaven.com/facebook-files-for-5-billion-ipo/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 18:30:28 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Non Video Game News]]></category>
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		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=509</guid>
		<description><![CDATA[By: Julianne Pepitone NEW YORK (CNNMoney) &#8212; At long last, the Holy Grail of Internet IPOs is here. Facebook filed Wednesday to raise $5 billion in an initial public offering. In 2011, Facebook earned $1 billion on sales of $3.7 billion. As of December 31, Facebook had 845 million daily active users. The company crossed [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.clanmen.com/gamergangsdotcomblogsite/files/2012/02/facebook.jpg"><img title="facebook" src="http://www.clanmen.com/gamergangsdotcomblogsite/files/2012/02/facebook.jpg" alt="" width="200" height="200" /></a></p>
<p>By: Julianne Pepitone</p>
<p>NEW YORK (CNNMoney) &#8212; At long last, the Holy Grail of Internet IPOs is here. Facebook filed Wednesday to raise $5 billion in an initial public offering.<br />
In 2011, Facebook earned $1 billion on sales of $3.7 billion. As of December 31, Facebook had 845 million daily active users.<br />
The company crossed the line into profitability in 2009, five years after it launched in founder Mark Zuckerberg&#8217;s Harvard dorm room. Facebook earned $229 million that year on sales of $777 million, and has remained profitable ever since.<br />
The vast majority of Facebook&#8217;s revenue comes from advertising: a combination of search and display ads.<br />
Facebook&#8217;s other revenue stream is its payment system for purchases within apps and games: Facebook Credits. Facebook keeps 30% of the revenue from those payments, and passes the remaining 70% on to the app developer.<br />
That model has paid off: Revenue from Zynga, which makes FarmVille and other games played on Facebook, represented 12% of Facebook&#8217;s total revenue in 2011.<br />
Another choice tidbit: In 2011, Facebook CEO Zuckerberg raked in a $500,000 base salary. But he requested &#8212; and will receive &#8212; only $1 per year in salary starting January 1, 2013.<br />
It&#8217;s not yet known on which stock exchange Facebook will trade, through it said it plans to use the ticker symbol &#8220;FB.&#8221;<br />
Facebook will likely re-file its paperwork several times over the coming months. Those updates will add more details and could even restate some of the financial information detailed in Wednesday&#8217;s filing.<br />
How much Facebook is worth: In this initial paperwork, companies don&#8217;t declare how many shares they&#8217;re going to sell, or how much those shares will cost. Those details will be added in an updated filing shortly before trading begins.<br />
Without that share price information, Facebook&#8217;s valuation is still speculative.<br />
Facebook has its own guesses, though. The company said it conducted its own valuation of its stock at the end of each quarter, and as of December 31 determined it to be worth $29.73 a share.<br />
Trading won&#8217;t begin for several months, as Facebook now has to field questions from regulators and court investors for its stock sale.<br />
Most analysts estimate Facebook&#8217;s valuation will fall somewhere between $85 billion to $100 billion. But the value of Web companies can be extremely volatile.<br />
A recent example: Zynga. The FarmVille maker&#8217;s IPO filing reported that it valued its shares in August 2011 at $17.20 each, which gave the company a valuation of $14 billion. But when Zynga went public in December, shares sold for just $10 &#8212; valuing the company at $7 billion.<br />
Several other Internet companies made their public debuts in 2011, but the end of the year proved to be a turbulent time for the sector. Shares of Groupon, Pandora, Zillow, LinkedIn and Angie&#8217;s List all suffered steep double-digit losses for November, though most clawed back at least a bit in December or January.<br />
Copyright CNN 2012</p>
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		<title>The Xbox 720 Specs And Why It Will Never Happen</title>
		<link>http://vgheaven.com/the-xbox-720-specs-and-why-it-will-never-happen/</link>
		<comments>http://vgheaven.com/the-xbox-720-specs-and-why-it-will-never-happen/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 15:39:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=504</guid>
		<description><![CDATA[There is so much speculation as to what the capabilities will be for the next Xbox. But one thing for sure, it will not be called the Xbox 720. That being said, lets first go over what the next Xbox specs should be, and then let us all debate on some names for our new [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://vgheaven.com/gametaste-bash-attendance-expected-to-be-above-300/326-revision/" rel="attachment wp-att-328"><img title="xbox720" src="http://www.clanmen.com/clanmazingdotcom/files/2012/01/xbox720-300x182.png" alt="" width="300" height="182" /></a></p>
<p>There is so much speculation as to what the capabilities will be for the next Xbox. But one thing for sure, it will not be called the Xbox 720. That being said, lets first go over what the next Xbox specs should be, and then let us all debate on some names for our new precious system.</p>
<p>The next Xbox will be a windows based system, 64 bit processing, 4 to 8 gb of RAM, a hard drive of at least 500 gb to 1 tb, a Bluray player, built in wifi, HDMI port out, a smaller controller, a web browser, DVR capabilities, Bluetooth for our phones, and a graphics card equal or better than the Radeon 6670, which will give us true 1080p! When you start adding all these things up, the price for the next Xbox would be around $599 for the cheaper model, and likely $799 for the everything model. At these prices Microsoft will likely lose around $200-$300 per console sold in the beginning. All this stuff simply means that our gaming experience will be absolutely amazing compared to what we have now&#8230;.but not immediately from every developer. These increased specs equal triple the man hours to make a game. So unfortunately, our game prices will be going up as well.</p>
<p>Now for the name issue for the next Xbox. Realistically, there is no way that Microsoft would ever name the next Xbox the &#8220;Xbox 720&#8243;. It simply doesn&#8217;t make sense. So what will it be? The &#8220;Xbox Life&#8221;, &#8220;Xbox Sizzle&#8221;,  &#8221;Xbox R2&#8243;? Perhaps you could name the next Xbox. Comment below and give it your best name.</p>
<p>other next Xbox stories:</p>
<p><a href="http://www.theintelblog.com/2012/01/24/xbox-720-will-be-six-times-as-powerful-as-current-gen/">http://www.theintelblog.com/2012/01/24/xbox-720-will-be-six-times-as-powerful-as-current-gen/</a></p>
<p><a href="http://www.techradar.com/news/gaming/consoles/xbox-720-every-rumour-about-the-new-xbox-937167">http://www.techradar.com/news/gaming/consoles/xbox-720-every-rumour-about-the-new-xbox-937167</a></p>
<p><a href="http://www.t3.com/features/xbox-720-rumours-how-will-the-new-xbox-look">http://www.t3.com/features/xbox-720-rumours-how-will-the-new-xbox-look</a></p>
<p><a href="http://n4g.com/user/blogpost/a08andan/517262">http://n4g.com/user/blogpost/a08andan/517262</a></p>
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		<title>An Old Xbox Reveals the Secret Lives of a Good Friend</title>
		<link>http://vgheaven.com/an-old-xbox-reveals-the-secret-lives-of-a-good-friend/</link>
		<comments>http://vgheaven.com/an-old-xbox-reveals-the-secret-lives-of-a-good-friend/#comments</comments>
		<pubDate>Thu, 26 Jan 2012 03:10:37 +0000</pubDate>
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		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/?p=501</guid>
		<description><![CDATA[&#160; By Owen Good All my friend wanted was a simple, get-rid-of-it-on-Craigslist estimate for an original Xbox, two controllers, and about a dozen games. He knew that what he had was too common in its time, too obsolete in the present, to qualify as some latter-day Antiques Roadshow jackpot. Still, I couldn&#8217;t bring myself to appraise it [...]]]></description>
			<content:encoded><![CDATA[<p>&nbsp;</p>
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<div id="yiv347054258byline">By Owen Good</div>
<h1></h1>
<div id="yiv347054258posttext">
<p><img title="An Old Xbox Reveals the Secret Lives of a Good Friend" src="http://cache.gawkerassets.com/assets/images/9/2012/01/xlarge_0e48f5c4c8c3a52c59670bd262fc7a8f.jpg" alt="An Old Xbox Reveals the Secret Lives of a Good Friend" width="400" height="225" /></p>
<p>All my friend wanted was a simple, get-rid-of-it-on-Craigslist estimate for an original Xbox, two controllers, and about a dozen games. He knew that what he had was too common in its time, too obsolete in the present, to qualify as some latter-day <em>Antiques Roadshow</em> jackpot. Still, I couldn&#8217;t bring myself to appraise it at $25. At that price, I could see him leaving it by the curb, sitting sadly on an old chair with a &#8220;FREE&#8221; sign, to be claimed by scavengers or the garbage man.</p>
<p>&#8220;Eighty bucks,&#8221; I said, stupidly. A used PlayStation 2 goes for about $30 and that&#8217;s still a supported console. &#8220;But be willing to come down to $60.&#8221;</p>
<p>I could tell I was exasperating him. He didn&#8217;t want a hassle, he wanted to get rid of it. &#8220;Look, if you get no bites, see me,&#8221; I said. He got no bites.</p>
<p>Therefore, I took custody of the remains. The dust and the date on the beat up FedEx box bearing them, like a pauper&#8217;s coffin, indicated the Xbox hadn&#8217;t been connected to a power source in more than five years. It&#8217;s a span of inactivity explained by all the things my friend had been doing in that time: becoming a dad, publishing two books, moving into the mid-30s career prime of husband and father with attendant responsibilities.</p>
<p>If we&#8217;d ever played it together, my hazy memory recalls just one time, involving a hilarious dunk he performed by accident in <em>NBA Live</em>. Otherwise, our friendship isn&#8217;t connected by video games at all, which made for an oddly intimate discovery of what we really had in common once I brought the Xbox home.</p>
<p><strong>The Xbox had been a Christmas gift from his father-in-law</strong> (at the time, his father-in-law to be). The game choices were, apparently, all his own. Examining the catalog of games, nearly all of which have a sequel or a remake on current hardware, it struck me that they were not so much relics themselves as they were relics of a younger life. The fact my friend had even tried some of these was mind-boggling to me. What, <em>Halo</em>? <em>Red Dead Revolver</em>? It was like finding out the star quarterback in high school enjoyed the same comic books as you, and was proud to talk about his level 12 magic-user, if only someone would ask.</p>
<p>Dusting off and turning on the machine, I pressed eject and found <em>NBA Live 2005</em> in the tray, no worse for the wear. Then I examined the contents of the hard drive. As I suspected, my friend had not erased it. All of his gamesaves were intact, all missions ready to be resumed. The Xbox, the only console of its generation with an on-board hard drive, had a vast capacity for its day, and here was preserved his entire video gaming career. Had he given me a PS2 or a GameCube, which used 8 megabyte memory cards, I probably would not have seen all 100 saves he made in <em>Hitman 2: Silent Assassin</em>, which spoke to its hold over him on a weekend seven years ago, like a page-turner keeping him up into the small hours.</p>
<div>An old console provides new understanding of how much two friends really have in common.</div>
<p>Indeed, my friend was playing his Xbox mostly past midnight, probably when his wife was asleep. Nearly all of the gamesaves were stamped between 11:30 p.m. and 2 a.m. My memory became a little more clear. He once sent me and several other friends an email about playing <em>Hitman</em> late at night, &#8220;clearing out a room full of pistol-packing ninjas&#8221; with a pan of brownies, made by his wife, at his side. It was on this recommendation that I picked up <em>Hitman 2</em> for myself later that year.</p>
<p>The <em>Hitman</em> series can be damnably hard even when you know exactly what you are doing, unless you just turn every encounter into a bloodbath. From the looks of it, that was my friend&#8217;s M.O. Checking his stats, he held a rating of &#8220;mass murderer&#8221; on both it and <em>Hitman: Contracts</em>, over a total play time of 7 hours for both games. That means he basically shot everyone he met in the face. I spent five minutes going through the game&#8217;s first full mission, remembering how to do it to Silent Assassin standards, and by that alone upped his rating two notches to &#8220;Slayer.&#8221;</p>
<p>He dabbled in <em>Grand Theft Auto III</em> and <em>Vice City</em> but didn&#8217;t last long, putting about three hours into <em>Vice City</em>. If I know him, an open-world game isn&#8217;t really his speed, especially when he would have had such a limited window to play and couldn&#8217;t afford the time to really sink into a sprawling criminal lifestyle. Still, if he wasn&#8217;t particularly good at the stealth and surgical aggression required by <em>Hitman</em>, why move from <em>GTA</em>&#8216;s crime sprees back to an espionage title like <em>Tom Clancy&#8217;s Splinter Cell</em>, much less complete that game? That was the real wild card; he&#8217;d never mentioned <em>Splinter Cell</em> to me, nor have I ever known him to be interested in Tom Clancy&#8217;s fiction.</p>
<p><em>NBA Live</em> also showed his need to stay within limited, linear experiences. Here, he had saved only a couple of playoff series. In one, he&#8217;d left off as Sacramento, up 1-0 on Indiana in the Finals, with Peja Stojakovic averaging 26.5 points for the postseason. In the other, playing as San Antonio, he went unbeaten past Memphis and Houston and led Sacramento 1-0 in the Western Conference finals, with Brent Barry supplying 11 points per game off the bench (second to Tim Duncan&#8217;s 15.8).</p>
<p>I&#8217;d known that my friend, a compulsive fantasy sports manager, kept entire seasons of handwritten stats in a three-ring binder when he played sports video games as a teenager, like me. As an adult, he couldn&#8217;t risk the addiction offered by a season-length campaign on a modern gaming console, with all of its player management and stats tracking. However, I did see one franchise gamesave, for his beloved Golden State Warriors, that stopped before a single regular-season game was played, evidence of brief indulgence and ultimate sobriety.</p>
<p><strong>If video gaming ever became an obsession for him, it was in <em>Red Dead Revolver</em></strong>. He put almost 11 hours into that game over two profiles, one named for the family dog. He&#8217;d finished the main story and was working on some of the bounty hunter challenges when he put it down, having completed and unlocked two-thirds of the game&#8217;s content. He wasn&#8217;t the best shot, 6,678 rounds fired, 2,403 hits, 485 of them head shots, for 36 percent accuracy overall. But the playing time and the 218 mission retries speak to true persistence, if not his outright joy romping around in that comic-book cowboy tale.</p>
<p>I still have my old <em>Red Dead Revolver</em> disc from when I first bought it in 2004. It&#8217;s the one disc I&#8217;ll never part with, even though, if you try to play it on the Xbox 360, the game breaks on the eighth chapter. It&#8217;s my favorite game on the original Xbox, one of my favorites of all time, and I was both delighted and touched to see he had enjoyed the same thing, just as much as I ever did.</p>
<p><center>• • •</center>My playing history on any of my consoles would be so spread out as to be unenlightening. I&#8217;m somewhat obsessive-compulsive about clearing out old saves, even if, with a 250-gigabyte hard drive on a modern console, the clutter of 100 gamesaves represents an aesthetic concern, not a capacity issue. But even then, because of my job and the luxury of devoting all of my spare time to myself, I have tried a lot of games. It would be difficult for anyone to tell what really has captured my imagination, what was a weekend rental and what was a professional responsibility; what files are there to memorialize beating a game, and which ones are the dead cells of a long-forgotten review, sediment at the bottom of the memory.</p>
<p>With my friend&#8217;s Xbox, his gaming career is compact enough that it truly does tell a story. He and I have known each other more than a decade, and I&#8217;ve shared, as close friends do, in his and his wife&#8217;s lifetime milestones over that time: moves, professional accomplishments, family celebrations. But here I saw him in a new light. I caught a glimpse of my friend transiting from his late 20s to his early 30s, from fiancé to husband to father. I saw a man past midnight, whose time for games was running out.</p>
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<p>posted from Kotaku.com</p>
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		<title>SOPA&#8217;s not dead yet: the 6 things every game developer needs to know</title>
		<link>http://vgheaven.com/sopas-not-dead-yet-the-6-things-every-game-developer-needs-to-know/</link>
		<comments>http://vgheaven.com/sopas-not-dead-yet-the-6-things-every-game-developer-needs-to-know/#comments</comments>
		<pubDate>Tue, 24 Jan 2012 02:04:00 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<guid isPermaLink="false">http://www.clanmen.com/vgheavensitedotcom/sopas-not-dead-yet-the-6-things-every-game-developer-needs-to-know/</guid>
		<description><![CDATA[by Mona Ibrahim [Attorney and frequent Gamasutra contributor Mona Ibrahim breaks down what internet blackout bills could mean for video game developers.] A lot of congress’ time lately has gone to drafting, revising, and negotiating legislation that in some way shape or form controls America’s ability to access content on the Internet. You have likely [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: left;">by Mona Ibrahim</p>
<p style="text-align: left;"><em>[Attorney and frequent Gamasutra contributor Mona Ibrahim breaks down what internet blackout bills could mean for video game developers.]</em></p>
<p>A lot of congress’ time lately has gone to drafting, revising, and negotiating legislation that in some way shape or form controls America’s ability to access content on the Internet. You have likely heard about SOPA, PIPA, and maybe even OPEN—but how does this legislation apply to game developers, and why have these pieces of legislation created such dissention? This FAQ clarifies the details about these bills and how they affect game development.</p>
<p><strong>1. Aren’t SOPA and PIPA already dead?</strong></p>
<p>No. Both acts still have substantial congressional backing and financial support from the MPAA, RIAA, and other supporters. Although the opposition has increased, there is still a possibility that either Act will be become law. Even if both Acts fail, there is a high probability that future legislation closely resembling those acts will appear before congress again—after all, they themselves are reincarnations of an earlier bill, the &#8220;Combating Online Infringement and Counterfeits Act” (COICA).</p>
<p><strong>2. So what are SOPA, PIPA, and OPEN?</strong></p>
<p>The &#8220;Stop Online Piracy Act” (SOPA) and the &#8220;Preventing Real Online Threats to Economic Creativity and Theft of Intellectual Property Act&#8221; or the &#8220;PROTECT IP Act&#8221;(PIPA) are corresponding pieces of legislation that are currently before the House of Representatives and Senate, respectively. Both Acts grant the Attorney General the power to force payment providers, advertisers, search engines, and DNS registries to block access to foreign sites dedicated to infringement. The Acts also give private parties the right to obtain court orders against infringing sites—upon obtaining a court order, private rights holders can turn around and, like the Attorney General, force payment providers and advertisers to cease providing services to the allegedly infringing site. SOPA also imposes criminal penalties for streaming content that’s deemed infringing.</p>
<p>The &#8220;Online Protection and Enforcement of Digital Trade Act” (OPEN Act) is a counter-measure to SOPA and PIPA and is currently before both the House and Senate. The OPEN Act puts prosecution power against foreign &#8220;rogue sites” in the hands of the United States International Trade Commission. Upon receiving a complaint, the Commission will undergo an investigation to determine whether a site’s sole or primary purpose is an infringing one. Unlike SOPA and PIPA, the penalties to rogue sites are purely financial—the Commission can issue Cease and Desist orders to payment providers and advertisers to cease operations on the rogue site, but there is no corresponding cease and desist forcing search engines or DNS registries to redirect or block access to the site. The owner of the rogue site has an opportunity to raise their defense prior to the Commission’s issuance of Cease and Desist Orders.</p>
<p><strong>3. How do SOPA and PIPA threaten the games industry and game development?</strong></p>
<p>Out of all of the entertainment industries, game development will probably be the most affected if SOPA or PIPA become law. Games rely on the Internet for everything from getting player feedback to promoting their content. So how could the games industry suffer if SOPA or PIPA pass?</p>
<ul>
<ul>
<li><a href="http://na.leagueoflegends.com/board/showthread.php?t=1696462">Fan-based communities</a> that permit users to post videos or fan-created content will be at serious risk of totally shutting down even in minor cases of infringement by its community members.</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Funding opportunities like <a href="http://www.kickstarter.com/blog/stop-the-stop-online-piracy-act">KickStarter</a>, which enable small-time developers to create content without relying on a major publisher, are at risk of shutting down if even one project is suspected of infringement.</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Digital distribution channels (we’ve already seen what happened to <a href="http://www.nytimes.com/2012/01/20/technology/indictment-charges-megaupload-site-with-piracy.html?_r=1">MegaUpload</a>), including Steam and Impulse, would also be at risk for the same reason.</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Online games and online game communities would be subject to the same threats as those websites threatened by SOPA and PIPA.</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Games in particular are affected by any Act that threatens freedom of speech—especially when that threat comes from private parties asserting IP rights. The opportunity to use such legislation to censor content for motives other than those set forth in the Act is high.</li>
</ul>
</ul>
<p style="text-align: left;">
Game developers both large and small rely heavily on digital distribution and their fans. Both SOPA and PIPA pose a direct threat to distribution channels and online communities in particular.</p>
<p><strong>4. What makes SOPA and PIPA dangerous?</strong></p>
<p>SOPA and PIPA are dangerous for a few reasons:</p>
<ul>
<ul>
<li>Both Acts use vague, ill-defined language to identify both foreign sites and sites dedicated to infringement;</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Both Acts give search engines, DNS registries, payment providers, and advertisers clear incentive to proactively block websites even before receiving a court order—a private party/competitor could send a notice to those service providers claiming infringement, thereby giving those service providers the &#8220;good faith” belief they need to act in order to protect their immunity. This is particularly problematic if, say, an ISP is also a content provider. It gives them both the power and the incentive to censor their own competitors;</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>SOPA expressly criminalizes streaming content that contains infringing material—this could be anything from a fan-made game play video that has infringing music playing in the background to an infringing copy of a music video. Sites hosting that streamed content are subject to the blocking provisions set forth in SOPA (including internet community forums and sites like YouTube);</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Both Acts pose a threat to constitutional rights like freedom of speech and due process. With regard to freedom of speech, the method of blocking and redirecting sites is a model traditionally used for purposes of censorship in more restrictive countries—even if the purpose of the Act is different, there is no question that the censorship of perfectly legal content is a possibility thanks to the incentives created by both Acts. As for due process, court orders are obtained ex parte and action can be taken against a website regardless of whether the website owner has actual notice—in other words, a website can be blocked or redirected without giving the owner an opportunity to raise a defense.</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Many experts believe that the method DNS registries and registrars would have to use to redirect or block websites undermines Internet security.</li>
</ul>
</ul>
<p style="text-align: left;">
Opponents of both Acts have raised a number of other complaints citing various problems, but most arguments shake down to the fact that the Acts provide a legal arsenal to censor perfectly legitimate content.</p>
<p><strong>5. How is the OPEN Act any different?</strong></p>
<p>OPEN isn’t perfect, but it is a vast improvement to both SOPA and PIPA for several reasons:</p>
<ul>
<ul>
<li>Private causes of action are eliminated—private parties must submit a complaint to the International Trade Commission, which will then investigate the site and make a determination as to whether it is infringing;</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>It expressly protects websites that act in compliance with the DMCA Safe Harbors;</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Sites aren’t blocked or redirected and enforcement is based purely on financial incentives. Cease and desist orders are issued to payment providers and advertisers to terminate financial support to rogue sites;</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>Prior to issuing Cease and Desist orders, the Commission provides the owner or operator of the allegedly infringing site an opportunity to raise any available defenses;</li>
</ul>
</ul>
<p style="text-align: left;">
<ul>
<ul>
<li>The Act discourages groundless complaints by requiring complainants to post a bond for preliminary injunction orders.</li>
</ul>
</ul>
<p style="text-align: left;">
There are other marked difference between the OPEN Act and SOPA/PIPA, but there are some similarities as well. Some of the language used, particularly definitions, are similar to those we see in SOPA/PIPA. However, the OPEN Act is likely a step in the right direction to shut down foreign piracy sites without catching innocent non-infringers in the same net.</p>
<p><strong>6. So what can I as a game developer or fan do to stop this kind of legislation?</strong></p>
<p>Simply being aware of the problem isn’t enough. Opponents to the bill should <a href="https://www.popvox.com/">contact their representatives</a> and request that they withdraw support from bills that threaten a free and open Internet.</p>
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		<title>RADICAL ENTERTAINMENT® AND DARK HORSE JOIN FORCES TO UNLEASH THE ULTIMATE SHAPE-SHIFTING COMIC SERIES</title>
		<link>http://vgheaven.com/radical-entertainment-and-dark-horse-join-forces-to-unleash-the-ultimate-shape-shifting-comic-series/</link>
		<comments>http://vgheaven.com/radical-entertainment-and-dark-horse-join-forces-to-unleash-the-ultimate-shape-shifting-comic-series/#comments</comments>
		<pubDate>Wed, 18 Jan 2012 14:14:16 +0000</pubDate>
		<dc:creator>admin</dc:creator>
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		<description><![CDATA[All-New Comic Series Bridges the Enigmatic Conclusion of the Original PROTOTYPE® and the Action-Packed Beginning of PROTOTYPE®2 Santa Monica, CA – January 17, 2012 – Radical Entertainment, the creators behind one of 2012’s  most anticipated open-world/action games – PROTOTYPE 2 – and Dark Horse Comics, the leading publisher of gaming comics and graphic novels, have joined forces to create an [...]]]></description>
			<content:encoded><![CDATA[<p><strong><em>All-New Comic Series Bridges the Enigmatic Conclusion of the Original PROTOTYPE<sup>®</sup> and the Action-Packed Beginning of PROTOTYPE<sup>®</sup>2</em></strong></p>
<p><strong>Santa Monica, CA – January 17, 2012 – </strong>Radical Entertainment, the creators behind one of 2012’s  most anticipated open-world/action games – <strong><em>PROTOTYPE 2</em></strong> – and Dark Horse Comics, the leading publisher of gaming comics and graphic novels, have joined forces to create an all-new comic series set in the <em>PROTOTYPE</em> universe.  With the game due out April 24, 2012 from Activision Publishing, Inc., a wholly owned subsidiary of Activision Blizzard, Inc. (Nasdaq: <a href="http://www.activision.com/" rel="nofollow" target="_blank">ATVI</a>), fans looking for a jumpstart at getting a deeper look into the world of <strong><em>PROTOTYPE 2</em></strong> should keep an eye out for this exciting collaboration launching February 15, 2012.</p>
<p>&nbsp;</p>
<p>The all-new digital comic series will be broken into three original stories that bridge the gap between the original blockbuster game and the highly anticipated sequel, <strong><em>PROTOTYPE 2</em></strong>.  The first entry, “The Anchor,” illustrated by Paco Díaz, continues the story of Alex Mercer, the protagonist from the first game, while the second story, &#8220;The Survivors,&#8221; illustrated by Chris Staggs, follows a small group of residents of New York trying to escape the city after it has been transformed into NYZ with the outbreak of the Blacklight virus.  The third and final story, illustrated by Victor Drujiniu, is &#8220;The Labyrinth&#8221; and provides fans a deeper look into the backstory of <strong><em>PROTOTYPE 2</em></strong>’s new protagonist, Sgt. James Heller.  Each comic in the series will be available at <a href="http://digital.darkhorse.com/" rel="nofollow" target="_blank">Digital.Darkhorse.com</a> every other week beginning February 15, 2012.<a name="_GoBack" rel="nofollow"></a></p>
<p>&nbsp;</p>
<p>“We’re always looking for meaningful ways to expand the <em>PROTOTYPE </em>universe, and Dark Horse Comics is an industry-leading creative powerhouse delivering best-in-class graphic storytelling that integrates deeply to the core of our IP,” said Ken Rosman, Studio Head, Radical Entertainment.  “With this partnership, our fans will finally be given answers to some dramatic loose ends from the first <em>PROTOTYPE</em> game, as well as the truth behind Alex Mercer’s descent and evolution into a twisted shadow of his former self for <strong><em>PROTOTYPE 2</em></strong>.”</p>
<p>&nbsp;</p>
<p>“Sgt. James Heller’s heart wrenching backstory meshed with the sheer amount of over-the-top shape-shifting action in <strong><em>PROTOTYPE 2</em></strong> lend themselves perfectly to a comic book series,” said Dave Marshall, Editor, Dark Horse Comics.  “We worked extremely close with Radical Entertainment’s story team for <strong><em>PROTOTYPE 2</em></strong>, and can’t wait to visually walk fans through the many dark secrets strewn throughout the tattered world of New York Zero!”</p>
<p>&nbsp;</p>
<p>The sequel to Radical Entertainment’s best-selling open-world action game of 2009, <strong><em>PROTOTYPE 2</em></strong> takes the unsurpassed carnage of the original <em>PROTOTYPE </em>and continues the experience of becoming the ultimate shape-shifting weapon.  As the game’s all-new infected protagonist, Sgt. James Heller, players will cut a bloody swathe through the wastelands of post-viral New York Zero with unparalleled locomotion, building up a vast genetic arsenal of deadly, biological weapons and abilities as they hunt, kill and consume their way toward the ultimate goal – to kill…Alex…Mercer!</p>
<p>&nbsp;</p>
<p>To find out more about <strong><em>PROTOTYPE 2</em></strong>, follow us on twitter at <a href="http://www.twitter.com/radical_ent" rel="nofollow" target="_blank">www.twitter.com/radical_ent</a> or check out <a href="http://www.prototypegame.com/" rel="nofollow" target="_blank">www.prototypegame.com</a> for the latest trailers, screenshots, special promotions and more!  And for the truly dedicated, go to<a href="http://www.facebook.com/prototype" rel="nofollow" target="_blank">www.facebook.com/prototype</a> and join the <em>PROTOTYPE</em> Army – a community of over 360,000 (and growing) fans that receive constant updates from the team at Radical, and early sneak peeks at new information and assets.</p>
<p>&nbsp;</p>
<p><strong><em>PROTOTYPE 2 </em></strong>is currently in development for Xbox<sup>®</sup> 360 video game and entertainment system from Microsoft, PlayStation<sup>®</sup>3 computer entertainment system and Windows PC.  The game is currently rated “RP” (Rating Pending) by the ESRB, with an expected “M” (Mature – Content that may be suitable for persons 17 and older) rating.</p>
<p>&nbsp;</p>
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