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	<title>Comments on: Five Cut Features</title>
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	<description>Irrational Games</description>
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		<title>By: rayj</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-2/#comment-6636</link>
		<dc:creator>rayj</dc:creator>
		<pubDate>Sun, 27 Jun 2010 05:07:01 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-6636</guid>
		<description>Wow, some crazy, some excellent ideas...too bad there&#039;s never enough time and/or money to get everything in. This is some good insight into how important (and difficult) design decisions are.</description>
		<content:encoded><![CDATA[<p>Wow, some crazy, some excellent ideas&#8230;too bad there&#8217;s never enough time and/or money to get everything in. This is some good insight into how important (and difficult) design decisions are.</p>
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	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-2/#comment-5141</link>
		<dc:creator></dc:creator>
		<pubDate>Tue, 30 Mar 2010 14:28:17 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-5141</guid>
		<description>Shows the value of an editing eye durring the delopment process.</description>
		<content:encoded><![CDATA[<p>Shows the value of an editing eye durring the delopment process.</p>
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	<item>
		<title>By: nomardll769</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-4216</link>
		<dc:creator>nomardll769</dc:creator>
		<pubDate>Thu, 04 Mar 2010 17:39:37 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-4216</guid>
		<description>Well, the map system did look sexy in the end.  Glad you guys did get rid of nav-bot. Though, I do like the idea of hitting it with my wrench.</description>
		<content:encoded><![CDATA[<p>Well, the map system did look sexy in the end.  Glad you guys did get rid of nav-bot. Though, I do like the idea of hitting it with my wrench.</p>
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	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-4076</link>
		<dc:creator></dc:creator>
		<pubDate>Fri, 26 Feb 2010 16:20:11 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-4076</guid>
		<description>I´d love to see the atmospheric pressure system in the game...</description>
		<content:encoded><![CDATA[<p>I´d love to see the atmospheric pressure system in the game&#8230;</p>
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	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3981</link>
		<dc:creator></dc:creator>
		<pubDate>Sun, 21 Feb 2010 06:46:08 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3981</guid>
		<description>Sounds like BioShock took a completely different turn. I like hearing about this stuff; keep it coming IG!</description>
		<content:encoded><![CDATA[<p>Sounds like BioShock took a completely different turn. I like hearing about this stuff; keep it coming IG!</p>
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	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3811</link>
		<dc:creator></dc:creator>
		<pubDate>Tue, 16 Feb 2010 19:43:41 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3811</guid>
		<description>Man, variable pressure systems for every area of the city sounds insane. Your QA team probably would have died if that stayed in the game.</description>
		<content:encoded><![CDATA[<p>Man, variable pressure systems for every area of the city sounds insane. Your QA team probably would have died if that stayed in the game.</p>
]]></content:encoded>
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	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3656</link>
		<dc:creator></dc:creator>
		<pubDate>Sat, 13 Feb 2010 05:24:23 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3656</guid>
		<description>I have one of the Bioshock art books, and I noticed there is a lot more organic design with the creatures and splicers than what is actually in the game.  I wondered where all this went and now I know.</description>
		<content:encoded><![CDATA[<p>I have one of the Bioshock art books, and I noticed there is a lot more organic design with the creatures and splicers than what is actually in the game.  I wondered where all this went and now I know.</p>
]]></content:encoded>
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	<item>
		<title>By: In the Crosshairs: 3D and Motion Control &#171; Gun Control</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3461</link>
		<dc:creator>In the Crosshairs: 3D and Motion Control &#171; Gun Control</dc:creator>
		<pubDate>Thu, 04 Feb 2010 05:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3461</guid>
		<description>[...] game development: A lot of great ideas don&#8217;t make it into the finished product. According to a piece put out by Irrational Games****, &#8220;For every feature that ends up in a game, 10 more are proposed and dumped during the [...]</description>
		<content:encoded><![CDATA[<p>[...] game development: A lot of great ideas don&#8217;t make it into the finished product. According to a piece put out by Irrational Games****, &#8220;For every feature that ends up in a game, 10 more are proposed and dumped during the [...]</p>
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