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	<title>Comments on: Five Cut Features</title>
	<atom:link href="http://irrationalgames.com/insider/five-cut-features/feed/" rel="self" type="application/rss+xml" />
	<link>http://irrationalgames.com/insider/five-cut-features/</link>
	<description>Irrational Games</description>
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		<title>By: gelid</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-2/#comment-9011</link>
		<dc:creator>gelid</dc:creator>
		<pubDate>Sat, 14 Aug 2010 18:02:43 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-9011</guid>
		<description>Stop giving us maps without us receiving one.  How do we get dropped off into a brand new city and know how to get around?  Hide the maps too.  Don&#039;t make it to where everyone will find the map on the first time unless they actively search.  There could be a tiny rack that holds a stack of maps.  The map holder would be blended into the scenery with nothing highlighting it, like next to a doorway that is already opened that we must go through...  I hate that when I play these games, I go to a place I have never been before and I automatically know where everything is.  At least on Borderlands, obtaining the map was part of the story...  Part of the Bioshock series is exploring the areas and seeing the great artwork that you guys put into it.  It&#039;s kind of like going to an art gallery/museum and then being rushed out the door.

Also, I love the idea in this post about the tape recorders being organic machines with lips.  I think that would have fit right in without having the parts of that idea. 

My two cents on the atmospheric pressure...   For the audio and visual clue, you could have the walls, floor, and ceiling flex and creak.  If the floor is bowed up slightly, you know that the pressure is low.  It would be a subtle thing that would still allow you control the mood if you made the fog kind of thick during high pressure.  It would have added to the suspense and realism if sometimes the fog was so thick that you couldn&#039;t see all the way across the room.  Based on the fact the Rapture is leaking, I would think the humidity would be a little thick anyways.  Of course, you would bypass the fog in the breezeways since you wouldn&#039;t be able to see the fog except for around the light source anyways.  Skipping that part of realism would not have been a problem for the gamers.
Instead of that, you could have simply made is breath barely visible under normal conditions, high pressure equates to thicker breath while lower pressure equals invisible breath.  Subtle but visible.  You simply pause for a jiffy at the start of the room and find out what is up with the pressure.

With weapons breaking down, I hated how Fallout 3 handles it, every shot is so much damage to your weapon.  This idea would work better in a war games than any other.  Being a Marine, I can tell you that you never know when your weapon will fail.  I would like to see a war game where you have to &quot;clean&quot; your weapon.  Not a mini-game where you have to break down the gun, etc.  Instead it could be a 60 second countdown that you could trigger whenever.  Throw a random number generator in there for when every round is fired.  If a certain number comes up, you got a broken weapon and now have to take 105 seconds to repair your weapon.

Just my two cents....</description>
		<content:encoded><![CDATA[<p>Stop giving us maps without us receiving one.  How do we get dropped off into a brand new city and know how to get around?  Hide the maps too.  Don&#8217;t make it to where everyone will find the map on the first time unless they actively search.  There could be a tiny rack that holds a stack of maps.  The map holder would be blended into the scenery with nothing highlighting it, like next to a doorway that is already opened that we must go through&#8230;  I hate that when I play these games, I go to a place I have never been before and I automatically know where everything is.  At least on Borderlands, obtaining the map was part of the story&#8230;  Part of the Bioshock series is exploring the areas and seeing the great artwork that you guys put into it.  It&#8217;s kind of like going to an art gallery/museum and then being rushed out the door.</p>
<p>Also, I love the idea in this post about the tape recorders being organic machines with lips.  I think that would have fit right in without having the parts of that idea. </p>
<p>My two cents on the atmospheric pressure&#8230;   For the audio and visual clue, you could have the walls, floor, and ceiling flex and creak.  If the floor is bowed up slightly, you know that the pressure is low.  It would be a subtle thing that would still allow you control the mood if you made the fog kind of thick during high pressure.  It would have added to the suspense and realism if sometimes the fog was so thick that you couldn&#8217;t see all the way across the room.  Based on the fact the Rapture is leaking, I would think the humidity would be a little thick anyways.  Of course, you would bypass the fog in the breezeways since you wouldn&#8217;t be able to see the fog except for around the light source anyways.  Skipping that part of realism would not have been a problem for the gamers.<br />
Instead of that, you could have simply made is breath barely visible under normal conditions, high pressure equates to thicker breath while lower pressure equals invisible breath.  Subtle but visible.  You simply pause for a jiffy at the start of the room and find out what is up with the pressure.</p>
<p>With weapons breaking down, I hated how Fallout 3 handles it, every shot is so much damage to your weapon.  This idea would work better in a war games than any other.  Being a Marine, I can tell you that you never know when your weapon will fail.  I would like to see a war game where you have to &#8220;clean&#8221; your weapon.  Not a mini-game where you have to break down the gun, etc.  Instead it could be a 60 second countdown that you could trigger whenever.  Throw a random number generator in there for when every round is fired.  If a certain number comes up, you got a broken weapon and now have to take 105 seconds to repair your weapon.</p>
<p>Just my two cents&#8230;.</p>
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	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-2/#comment-8291</link>
		<dc:creator></dc:creator>
		<pubDate>Thu, 12 Aug 2010 21:47:21 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-8291</guid>
		<description>I have to admit, some of these features I wouldn&#039;t want in the game. Thanks for taking the time to make a map. :D

However, I do think it&#039;d be cool if some of the features were left in secretly. Maybe the Schrödinger&#039;s Cat in the second game would reanimate and scurry away under higher pressure. :3</description>
		<content:encoded><![CDATA[<p>I have to admit, some of these features I wouldn&#8217;t want in the game. Thanks for taking the time to make a map. <img src='http://irrationalgames.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
<p>However, I do think it&#8217;d be cool if some of the features were left in secretly. Maybe the Schrödinger&#8217;s Cat in the second game would reanimate and scurry away under higher pressure. :3</p>
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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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		<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>
]]></content:encoded>
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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>
]]></content:encoded>
	</item>
	<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>
]]></content:encoded>
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	<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>
]]></content:encoded>
	</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>
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		<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>
]]></content:encoded>
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		<title>By: duffman0654</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3256</link>
		<dc:creator>duffman0654</dc:creator>
		<pubDate>Mon, 01 Feb 2010 16:58:02 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3256</guid>
		<description>seems like a big switch from organic creatures to regular machines and  people</description>
		<content:encoded><![CDATA[<p>seems like a big switch from organic creatures to regular machines and  people</p>
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		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features &#124; GameWitz</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3051</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features &#124; GameWitz</dc:creator>
		<pubDate>Fri, 29 Jan 2010 01:03:35 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3051</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3046</link>
		<dc:creator></dc:creator>
		<pubDate>Fri, 29 Jan 2010 00:14:55 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3046</guid>
		<description>I think the idea of changing pressure in BioShock is a great idea, but definitely something that would be difficult to implement and test properly.
It makes me excited about what ideas you guys are tossing around for this new project you&#039;re working on!</description>
		<content:encoded><![CDATA[<p>I think the idea of changing pressure in BioShock is a great idea, but definitely something that would be difficult to implement and test properly.<br />
It makes me excited about what ideas you guys are tossing around for this new project you&#8217;re working on!</p>
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		<title>By: wswan</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3041</link>
		<dc:creator>wswan</dc:creator>
		<pubDate>Thu, 28 Jan 2010 21:35:45 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3041</guid>
		<description>I had the exact same idea about the barometric pressure thing as I was reading it: how can you make this known to player&#039;s and understandable.  It certainly would&#039;ve been hard.</description>
		<content:encoded><![CDATA[<p>I had the exact same idea about the barometric pressure thing as I was reading it: how can you make this known to player&#8217;s and understandable.  It certainly would&#8217;ve been hard.</p>
]]></content:encoded>
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		<title>By: Video Game News Week of Jan 24, 2010 &#171; e3vL Video Game News</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3036</link>
		<dc:creator>Video Game News Week of Jan 24, 2010 &#171; e3vL Video Game News</dc:creator>
		<pubDate>Thu, 28 Jan 2010 19:59:32 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3036</guid>
		<description>[...] Irrational games: 5 cut features from BioShock and System Shock 2 details click here [...]</description>
		<content:encoded><![CDATA[<p>[...] Irrational games: 5 cut features from BioShock and System Shock 2 details click here [...]</p>
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		<title>By: Reduced Features In BioShock &#124; Gamer-Zone</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3031</link>
		<dc:creator>Reduced Features In BioShock &#124; Gamer-Zone</dc:creator>
		<pubDate>Thu, 28 Jan 2010 17:28:47 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3031</guid>
		<description>[...] games yesterday posted a feature on their insider page giving details of some of the features that didn&#8217;t make the final cut for [...]</description>
		<content:encoded><![CDATA[<p>[...] games yesterday posted a feature on their insider page giving details of some of the features that didn&#8217;t make the final cut for [...]</p>
]]></content:encoded>
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		<title>By: rye0077r</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3021</link>
		<dc:creator>rye0077r</dc:creator>
		<pubDate>Thu, 28 Jan 2010 16:18:08 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3021</guid>
		<description>Hey, thanks for not &quot;de-Klining&quot; my request. ;) j/k

Seriously, it&#039;s interesting to see how far the game progressed from the beginning point!</description>
		<content:encoded><![CDATA[<p>Hey, thanks for not &#8220;de-Klining&#8221; my request. <img src='http://irrationalgames.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />  j/k</p>
<p>Seriously, it&#8217;s interesting to see how far the game progressed from the beginning point!</p>
]]></content:encoded>
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		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3011</link>
		<dc:creator></dc:creator>
		<pubDate>Thu, 28 Jan 2010 13:48:38 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3011</guid>
		<description>Anyone else initially read &quot;insect&quot; as &quot;incest&quot;? Anyway, quite interesting. The meat-diaries would have been a nice touch (I mean, why were people leaving these huge, probably expensive, tape-recorders just lying around? I mean, at that size they&#039;re hardly something you&#039;d forget to take with you), but  most of the other things sound like they wouldn&#039;t have fit in very well.</description>
		<content:encoded><![CDATA[<p>Anyone else initially read &#8220;insect&#8221; as &#8220;incest&#8221;? Anyway, quite interesting. The meat-diaries would have been a nice touch (I mean, why were people leaving these huge, probably expensive, tape-recorders just lying around? I mean, at that size they&#8217;re hardly something you&#8217;d forget to take with you), but  most of the other things sound like they wouldn&#8217;t have fit in very well.</p>
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		<title>By: Reduced Features In BioShock &#124; Platform Nation</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3006</link>
		<dc:creator>Reduced Features In BioShock &#124; Platform Nation</dc:creator>
		<pubDate>Thu, 28 Jan 2010 12:41:26 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3006</guid>
		<description>[...] games yesterday posted a feature on their insider page giving details of some of the features that didn&#8217;t make the final cut for [...]</description>
		<content:encoded><![CDATA[<p>[...] games yesterday posted a feature on their insider page giving details of some of the features that didn&#8217;t make the final cut for [...]</p>
]]></content:encoded>
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		<title>By: meocene</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-3001</link>
		<dc:creator>meocene</dc:creator>
		<pubDate>Thu, 28 Jan 2010 10:43:24 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-3001</guid>
		<description>The whole insect ecology thing was the biggest draw for me.  I was very disapointed when I realised it wasn&#039;t in the final version.  As much as I love Bioshock, that was a big disapointment.</description>
		<content:encoded><![CDATA[<p>The whole insect ecology thing was the biggest draw for me.  I was very disapointed when I realised it wasn&#8217;t in the final version.  As much as I love Bioshock, that was a big disapointment.</p>
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		<title>By: Irrational reveals four features cut from BioShock&#124; XboxSold.com where you find Everything Xbox&#124; XboxSold.com BLOG</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2996</link>
		<dc:creator>Irrational reveals four features cut from BioShock&#124; XboxSold.com where you find Everything Xbox&#124; XboxSold.com BLOG</dc:creator>
		<pubDate>Thu, 28 Jan 2010 09:47:50 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2996</guid>
		<description>[...] is continuing to tickle us with little knowledge drops &#8212; this time via an editorial titled &#8220;Five Cut Features,&#8221; which deals with, largely, features that were cut from Irrational&#8217;s dystopian FPS [...]</description>
		<content:encoded><![CDATA[<p>[...] is continuing to tickle us with little knowledge drops &#8212; this time via an editorial titled &#8220;Five Cut Features,&#8221; which deals with, largely, features that were cut from Irrational&#8217;s dystopian FPS [...]</p>
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		<title>By: lucasrizoli</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2991</link>
		<dc:creator>lucasrizoli</dc:creator>
		<pubDate>Thu, 28 Jan 2010 06:42:47 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2991</guid>
		<description>The idea of bio-mechanical hybrids is pretty interesting. It makes me think of David Cronenberg&#039;s movies, particularly &lt;cite&gt;ExistenZ&lt;/cite&gt; and &lt;cite&gt;Videodrome&lt;/cite&gt;.

I also find it interesting that each of these ideas has something to do with the issue of communicating ideas to players.

The quick weapon degradation wasn&#039;t explained away sufficiently. There was no clear way to let players know about the effects of the pressure system. The nav-bot demanded too much of the player&#039;s attention and wasn&#039;t as easily read as a plain ol&#039; map. (I may be filling in too many blanks here, but it seems that) players would understand and know how to deal with the more conventional machinery and NPCs than they would the more bizarre original concept.

Thanks for posting this kind of stuff. It&#039;s always interesting to learn a little more about the &lt;cite&gt;* Shock&lt;/cite&gt; games—why they are the way they are, and how they might&#039;ve been.</description>
		<content:encoded><![CDATA[<p>The idea of bio-mechanical hybrids is pretty interesting. It makes me think of David Cronenberg&#8217;s movies, particularly <cite>ExistenZ</cite> and <cite>Videodrome</cite>.</p>
<p>I also find it interesting that each of these ideas has something to do with the issue of communicating ideas to players.</p>
<p>The quick weapon degradation wasn&#8217;t explained away sufficiently. There was no clear way to let players know about the effects of the pressure system. The nav-bot demanded too much of the player&#8217;s attention and wasn&#8217;t as easily read as a plain ol&#8217; map. (I may be filling in too many blanks here, but it seems that) players would understand and know how to deal with the more conventional machinery and NPCs than they would the more bizarre original concept.</p>
<p>Thanks for posting this kind of stuff. It&#8217;s always interesting to learn a little more about the <cite>* Shock</cite> games—why they are the way they are, and how they might&#8217;ve been.</p>
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		<title>By: Irrational reveals four features cut from BioShock&#124; Latest breaking News on Video Games Hardware and Software.&#124; BadPower.com Blog</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2986</link>
		<dc:creator>Irrational reveals four features cut from BioShock&#124; Latest breaking News on Video Games Hardware and Software.&#124; BadPower.com Blog</dc:creator>
		<pubDate>Thu, 28 Jan 2010 06:08:05 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2986</guid>
		<description>[...] is continuing to tickle us with little knowledge drops &#8212; this time via an editorial titled &#8220;Five Cut Features,&#8221; which deals with, largely, features that were cut from Irrational&#8217;s dystopian FPS [...]</description>
		<content:encoded><![CDATA[<p>[...] is continuing to tickle us with little knowledge drops &#8212; this time via an editorial titled &#8220;Five Cut Features,&#8221; which deals with, largely, features that were cut from Irrational&#8217;s dystopian FPS [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2981</link>
		<dc:creator></dc:creator>
		<pubDate>Thu, 28 Jan 2010 03:26:21 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2981</guid>
		<description>A lot of those sound pretty neat, but a little ridiculous. Glad you took them out. The Pressure one sounds really freaking cool, though.</description>
		<content:encoded><![CDATA[<p>A lot of those sound pretty neat, but a little ridiculous. Glad you took them out. The Pressure one sounds really freaking cool, though.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2976</link>
		<dc:creator></dc:creator>
		<pubDate>Thu, 28 Jan 2010 02:16:49 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2976</guid>
		<description>Wow, interesting reading. Was really the Nav-Bot feature so hard to implement? Doesn&#039;t look like that from this short article, but it has to be, when it&#039;s not in the game. I must say, that I would really appreciate some kind of guide through Rapture, because I get lost all the time. I know it&#039;s not that complex, but when you are playing it only ocassionally, you would quickly forget where&#039;s what. And no, the arrow at the top of the screen doesn&#039;t help a lot.</description>
		<content:encoded><![CDATA[<p>Wow, interesting reading. Was really the Nav-Bot feature so hard to implement? Doesn&#8217;t look like that from this short article, but it has to be, when it&#8217;s not in the game. I must say, that I would really appreciate some kind of guide through Rapture, because I get lost all the time. I know it&#8217;s not that complex, but when you are playing it only ocassionally, you would quickly forget where&#8217;s what. And no, the arrow at the top of the screen doesn&#8217;t help a lot.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational Games reveals cut features in BioShock and System Shock 2 - Vancouver British Columbia - Syndicate Brokers</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2971</link>
		<dc:creator>Irrational Games reveals cut features in BioShock and System Shock 2 - Vancouver British Columbia - Syndicate Brokers</dc:creator>
		<pubDate>Thu, 28 Jan 2010 00:46:13 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2971</guid>
		<description>[...] Read &#124; Permalink &#124; Email this &#124; CommentsRead More&#8230; [Source: Big Download Blog] [...]</description>
		<content:encoded><![CDATA[<p>[...] Read | Permalink | Email this | CommentsRead More&#8230; [Source: Big Download Blog] [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: העולם על פי אינטל &#187; ארכיון הבלוג &#187; על רצפת חדר העריכה</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2961</link>
		<dc:creator>העולם על פי אינטל &#187; ארכיון הבלוג &#187; על רצפת חדר העריכה</dc:creator>
		<pubDate>Wed, 27 Jan 2010 22:44:57 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2961</guid>
		<description>[...] פוסט מעניין בבלוג של Irrational Games מתאר 5 פיצ’רים (אחד מ- System Shock 2, כל השאר מ- Bioshock) שתוכננו להכלל במשחקי החברה, ואז נחתכו מתוכם באכזריות. הפיצ’רים נעים מ”לא רלוונטיים בעליל”, ועד ל”איזה רעיון מטומטם, אם הם היו מכניסים את זה למשחק היו פותחים עליהם קבוצת חרם בפייסבוק”, ודי מעניין לקרוא על הרעיונות הללו, ומה שקרה להם. [...]</description>
		<content:encoded><![CDATA[<p>[...] פוסט מעניין בבלוג של Irrational Games מתאר 5 פיצ’רים (אחד מ- System Shock 2, כל השאר מ- Bioshock) שתוכננו להכלל במשחקי החברה, ואז נחתכו מתוכם באכזריות. הפיצ’רים נעים מ”לא רלוונטיים בעליל”, ועד ל”איזה רעיון מטומטם, אם הם היו מכניסים את זה למשחק היו פותחים עליהם קבוצת חרם בפייסבוק”, ודי מעניין לקרוא על הרעיונות הללו, ומה שקרה להם. [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2951</link>
		<dc:creator></dc:creator>
		<pubDate>Wed, 27 Jan 2010 20:38:54 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2951</guid>
		<description>Some interesting concepts at hand, though ultimately I feel you guys made the right decisions to cut these things from your games (No offense). The biomechanical stuff sounds great, and it&#039;s really the only idea here I could&#039;ve seen being effective in the finished product, though I think just regular audio diaries was still effective. The characters are all so messed up in their own ways and so horribly mutated that biomechanics wasn&#039;t all that necessary, but it could&#039;ve potentially been fun as well.</description>
		<content:encoded><![CDATA[<p>Some interesting concepts at hand, though ultimately I feel you guys made the right decisions to cut these things from your games (No offense). The biomechanical stuff sounds great, and it&#8217;s really the only idea here I could&#8217;ve seen being effective in the finished product, though I think just regular audio diaries was still effective. The characters are all so messed up in their own ways and so horribly mutated that biomechanics wasn&#8217;t all that necessary, but it could&#8217;ve potentially been fun as well.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features - game</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2946</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features - game</dc:creator>
		<pubDate>Wed, 27 Jan 2010 17:41:28 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2946</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2941</link>
		<dc:creator></dc:creator>
		<pubDate>Wed, 27 Jan 2010 12:28:36 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2941</guid>
		<description>¿?¿?</description>
		<content:encoded><![CDATA[<p>¿?¿?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Xbox360 Elite &#187; Irrational revisits scrapped BioShock, System Shock 2 features</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2936</link>
		<dc:creator>Xbox360 Elite &#187; Irrational revisits scrapped BioShock, System Shock 2 features</dc:creator>
		<pubDate>Wed, 27 Jan 2010 11:09:16 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2936</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2931</link>
		<dc:creator></dc:creator>
		<pubDate>Wed, 27 Jan 2010 05:08:59 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2931</guid>
		<description>It&#039;s crazy to see all the things that yaw wanted to do nut got vetod some were aloung the line it&#039;s amazing to me</description>
		<content:encoded><![CDATA[<p>It&#8217;s crazy to see all the things that yaw wanted to do nut got vetod some were aloung the line it&#8217;s amazing to me</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features &#171; SemiBeta</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2916</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features &#171; SemiBeta</dc:creator>
		<pubDate>Wed, 27 Jan 2010 02:22:58 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2916</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Minigames and Metagames: how they aim to enhance the gamer&#8217;s experience. &#171; The Retroactive Gamer</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2911</link>
		<dc:creator>Minigames and Metagames: how they aim to enhance the gamer&#8217;s experience. &#171; The Retroactive Gamer</dc:creator>
		<pubDate>Wed, 27 Jan 2010 02:02:52 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2911</guid>
		<description>[...] A couple of weeks have passed and Irrational Games have announced Five Cut Features from their games. It mentions the hacking minigame from Bioshock, and that initially the pipe [...]</description>
		<content:encoded><![CDATA[<p>[...] A couple of weeks have passed and Irrational Games have announced Five Cut Features from their games. It mentions the hacking minigame from Bioshock, and that initially the pipe [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: sunjammer</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2906</link>
		<dc:creator>sunjammer</dc:creator>
		<pubDate>Wed, 27 Jan 2010 01:45:14 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2906</guid>
		<description>I was pretty excited when i heard the spiritual successor to Shock 2 would be set in the crumbling ruins of a Nazi biomechanics lab complex. We didn&#039;t exactly land there, but hey.

I&#039;d love to see a proper Bioshock. If anything at all was disappointing about Bioshock for me it would be how un-bio it was.</description>
		<content:encoded><![CDATA[<p>I was pretty excited when i heard the spiritual successor to Shock 2 would be set in the crumbling ruins of a Nazi biomechanics lab complex. We didn&#8217;t exactly land there, but hey.</p>
<p>I&#8217;d love to see a proper Bioshock. If anything at all was disappointing about Bioshock for me it would be how un-bio it was.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: sidshuman</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2901</link>
		<dc:creator>sidshuman</dc:creator>
		<pubDate>Wed, 27 Jan 2010 01:35:57 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2901</guid>
		<description>Brilliant story Shawn, this was a real treat to learn. I love the idea of the pressure system in BioShock, would&#039;ve been neat to see in action somehow. Great read!</description>
		<content:encoded><![CDATA[<p>Brilliant story Shawn, this was a real treat to learn. I love the idea of the pressure system in BioShock, would&#8217;ve been neat to see in action somehow. Great read!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2896</link>
		<dc:creator></dc:creator>
		<pubDate>Wed, 27 Jan 2010 01:13:05 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2896</guid>
		<description>I&#039;m glad most of those features were cut. My biggest issue with most of them is that they&#039;re simply too abstract to be easily understood by players. Rather than imposing complexity on all players through abstract systems Bioshock ended up being a very fundamental game with extra detail and complexity available to those who searched it out. I think this is how it should be.

As for the audiolog explaining the gun degradation in SS2, that just sounds stupid to me. If you have a virus that eats metal why isn&#039;t it eating the ship? It poses more questions than it answers and it&#039;s very obviously a constructed excuse for a game mechanic. Had that explanation been in the game I would have shrugged the fiction off and continued being annoyed by the gameplay :)

I like the biomechanical idea though. The idea of the game slowly revealing a biofreak underclass powering the machines the player was mindlessly operating for the first part of the game seems pretty cool/disgusting.</description>
		<content:encoded><![CDATA[<p>I&#8217;m glad most of those features were cut. My biggest issue with most of them is that they&#8217;re simply too abstract to be easily understood by players. Rather than imposing complexity on all players through abstract systems Bioshock ended up being a very fundamental game with extra detail and complexity available to those who searched it out. I think this is how it should be.</p>
<p>As for the audiolog explaining the gun degradation in SS2, that just sounds stupid to me. If you have a virus that eats metal why isn&#8217;t it eating the ship? It poses more questions than it answers and it&#8217;s very obviously a constructed excuse for a game mechanic. Had that explanation been in the game I would have shrugged the fiction off and continued being annoyed by the gameplay <img src='http://irrationalgames.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I like the biomechanical idea though. The idea of the game slowly revealing a biofreak underclass powering the machines the player was mindlessly operating for the first part of the game seems pretty cool/disgusting.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features &#124; The IT Chronicle</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2891</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features &#124; The IT Chronicle</dc:creator>
		<pubDate>Wed, 27 Jan 2010 01:00:21 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2891</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Golden Developers World &#187; Blog Archive &#187; Irrational revisits scrapped BioShock, System Shock 2 features</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2886</link>
		<dc:creator>Golden Developers World &#187; Blog Archive &#187; Irrational revisits scrapped BioShock, System Shock 2 features</dc:creator>
		<pubDate>Wed, 27 Jan 2010 00:58:53 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2886</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features&#124; Latest breaking News on Video Games Hardware and Software.&#124; BadPower.com Blog</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2881</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features&#124; Latest breaking News on Video Games Hardware and Software.&#124; BadPower.com Blog</dc:creator>
		<pubDate>Wed, 27 Jan 2010 00:54:54 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2881</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features &#124; PSP NEWS</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2876</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features &#124; PSP NEWS</dc:creator>
		<pubDate>Wed, 27 Jan 2010 00:54:39 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2876</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features - Vancouver British Columbia - Syndicate Brokers</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2866</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features - Vancouver British Columbia - Syndicate Brokers</dc:creator>
		<pubDate>Wed, 27 Jan 2010 00:43:10 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2866</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Irrational revisits scrapped BioShock, System Shock 2 features &#124; Tech Industry News</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2861</link>
		<dc:creator>Irrational revisits scrapped BioShock, System Shock 2 features &#124; Tech Industry News</dc:creator>
		<pubDate>Wed, 27 Jan 2010 00:27:16 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2861</guid>
		<description>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</description>
		<content:encoded><![CDATA[<p>[...] developments that may have eluded the public eye. In an update posted today, Shawn Elliott examines five features that were cut from Irrational&#8217;s beloved pair of [...]</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2846</link>
		<dc:creator></dc:creator>
		<pubDate>Wed, 27 Jan 2010 00:22:31 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2846</guid>
		<description>I always hated the degrading weapons, but it never stole from my enjoyment.</description>
		<content:encoded><![CDATA[<p>I always hated the degrading weapons, but it never stole from my enjoyment.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mindblower</title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2836</link>
		<dc:creator>mindblower</dc:creator>
		<pubDate>Wed, 27 Jan 2010 00:11:00 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2836</guid>
		<description>thanks! Thats was very interesting to watch. Great scenery and atmosphere.</description>
		<content:encoded><![CDATA[<p>thanks! Thats was very interesting to watch. Great scenery and atmosphere.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2826</link>
		<dc:creator></dc:creator>
		<pubDate>Tue, 26 Jan 2010 23:45:33 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2826</guid>
		<description>Cool to hear about the scrapped ideas. Seems like the right decision was made on most of these =)</description>
		<content:encoded><![CDATA[<p>Cool to hear about the scrapped ideas. Seems like the right decision was made on most of these =)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2821</link>
		<dc:creator></dc:creator>
		<pubDate>Tue, 26 Jan 2010 23:30:10 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2821</guid>
		<description>It&#039;s a little hard to see, but in a talk I gave to the Montreal IGDA chapter a while back I showed footage of several early incarnations of Bioshock. The &quot;subway looking rapture&quot; can be seen around the 24:50 mark.

http://video.google.com/videoplay?docid=-4508664361400518462#</description>
		<content:encoded><![CDATA[<p>It&#8217;s a little hard to see, but in a talk I gave to the Montreal IGDA chapter a while back I showed footage of several early incarnations of Bioshock. The &#8220;subway looking rapture&#8221; can be seen around the 24:50 mark.</p>
<p><a href="http://video.google.com/videoplay?docid=-4508664361400518462#" rel="nofollow">http://video.google.com/videoplay?docid=-4508664361400518462#</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2816</link>
		<dc:creator></dc:creator>
		<pubDate>Tue, 26 Jan 2010 23:03:08 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2816</guid>
		<description>So many good ideas, so many problems. Oh well, Bioshock was great anyway!</description>
		<content:encoded><![CDATA[<p>So many good ideas, so many problems. Oh well, Bioshock was great anyway!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2811</link>
		<dc:creator></dc:creator>
		<pubDate>Tue, 26 Jan 2010 22:38:31 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2811</guid>
		<description>Some of those seem like cool ideas; though others I&#039;m glad didn&#039;t make it to the final products. =P</description>
		<content:encoded><![CDATA[<p>Some of those seem like cool ideas; though others I&#8217;m glad didn&#8217;t make it to the final products. =P</p>
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	</item>
	<item>
		<title>By: </title>
		<link>http://irrationalgames.com/insider/five-cut-features/comment-page-1/#comment-2791</link>
		<dc:creator></dc:creator>
		<pubDate>Tue, 26 Jan 2010 21:28:57 +0000</pubDate>
		<guid isPermaLink="false">http://irrationalgames.com/?p=2726#comment-2791</guid>
		<description>Reading that first point about the gas degrading the quality of weapons in SS2 instantly made my day. That just cleared up a question I&#039;ve had since I first played the game. And I&#039;m glad they mentioned the fate of the bugs from BioShock because I still have a picture on my laptop of one of those things.</description>
		<content:encoded><![CDATA[<p>Reading that first point about the gas degrading the quality of weapons in SS2 instantly made my day. That just cleared up a question I&#8217;ve had since I first played the game. And I&#8217;m glad they mentioned the fate of the bugs from BioShock because I still have a picture on my laptop of one of those things.</p>
]]></content:encoded>
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