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		<title><![CDATA[Kotaku: System Shock 2]]></title>
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			<title><![CDATA[Kotaku: System Shock 2]]></title>
			<link>http://kotaku.com/tag/system shock 2</link>
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		<link>http://kotaku.com/tag/system shock 2</link>
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		<description><![CDATA[Kotaku posts tagged System Shock 2]]></description>
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			<title><![CDATA[Permanent Consequences Up BioShock Infinite's Difficulty Like It's 1999]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Permanent Consequences Up &lt;em&gt;BioShock Infinite&lt;/em&gt;'s Difficulty Like It's 1999" href="http://kotaku.com/bioshock/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">bioshock</span></a></div -->					<div><a title="Click here to read Permanent Consequences Up &lt;em&gt;BioShock Infinite&lt;/em&gt;'s Difficulty Like It's 1999" href="http://kotaku.com/5877468/permanent-consequences-up-bioshock-infinites-difficulty-like-its-1999" class="pp_image">
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				Today's gamers crave choice. Choice in how they progress through a game; choice on how they develop their character. The gamers of 13 years ago needed not these things, which is why Irrational Games is including the punishing 1999 Mode in <em>BioShock Infinite</em>.				<a href="http://kotaku.com/5877468/permanent-consequences-up-bioshock-infinites-difficulty-like-its-1999" title="Click here to read more about Permanent Consequences Up BioShock Infinite's Difficulty Like It's 1999">More&nbsp;&raquo;</a>
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			<category><![CDATA[Bioshock]]></category>
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			<pubDate><![CDATA[Thu, 19 Jan 2012 09:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Mike Fahey]]></dc:creator>
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			<title><![CDATA[Why Do Computers Always Have a Lady's Voice?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Why Do Computers Always Have a Lady's Voice?" href="http://kotaku.com/science/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">science</span></a></div -->					<div><a title="Click here to read Why Do Computers Always Have a Lady's Voice?" href="http://kotaku.com/5853015/why-do-computers-always-have-a-ladys-voice" class="pp_image">
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				Some of gaming's most cunning foes have been computers. Think GlaDOS from <em>Portal</em>, or Shodan from <em>System Shock 2</em>. At least part of what makes them so memorable is that their artificial intelligence is brought to life by a cold, calculating, female voice.				<a href="http://kotaku.com/5853015/why-do-computers-always-have-a-ladys-voice" title="Click here to read more about Why Do Computers Always Have a Lady's Voice?">More&nbsp;&raquo;</a>
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			<category><![CDATA[System Shock 2]]></category>
			<pubDate><![CDATA[Tue, 25 Oct 2011 04:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[The Genesis Of System Shock 2]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Genesis Of System Shock 2" href="http://kotaku.com/art/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">art</span></a></div -->					<div><a title="Click here to read The Genesis Of System Shock 2" href="http://kotaku.com/5586548/the-genesis-of-system-shock-2/gallery/" class="pp_image">
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				Irrational Games, creators of BioShock, uncovered a long-lost treasure the other day: a sketchbook, full of concept art for the game that got the studio rolling, System Shock 2.				<a href="http://kotaku.com/5586548/the-genesis-of-system-shock-2/gallery/" title="Click here to read more about The Genesis Of System Shock 2">More&nbsp;&raquo;</a>
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			<category><![CDATA[Art]]></category>
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			<category><![CDATA[Total Recall]]></category>
			<pubDate><![CDATA[Wed, 14 Jul 2010 06:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Who Is The Greatest Video Game Character Of All Time?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Who Is The Greatest Video Game Character Of All Time?" href="http://kotaku.com/mario/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">mario</span></a></div -->					<div><a title="Click here to read Who Is The Greatest Video Game Character Of All Time?" href="http://kotaku.com/5552043/who-is-the-greatest-video-game-character-of-all-time" class="pp_image">
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				Totally subjective question, of course, but movie mag Empire decided to try and answer anyway, its writers nutting out who they thought were the greatest video game characters of all time. The winner? It wasn't Mario.				<a href="http://kotaku.com/5552043/who-is-the-greatest-video-game-character-of-all-time" title="Click here to read more about Who Is The Greatest Video Game Character Of All Time?">More&nbsp;&raquo;</a>
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			<category><![CDATA[Planescape torment]]></category>
			<category><![CDATA[System Shock 2]]></category>
			<pubDate><![CDATA[Tue, 01 Jun 2010 00:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[System Shock 2's Surprise Ending — for Ken Levine, Anyway]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read System Shock 2's Surprise Ending — for Ken Levine, Anyway" href="http://kotaku.com/irrational-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">irrationalgames</span></a></div -->					<div><a title="Click here to read System Shock 2's Surprise Ending — for Ken Levine, Anyway" href="http://kotaku.com/5460395/system-shock-2s-surprise-ending-+-for-ken-levine-anyway" class="pp_image">
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				Widely acclaimed when it released in 1999, System Shock 2's cinematic conclusion nonetheless disappointed Irrational Games creative chief Ken Levine. The reason: The video that was shot wasn't anything like what he had scripted.				<a href="http://kotaku.com/5460395/system-shock-2s-surprise-ending-+-for-ken-levine-anyway" title="Click here to read more about System Shock 2's Surprise Ending — for Ken Levine, Anyway">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sat, 30 Jan 2010 18:30:00 EST]]></pubDate>
			<dc:creator><![CDATA[Owen Good]]></dc:creator>
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			<title><![CDATA["BioShock Should've Failed"]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read &quot;BioShock Should've Failed&quot;" href="http://kotaku.com/2k/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">2k</span></a></div -->					<div><a title="Click here to read &quot;BioShock Should've Failed&quot;" href="http://kotaku.com/5019060/bioshock-shouldve-failed" class="pp_image">
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				<i>BioShock</i> was a big hit. But, the way lead programmer Chris Kline sees it, the game should've been a MISERABLE FAILURE. <i>BioShock</i> was first planned in early 2002 when its developer, the then Irrational Games, decided it needed a big AAA title. The idea was to make a <i>System Shock 2</i> clone, but development on the game stopped for about two years. "The very first failure," recalls Kline, "was that we wanted to base this whole thing on <i>System Shock 2</i>. After a couple false starts, it wasn't until the E3 2006 demo that the team really had to think about things like making the game work and creating a "compelling user experience." Kline adds:				<a href="http://kotaku.com/5019060/bioshock-shouldve-failed" title="Click here to read more about "BioShock Should've Failed"">More&nbsp;&raquo;</a>
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			<category><![CDATA[Xbox 360]]></category>
			<pubDate><![CDATA[Tue, 24 Jun 2008 03:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[Horror Games for Halloween]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Horror Games for Halloween" href="http://kotaku.com/horror/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">horror</span></a></div -->					<div><a title="Click here to read Horror Games for Halloween" href="http://kotaku.com/204158/horror-games-for-halloween" class="pp_image">
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      This October, I hope I will spend the vast majority of my days sitting in a rapidly expanding pool of hysterically evacuated urine. And I need your help to do it.				<a href="http://kotaku.com/204158/horror-games-for-halloween" title="Click here to read more about Horror Games for Halloween">More&nbsp;&raquo;</a>
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			<category><![CDATA[i have no mouth and i must scream]]></category>
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			<category><![CDATA[Silent Hill]]></category>
			<category><![CDATA[System Shock 2]]></category>
			<pubDate><![CDATA[Fri, 29 Sep 2006 14:40:36 EDT]]></pubDate>
			<dc:creator><![CDATA[kotaku.com]]></dc:creator>
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			<title><![CDATA[Who Were The Prostitutes In System Shock 2?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Who Were The Prostitutes In System Shock 2?" href="http://kotaku.com/irrational/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">irrational</span></a></div -->					<div><a title="Click here to read Who Were The Prostitutes In System Shock 2?" href="http://kotaku.com/200023/who-were-the-prostitutes-in-system-shock-2" class="pp_image">
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				<a href="http://www.kotaku.com/assets/resources/2006/09/stimprogs.jpg"></a><a href="shtup.home.att.net/">SHTUP</a> is a community project to update all of <em>System Shock 2's</em> textures with highly-faithful, community-produced high-res duplicates. It's a cool mod &mdash; along with a mod that dramatically upgrades the models, I replayed <em>System Shock 2</em> about a year ago and my retinas hardly detached at all. 				<a href="http://kotaku.com/200023/who-were-the-prostitutes-in-system-shock-2" title="Click here to read more about Who Were The Prostitutes In System Shock 2?">More&nbsp;&raquo;</a>
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			<category><![CDATA[System Shock 2]]></category>
			<pubDate><![CDATA[Tue, 12 Sep 2006 13:40:10 EDT]]></pubDate>
			<dc:creator><![CDATA[kotaku.com]]></dc:creator>
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			<title><![CDATA[BioShock Dude Smack Talks EA]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read BioShock Dude Smack Talks EA" href="http://kotaku.com/irrational-games/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">irrationalgames</span></a></div -->					<div><a title="Click here to read BioShock Dude Smack Talks EA" href="http://kotaku.com/191142/bioshock-dude-smack-talks-ea" class="pp_image">
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      And there's cussing! Designer Ken Levine gets catty as he explains why there is no sequel to <a href="http://en.wikipedia.org/wiki/System_Shock_2"><i>System Shock 2</i></a>, saying that "EA just didn't give a shit about that game." OMG, he just said shit!				<a href="http://kotaku.com/191142/bioshock-dude-smack-talks-ea" title="Click here to read more about BioShock Dude Smack Talks EA">More&nbsp;&raquo;</a>
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			<category><![CDATA[Xbox 360]]></category>
			<pubDate><![CDATA[Tue, 01 Aug 2006 10:20:43 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[System Shock 2 Concept Art]]></title>
			<description>
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				Whilst searching for an image of Shodan to accompany my delusional post about the possibility of an imminent <em>System Shock 3</em> &mdash; and I assure you, I know that <em>System Shock 3</em> is never going to happen, just like I know that no matter how much I want it Angelina Jolie isn't going to sky dive naked out of an airplane and ethereally parachute down to land in the missionary position atop me &mdash; I found this excellent gallery of concept art from Garteth Hinds for <em>System Shock 2</em>. 				<a href="http://kotaku.com/176987/system-shock-2-concept-art" title="Click here to read more about System Shock 2 Concept Art">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/176987/system-shock-2-concept-art]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-176987]]></guid>
			<category><![CDATA[Concept Art]]></category>
			<category><![CDATA[Fps]]></category>
			<category><![CDATA[Gareth Hinds]]></category>
			<category><![CDATA[Irrational Games]]></category>
			<category><![CDATA[PC]]></category>
			<category><![CDATA[Shodan]]></category>
			<category><![CDATA[System Shock 2]]></category>
			<pubDate><![CDATA[Tue, 30 May 2006 13:40:02 EDT]]></pubDate>
			<dc:creator><![CDATA[brownlee]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=176987&amp;view=rss&amp;microfeed=true</wfw:commentRss>
		</item>
		<item>
			<title><![CDATA[First Official BioShock Screenshot]]></title>
			<description>
			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read First Official BioShock Screenshot" href="http://kotaku.com/bioshock/" style="background-color:#888888; color:#FFFFFF; font-size:12px;text-align:right; display:block; height:14px; padding:1px 2px; text-decoration:none; text-transform:uppercase; width:156px;"><span style="color: white;" class="hash">#</span><span style="color: white;">bioshock</span></a></div -->					<div><a title="Click here to read First Official BioShock Screenshot" href="http://kotaku.com/170028/first-official-bioshock-screenshot" class="pp_image">
						<img style="border-color: #B3B3B3; border-width: 0 1px 1px; border-style: none solid solid;" height="120" width="190" title="Click here to read First Official BioShock Screenshot" alt="Click here to read First Official BioShock Screenshot" src="http://cache.kotaku.com/assets/images/9/2006/04/bioshock-thumb.jpg"/>
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				<a href="http://www.kotaku.com/images/2006/04/bioshock.jpg"></a>We're big <em>System Shock 2</em> fans, so of course we simply had to paste up the first official screenshot from Irrational's upcoming System-Shock-Meets-World-War II-Or-Something spiritual successor, <em>Bioshock</em>.				<a href="http://kotaku.com/170028/first-official-bioshock-screenshot" title="Click here to read more about First Official BioShock Screenshot">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/170028/first-official-bioshock-screenshot]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-170028]]></guid>
			<category><![CDATA[Bioshock]]></category>
			<category><![CDATA[Frogmen]]></category>
			<category><![CDATA[Irrational]]></category>
			<category><![CDATA[PC]]></category>
			<category><![CDATA[Screenshot]]></category>
			<category><![CDATA[System Shock 2]]></category>
			<pubDate><![CDATA[Thu, 27 Apr 2006 16:40:59 EDT]]></pubDate>
			<dc:creator><![CDATA[brownlee]]></dc:creator>
			<wfw:commentRss>http://kotaku.com/index.php?op=postcommentfeed&amp;postId=170028&amp;view=rss&amp;microfeed=true</wfw:commentRss>
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