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		<title><![CDATA[Kotaku: Tgs 08]]></title>
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			<title><![CDATA[Kotaku: Tgs 08]]></title>
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		<description><![CDATA[Kotaku posts tagged Tgs 08]]></description>
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			<title><![CDATA[From Xbox Japan Girl to Idol You Can *Ahem*]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read From Xbox Japan Girl to Idol You Can *Ahem*" href="http://kotaku.com/culture-smash/" 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;">culturesmash</span></a></div -->					<div><a title="Click here to read From Xbox Japan Girl to Idol You Can *Ahem*" href="http://kotaku.com/5812054/from-xbox-girl-to-idol-you-can-ahem" class="pp_image">
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				In 2008, Asami Sakurada (above, red beret) was unknown. She spent that September dressed as an <a href="http://kotaku.com/5369938/how-to-dress-a-tokyo-game-show-booth-lady">Xbox Event companion</a> at the Tokyo Game Show. Even in early 2010, she was doing booth companion work, appearing at AOU arcade show in the Konami booth. But by late 2010, she had a huge fan base, TV appearances, a record deal, and a hit song about, well, fucking.				<a href="http://kotaku.com/5812054/from-xbox-girl-to-idol-you-can-ahem" title="Click here to read more about From Xbox Japan Girl to Idol You Can *Ahem*">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 15 Jun 2011 02:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[The Clip Where Dead Rising Wii Thrashes Out, Almost Redeems Itself]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The Clip Where Dead Rising Wii Thrashes Out, Almost Redeems Itself" href="http://kotaku.com/clips/" 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;">clips</span></a></div -->					<div><a title="Click here to read The Clip Where Dead Rising Wii Thrashes Out, Almost Redeems Itself" href="http://kotaku.com/5122533/the-clip-where-dead-rising-wii-thrashes-out-almost-redeems-itself" class="pp_image">
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				Dead Rising Wii was at TGS. Was <a href="http://kotaku.com/5061464/dead-rising-wii-is-a-terrible-terrible-idea">almost the <em>worst </em>thing there</a>. Truly <em>awful</em>. Yet at the same time, it was almost the <em>best </em>thing there, because this clip was playing at the demo booth.				<a href="http://kotaku.com/5122533/the-clip-where-dead-rising-wii-thrashes-out-almost-redeems-itself" title="Click here to read more about The Clip Where Dead Rising Wii Thrashes Out, Almost Redeems Itself">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 02 Jan 2009 18:00:00 EST]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[TGS Interviews Round-Up Get!]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read TGS Interviews Round-Up Get!" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read TGS Interviews Round-Up Get!" href="http://kotaku.com/5065050/tgs-interviews-round+up-get" class="pp_image">
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				Interviews galore! Peter Molyneux sat down and gave Kotaku just about everything there is to know about <em>Fable II</em>, <em>RE5</em> producer Jun Takeuchi says he likes the new and improved controls for the game, and Akinori Nishiyama, producer of <em>Sonic Unleashed</em>, talks about the possibility of 2D, HD Sonic games. More TGS interviews after the jump!				<a href="http://kotaku.com/5065050/tgs-interviews-round+up-get" title="Click here to read more about TGS Interviews Round-Up Get!">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Fri, 17 Oct 2008 12:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Jim Reilly]]></dc:creator>
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			<title><![CDATA[Star Ocean 4 Looks Amazing, Plays...The Same]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Star Ocean 4 Looks Amazing, Plays...The Same" href="http://kotaku.com/star-ocean-4/" 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;">starocean4</span></a></div -->					<div><a title="Click here to read Star Ocean 4 Looks Amazing, Plays...The Same" href="http://kotaku.com/5064202/star-ocean-4-looks-amazing-playsthe-same" class="pp_image">
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				Most games at TGS had one booth. Maybe two. Some more high-profile titles had 3-4 booths, some AAA titles like LittleBigPlanet had 10-12. Star Ocean 4, on the other hand, had around <a href="http://kotaku.com/5062433/booth-showcase-microsofts-big-push"><em>25-30 machines</em> running at the Microsoft stand</a>, giving you a fair indication of how important this game is to the company, who are hoping it can be their next big, console-selling exclusive after Tales of Vesperia. So how's it shaping up?

It's shaping up as a safe, safe game. Like most Japanese games on the showroom floor, if you stripped back the graphical improvements a new generation of hardware has brought, you'd be forgiven for thinking you were playing a PS2 game. You still wander a linear overworld, you still encounter enemies, you still engage in closed-off battles with your party, the action is still punctuated by text-based conversation.

Basically, if you like Star Ocean – or JRPGs in general – you know what you're getting yourself into before you even drop the disc into your 360.

What you won't be ready for will be this game's graphics. The in-game action looks crisp and clean, with a vibrant colour palette and bold character designs helping the game stand out on the 360 amongst the its Square Enix & Mistwalker competition. Cutscenes using the in-game engine look even better, with so few ragged edges around the player models that they trump many other game's rendered sequences.

As for Star Ocean 4's rendered sequences…they're simply amazing. I didn't catch many on the showroom floor, but in an interview with the game's producer Yoshinori Yamagishi, they had a 50" LCD running the game's intro sequence. And I know, this was <em>so </em>rude, but I couldn't help but be continually distracted by it. If you're the type to grind through a JRPG for the fluff sequences, you won't find many better than those in this game.

As for the mechanics of the game, new nuts & bolts, etc, sadly the demo ran for only 10 minutes or so, enough time to only get a few quick battles in and go for a run outside before the game shut down. Still, from what I saw, I didn't notice much new stuff. Combat did seem a little easier than previous games, with switching between characters being a lot faster, and there were a range of new charged attacks available for each character, and…that was about it.

As with most JRPG titles this generation, it seemed a case of same old gameplay, shiny new graphics. Which may seem lazy to most (including myself), but hey, to Star Ocean fans, it's probably exactly what you're after.				<a href="http://kotaku.com/5064202/star-ocean-4-looks-amazing-playsthe-same" title="Click here to read more about Star Ocean 4 Looks Amazing, Plays...The Same">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 15 Oct 2008 22:20:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[TGS News Round-Up Get!]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read TGS News Round-Up Get!" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read TGS News Round-Up Get!" href="http://kotaku.com/5064045/tgs-news-round+up-get" class="pp_image">
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				Tons and tons of news came out of this year's TGS over the weekend.  From the announcement of <em>Halo 3: Recon</em> to <em>Tekken 6: Bloodline Rebellion</em> coming to Xbox 360, Kotaku covered it <em>all</em>, and at the expense of sleep, no less. It's all right here after the jump! So what do you, the commenter, think was the biggest piece of news to come out of Tokyo?				<a href="http://kotaku.com/5064045/tgs-news-round+up-get" title="Click here to read more about TGS News Round-Up Get!">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 15 Oct 2008 18:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Jim Reilly]]></dc:creator>
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			<title><![CDATA[Tokyo Game Show: Best In Show Winners Announced]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Tokyo Game Show: Best In Show Winners Announced" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Tokyo Game Show: Best In Show Winners Announced" href="http://kotaku.com/5063495/tokyo-game-show-best-in-show-winners-announced" class="pp_image">
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				TGS <a href="http://kotaku.com/5062296/tokyo-game-show-the-teardown">is over</a>. *Sniff*. But with the Makuhari Messe now devoid of bright lights, scantily-clad ladies and the sweaty <em>musk </em>of tens of thousands of Japanese gamers, attention now turns towards the important stuff. Like what won "best in show". Or, as CESA (Japan's ESRB) call it, the "Future Awards", held as part of their Japan Game Awards 2008 festivities. Twelve games were recognised - most of them having been playable on the showroom floor - and every major Japanese gaming platform (ie everything bar the PC) is represented.				<a href="http://kotaku.com/5063495/tokyo-game-show-best-in-show-winners-announced" title="Click here to read more about Tokyo Game Show: Best In Show Winners Announced">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 15 Oct 2008 03:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[I Wish I Hadn't Played Castlevania Judgement]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read I Wish I Hadn't Played Castlevania Judgement" href="http://kotaku.com/castlevania-judgement/" 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;">castlevaniajudgement</span></a></div -->					<div><a title="Click here to read I Wish I Hadn't Played Castlevania Judgement" href="http://kotaku.com/5063502/i-wish-i-hadnt-played-castlevania-judgement" class="pp_image">
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				Of all the days I had to play games at TGS, and of all games I had the chance to play, why the <em>hell </em>did I leave it until Sunday afternoon to play Castlevania Judgement? I mean, my last memory of TGS could have been of something <em>good</em>, like Macross Ace Frontier or, in Konami's case, <a href="http://kotaku.com/5062091/getting-my-arse-kicked-at-pro-evo-2009">another kick at Pro Evo 2009</a>. Instead, I walked away from the show feeling bad. Bad for Castlevania fans, at least.

There is just <em>nothing </em>right about this game. Nothing. As a Castlevania game, it's…well, as a fighter, it's not a Castlevania game at all. And as a fighter, it's one of the worst I've ever seen. It's as though Konami looked at 3D fighters, saw what worked, what <em>didn't</em> work, and just for shits and giggles, threw in everything that didn't work.

So what, exactly, doesn't work? Like I said, <em>everything</em>. It's like a daisy-chain of failures. Let's kick things off with the arena. The arena doesn't work. It's too large. So instead of fighting for 90 seconds, you end up chasing each other around for 90 seconds. Which is bad enough, but then, the camera doesn't work. Because it's fixed, one player will often end up running at the camera, losing all sight of where it is they're going.

But that's OK, because you lose sight of where you're going most of the time <em>anyway</em>, thanks to the woeful controls. The players are locked into only eight directional movements, and also move too quickly, meaning you lose all sense of timing and precision. Which are kinda important in a fighter. But that's OK, since most attacks – activated by furious waggling, no less – are so broad that you don't even need to be facing your opponent to get a shot in. You just need to waggle and get lucky.

And when you do get lucky…boy. The game has special attacks. You charge them through regular combat. And when you set one off…you get a Final Fantasy-esque cutscene. All the ones we saw (I was playing 2P with Crecente) ran for over <em>twenty seconds</em>. Twenty. Seconds. Interrupting the middle of a <em>fighting game</em>. Oh, and they also take off around 1/3 of your damage, which for a fighter, is potentially game-breaking.

Want to know the good parts? Couldn't see any. Sorry. It really was that bad. I'd say Konami have a job on their hands trying to get this one fixed in time for release, but with the game due out in the US <em>next month</em>, things aren't looking good.				<a href="http://kotaku.com/5063502/i-wish-i-hadnt-played-castlevania-judgement" title="Click here to read more about I Wish I Hadn't Played Castlevania Judgement">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Wed, 15 Oct 2008 01:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Booth Showcase: SNK Is The King Of Fighters, Boobs]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Booth Showcase: SNK Is The King Of Fighters, Boobs" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read Booth Showcase: SNK Is The King Of Fighters, Boobs" href="http://kotaku.com/5063034/booth-showcase-snk-is-the-king-of-fighters-boobs" class="pp_image">
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				We close out our TGS booth tours with SNK’s. Thanks for stickin' around. It was both larger and more impressive than last year’s mild effort, thanks in most part to the presence of an row of <em>eight</em> playable King of Fighters XII arcade cabinets. Oh, and two 60” LCD’s showcasing that action, helping make it easily the most visually impressive game of the show. The rest of the stuff in their booth (ie anything not King of Fighters) was standard SNK fare: boobs, more boobs and mouse pads with boobs on them.				<a href="http://kotaku.com/5063034/booth-showcase-snk-is-the-king-of-fighters-boobs" title="Click here to read more about Booth Showcase: SNK Is The King Of Fighters, Boobs">More&nbsp;&raquo;</a>
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			<category><![CDATA[Tokyo game show 2008]]></category>
			<pubDate><![CDATA[Tue, 14 Oct 2008 21:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Studio Ghibli/Level 5 Game Box Gives Other Game Boxes The Finger]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Studio Ghibli/Level 5 Game Box Gives Other Game Boxes The Finger" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Studio Ghibli/Level 5 Game Box Gives Other Game Boxes The Finger" href="http://kotaku.com/5063027/studio-ghiblilevel-5-game-box-gives-other-game-boxes-the-finger" 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 Studio Ghibli/Level 5 Game Box Gives Other Game Boxes The Finger" alt="Click here to read Studio Ghibli/Level 5 Game Box Gives Other Game Boxes The Finger" src="http://cache.kotaku.com/assets/images/9/2011/11/small_200ba937e0b4aad193810ede8f52eb54.jpg"/>
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				[<em>Gallery fixed, pics now up</em>] The best thing about Level 5's booth wasn't a game. Wasn't even a game trailer. It was the box for the company's upcoming collaboration with animation house Studio Ghibli, <em>Ninokuni</em>. The entirety of the final retail package was on display, including <em>glorious</em> box art and ridiculously <em>extravagant</em> spell book (which you'll actually need to use whike playing). This can't be cheap, and might not even look like this when it hits the West, but that doesn't matter. For now, just enjoy the craftsmanship
				<a href="http://kotaku.com/5063027/studio-ghiblilevel-5-game-box-gives-other-game-boxes-the-finger" title="Click here to read more about Studio Ghibli/Level 5 Game Box Gives Other Game Boxes The Finger">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 18:10:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Booth Showcase: Level 5's Grand Designs]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Booth Showcase: Level 5's Grand Designs" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read Booth Showcase: Level 5's Grand Designs" href="http://kotaku.com/5063032/booth-showcase-level-5s-grand-designs" 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 Booth Showcase: Level 5's Grand Designs" alt="Click here to read Booth Showcase: Level 5's Grand Designs" src="http://cache.kotaku.com/assets/images/9/2008/10/Level5header.jpg"/>
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				Level 5 are on the up. And nowhere was this more evidenced by their increased TGS presence, the company hosting an impressively large booth that housed demo pods, game art,<a href="http://kotaku.com/5055682/level-5-joins-the-console-war-with-roid"> the ROID game portal</a> and a mega theatre that rivalled Square Enix’s in size, if not in stature.				<a href="http://kotaku.com/5063032/booth-showcase-level-5s-grand-designs" title="Click here to read more about Booth Showcase: Level 5's Grand Designs">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 18:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Space Puzzle Bobble Hands-On Impressions]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Space Puzzle Bobble Hands-On Impressions" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Space Puzzle Bobble Hands-On Impressions" href="http://kotaku.com/5063296/space-puzzle-bobble-hands+on-impressions" class="pp_image">
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				Taito has dragged Bub and Bob out to solve another <em>Puzzle Bobble</em> conundrum, one that can only be unraveled by launching bubbles from a cannon in the hopes of more match three puzzle gameplay. <em>Space Puzzle Bobble</em> doesn't bring too much to the <em>Puzzle Bobble</em> (aka <em>Bust-A-Move</em>) series, it just slaps it on the Nintendo DS, tossing in some outer space themes for good measure. We're okay with that.				<a href="http://kotaku.com/5063296/space-puzzle-bobble-hands+on-impressions" title="Click here to read more about Space Puzzle Bobble Hands-On Impressions">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 17:40:32 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Bionic Commando Is "Not Fucking Spider-Man"]]></title>
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				People are worried that Bionic Commando might be a bit too hard.<a href="http://kotaku.com/5062269/so-has-bionic-commando-been-fixed-yet"> I’m one of them</a>. There’s a fear that, because the game’s swinging mechanic is both integral to the game and difficult to master at the same time, a lot of players may not take the time to learn the system and give up on the game. Is this a concern to the development team? No, not really. Making the mechanic hard was the whole point, says GRIN's Ulf Andersson:				<a href="http://kotaku.com/5063029/bionic-commando-is-not-fucking-spider+man" title="Click here to read more about Bionic Commando Is "Not Fucking Spider-Man"">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 17:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Booth Showcase: Konami's Solid Sense Of Longing]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Booth Showcase: Konami's Solid Sense Of Longing" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read Booth Showcase: Konami's Solid Sense Of Longing" href="http://kotaku.com/5063031/booth-showcase-konamis-solid-sense-of-longing" class="pp_image">
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				Oh, Konami. What a difference a year makes. Last year, they were the star of the show, Metal Gear Solid 4 winning over both critics and public alike. This year? They…well, let’s just say they probably wish they could re-release Metal Gear Solid 4 all over again, as without it, their lack of depth in other areas really showed. Pro Evo 2009 was great, <a href="http://kotaku.com/5062091/getting-my-arse-kicked-at-pro-evo-2009">as we’ve already discussed</a>, but after that there was little else to see but the sad (still peddling MGS4 and Metal Gear Online? Really?) and the God-awful (Castlevania Judgement is a farce of a title).				<a href="http://kotaku.com/5063031/booth-showcase-konamis-solid-sense-of-longing" title="Click here to read more about Booth Showcase: Konami's Solid Sense Of Longing">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 16:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA['Demon's Souls' Hands-On Impressions]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read 'Demon's Souls' Hands-On Impressions" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read 'Demon's Souls' Hands-On Impressions" href="http://kotaku.com/5062252/demons-souls-hands+on-impressions" 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 'Demon's Souls' Hands-On Impressions" alt="Click here to read 'Demon's Souls' Hands-On Impressions" src="http://cache.kotaku.com/assets/images/9/2008/10/demons_soul_impressions.jpg"/>
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				From Software had two console exclusives on its plate at TGS, <em>Ninja Blade</em> for the Xbox 360 and <em>Demon's Souls</em> for the <a class="autolink" title="Click here to read more posts tagged PLAYSTATION 3" title="Click here to read more posts tagged PLAYSTATION 3" href="http://kotaku.com/tag/playstation-3/">PlayStation 3</a>. Both are dark and moody hack and slash affairs, filled with demonic beasts to slay. But <em>Demon's Souls</em> is billed as an action role-playing game, seemingly a greater time investment than its "cinematic" action sibling. The poorly translated fact sheet describes the game with "Nothing but a player's decision and a tactics of using various weapons are important than anything that you really need to think to play."

While that makes no sense, <em>Demon's Souls</em> is fairly easy to wrap one's brain around.				<a href="http://kotaku.com/5062252/demons-souls-hands+on-impressions" title="Click here to read more about 'Demon's Souls' Hands-On Impressions">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 15:40:54 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[The PSP Needs More Games Like Macross Ace Frontier]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read The PSP Needs More Games Like Macross Ace Frontier" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read The PSP Needs More Games Like Macross Ace Frontier" href="http://kotaku.com/5063017/the-psp-needs-more-games-like-macross-ace-frontier" class="pp_image">
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				Macross Ace Frontier is in a no-lose situation.  The lucky thing. If it sucks as a Macross game, well, it’s a Macross game. They have a history of sucking. If it sucks as a PSP game, well, it’s a PSP game. They (mostly) have a history of sucking. What’s so surprising given both of those expectations, then, is the fact that having played the game at TGS, it’s not sucking. On either count.				<a href="http://kotaku.com/5063017/the-psp-needs-more-games-like-macross-ace-frontier" title="Click here to read more about The PSP Needs More Games Like Macross Ace Frontier">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 13:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Tokyo Game Show 2008 Attendance Actually Up!]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Tokyo Game Show 2008 Attendance Actually Up!" href="http://kotaku.com/tgs08/" 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;">tgs08</span></a></div -->					<div><a title="Click here to read Tokyo Game Show 2008 Attendance Actually Up!" href="http://kotaku.com/5063030/tokyo-game-show-2008-attendance-actually-up" class="pp_image">
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				People came to this year's Tokyo Game Show. In droves. The event's organizers have released the final tallies, and they are:				<a href="http://kotaku.com/5063030/tokyo-game-show-2008-attendance-actually-up" title="Click here to read more about Tokyo Game Show 2008 Attendance Actually Up!">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 08:40:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[Street Fighter IV Getting Animated For Your Viewing Pleasure]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Street Fighter IV Getting Animated For Your Viewing Pleasure" href="http://kotaku.com/capcom/" 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;">capcom</span></a></div -->					<div><a title="Click here to read Street Fighter IV Getting Animated For Your Viewing Pleasure" href="http://kotaku.com/5062994/street-fighter-iv-getting-animated-for-your-viewing-pleasure" 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 Street Fighter IV Getting Animated For Your Viewing Pleasure" alt="Click here to read Street Fighter IV Getting Animated For Your Viewing Pleasure" src="http://cache.kotaku.com/assets/images/9/2008/10/sf4_logo.jpg"/>
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				Those brushstroke heavy <i>Street Fighter IV</i> trailers are going to get turned into an anime that will fill in the gaps between <i>Street Fighter II</i> and its spiritual sequel <i>Street Fighter IV</i>. Producer Yoshinori Ono stated at TGS that the new animated feature will run between 50 and 60 minutes and hopes to tie the flick with the game's home console release. The company that churned out the original clips, Studio 4C, is working on the full-length version. The three minute trailer shown at TGS showed Cammy making her way through a wooded ares with some troops, Ryu discovering his dark side, Sakura and Chun-Li battling goons, and Ryu and Crimson Viper fighting. 				<a href="http://kotaku.com/5062994/street-fighter-iv-getting-animated-for-your-viewing-pleasure" title="Click here to read more about Street Fighter IV Getting Animated For Your Viewing Pleasure">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Tue, 14 Oct 2008 06:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[Otomedius Gorgeous! Our TGS Boob Shootin' Fix]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Otomedius Gorgeous! Our TGS Boob Shootin' Fix" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Otomedius Gorgeous! Our TGS Boob Shootin' Fix" href="http://kotaku.com/5062275/otomedius-gorgeous-our-tgs-boob-shootin-fix" 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 Otomedius Gorgeous! Our TGS Boob Shootin' Fix" alt="Click here to read Otomedius Gorgeous! Our TGS Boob Shootin' Fix" src="http://cache.kotaku.com/assets/images/9/2011/11/small_95664318e35ef9d891cf13ba16757651.jpg"/>
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				<em>Otomedius</em>, Konami's attempt to lure the masses back to <em>Gradius</em>-style sidescrolling shooting, was on hand at this week's Tokyo Game Show, coming home as <em>Otomedius Gorgeous!</em> for the Xbox 360. What <em>Otomedius Gorgeous!</em> brings to the table, a concept only briefly explored in titles like <em>Parodius</em> and <em>Sexy Parodius</em>, is boobs. Impossibly perky, voluminous cartoon boobs.

<em>Otomedius Gorgeous!</em> is part of the cute-em-up sub-genre, full of missile launching penguins, deadly flying fish, super-deformed space ships and, most relevant to gamers' interests, the adorable anime girls who pilot each ship.				<a href="http://kotaku.com/5062275/otomedius-gorgeous-our-tgs-boob-shootin-fix" title="Click here to read more about Otomedius Gorgeous! Our TGS Boob Shootin' Fix">More&nbsp;&raquo;</a>
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			<category><![CDATA[Xbox 360]]></category>
			<pubDate><![CDATA[Mon, 13 Oct 2008 23:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Justify Your Banjo Kazooie: Nuts & Bolts]]></title>
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				If anything, we're now guilty of giving <em>too</em> much direction on justifying one's game. Rare's Neill Harrison took advantage of our goodwill, which is letting developers and producers prep ahead of time for Justify Your Game, resulting in carefully planned elevator pitches. For <em>Banjo Kazooie: Nuts & Bolts</em>, Harrison pretty much nails it following a minutes long mental practice. If it weren't for the last second awkwardness, this one would've been left on the cutting room floor. Thank the video gods for performance anxiety!				<a href="http://kotaku.com/5062045/justify-your-banjo-kazooie-nuts--bolts" title="Click here to read more about Justify Your Banjo Kazooie: Nuts & Bolts">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 22:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Booth Showcase: Capcom's Money Printing Apparatus]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Booth Showcase: Capcom's Money Printing Apparatus" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read Booth Showcase: Capcom's Money Printing Apparatus" href="http://kotaku.com/5062435/booth-showcase-capcoms-money-printing-apparatus/gallery/" 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 Booth Showcase: Capcom's Money Printing Apparatus" alt="Click here to read Booth Showcase: Capcom's Money Printing Apparatus" src="http://cache.kotaku.com/assets/images/9/2008/10/capcomheader.jpg"/>
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				By far the two biggest draws of TGS were <a href="http://kotaku.com/5062068/square-enix-capcom-booths-are-a-teeming-mass-of-humanity">the Square Enix and Capcom booths</a>. But you know what, Square Enix doesn't count. Everyone was there for <em>trailers</em>. Capcom's booth, meanwhile, was chock-full of <em>playable demos</em>, from Resident Evil 5 to Street Fighter IV to probably the most popular demo on the showroom floor, Monster Hunter 3 on the Wii.  Click below for a tour.				<a href="http://kotaku.com/5062435/booth-showcase-capcoms-money-printing-apparatus/gallery/" title="Click here to read more about Booth Showcase: Capcom's Money Printing Apparatus">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5062435/booth-showcase-capcoms-money-printing-apparatus/gallery/]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5062435]]></guid>
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			<category><![CDATA[Tokyo game show 2008]]></category>
			<pubDate><![CDATA[Mon, 13 Oct 2008 18:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Resistance: Retribution Isn't a Shooter, Fortunately]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Resistance: Retribution Isn't a Shooter, Fortunately" href="http://kotaku.com/resistance%7c-retribution/" 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;">resistanceretribution</span></a></div -->					<div><a title="Click here to read Resistance: Retribution Isn't a Shooter, Fortunately" href="http://kotaku.com/5062331/resistance-retribution-isnt-a-shooter-fortunately" 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 Resistance: Retribution Isn't a Shooter, Fortunately" alt="Click here to read Resistance: Retribution Isn't a Shooter, Fortunately" src="http://cache.kotaku.com/assets/images/9/2008/10/custom_1223825719309_medium_2928881239_6c543dea8e_o.jpg"/>
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				 Resistance: Retribution pleasantly surprised me at Tokyo Game Show when I finally had a chance to go hands on with the game.				<a href="http://kotaku.com/5062331/resistance-retribution-isnt-a-shooter-fortunately" title="Click here to read more about Resistance: Retribution Isn't a Shooter, Fortunately">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 16:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Ninja Blade Hands-On: See, There's This Ninja...]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Ninja Blade Hands-On: See, There's This Ninja..." href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Ninja Blade Hands-On: See, There's This Ninja..." href="http://kotaku.com/5061500/ninja-blade-hands+on-see-theres-this-ninja" 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 Ninja Blade Hands-On: See, There's This Ninja..." alt="Click here to read Ninja Blade Hands-On: See, There's This Ninja..." src="http://cache.kotaku.com/assets/images/9/2008/10/ninja_blade_preview.jpg"/>
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				...and he comes from a long line of ninja. He's from a family of ninja. And this family has a special ability to kill monsters.				<a href="http://kotaku.com/5061500/ninja-blade-hands+on-see-theres-this-ninja" title="Click here to read more about Ninja Blade Hands-On: See, There's This Ninja...">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 15:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Chun Li Crotchplay: Violation Of Cosplay Rule #117]]></title>
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			<![CDATA[
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Chun Li Crotchplay: Violation Of Cosplay Rule #117" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read Chun Li Crotchplay: Violation Of Cosplay Rule #117" href="http://kotaku.com/5062318/chun-li-crotchplay-violation-of-cosplay-rule-117" 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 Chun Li Crotchplay: Violation Of Cosplay Rule #117" alt="Click here to read Chun Li Crotchplay: Violation Of Cosplay Rule #117" src="http://cache.kotaku.com/assets/images/9/2012/01/small_7bed76412c2fb894580d4792650a9ac2.jpg"/>
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				The Tokyo Game Show is many things, and <a href="http://kotaku.com/5062071/cosplay-alley-the-other-side-of-the-lens">classy</a> is generally one of them. The show's a safe, friendly, clean place to hang out for a few days. But sometimes - just sometimes - somebody has to take things one step too far. Example: this <em>unfortunate</em> incident, spotted on Sunday afternoon.

Chun Li was having her leg hoisted (willingly, mind you), seemingly so she was in an authentic "kick" pose, but really so these two could get a better shot. Of. You <em>know</em>. Was odd enough as is, but what kicked things up a notch was when the poor girl's hips started getting sore. She was in pain, and had to shake it off. Do a few squats, stretch it out. But after a quick flex and a gritting of her teeth?

She was right back into it. Come on, girl: cosplay rules <em>explicitly</em> state you gotta keep things a little classier.

<strong>Which writer "turned green" playing Mirror's Edge at E3?</strong>				<a href="http://kotaku.com/5062318/chun-li-crotchplay-violation-of-cosplay-rule-117" title="Click here to read more about Chun Li Crotchplay: Violation Of Cosplay Rule #117">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5062318/chun-li-crotchplay-violation-of-cosplay-rule-117]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5062318]]></guid>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 14:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Metal Gear Solid 4 Raiden Cosplay: You Have To See It]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Metal Gear Solid 4 Raiden Cosplay: You Have To See It" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Metal Gear Solid 4 Raiden Cosplay: You Have To See It" href="http://kotaku.com/5062280/metal-gear-solid-4-raiden-cosplay-you-have-to-see-it" 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 Metal Gear Solid 4 Raiden Cosplay: You Have To See It" alt="Click here to read Metal Gear Solid 4 Raiden Cosplay: You Have To See It" src="http://cache.kotaku.com/assets/images/9/2011/11/small_9f29ac059579cde89bdb320f3261706b.jpg"/>
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				Normally, we'd slave over a snappy headline to lure you in. Something with "boobs" or "first this or that" or "Haruhi" in the title. But this is <em>Metal Gear Solid 4</em> cosplay. This is gender-bending Raiden cosplay. It's a hard sell. And you have to see it. Try as we might, our command of the English language is woefully inadequate in describing just how spectacular this particular outfit is in a simple headline. From the neck down, it's fairly banal at first blush. From the chin-up however, it's cosplay <em>brilliance</em>.				<a href="http://kotaku.com/5062280/metal-gear-solid-4-raiden-cosplay-you-have-to-see-it" title="Click here to read more about Metal Gear Solid 4 Raiden Cosplay: You Have To See It">More&nbsp;&raquo;</a>
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			<category><![CDATA[Tgs08]]></category>
			<pubDate><![CDATA[Mon, 13 Oct 2008 13:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[The TGS Tear Down Video (With Special Guests)]]></title>
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				 The Tokyo Game Show has officially ended for us, but that doesn't mean it has to be over for you. We still have plenty of interviews, impressions and whatnots to post from the show. Let's kick things off with this video walkthrough of the two big halls during the show's tear down. That's right, we didn't just stay until the end of the show, we stayed AFTER!!!				<a href="http://kotaku.com/5062314/the-tgs-tear-down-video-with-special-guests" title="Click here to read more about The TGS Tear Down Video (With Special Guests)">More&nbsp;&raquo;</a>
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			<link><![CDATA[http://kotaku.com/5062314/the-tgs-tear-down-video-with-special-guests]]></link>			<guid isPermaLink="false"><![CDATA[Kotaku-5062314]]></guid>
			<category><![CDATA[Tokyo game show 2008]]></category>
			<category><![CDATA[Video]]></category>
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			<category><![CDATA[Tgs08]]></category>
			<pubDate><![CDATA[Mon, 13 Oct 2008 12:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Digging Into Spelunker HD For PlayStation 3]]></title>
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				One of the fourteen "unannounced" titles that Sony had on display at this year's Tokyo Game Show was <em><a class="autolink" title="Click here to read more posts tagged MINNA DE SPELUNKER" title="Click here to read more posts tagged MINNA DE SPELUNKER" href="http://kotaku.com/tag/minna-de-spelunker/">Minna de Spelunker</a></em>, a modern day remake of the 1985 NES platformer <em>Spelunker</em> for the <a class="autolink" title="Click here to read more posts tagged PLAYSTATION NETWORK" title="Click here to read more posts tagged PLAYSTATION NETWORK" href="http://kotaku.com/tag/playstation-network/">PlayStation Network</a>.				<a href="http://kotaku.com/5062278/digging-into-spelunker-hd-for-playstation-3" title="Click here to read more about Digging Into Spelunker HD For PlayStation 3">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 11:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[LocoRoco 2 And the Ouchie Bee Sting]]></title>
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				 LocoRoco 2 is an awful lot like LocoRoco. Sure it has a <a href="http://kotaku.com/5060420/locoroco-2-afros-home-luft-balloons-and-water">German blob and swimming and a rhythm game</a>, but all of that is just a few more cherries on what I've always felt was a wonderful sundae of a Playstation Portable game.				<a href="http://kotaku.com/5062334/locoroco-2-and-the-ouchie-bee-sting" title="Click here to read more about LocoRoco 2 And the Ouchie Bee Sting">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 10:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[So, Has Bionic Commando Been Fixed Yet?]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read So, Has Bionic Commando Been Fixed Yet?" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read So, Has Bionic Commando Been Fixed Yet?" href="http://kotaku.com/5062269/so-has-bionic-commando-been-fixed-yet" class="pp_image">
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				Mike played Bionic Commando a few months back, at a Capcom press event. <a href="http://kotaku.com/5012552/bionic-commando-hands+on-impressions">Said it looked great, but had a few problems</a>. I played it for around 20 minutes today, going through a tutorial level and one regular stage from the game, and you know what? It looks great. But has a few problems.				<a href="http://kotaku.com/5062269/so-has-bionic-commando-been-fixed-yet" title="Click here to read more about So, Has Bionic Commando Been Fixed Yet?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 10:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Can Japan's Number One Xbox 360 Fanboy Justify His... Hair?]]></title>
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				<a href="http://kotaku.com/tag/jamzy/">Jamzy</a> is known for two things: Being Japan's number one Xbox 360 fanboy and his haircut. In this Justify, Jamzy doesn't defend his love of Microsoft's game console, but this zany, zany fanboy 'do.				<a href="http://kotaku.com/5062029/can-japans-number-one-xbox-360-fanboy-justify-his-hair" title="Click here to read more about Can Japan's Number One Xbox 360 Fanboy Justify His... Hair?">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 09:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Ashcraft]]></dc:creator>
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			<title><![CDATA[Kid's Corner Is For Kids, Games And Sleepytime]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Kid's Corner Is For Kids, Games And Sleepytime" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Kid's Corner Is For Kids, Games And Sleepytime" href="http://kotaku.com/5062330/kids-corner-is-for-kids-games-and-sleepytime" class="pp_image">
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				The Kid's Corner at TGS is a special place. Reserved for small kids and their parents, it's a place free from loud speaker setups, overpowering LED displays and scantily-clad young women. In place of those things comes ample room for napping parents, more pink DS games than you dare to imagine and the wholesale indoctrination of a new generation of Japanese gamers.				<a href="http://kotaku.com/5062330/kids-corner-is-for-kids-games-and-sleepytime" title="Click here to read more about Kid's Corner Is For Kids, Games And Sleepytime">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 08:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Booth Companion Showcase: EA Does More Harm Than Good]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Booth Companion Showcase: EA Does More Harm Than Good" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Booth Companion Showcase: EA Does More Harm Than Good" href="http://kotaku.com/5062322/booth-companion-showcase-ea-does-more-harm-than-good/gallery/" class="pp_image">
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				We're sure the EA booth companions at Tokyo Game Show had great personalities. Lovely girls, the kind you could take home to mother. But those outfits! Unless they were designed by John Madden himself, the horrible pastiche of red, green, yellow, cyan and camouflage is inexcusable. It looked like Piet Mondrian had puked on a gaggle of aspiring Japanese models wearing potato sacks. This is not how a multi-billion dollar publisher should attempt to lure TGS attendees into playing <em>Mirror's Edge</em>. Tsk tsk.				<a href="http://kotaku.com/5062322/booth-companion-showcase-ea-does-more-harm-than-good/gallery/" title="Click here to read more about Booth Companion Showcase: EA Does More Harm Than Good">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 06:00:45 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Lumines Supernova At TGS Is Like Lumines Everywhere Else]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Lumines Supernova At TGS Is Like Lumines Everywhere Else" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Lumines Supernova At TGS Is Like Lumines Everywhere Else" href="http://kotaku.com/5062281/lumines-supernova-at-tgs-is-like-lumines-everywhere-else" class="pp_image">
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				With something like a billion versions of Q Entertainment's  <em>Lumines</em> published on various platforms, we won't fault you for having but a single grain of enthusiasm for the PlayStation 3 version. We dredged up enough on your behalf, waiting a full thirty seconds in line to go hands on with <em>Lumines Supernova</em>. Unfortunately, the things that make <em>Supernova</em> stand out from the <em>Lumines</em> pack were nowhere to be seen.				<a href="http://kotaku.com/5062281/lumines-supernova-at-tgs-is-like-lumines-everywhere-else" title="Click here to read more about Lumines Supernova At TGS Is Like Lumines Everywhere Else">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 03:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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			<title><![CDATA[Tokyo Game Show: The Teardown]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Tokyo Game Show: The Teardown" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read Tokyo Game Show: The Teardown" href="http://kotaku.com/5062296/tokyo-game-show-the-teardown/gallery/" class="pp_image">
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				As the clock struck 5pm on Sunday evening, the 2008 Tokyo Game Show drew to a close. But as the public streamed out of the place, booth companions kicked off their heels and PR types breathed a long, deep sigh of relief, the worker bees got to <em>work</em>. Why? Because a trade show never ends. Someone has to <em>end it</em>. Click below if you want to see how it's done.				<a href="http://kotaku.com/5062296/tokyo-game-show-the-teardown/gallery/" title="Click here to read more about Tokyo Game Show: The Teardown">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 02:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Getting My Arse Kicked At Pro Evo 2009]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Getting My Arse Kicked At Pro Evo 2009" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read Getting My Arse Kicked At Pro Evo 2009" href="http://kotaku.com/5062091/getting-my-arse-kicked-at-pro-evo-2009" class="pp_image">
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				I know, a demo's already out, but I hadn't had a chance to download it, so one of the first games I ran for this TGS was pro Evo 2009. Why the running? Because I'm torn on the Pro Evo franchise. Once was a time football purists would buy Pro Evo for the simulation, and everyone else would buy FIFA because it had all the major league licenses. But the last few years? Konami have gotten sloppy. Current-gen Pro Evos looked like last-gen Pro Evos with the cracks painted over, while FIFA has come on strong with a new engine and improved gameplay. In fact, FIFA's come on <em>so</em> strong that many people have already declared it the winner in this year's tussle. Me, I'm going to give the old bird one last chance to impress before doing anything <em>drastic</em>.				<a href="http://kotaku.com/5062091/getting-my-arse-kicked-at-pro-evo-2009" title="Click here to read more about Getting My Arse Kicked At Pro Evo 2009">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Mon, 13 Oct 2008 01:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Why Home Should Not Be Shown At Game Shows]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Why Home Should Not Be Shown At Game Shows" href="http://kotaku.com/tokyo-game-show/" 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;">tokyogameshow</span></a></div -->					<div><a title="Click here to read Why Home Should Not Be Shown At Game Shows" href="http://kotaku.com/5062313/why-home-should-not-be-shown-at-game-shows" class="pp_image">
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				Home should not be shown at trade shows. Absolutely not. Not under any circumstances. Why? Because it is <em>boring</em>. Home is not a game. It's not even a user interface. It's a...thing. Once Sony get around to deciding what that actually <em>is</em> will probably be the time they decide to release it, but until then - and <em>especially</em> in the state it was in for my TGS demonstration - it should be kept as far from prying eyes (and hands) as possible.

TGS is a games show. It's for games. Loud, exciting, playable things. But Home? <em>So </em>not a game. The build I was treated to yesterday went a little like this: I log on as "Ricky". Who was a girl, but hey, who am I to question someone else's naming conventions. Then I move around a bit. And I find, about three seconds into the experience, that I'm running around a near-perfect recreation of Sony's TGS booth.

Great! I think. Yeah, I'm already at TGS, and can play all these demos, but wouldn't it be awesome if people at home could be doing this, and seeing the trailers I'm seeing, and playing the demos I'm playing? It would. But in this build? No way. Not a single demo pod was active. Not a single booth was running a trailer. The main Sony theater screen (the in-Home one) was showing a short, looped trailer, but it wasn't the same stuff I could see with my real eyes not 10 feet away.

So if Home wasn't going to be a multimedia extravaganza for me on the day, what was it going to be? A chat room? Nope. There were eight other people in the room. All eight of them were Sony employees. None of them spoke English. That was the end of that.

And if not a chat room, could I...well, what could I do, exactly? Could I explore Home? Nope. I wasn't allowed outside the virtual Sony booth, so the service's plazas and apartments were off limits. There were no games available to play. There was, literally, <em>nothing</em> to do.

Oh, wait! There was one thing. Some booths allowed you to sit down at them. And a few even let you access the web page of the game you were looking at for more information. But that was it. It was, I think, one of the most empty and pointless titles on the showroom floor.

Which isn't to say that Home is either empty or pointless. The final product, whenever it ships, could yet be the best thing to happen to the PS3. It could be a revolutionary new UI. it could be a great communications tool. It could be a games portal, it could be a media hub, it could be all of those things, it could be none of them. 

But until Sony sort that question out, they'd do well to keep the game off showroom floors, and away from members of the public who may walk away wondering why they'd just wasted 15 minutes wandering around an empty virtual PS3 booth when they could have been wandering around the real PS3 booth <em>doing stuff</em>.				<a href="http://kotaku.com/5062313/why-home-should-not-be-shown-at-game-shows" title="Click here to read more about Why Home Should Not Be Shown At Game Shows">More&nbsp;&raquo;</a>
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			<category><![CDATA[Tokyo Game Show]]></category>
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			<pubDate><![CDATA[Sun, 12 Oct 2008 23:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[TGS  Booth Babe March, Brought to you By Microsoft]]></title>
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				<!-- videoId: http://blip.tv/play/gb1B0t19AA --><!-- /videoId: http://blip.tv/play/gb1B0t19AA --> Every night as the 5 p.m. hour winds around and the show begins to wrap up, the speakers begin to pump out an orchestral version of Auld Lang Syne. Each booth gathers its companions to parade them around their booth for a final goodbye to the show's attendees. Some marches feature mascots, some feature bows, but all of them feature oodles of companions.				<a href="http://kotaku.com/5062267/tgs--booth-babe-march-brought-to-you-by-microsoft" title="Click here to read more about TGS  Booth Babe March, Brought to you By Microsoft">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 12 Oct 2008 22:00:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Brian Crecente]]></dc:creator>
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			<title><![CDATA[Booth Companion Showcase: Konami Keep Things Understated]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read Booth Companion Showcase: Konami Keep Things Understated" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read Booth Companion Showcase: Konami Keep Things Understated" href="http://kotaku.com/5062276/booth-companion-showcase-konami-keep-things-understated" class="pp_image">
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				<a href="http://kotaku.com/5062099/booth-companion-showcase-tecmo-stays-classy-trashy">Those Tecmo girls</a>? Sure, they were easy on the eye, but flashing skin is so <em>cheap</em>. And cheap is something Konami are just not interested in. At least when it comes to booth companions. Instead, the company that wishes they could release Metal Gear Solid 4 every year kept things a little classier, opting for this classic number that sits somewhere between naughty nurse and 50's flight attendant.				<a href="http://kotaku.com/5062276/booth-companion-showcase-konami-keep-things-understated" title="Click here to read more about Booth Companion Showcase: Konami Keep Things Understated">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 12 Oct 2008 19:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[This Is What Those Guys Were Watching]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read This Is What Those Guys Were Watching" href="http://kotaku.com/lets-tgs/" 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;">letstgs</span></a></div -->					<div><a title="Click here to read This Is What Those Guys Were Watching" href="http://kotaku.com/5062274/this-is-what-those-guys-were-watching" class="pp_image">
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				We're done counting the <em>tens</em> of thousands of votes you people cast in our <a href="http://kotaku.com/5062075/what-the-hell-are-these-guys-watching">"What The Hell Are These Guys Watching?" poll</a>, and the results are in! So just what <em>was</em> it that had the Japanese crowd enthralled/confused? Was it Microsoft's star show-stopper, Star Ocean 4? Or perhaps the <em>other</em> Square Enix attention-grabber, Last Remnant? Or maybe, just maybe, it was the other <em>other</em> Square Enix 360 exclusive, Infinite Undiscovery?

Nope. It was none of them. Believe it or not, the video presentation that was showing at the time was for Rare's Banjo Kazooie: Nuts & Bolts. <em>Really</em>. And every other time I saw it shown, people stopped, turned, and watched, where for most other titles (Star Ocean 4's STUNNING cinematics aside) they'd just keep on walking.

Guess it's not being marketed that heavily here, and looks, I don't know, <em>different</em>. Unique to Japanese eyes, maybe. Who knows! If you guessed wrong, chin up. There are more important things in life. If you guessed right, remember, internet bragging rights are <em>yours</em> for a day.				<a href="http://kotaku.com/5062274/this-is-what-those-guys-were-watching" title="Click here to read more about This Is What Those Guys Were Watching">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 12 Oct 2008 16:20:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[On The Possibility Of 2D, HD, XBLA & PSN Sonic Games]]></title>
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										<!--  div style="background-color: #B3B3B3; width: 190px; padding: 1px;"><a title="Click here to read On The Possibility Of 2D, HD, XBLA &amp; PSN Sonic Games" href="http://kotaku.com/tokyo-game-show-2008/" 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;">tokyogameshow2008</span></a></div -->					<div><a title="Click here to read On The Possibility Of 2D, HD, XBLA &amp; PSN Sonic Games" href="http://kotaku.com/5062101/on-the-possibility-of-2d-hd-xbla--psn-sonic-games" class="pp_image">
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				Yesterday, I got the chance to sit down for tea and biscuits with Akinori Nishiyama, producer on Sega's upcoming Sonic reboot <em>Sonic Unleashed</em>. When you get a chance to ask someone high up at Sega why they, uh, don't make good Sonic games anymore, you don't pass that chance up. So I asked him, in light of the company's <em>insistence</em> on including 3D elements in Unleashed, whether Sega would be taking a leaf out of Capcom's book and putting out a 2D, HD Sonic remake (or even a new game) on XBLA or PSN?				<a href="http://kotaku.com/5062101/on-the-possibility-of-2d-hd-xbla--psn-sonic-games" title="Click here to read more about On The Possibility Of 2D, HD, XBLA & PSN Sonic Games">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 12 Oct 2008 13:40:01 EDT]]></pubDate>
			<dc:creator><![CDATA[Luke Plunkett]]></dc:creator>
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			<title><![CDATA[Revenge Of Public Day: TGS Attendance Rebounds!]]></title>
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				The press has abandoned Tokyo Game Show, but the public hasn't. The <a href="http://kotaku.com/5062066/tokyo-game-show-attendance-plummets-again">business days have been a dud</a> and two-thirds of the press have fled on the choked public days, but John and Jane Q. Consumer schlepped through the pissing rain to check out all of TGS's wares. Attendance was up over last year, some 7,000 more than 2007's first day of public access. Can Tokyo Game Show 2008 beat last year's final tally? Stay tuned for the <em>thrilling</em> conclusion.				<a href="http://kotaku.com/5062258/revenge-of-public-day-tgs-attendance-rebounds" title="Click here to read more about Revenge Of Public Day: TGS Attendance Rebounds!">More&nbsp;&raquo;</a>
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			<pubDate><![CDATA[Sun, 12 Oct 2008 10:30:00 EDT]]></pubDate>
			<dc:creator><![CDATA[Michael McWhertor]]></dc:creator>
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