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		<title><![CDATA[Crummy BioShock Endings Weren't My Idea - Kotaku Comments]]></title>
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			<title><![CDATA[Crummy BioShock Endings Weren't My Idea - Kotaku Comments]]></title>
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	    	<lastBuildDate><![CDATA[Tue, 12 Feb 2008 20:24:26 MST]]></lastBuildDate>
	    	<pubDate><![CDATA[Tue, 12 Feb 2008 20:24:26 MST]]></pubDate>
		<link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php]]></link>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c4182589]]></link>
										
		    <description><![CDATA[<p>Analog endings would have been good, but I kinda liked both of the digital endings.</p> <p>AaronMD</p>]]></description>
			<dc:creator><![CDATA[AaronMD]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 12 Feb 2008 20:24:26 MST]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2604200]]></link>
										
		    <description><![CDATA[<P>The this is only one of the reasons that the latter portion of Bioshock blew hammers. Another was the absence of any real difficulty (even on "hard").</P> <p>kmattson</p>]]></description>
			<dc:creator><![CDATA[kmattson]]></dc:creator>
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		    <pubDate><![CDATA[Tue, 09 Oct 2007 10:29:21 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2583254]]></link>
										
		    <description><![CDATA[<p>@<a href="#c2569371">Witzbold</a>: Okay, glad I'm not the only person disappointed with the enemies. It simply just didn't make sense to me why there would be such a limited variety of enemies; why weren't there enemies more like you? A splicer with a pipe that uses offensive plasmids, or a camouflaged sniper splicer, for example. Looking at the free artbook on the Cult of Rapture site, it seems that there were even more grossly mutated enemies that got nixed though.</p>
<p>However, the Incinerate plasmid is pretty useful throughout the whole game, because (like in any FPS) there's lots of explosive objects. The decoy is great for testing if there's an ambushing splicer in a dodgy looking area, or good for drawing out enemies to be sniped. Likewise insect swarm seems to go around walls and stairs, so if you can hear an enemy, you can get the drop on them even if you can't see them. Whirlwind trap is good for flinging enemies into proximity mines or trap bolts. I don't like Winter Blast though. No pickups and it seems to take a lot of blasts to freeze enemies later on.</p> <p>onikuwagata</p>]]></description>
			<dc:creator><![CDATA[onikuwagata]]></dc:creator>
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		    <pubDate><![CDATA[Sat, 06 Oct 2007 04:26:25 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2580838]]></link>
										
		    <description><![CDATA[<P>I'm sure that Bioshock 2 will have more creative freedom and we will expect more complexity as a result - in terms of mechanics, level of emergence (which Irrational always loved), storyline and more difficult moral choices.</P> <p>mcderek3000</p>]]></description>
			<dc:creator><![CDATA[mcderek3000]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 17:30:59 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2579236]]></link>
										
		    <description><![CDATA[<p>@<a href="#c2578119">GuardianEarth</a>: No time Id assume.</p>
<p>Not to mention if they did rework stuff to be more awesome in terms of the endings, I doubt we would have gotten the game on time also. Then people would have been bitching why didnt it come out on time.</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 15:03:58 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2578548]]></link>
										
		    <description><![CDATA[<p>I don't think that BioShock is alone in having the 'rushed ending' problem, though in its case I think it definitely stands out, since the presentation of the rest of the game was pretty much excellent all around.</p>
<p>I do think it's a shame that the ending of the game is so abrupt (in a very Teen Girl Squad-esque "IT'S OVER!" way, even), but by the same token, given the way the game's overall story it told, I can see where it would have been pretty difficult to narratively bring things together without pulling the player out of the game entirely.</p>
<p>Granted, that doesn't mean that a 30-second FMV didn't disappoint me a little, but I still think that the rest of the game was solid enough that I can't say I was "ripped off" by what was otherwise a great gameplay experience.</p> <p>Rikoshi</p>]]></description>
			<dc:creator><![CDATA[Rikoshi]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 14:27:57 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>If that's the case... then why didn't he do shit about it?</p> <p>GuardianEarth</p>]]></description>
			<dc:creator><![CDATA[GuardianEarth]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 14:07:13 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2578105]]></link>
										
		    <description><![CDATA[<p>The more I think about it, this really starts to seem like a dumb thing for Levine to say.  Until he said that, I didn't see ANY reviews or commentary on Bioshock saying it had a weak endgame.  So he basically went from being a driving factor behind a great game to some guy who couldn't keep the suits from turning a great game into a mediocre one.</p>
<p>Game developers need some lessons on PR.</p> <p>brucifer</p>]]></description>
			<dc:creator><![CDATA[brucifer]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 14:06:17 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2576869]]></link>
										
		    <description><![CDATA[<p>that stuff that was cool in the game, that was me.</p>
<p>the stuff that sucked was the suits and I tried to stop them but they were too powerful..</p>
<p>ps: 1 sale, 1 game install 1 time from now on, it's for the best...</p>
<p>luv ken</p> <p>railskins</p>]]></description>
			<dc:creator><![CDATA[railskins]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 13:00:10 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2576692]]></link>
										
		    <description><![CDATA[<p>I have to agree that he last 1/3 fell pretty flat. It turned into every other shooter with a pretty stupid ending... not sure if i want to put in the time to get the "good" ending seeing how lame the "evil" ending was... great game overall, but far from a 10/10...</p> <p>UncleScrotar</p>]]></description>
			<dc:creator><![CDATA[UncleScrotar]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 12:52:31 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>"Posted Sep 20, 2007 11:26 pm GMT"</p>
<p>Oh Slowpoke.  Ahem...</p>
<p>THIS IS NOT NEWS.</p>
<p>Thank you.</p> <p>Surfninja</p>]]></description>
			<dc:creator><![CDATA[Surfninja]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 11:50:33 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2575531]]></link>
										
		    <description><![CDATA[<p>All I have to add to this is that I am so sick and tired of putting in a good 12+ hours into a game and being rewarded with a crappy 30 second film clip for an ending!</p>
<p>WTF happened to game swith real endings? Some of the  older 8-bit and 16-bit games had more compelling endings. It seems that in order for a game dev to spend any time at all on a rewarding conclusion to a game, they have to be developing an RPG.</p>
<p>Screw that!</p> <p>FACT.50</p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 11:49:11 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>As much as I'd like to jump on the bandwagon and start bashing the last 1/3 of Bioshock, I really didn't see a problem with it.  I enjoyed the game all the way through.</p> <p>brucifer</p>]]></description>
			<dc:creator><![CDATA[brucifer]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 11:42:28 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2574987]]></link>
										
		    <description><![CDATA[<P>I was all set to buy this game until a friend told me about how the last 1/3rd of the game sucked. Tell that to the suit.</P> <p>grangerfx</p>]]></description>
			<dc:creator><![CDATA[grangerfx]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 11:16:56 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2573960]]></link>
										
		    <description><![CDATA[<p>Hmmm... I never really saw a problem with the endings to Bioshock.. or the last few levels of the game either. I thought it was a solid title from start to finish. It certainly kept me interested all the way through, which is not something that happens very often. I usually stop playing a game half way through because I lose interest. I can't count the number of titles I still plan on finishing "someday."</p>
<p>Also, he needs to shave. That beard makes him look dirty.</p> <p>goddessakasha</p>]]></description>
			<dc:creator><![CDATA[goddessakasha]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 10:18:21 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Suits have to finance the operation. They need to make money on their investment, or the whole venture was pointless. The only way I can see a game without "Suit-meddling" is if they can finance themselves, or if the rich suit person is awesome like Lord British.</p> <p>ZeroFlowne</p>]]></description>
			<dc:creator><![CDATA[ZeroFlowne]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 09:39:21 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2573218]]></link>
										
		    <description><![CDATA[<P>He's right...a million different ending would've been so sweet! Why oh why didn't they put in a million different endings!!!</P> <p>1D10CY</p>]]></description>
			<dc:creator><![CDATA[1D10CY]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 09:36:06 MDT]]></pubDate>
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		    <description><![CDATA[<P>Look, unless he gives a name, he's just misdirecting the disappointed.</P> <p>Enigma_20XX</p>]]></description>
			<dc:creator><![CDATA[Enigma_20XX]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 09:35:48 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2571508">raptorzrevenge</a>: the biggest problem with an ending, perhaps exaggerated here 'cause bioshock is done so well in so many other aspects, is that not only is the ending/s abrupt and perhaps a little cheap or at odds with the rest of the game's theme but also endings are almost burned into the memory. it's hard to get over a poor ending, regardless of the quality of the overall experience. endings are a reward both literally for completeing the serious of challenges in the game and thematically to the narrative you've just experienced, so a poor ending seems to let down both the player, perhaps commenting on his time and effort and also the future of the narrative. a poor ending seems to say 'yeah, this was just a set of loose events so you could get to the next boss' rather than 'see? these characters had goals whilst you played, they have goals after you've played. they're deep, involved people'.</p>
<p>in bioshock's example it also has the worst part gameplay-wise tied to it. perhaps if the hand-holding part was earlier somehow, then the bitter taste of the ending wouldn't be so horrid.</p> <p><a href="http://">xbulletholes</a></p>]]></description>
			<dc:creator><![CDATA[xbulletholes]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 08:32:31 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2571881]]></link>
										
		    <description><![CDATA[<p>The last portion of the game ruined the entire experience for me, and given the chance I would not buy it again.</p> <p>Heyyou27</p>]]></description>
			<dc:creator><![CDATA[Heyyou27]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 08:01:42 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>@<a href="#c2569400">explodingmanMK2</a>:</p>
<p>The copy protection is chosen and attached on by the publisher, not the developer.</p>
<p>So, there's another checkmark for "Suits have no place in gaming."</p> <p>ImmortalZ</p>]]></description>
			<dc:creator><![CDATA[ImmortalZ]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 07:59:22 MDT]]></pubDate>
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		    <description><![CDATA[<p>I don't think it would have been too hard to include multi endings correctly.  I would go into the programming behind it, but that would just get really boring.</p> <p>thebluick</p>]]></description>
			<dc:creator><![CDATA[thebluick]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 07:49:13 MDT]]></pubDate>
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		    <description><![CDATA[<P>I saw the ending before I even bought my own copy. My friends had already beaten it and I just sat there in disbelief. I really like the subtleties of the game in the beginning; i.e. the woman with the baby cradle, the doctor that appears in the mist. Thos are the moments I play for. Its disappointing to think that it starts to taper the farther you advance in the game.</P> <p>raptorzrevenge</p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 07:25:27 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2571392]]></link>
										
		    <description><![CDATA[<p>I liked bioshock quite a bit and had fun with the story . It's a pretty darn good FPS. But that's all it is, a pretty darn good FPS; there is almost no choice in this game. You chose between helping or harvesting the little sisters and in the end it has no impact whatsoever on the game until the ending. None.</p>
<p>Also Levine said he wasn't responsible for the multiple endings, he's still responsible for the last third of the game where things completely unravel.</p> <p>manusdei</p>]]></description>
			<dc:creator><![CDATA[manusdei]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 07:07:28 MDT]]></pubDate>
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		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2571315]]></link>
										
		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/giant-ken-levine-face-says/crummy-bioshock-endings-werent-my-idea-307387.php#c2569491">MeanMF</A>:</P>
<P>Telekinesis was the one I used the most, due in part because of how much I love telekinesis, but also for how incredibly broken it was. Tossing a dead body into a splicer was almost always an instant kill. Two or three tosses would take out the more powerful splicers.</P>
<P>I got so accustomed to it that I wouldn't even cross a room to pick up some EVE anymore. Anything I wanted I would pull to myself and grab out of the air.</P>
<P>@<A href="http://kotaku.com/gaming/giant-ken-levine-face-says/crummy-bioshock-endings-werent-my-idea-307387.php#c2569371">Witzbold</A>:</P>
<P>The bees were more fun to use than useful, though they did provide a few moments of safety while your opponents focused on them rather than you. It works pretty well as a strategy against Big Daddies to be able to distract them while you reload or get to a safer distance.</P>
<P>Alo, lighting someone on fire and then attacking them with bees never gets old. XD</P> <p><a href="http://">Heliophage</a></p>]]></description>
			<dc:creator><![CDATA[Heliophage]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 06:53:42 MDT]]></pubDate>
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		    <description><![CDATA[<P>@LYRAI               I Have an example.  Legally Blonde 2. The suitsmade them take out that horrible gospel number seen in the DVD extras.....      Sorry, that was the best i could do.......</P> <p>Billkwando</p>]]></description>
			<dc:creator><![CDATA[Billkwando]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 06:41:55 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<P>I liked the sweet ending, but I would have liked the abiliy to repair and improve the city.</P> <p><a href="http://">Islandkiwi</a></p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 06:15:02 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>You can't play Bioshock a million ways. That's like saying you can play HALO 3 a trillion ways because you could use a different weapon on each map.</p> <p><a href="http://www.360voice.com/blog.asp?tag=Rocketfella">RocketFella</a></p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 03:48:53 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2570703">CyberSkull</a>: Agreed, however Ive seen how the larger games publishers work (ESPECIALLY with their more "valuable" products) and if their consumer panels/groups don't like X or Y, they will be back with the developers trying to get X or Y changed to (their own pet preference of) Z.</p>
<p>When you have, *for example*, the direction of a hardcore fantasy RPG shaped by the preferences of 15 year old girls because the developers previous game did well in that demographic...well of course it doesn't work. (and this is a real example, just genre changed to protect my ass)</p>
<p>Anyways, I just remembered I never did manage to see the second ending in bioshock....I just couldnt bring myself to harvest the little sisters :(</p> <p>mrbandersnatch</p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 03:39:12 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>The endings both sucked. less than 1 minute is not a good ending to ANY game IMO. It felt REALLY rushed. Total opposite to the absolutely awesome start to the game. On par with system shock 2 in that respect.</p> <p>phonicpod</p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 03:34:18 MDT]]></pubDate>
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		    <description><![CDATA[<p>If anything though, having 2 endings still is nicer than just one.</p>
<p>Although having just a single excellent ending can be argued to have a much more positive impact though.</p>
<p>Regardless, I thought it was nice that there is at least some sort of "choice" for the player to try and take to get a different ending.</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 03:01:40 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Meh, fuck it, he got the game out the door. A little bit of a fucked up ending didn't really ruin the experience for me.</p> <p>BlackDove</p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 02:46:13 MDT]]></pubDate>
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		    <description><![CDATA[<p>What's funny is that CATAPULT37 summed it up very nicely then gave his own example. Acts 1 and 2, if we are using the Sub and Death scenes as the ends of the acts, make great sense and even greater storytelling. Very rarely from a game have I felt that the storyline alone eclipsed the gameplay (which just happened to be decent to good in this case...that didn't hurt). BioShock DID do that for me though. Then we get the Luke Wilson act...and I don't care. I feel like there was so much more to explore as far as the transformation into Big Daddy, the fact that it was irreversible, and the whole losing one's Humanism for a very Human act in and of itself: revenge. But, we get either Luke Wilson A or Luke Wilson B. I wish I had made the choice to play through on Hard and by being "good" the first time so I wouldn't have to play though again. This is the second game good enough on the 360 that I don't want to play through it again...just as I don't like re-reading a fantastic novel or seeing a great movie a second time. At least not for awhile.</p> <p>PacManess</p>]]></description>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 02:35:06 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2569251">Atheist Jew</a> said:</p><blockquote>executives should have absolutely no say in game development policies.</blockquote><p></p>
<p>Can we get some stone tablets to engrave this in?</p> <p><a href="http://homepage.mac.com/cyberskull/">CyberSkull</a></p>]]></description>
			<dc:creator><![CDATA[CyberSkull]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 02:27:01 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2570429">Babygames</a>: Freedom Force, man that wasnt a game Ive heard about in ages. I thought it was pretty good though for its time.</p>
<p>Interesting insight then, considering the articles that Ive read about him including the one done by Kotaku / Gaygamers very own Flynn De Marco was very positive about him.</p>
<p>About Cliffy B. though I give him credit to having his "hip" name since hes been a big help with the UT modding / mapping community for ages. Which is more than I can say about the previous 2 examples. That and I havent really heard about Cliffy B. going off at other developers all that much.</p> <p>Witzbold</p>]]></description>
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		    <description><![CDATA[<p>Having seen both endings it was clear that the good ending was the only real ending since it concluded the theme discussed by Atlas, Ryan, Fontaine and that doctor.  The only purpose of the bad ending was to justify the game wanting you to focus on gun play (save the little sisters) or plasmids(Harvest them).   Further the only creature I had an emotional connection with were the Bid Daddys.  The first time you see them desperately banding on those portals only to have nothing come out and then watch them walk away dejected, you feel really bad for taking away their only reason for being.</p> <p>kuroturtle</p>]]></description>
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		    <description><![CDATA[<p>I thought the last third of the game was just as good as the rest, though the ending was a bit abrupt. Can't really say I minded it though.</p> <p>PurpleMonkey</p>]]></description>
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		    <description><![CDATA[<p>I don't see how someone could be "higher up the food chain" than Mr.Levine.According to MobyGames.com he was the project director as well as being in charge of story,writing and creative direction.<br>
Either he's meek and incompetent as an director or he's blaming someone else that made a decision that wasn't their to make.If he comprised decisions,he should stand by them and not whine about it to the press.</p> <p>Malkavian</p>]]></description>
			<dc:creator><![CDATA[Malkavian]]></dc:creator>
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		    <pubDate><![CDATA[Fri, 05 Oct 2007 00:21:44 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/giant-ken-levine-face-says/crummy-bioshock-endings-werent-my-idea-307387.php#c2569954">Witzbold</A>:</P>
<P>Having worked with him on two projects "Freedom Force" and an unrealeased console project that had to do with hell (it was very system shocky), I think I have a little insight.</P>
<P>I would agree with you about Jaffe, and lets add Cliffe B to the fire. The gaming industry is full of daft punks that think they are E! hollywood celebs. Gaming is still in its infantcy. We once paved a road for entertainment, now we mymic everything around us.</P>
<P>Not to digress but escapistmagazine's latest review of HALO sums up the future.</P>
<P>Back to the point: One of Ann R.'s major points was giving individuals and ego the spotlight.</P>
<P>Meet and work with the man, you get a little insight.</P> <p>Babygames</p>]]></description>
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		    <description><![CDATA[<p>Bah, I dont think the endings are so bad. Better than Halo 3's if thats what it comes down to. Fontaine is the sole FPS villain that I actually want to come back inexplicably in the sequal.</p> <p>Dr Terror</p>]]></description>
			<dc:creator><![CDATA[Dr Terror]]></dc:creator>
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		    <description><![CDATA[<p>let's not get into a big "executives suck" bashing here..i mean, do you think having two endings affected sales at all?  on the flip side, would it have sold less if there were more varied endings (like Fallout 2)?  who knows.  my point is, executives do have a place in development.  sometimes they make bad decisions, sometimes good.  but at the end of the day, bioshock was damn successful, so they got the job done.  which, for all the developers working hard to feed their families with money, is what really matters.</p>
<p>sure.  the game could've been more innovative.  but hey, next time around, i bet Irrational's gonna have a lot more creative freedom and money!  so all's well ends well.</p> <p>djcoffee</p>]]></description>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 23:22:48 MDT]]></pubDate>
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		    <description><![CDATA[<P>Awww... he looks so sad. =(</P>
<P>As per the endings, I thought the endings were so at odds with the theme of choice. I mean, I just felt like I was being told that I needed to choose my own path, decide my own fate, take control of my life, but the gameplay was too conventional to convey that. At the end, I just felt like I'd played a creepy, kind of fun shooter. I was really excited up until the last part, though. I just expected more. I think you know what I'm talking about...</P> <p>Cola82</p>]]></description>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 23:18:39 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2570159">Plunkett</a>: Well said, thats about the same reason too why Im not playing the game through a second time.</p> <p>Witzbold</p>]]></description>
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		    <description><![CDATA[<p>@<a href="#c2570021">Nglan</a>: Yeah but so much of the game is scripted, it really relies on the surprise of you playing it the first time. I tried playing again to see the other ending and couldn't be arsed, because I knew all the tricks and scares.</p> <p><a href="http://kotaku.com">Luke Plunkett</a></p>]]></description>
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		    <description><![CDATA[<p>I adored Bioshock and ripped through it quicker than any game I had in probably 6 years or so, but it was so tedious and repetitive by the end. And that last Boss "fight" was so lame and boring, it wasn't even funny. *SPOILERS* Any game where you can stun the boss into not moving for 2/3 of the entire fight isn't much a fight at all. The first Big Daddy fight was the more horrendously hard part of that game, on top of being genuinely creepy and scary as well. I wish they'd have made the option to turn off the revives though, since it really just made it so all you had to do to win a fight was just respawn until everyone was dead. Also, there were really no point to any weapon types in that game that weren't electric, especially with both of the damage raising tonics turned on. Don't get me wrong, Bioshock is still my vote for Game of the Year so far, but it is by no means "perfect", there is room for improvement. Hopefully whatever "-Shock" game comes out next will jettison the forced stuff and allow a more fluid and open game experience. Maybe actually challenging this time.</p> <p>Chickeninja</p>]]></description>
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		    <description><![CDATA[<P>I agree with him somewhat, but can't really see more than 3, <I>maybe</I> 4 endings to the game. Bad, Good, Indifferent, Bad guy wins. I dunno.. Still a fun game.</P> <p>DeadPlasmaCell</p>]]></description>
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		    <description><![CDATA[<p>Why is there a picture of Steve Carrell? Oh, wait.</p> <p>Piemonkey</p>]]></description>
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		    <description><![CDATA[<P>Ive only seen the good ending but I liked it, and having another ending to experience is making me want to play the game again. I think the fact that you also have to be evil (harvest the little sisters) is a lure too. So Ken dont be too hard on it, from ground level as a buyer Im very happy!</P> <p>Zootalor</p>]]></description>
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		    <description><![CDATA[<p>@<a href="#c2569944">GettinMyGooseOn</a>: Indeed. First thing I thought when I saw / heard Ryan was "Oh  oh, Walt has gone apeshit and made a city under the sea!"</p>
<p>It really is a small world after all!</p> <p>Witzbold</p>]]></description>
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		    <description><![CDATA[<p>@<a href="#c2569936">Babygames</a>: Did you even read peoples interviews with him and how he does apologize for the problems, while also trying to address issues that are brought to him.</p>
<p>Id hardly say hes egotistical when put into comparison with others like Jaffe and Itagaki for example.</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <description><![CDATA[<P>Spoilerific:</P>
<P>I sincerely hoped, on my first play through, that I could refuse to halt the cities destruction after killing Ryan, and have the ending occur there. I didn't do it the first time through, and found on my second play through that it didn't do anything. I think, though, that if that had been a potential ending, to right there break Fontaine's spell and let it all die, the story would have truly been perfect. It just set it up so well, with all the stuff about choice and obediance, that I would have loved to defy Fontaine and choose to let Rapture be destroyed. Alas, it was not to be. And so a great game doesn't quite qualify as perect.</P> <p>etho</p>]]></description>
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		    <description><![CDATA[<p>@<a href="#c2569332">Witzbold</a>: LOL...actually, my personal experience with Bioshock was very disturbing because Ryan, aa well as resembling Disney, was an uncannily accurate double for my now deceased Grandpa  when he was young...actually, he probably would have resembled Ryan circa 1960 as well! His voice in the game even sounded quite a bit like him! Added a unique disturbing personal touch to the experience for me when you, you know, do what you do to Ryan in the game...</p> <p>GettinMyGooseOn</p>]]></description>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Forgot to mention Suits are usually the ones responsible for fucking up schedules, and making games get rushed out of a tiny release window, therefore causing a shitstorm of problems in the production department, which then becomes reflected upon in the final game product. :/</p> <p>Witzbold</p>]]></description>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 22:17:45 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<P>I don't trust Ken, he is pretty egotistical. Also he didn't create the whole "Shock" series, he inherited it.</P>
<P>Apparently he only wants to take credit for the "good" parts of the game and none of the bad. I bet the suits were responsible for the widescreen issues too?</P> <p>Babygames</p>]]></description>
			<dc:creator><![CDATA[Babygames]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 22:17:20 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>@<a href="#c2569819">Sugoi</a>: From what Ive seen while being in the industry, suits usually just fuck everything up. With their own little skewed views on what they "assume" gamers want. Or more like allow their own little personal opinions cloud the judgement of something that would help make a game great.</p>
<p>With developers, Im not saying blame doesnt fall upon them, since Ive seen some pretty stupid ones too. But balance must be taken with development also to not make a game so much that you want to play, but something that the fans will want to play.</p>
<p>Game designers have done what they are for years / have degrees in what they do for a reason and not to be told what to do by pencil pushing tits who are just trying to figure out how to turn the fastest buck.</p>
<p>When you get the suits sticking their dirty little fingers where it doesnt belong, project schedules get fucked up and work just starts to get messy when things need to be "doctored" to meet the needs of the man in the golden chair.</p>
<p>Let the people who know what the fuck they are doing do their jobs.</p> <p>Witzbold</p>]]></description>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 22:05:03 MDT]]></pubDate>
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		    <description><![CDATA[<p>For all this talk of "the suits ruin everything", I'm going to play devil's advocate and point out that you never hear about the changes that the suits forced on games that made them <i>better</i>.  And don't fool yourself into believing that sort of situation doesn't exist, either.</p>
<p>There are many, many games that would have been great had they only made some minor change or removed some annoying system that the lead developer had a deep love for.  Instead, those games were released with the artistic integrity we always speak so highly of, but remained terminally flawed.</p>
<p>I do agree in general, though that allowing artists to create art unencumbered by any form of censorship is a good thing.  Sometimes, however, a little criticism goes a very long way.</p> <p>Sugoi</p>]]></description>
			<dc:creator><![CDATA[Sugoi]]></dc:creator>
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		    <description><![CDATA[<p>Oh and for the record, in theory, they do have 3 endings. The good, the bad (pure evil) and the sad (evil and good) The only difference between bad and sad is the doctor's voice</p> <p>huginn</p>]]></description>
			<dc:creator><![CDATA[huginn]]></dc:creator>
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		    <description><![CDATA[<p>@<a href="#c2569718">turkeyfunk</a>: Considering I managed to somehow kill 700 people during my game play, yes I have no idea how I did that either besides having fun just shooting everyone and everything I saw that part of the game was HELL for me to get through. Granted by the time I reached there I must have killed at least 500.</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:48:51 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Regarding actions in your game affecting things later...I think Metal Gear Solid 3 had one of the better examples of this in recent memory.</p>
<p>Remember that boss battle where it was just Snake moving down  a canal being hounded psychologically and haunted by the ghosts of anyone he'd ever killed in the game?  That part could be really crappy or really easy depending on how many people you'd murdered on your way up to that point.</p>
<p>I think that's the analog that Levine is talking about.</p> <p>turkeyfunk</p>]]></description>
			<dc:creator><![CDATA[turkeyfunk]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:47:30 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2569648">Gutzman</a>: Then dont expect the industry to improve if thats your stance with all games.</p>
<p>Designers need to do the exact same thing. After making something, find out whats wrong with it and improve from there.</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <description><![CDATA[<p>Who cares, I liked the game.  There's no way I'm going to rag on it now.</p> <p><a href="http://www.theblackswordsman.com">Gutzman</a></p>]]></description>
			<dc:creator><![CDATA[Gutzman]]></dc:creator>
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		    <description><![CDATA[<P>Well that's good, because the "moral" choice between saving and harvesting was pretty bloody watered down when push came to shove.</P> <p><a href="http://www.dthought.net/">humilitybecomeshim</a></p>]]></description>
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		    <description><![CDATA[<P>I'll have to disagree slightly and say that (SPOILERS AHOY) <BR>the weakest part of the game was after you regain control of your Plasmids. The sections where you have a random Plasmid and Fontaine is docking you health are brilliant. It's the section just after that where you are making your way to Fontaine where the game gets away from itself. Becoming a Big Daddy was a step in the right direction, but a bit too late for it to matter. Especially with the somewhat lame boss fight.</P>
<P>Other than that I really enjoyed the altruistic ending. It seemed fitting. Heven't had a chance to see the selfish one though.</P> <p><a href="http://freeplaygaming.blogspot.com">Agies</a></p>]]></description>
			<dc:creator><![CDATA[Agies]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:17:44 MDT]]></pubDate>
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		    <description><![CDATA[<P>I personnally like multiple endings in a game especially more along the lines of ok here is the ending and here is the extra ending for doing well. It is really hard to do perfect alternate endings like they were shooting for with good and evil(I think a moderate ending would have been nice if it was included) of course it would have been easier if the ending didn't try to shoot so far past the game. Though there are possibilities Marvel Ultimate Alliance did it a little by stringing video for particular choices and accomplishments made.</P> <p>Konchu</p>]]></description>
			<dc:creator><![CDATA[Konchu]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:13:29 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<P>BEST FPS STORY EVER. But the binary choices made it lose steam. All I can compare it too was Deus Ex where you have major branching paths which all greatly affect the story. I wished it went there but Levine is great to point out that this "choice" half-assed is more than a bit insulting for such a compelling exerience.</P> <p><a href="http://www.welcometopixelton.com">WaterMedia</a></p>]]></description>
			<dc:creator><![CDATA[WaterMedia]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:12:58 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>@<a href="#c2569406">chimp_o_death</a>: Except... it doesn't. You get a little circular window to look through, that's it. And at some point during the ending, the whole thing undoes itself. If they wanted to do it, they should have committed to it, rather than just have it half-in.</p> <p>Moonshadow101</p>]]></description>
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		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2569491]]></link>
										
		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/giant-ken-levine-face-says/crummy-bioshock-endings-werent-my-idea-307387.php#c2569352">Heliophage</A>: Don't forget telekenesis.. I loved being able to rip their headwear off from afar and then fling it back at their weak point for massive damage. Ok, maybe not massive damage, but still.</P> <p><a href="http://www.teamxlink.co.uk">MeanMF</a></p>]]></description>
			<dc:creator><![CDATA[MeanMF]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:10:17 MDT]]></pubDate>
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		    <description><![CDATA[<p>I liked the good ending to Bioshock. It was actually a very touching moment, in my opinion. I agree that the gameplay after you confront Ryan up until the end itself is the weakest part of the game.</p> <p>Stormrider</p>]]></description>
			<dc:creator><![CDATA[Stormrider]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:01:20 MDT]]></pubDate>
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		    <description><![CDATA[<p>I thought the "good" ending was great. I really don't know know nor have see a great game come off with a spectacular ending. Seems this generation of gamers or perhaps just "bloggers" themselves are too selfish with "innovative endings."</p> <p>littletad</p>]]></description>
			<dc:creator><![CDATA[littletad]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 21:01:10 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2569324">Kai_</a>: Maybe they want to revisit the world they worked so hard on, especially since the full vision of the game wasn't reached?</p>
<p>On a higher level (execs) it's motivated by cash, but can you really just call the creativity of the staff into question because they're making a sequel?</p> <p>onidavin</p>]]></description>
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		    <description><![CDATA[<p>@<a href="#c2569379">catapult37</a>:</p>
<p>Excellent post. If it weren't so ripe with spoilers, I'd say it was a shoe in for comments of the week.</p> <p>doubtful</p>]]></description>
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		    <description><![CDATA[<p>@<a href="#c2569379">catapult37</a>: Nail meets head said 4 minutes ahead of me.</p>
<p>Bioshock is one of those games that makes you feel something. Yet the ending makes you feel the binary, Your an evil bastard, or a saving saint. And if you don't fall into either of those roles (which I can assure you, feeling are as gray as Taylor Hicks's hair) tough</p> <p>huginn</p>]]></description>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2569407]]></link>
										
		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/giant-ken-levine-face-says/crummy-bioshock-endings-werent-my-idea-307387.php#c2569379">catapult37</A>:</P>
<P>I couldn't have said it better myself. I couldn't have said it as well myself either. &gt;.&lt;</P> <p><a href="http://">Heliophage</a></p>]]></description>
			<dc:creator><![CDATA[Heliophage]]></dc:creator>
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		    <description><![CDATA[<p>@<a href="#c2569276">Moonshadow101</a>: <br>
I actually liked it myself. It put you in the shoes of the poor dudes you've been splattering all over the floor for the last 15 hours.</p> <p>chimp_o_death</p>]]></description>
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		    <description><![CDATA[<P>Yeah, I am glad I rented this also on launch day because I got naturally bored half way though it, lost interest, and took it back. Despite the developer walkthrough video months before it came out stating they were trying to make a FPS that wasn't cliche to the genre - it ended up just being a beautiful cliche in the end no matter how you spun the unique selling point. Chalk me up as one of those old farts who are exhausted of these types of games.</P> <p><a href="http://">TC</a></p>]]></description>
			<dc:creator><![CDATA[TC]]></dc:creator>
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		    <description><![CDATA[<P>@<A href="#c2569292">Witzbold</A>:</P>
<P>"Suits have no place in the gaming industry."</P>
<P>DAMN STRAIGHT.</P> <p>dead_red_eyes</p>]]></description>
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		    <description><![CDATA[<p>He needs to worry about the unreasonable copy protection they place on the game before changing the game itself.</p> <p>The Amazing Exploding-Man</p>]]></description>
			<dc:creator><![CDATA[The Amazing Exploding-Man]]></dc:creator>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>@<a href="#c2569332">Witzbold</a>:  Evil disney? You too huh? :D  The Plasmids were very hit and miss. The presentation of that game was the star of the game, and right after you get to the 'big office' the game spins down hill. It is the rules and gameplay only not as shiney, not the same experience..</p>
<p>-spoiler- the part where you become a big daddy has some room and I thought it was going involved in the ending (or atleast, the final boss.... ) But the game failed in the black or white ending.</p>
<p>-more spoilers- First time I played the game. I 'ate' every girl I could.  At the end, towards the orphanage, I felt something. As a person and a character. I save every girl from that point on til the end.</p>
<p>My ending? Not of redemption that -I- felt. I get the bad ending where I eat more girls and take over the world.   Anyone else feel cheated or do similar?</p> <p>huginn</p>]]></description>
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		    <description><![CDATA[<p>Also, I just figured it out:  he looks like Luke Wilson.</p> <p>catapult37</p>]]></description>
			<dc:creator><![CDATA[catapult37]]></dc:creator>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2569379]]></link>
										
		    <description><![CDATA[<p>SPOILERS AHEAD... but then, why are you reading this article if you haven't finished it? :-)</p>
<p>Bioshock was broken up into basically 3 acts -- the first ending with the submarine, the second with your encounter with Ryan, and the third going to the end.  In my opinion, these first two acts were incredible from a storytelling perspective.  I felt fear, paranoia, betrayal, and helplessness.  The end of the second act was one of the most amazing sequences I've ever seen in a game.  Without really spoiling anything, I found the inability to act during that scene drew me into the character's state of mind in a way I've never seen before.  I actually stayed up for a while pondering the implication of what I had learned and seen, and impressed with how they subverted your expectation of videogame conventions.</p>
<p>So it was quite a letdown when all the philosophical questions posed by the second act's major revelations were dropped entirely in favor of a "revenge" motif culminating in a doom-esque boss battle.  All the questions of free will and fate were left behind.  I had high hopes when you were forced to turn yourself into a big daddy (despite it making no sense plotwise -- the little sisters were already on your side if you were nice to them) because the audio diaries made it sound like you would essentially lose your humanity in the process.  Oh, guess what?  Nevermind, we're not following up on that.  (Figures Levine also never realized players might feel sympathy for the big daddies, despite the fact that he wrote all this material about how they were human, too, and how horrifying the transformation was).  The "helmet" effect even disappears during the final battle.</p>
<p>Fontaine's plan also makes little sense in retrospect.</p>
<p>Sigh.  Great game, immersive, beautiful, ambitious.  It succeeds at so much, it's disappointing that it fails to cultivate the narrative seeds it plants.</p> <p>catapult37</p>]]></description>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:47:57 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2569371]]></link>
										
		    <description><![CDATA[<p>@<a href="#c2569352">Heliophage</a>: The bees were so weak though, and even the lv 3 one didnt feel that much different from the lv 1. Also you had to be pretty spot on to hit peeps with it. I kinda wished they made it so that they just pretty much pwn anyone around you at the max level.</p>
<p>The effect of the bees on the arm model is fucking sweet though!</p>
<p>Also in the game one thing that I was a little disappointed with was the lack of variation with the enemies. Later on it was more like they replaced different monsters with just stronger versions of old ones with more HP. Would have been nice to see more mutated folk, and watch weaker ones run in fear from stronger ones.</p> <p>Witzbold</p>]]></description>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:46:34 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2569369]]></link>
										
		    <description><![CDATA[<P>Ken Levine Face Says: A yo, you gonna use dat razor?</P> <p>I_Hate_This_Place</p>]]></description>
			<dc:creator><![CDATA[I_Hate_This_Place]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:46:22 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Quite personally as much as I enjoyed the Bioshock story, its not a game that Id play through again though. Since there isnt too much to really experiment with that wont lead to getting yourself killed due to lack of damage with the plasmids. :/</p>
<p>Though I have seen some insane vids of people kicking ass on hardmode.</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:44:49 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
		    <link><![CDATA[http://kotaku.com/gaming/notag/crummy-bioshock-endings-werent-my-idea-307387.php#c2569352]]></link>
										
		    <description><![CDATA[<P>@<A href="http://kotaku.com/gaming/giant-ken-levine-face-says/crummy-bioshock-endings-werent-my-idea-307387.php#c2569332">Witzbold</A>:</P>
<P>Just fire, electricity, and ice?</P>
<P>BEES!</P>
<P>Maybe it's just me, but I couldn't ever get tired of shooting out bees...</P> <p><a href="http://">Heliophage</a></p>]]></description>
			<dc:creator><![CDATA[Heliophage]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:43:29 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Chrono Trigger ftw.  May not have a million endings, but it had like 11, most of them were pretty good too.</p> <p><a href="http://graedus.livejournal.com/">Graedus</a></p>]]></description>
			<dc:creator><![CDATA[Graedus]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:43:20 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>@<a href="#c2569315">TRT-X</a>:</p>
<p>Well if you harvest even on little sister you get the bad ending.</p>
<p>I don't even know what the bad ending is though. It's very rare that i play through a game more than once.</p> <p><a href="http://www.myspace.com/juansebastiann">ArmyofJuan</a></p>]]></description>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:42:40 MDT]]></pubDate>
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		    <description><![CDATA[<p>@<a href="#c2569332">Witzbold</a>:  walt disney is evil</p> <p>mossberg</p>]]></description>
			<dc:creator><![CDATA[mossberg]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:42:18 MDT]]></pubDate>
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		    <description><![CDATA[<p>See, the problem is that <i>despite</i> how everyone felt a bit 'meh' about the endings, it still rated incredibly well and sold a bunch.</p>
<p>Ergo, the suits would probably feel justified in interfering.  This pisses me off.</p> <p>splines</p>]]></description>
			<dc:creator><![CDATA[splines]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:41:42 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<P>*choices</P>
<P>@<A href="http://kotaku.com/gaming/giant-ken-levine-face-says/crummy-bioshock-endings-werent-my-idea-307387.php#c2569315">TRT-X</A>:</P>
<P>That's one of the things about <I>Mass Effect</I> that I'm excited about. Doing something good doesn't erase the blunt actions you've taken in the pass. Rather than having one bar that raises and decends between red and blue, you have two separate bars that keep track of both aspects of your character.</P>
<P>You can't undo killing and orphan by saving a kitten from a tree, so to speak. And vice versa. That's the best way to go for games with moral decisions, methinks.</P> <p><a href="http://">Heliophage</a></p>]]></description>
			<dc:creator><![CDATA[Heliophage]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:41:16 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>I still wish there was a bit more to the plasmids though. Since just fire, electricity and ice was a bit boring. D: But I guess we can wait for Bioshock 2 if they do make it.</p>
<p>I rarely used the plasmids later on cept for the shock one for its stun ability, just due to how little damage they did.</p>
<p>I still think that Mr. Ryan looks like an evil walt disney. :o</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:40:41 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Franchise. Phooey. Do something new, if you're so creative.</p> <p>Swift_</p>]]></description>
			<dc:creator><![CDATA[Swift_]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:38:58 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<P>The endings didn't bother me, per se, but relative to the rest of the game, they weren't that fantastic. Granted, the rest of the game was a little too awesome to fairly compare, but it would be nice to see, perhaps in sequels, the game play out more appropriately to justify the choiced you have made for the past X hours.</P> <p><a href="http://">Heliophage</a></p>]]></description>
			<dc:creator><![CDATA[Heliophage]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:37:51 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<P>Reminds me of what bugged me most about Fable. You could be the most evil guy in the universe, or the biggest saint the world has seen...and the good/bad ending is entirely determined by one final decision.</P> <p>TRT-X</p>]]></description>
			<dc:creator><![CDATA[TRT-X]]></dc:creator>
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		    <description><![CDATA[<p>EDGE points this out exactly, the games looses its amazing intro feel by the last part of the adventure... and now we know why.</p> <p><a href="http://shir.no.sapo.pt/swd/">Shiryu</a></p>]]></description>
			<dc:creator><![CDATA[Shiryu]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:33:47 MDT]]></pubDate>
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		    <description><![CDATA[<p>Suits have no place in the gaming industry.</p>
<p>Asides to watch the money.</p>
<p>Once they start opening their shitfilled mouthes and chip in to the production process, things go sour fast.</p> <p>Witzbold</p>]]></description>
			<dc:creator><![CDATA[Witzbold]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:33:34 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>shrug, i liked the endings to bioshock, im not sure what people were expecting.</p> <p><a href="http://">hageshiku</a></p>]]></description>
			<dc:creator><![CDATA[hageshiku]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:32:23 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>I still don't have my box to send my figure back.  Bunch a junk.</p> <p><a href="http://whatithinkiscool.blogspot.com">MCWHAMMER</a></p>]]></description>
			<dc:creator><![CDATA[MCWHAMMER]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:32:11 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>The ending was pretty bad. Glad Levine was so cool about it, though.</p> <p>Buttpickle</p>]]></description>
			<dc:creator><![CDATA[Buttpickle]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:31:41 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>The whole "Becoming a ****spoiler**** " to get through doors part was incredibly stupid in my opinion. That said, I rather liked the ending cinematic, even if the "You can be Hitler or Jesus, nothing in between" thing was annoying.</p> <p>Moonshadow101</p>]]></description>
			<dc:creator><![CDATA[Moonshadow101]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:31:35 MDT]]></pubDate>
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		    <title><![CDATA[Crummy BioShock Endings Weren't My Idea]]></title>
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		    <description><![CDATA[<p>Has there ever been an example of exectutive meddling that turned out good?</p>
<p>I'm not trying to be a smartass here, I'm genuinely wondering if the suits have ever changed things for the better. You hear so much about how they do bad, have they done good?</p> <p>Lyrai</p>]]></description>
			<dc:creator><![CDATA[Lyrai]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:30:27 MDT]]></pubDate>
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		    <description><![CDATA[<p>Levine Almighty is so nice. He needs to be king of the game developers.</p> <p>lolspaceship</p>]]></description>
			<dc:creator><![CDATA[lolspaceship]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:29:31 MDT]]></pubDate>
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		    <description><![CDATA[<p>I'm in agreement with you, Luke. Last third of the game did become tedious.</p>
<p>The multiple endings was slightly disappointing to me, but since I was good the entire time, the ending was much more satisfying to me than I'm guessing it was to people who flip flopped and got the bad one.</p> <p>MBCpeanut</p>]]></description>
			<dc:creator><![CDATA[MBCpeanut]]></dc:creator>
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		    <pubDate><![CDATA[Thu, 04 Oct 2007 20:29:05 MDT]]></pubDate>
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		    <description><![CDATA[<p><i>"somebody up the food chain from me"</i> implies a suit on the executive level of 2K.</p>
<p>Which yet again proves that executives should have absolutely no say in game development policies.</p> <p>Atheist Jew</p>]]></description>
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