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	<title>Jessica Morley</title>
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		<title>Position Opportunity</title>
		<link>http://www.jessicamorley.com/?p=94</link>
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		<pubDate>Thu, 02 Feb 2012 00:33:01 +0000</pubDate>
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				<category><![CDATA[games]]></category>

		<guid isPermaLink="false">http://www.jessicamorley.com/?p=94</guid>
		<description><![CDATA[Game have exploded right multibillion dollar each and every year business. Per year new game are produced, as well as people of all ages flock to stores to get the latest titles. Plus playing video games mainly because very first year where the Atari game system turned out. My generation was most important that embraced thinking about video games, but succeeding generations have turned the field into the goals today. Playing video games is a blast, however, the key popularity of gaming also has turned into an occupation path. Game in the United States is certainly popular for getting a recreational activity, yet it is also becoming a great way to make a large amount of money. World Championships some games are bringing six figures as grand prizes, driving them to very popular to top class gamers. The simple reason these gaming competitions brings to inquiring in such large prize pools is the fact , many different advertisers to determine opportunity to target their audience at these events. Quite often the winners ultimate competitions reside in their twenties in addition the audience ranges from your teens on the early thirties. This approach target audience is the largest spending groups for entertainment in the market. These game playing competitions are growing huge in the United States, nonetheless they have exploded in Japan and some European areas. In Japan a great video gamers are treated like rock stars, or superstar athletes. They have to be protected by bodyguards if they go out on the path, because their fans drink too much when they see them. These gamers are, in addition making a tremendous amount of money playing at these competitions. Their winnings can total almost 1 shares dollars in prize money, but they also can also buying another 5-10 million dollars on a yearly basis from the endorsement deals they receive. I really believe if this trend continues many kids should be looking to hone their skills at video gaming, only for the fun of the usb ports, but for the very viable choice of making a huge fortune winning contests the rest of their life. Perhaps video gamers might replace basketball stars concerning the cereal boxes!]]></description>
			<content:encoded><![CDATA[<p>Game<em> have exploded </em>right<em> multibillion dollar </em>each and every year<em> business. </em>Per year<em> new </em>game<em> are produced, </em>as well as people<em> of all ages flock to stores </em>to get<em> the latest titles. </em>Plus<em> playing video games </em>mainly because<em> very first year </em>where the<em> Atari game system </em>turned out<em>. My generation was </em>most important<em> that embraced </em>thinking about<em> video games, but succeeding generations have turned </em>the field<em> into </em>the goals<em> today. </em>Playing video games<em> is a blast, </em>however, the key<em> popularity of gaming </em>also has<em> turned into </em>an occupation<em> path.</p>
<p></em>Game<em> in the United States </em>is certainly<em> popular </em>for getting a<em> recreational activity, </em>yet it is<em> also </em>becoming<em> a great way to make </em>a large amount of<em> money. World Championships </em>some<em> games are bringing six figures as grand prizes, </em>driving them to<em> very popular to </em>top class<em> gamers. </em>The simple reason<em> these gaming competitions </em>brings to inquiring<em> in such large prize pools </em>is the fact ,<em> many different advertisers </em>to determine<em> opportunity to target their audience at these events. </em>Quite often<em> the winners </em>ultimate<em> competitions </em>reside in<em> their twenties </em>in addition the<em> audience ranges </em>from your<em> teens </em>on the<em> early thirties. </em>This approach<em> target audience </em>is the<em> largest spending groups for entertainment </em>in the market<em>.</p>
<p>These </em>game playing<em> competitions are growing </em>huge<em> in the United States, </em>nonetheless they<em> have exploded in Japan </em>and some<em> European areas. In Japan </em>a great<em> video gamers are treated like rock stars, or superstar athletes. </em>They have to be<em> protected by bodyguards </em>if they<em> go out on </em>the path<em>, because their fans </em>drink too much<em> when they </em>see them<em>. These gamers </em>are, in addition<em> making a </em>tremendous amount<em> of money playing at these competitions. Their winnings can total almost </em>1 shares<em> dollars in prize money, </em>but they also<em> can also </em>buying<em> another </em>5-10<em> million dollars </em>on a yearly basis<em> from the endorsement deals they receive. </em>I really believe<em> if this trend continues many kids </em>should be<em> looking to hone their </em>skills at<em> video gaming, </em>only<em> for the fun </em>of the usb ports<em>, but for the very viable </em>choice of<em> making a huge fortune </em>winning contests<em> the rest of their life. Perhaps video gamers </em>might<em> replace basketball stars </em>concerning the<em> cereal boxes!</em></p>
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		<title>Potal 2</title>
		<link>http://www.jessicamorley.com/?p=59</link>
		<comments>http://www.jessicamorley.com/?p=59#comments</comments>
		<pubDate>Sat, 12 Nov 2011 12:40:46 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Mo]]></category>

		<guid isPermaLink="false">http://www.jessicamorley.com/?p=59</guid>
		<description><![CDATA[The original Portal had the element of surprise. Its style of first-person physics-based puzzle gameplay was unique. GLaDOS, the murderous robotic villain, was new and vibrant and evil in the most charming way. Cake jokes and songs about surviving dismemberment were still hilarious. It was short, succinct and essential. Creating a sequel without playing all the same notes and making it feel like Portal: The Longer Version is a tough task. For Valve, it&#8217;s apparently no problem. From the first moments of waking up in the rusting Aperture Science facility to right before the credits roll, Portal 2 rarely falters. The world is bigger, the story thicker, and the character development more surprising. The mania of GLaDOS, the facility&#8217;s operator, is molded into unexpected forms alongside a host of brutally funny personalities. The history of the Aperture Science facility is filled in, character origins discussed, and though its pacing suffers as it occasionally strikes a more serious tone, an abundance of cruel jokes and cheerfully sincere death threats prevent it from losing its sarcastic charm. When you&#8217;re not staring at your screen with wrinkled, pained expression on your face trying to figure out a puzzle, expect to be laughing.]]></description>
			<content:encoded><![CDATA[<p>The original Portal had the element of surprise. Its style of first-person physics-based puzzle gameplay was unique. GLaDOS, the murderous robotic villain, was new and vibrant and evil in the most charming way. Cake jokes and songs about surviving dismemberment were still hilarious. It was short, succinct and essential. Creating a sequel without playing all the same notes and making it feel like Portal: The Longer Version is a tough task. For <a href="http://games.ign.com/objects/026/026417.html">Valve</a>, it&#8217;s apparently no problem.</p>
<p>From the first moments of waking up in the rusting Aperture Science facility to right before the credits roll, <a href="http://ps3.ign.com/objects/064/064329.html">Portal 2</a> rarely falters. The world is bigger, the story thicker, and the character development more surprising. The mania of GLaDOS, the facility&#8217;s operator, is molded into unexpected forms alongside a host of brutally funny personalities. The history of the Aperture Science facility is filled in, character origins discussed, and though its pacing suffers as it occasionally strikes a more serious tone, an abundance of cruel jokes and cheerfully sincere death threats prevent it from losing its sarcastic charm. When you&#8217;re not staring at your screen with wrinkled, pained expression on your face trying to figure out a puzzle, expect to be laughing.</p>
]]></content:encoded>
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		<title>L.A. Noire</title>
		<link>http://www.jessicamorley.com/?p=55</link>
		<comments>http://www.jessicamorley.com/?p=55#comments</comments>
		<pubDate>Sat, 12 Nov 2011 12:30:45 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Mo]]></category>

		<guid isPermaLink="false">http://www.jessicamorley.com/?p=55</guid>
		<description><![CDATA[L.A. Noire is different. It&#8217;s not like most video games developed by Rockstar. You don&#8217;t play the outlaw running wild, free to kill, steal, and cause destruction. You&#8217;re a cop. A good cop at that, determined to restore order to the violent streets of 1940s Los Angeles. L.A. Noire&#8217;s not like most games. Sure, there are car chases, gunfights, and a point-tally to judge the quality of your police justice, but it&#8217;s a slow-paced, meditative experience. The focus isn&#8217;t on how good you are at scoring headshots with a pistol but instead your ability to read a suspect&#8217;s face and determine if he or she is telling the truth, holding something back, or flat out lying.]]></description>
			<content:encoded><![CDATA[<p><a href="http://ps3.ign.com/objects/760/760495.html">L.A. Noire</a> is different. It&#8217;s not like most video games developed by Rockstar. You don&#8217;t play the outlaw running wild, free to kill, steal, and cause destruction. You&#8217;re a cop. A good cop at that, determined to restore order to the violent streets of 1940s Los Angeles.</p>
<p>L.A. Noire&#8217;s not like most games. Sure, there are car chases, gunfights, and a point-tally to judge the quality of your police justice, but it&#8217;s a slow-paced, meditative experience. The focus isn&#8217;t on how good you are at scoring headshots with a pistol but instead your ability to read a suspect&#8217;s face and determine if he or she is telling the truth, holding something back, or flat out lying.</p>
]]></content:encoded>
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		<title>X-Men: Destiny</title>
		<link>http://www.jessicamorley.com/?p=51</link>
		<comments>http://www.jessicamorley.com/?p=51#comments</comments>
		<pubDate>Sat, 12 Nov 2011 12:28:36 +0000</pubDate>
		<dc:creator>admin</dc:creator>
				<category><![CDATA[Mo]]></category>

		<guid isPermaLink="false">http://www.jessicamorley.com/?p=51</guid>
		<description><![CDATA[There was a time when developer Silicon Knights was at the top of its form, creating some of the best games on the GameCube, namely the unnerving mind-funk that was Eternal Darkness and an excellent update of a PlayStation classic, Metal Gear Solid: Twin Snakes. The developer was a critical darling until its Xbox 360 debut Too Human hit. Considerable attention was paid to the title&#8217;s development, which was long and much labored, switching (and outliving) platforms a couple of times before finally landing on the 360. Sadly, irksome gameplay and some piss-poor design choices ensured that the game was all but dead on arrival, failing to resonate with fans and not living up to its enormous hype. I bring this up because compared to the oft-reported and troubled development of Too Human, Silicon Knights&#8217; follow-up, X-Men: Destiny, appears to have sprung onto consoles with little fanfare. After spending some time with the title, it&#8217;s easy to see why. X-Men: Destiny&#8217;s weak player choice system, boring combat and lame mission structure make for a title that you&#8217;ll forget as soon as you put it down.]]></description>
			<content:encoded><![CDATA[<p>There was a time when developer <a href="http://games.ign.com/objects/026/026887.html">Silicon Knights</a> was at the top of its form, creating some of the best games on the GameCube, namely the unnerving mind-funk that was Eternal Darkness and an excellent update of a PlayStation classic, Metal Gear Solid: Twin Snakes. The developer was a critical darling until its Xbox 360 debut Too Human hit. Considerable attention was paid to the title&#8217;s development, which was long and much labored, switching (and outliving) platforms a couple of times before finally landing on the 360. Sadly, irksome gameplay and some piss-poor design choices ensured that the game was all but dead on arrival, failing to resonate with fans and not living up to its enormous hype.</p>
<p>I bring this up because compared to the oft-reported and troubled development of Too Human, Silicon Knights&#8217; follow-up, <a href="http://xbox360.ign.com/objects/088/088642.html">X-Men: Destiny</a>, appears to have sprung onto consoles with little fanfare. After spending some time with the title, it&#8217;s easy to see why. X-Men: Destiny&#8217;s weak player choice system, boring combat and lame mission structure make for a title that you&#8217;ll forget as soon as you put it down.</p>
]]></content:encoded>
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