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	<title type="text">E3 2017: the latest news from the biggest gaming event of the year &#8211; The Verge</title>
	<subtitle type="text">The Verge is about technology and how it makes us feel. Founded in 2011, we offer our audience everything from breaking news to reviews to award-winning features and investigations, on our site, in video, and in podcasts.</subtitle>

	<updated>2017-06-30T12:55:56+00:00</updated>

	<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/10/15776284/e3-2017-news-games-list-xbox-playstation-nintendo" />
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		<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[How Japanese video games made a comeback in 2017]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/30/15894404/japan-video-game-comeback-zelda-resident-evil-e3-2017" />
			<id>https://www.theverge.com/2017/6/30/15894404/japan-video-game-comeback-zelda-resident-evil-e3-2017</id>
			<updated>2017-06-30T08:55:56-04:00</updated>
			<published>2017-06-30T08:55:56-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="E3" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[After scouting the show floor at Tokyo Game Show 2009, Keiji Inafune came to a grim conclusion: "When I looked at all the different games on the event floor, I said, 'Man, Japan is over. We're done. Our game industry is finished.'" The famed game designer, who cut his teeth on the Mega Man series [&#8230;]]]></summary>
			
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<img alt="" data-caption="Yakuza 0" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8775083/8397731524fdcecb7ca76712fde1b94609e57e01508507aac98f1720813791ef_facebook.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	Yakuza 0	</figcaption>
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<p>After scouting the show floor at Tokyo Game Show 2009, Keiji Inafune came to <a href="http://www.eurogamer.net/articles/inafune-japanese-industry-is-finished">a grim conclusion:</a> "When I looked at all the different games on the event floor, I said, 'Man, Japan is over. We're done. Our game industry is finished.'"</p>
<p>The famed game designer, who cut his teeth on the <em>Mega Man</em> series and later launched the AAA franchise <em>Dead Rising</em>, realized in the sprawling halls of the Makuhari Messe convention center that his home nation of Japan, once the leader of the video game industry, had fallen. In its place atop the market - and across the venue - stood Western-made blockbusters like <em>Assassin's Creed </em>and <em>Call of Duty.</em></p>
<p>But as Tokyo G …</p>
<p><a href="https://www.theverge.com/2017/6/30/15894404/japan-video-game-comeback-zelda-resident-evil-e3-2017">Read the full story at The Verge.</a></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Monster Hunter World could finally be the series’s breakout global hit]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/23/15861708/monster-hunter-world-interview-xbox-ps4-e3-2017" />
			<id>https://www.theverge.com/2017/6/23/15861708/monster-hunter-world-interview-xbox-ps4-e3-2017</id>
			<updated>2017-06-23T10:44:37-04:00</updated>
			<published>2017-06-23T10:44:37-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="E3" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Ryozo Tsujimoto didn't set out to create a Monster Hunter game aimed at Western audiences. It's more like he stumbled upon the idea. Four years ago, Tsujimoto, who serves as producer on the upcoming Monster Hunter World, sat down with his development team at Capcom's Osaka headquarters to brainstorm just what the next Monster Hunter [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8739079/MHWorld_E3Screen5_copy.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>Ryozo Tsujimoto didn't set out to create a <em>Monster Hunter</em> game aimed at Western audiences. It's more like he stumbled upon the idea. Four years ago, Tsujimoto, who serves as producer on the upcoming <em>Monster Hunter World</em>, sat down with his development team at Capcom's Osaka headquarters to brainstorm just what the next <em>Monster Hunter</em> should look like. Their first goal was to create a game for the modern generation of consoles. This was a big shift for a series that, despite debuting on the PS2 in 2004, has since become synonymous with portable platforms.</p>
<p>First, there was the question of what to do with all of that extra power. The team decid …</p>
<p><a href="https://www.theverge.com/2017/6/23/15861708/monster-hunter-world-interview-xbox-ps4-e3-2017">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Nintendo’s most important new games have nothing to do with Mario]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/21/15847268/nintendo-switch-new-franchises-splatoon-arms" />
			<id>https://www.theverge.com/2017/6/21/15847268/nintendo-switch-new-franchises-splatoon-arms</id>
			<updated>2017-06-21T13:55:40-04:00</updated>
			<published>2017-06-21T13:55:40-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Nintendo" />
							<summary type="html"><![CDATA[Each time Nintendo releases a new console, it's safe to assume the usual suspects will follow: a new Mario Kart and Super Mario Bros. are all but guaranteed; new Smash Bros. and Zelda games are likely to make appearances at some point; and maybe another Metroid launches before the next console makes it to market, [&#8230;]]]></summary>
			
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<img alt="" data-caption="Splatoon 2." data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8725659/Switch_Splatoon2_scrn_HeroMode_01.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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	Splatoon 2.	</figcaption>
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<p>Each time Nintendo releases a new console, it's safe to assume the usual suspects will follow: a new <em>Mario Kart</em> and <em>Super Mario Bros.</em> are all but guaranteed; new <em>Smash Bros.</em> and <em>Zelda</em> games are likely to make appearances at some point; and maybe another <em>Metroid </em>launches before the next console makes it to market, and restarts the cycle.</p>
<p>In its first few months of existence, the Nintendo Switch has made good on that nascent promise. It debuted alongside the stunning <em>Zelda</em> adventure <em>Breath of the Wild</em>, and its holiday will be propped up by <em>Super Mario Odyssey</em>. At E3 2017, Nintendo teased new <em>Pok&eacute;mon</em> and <em>Metroid Prime</em> adventures, establishing  …</p>
<p><a href="https://www.theverge.com/2017/6/21/15847268/nintendo-switch-new-franchises-splatoon-arms">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[The new Ni No Kuni isn’t technically a Studio Ghibli game, but it still kind of is]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/21/15842918/ni-no-kuni-2-level-5-studio-ghibli-game-ps4" />
			<id>https://www.theverge.com/2017/6/21/15842918/ni-no-kuni-2-level-5-studio-ghibli-game-ps4</id>
			<updated>2017-06-21T08:28:47-04:00</updated>
			<published>2017-06-21T08:28:47-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[In September 2008, to celebrate the studio's 10th anniversary, Japanese developer Level-5 announced that it was creating a brand-new fantasy role-playing game called Ni No Kuni. What made the project special, though, was who Level-5 was partnering with: Studio Ghibli, the famed animation house behind films like Spirited Away and My Neighbor Totoro. The chance [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8720051/LongFang05.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>In September 2008, to celebrate the studio's 10th anniversary, Japanese developer Level-5 announced that it was creating a brand-new fantasy role-playing game called <em>Ni No Kuni</em>. What made the project special, though, was who Level-5 was partnering with: Studio Ghibli, the famed animation house behind films like <em>Spirited Away</em> and <em>My Neighbor Totoro</em>. The chance partnership happened thanks to musician Naoya Fujimaki, who had previously worked with both companies, and introduced Level-5 boss Akihiro Hino to Ghibli producer Toshio Suzuki. It was the first time Ghibli had been so deeply involved with a video game. The resulting experience had all  …</p>
<p><a href="https://www.theverge.com/2017/6/21/15842918/ni-no-kuni-2-level-5-studio-ghibli-game-ps4">Read the full story at The Verge.</a></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Andrew Webster</name>
			</author>
			
			<title type="html"><![CDATA[Koji Igarashi can’t stay away from demons and vampires]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/19/15830788/koji-igarashi-bloodstained-castlevania-interview-e3-2017" />
			<id>https://www.theverge.com/2017/6/19/15830788/koji-igarashi-bloodstained-castlevania-interview-e3-2017</id>
			<updated>2017-06-19T14:28:23-04:00</updated>
			<published>2017-06-19T14:28:23-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="E3" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[It's easy to pick out Koji "Iga" Igarashi in a crowd. Clad entirely in black, with a cowboy hat perched above a long ponytail, Igarashi looks the part of a renegade. Exactly what you'd expect from the man who brought Castlevania back to life with the seminal Symphony of the Night in 1997. He's even [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8711711/HighresScreenshot00010_copy.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>It's easy to pick out Koji "Iga" Igarashi in a crowd. Clad entirely in black, with a cowboy hat perched above a long ponytail, Igarashi looks the part of a renegade. Exactly what you'd expect from the man who brought <em>Castlevania</em> back to life with the seminal <em>Symphony of the Night</em> in 1997. He's even been known - as was the case when I interviewed him at E3 last week - to carry around a whip, the favored weapon of <em>Castlevania</em>'s vampire-hunting Belmont family.</p>
<p>After leaving <em>Castlevania</em> developer Konami in 2014, Igarashi set straight to work on independently creating exactly the kind of game he's known for: a gothic horror-themed action adventu …</p>
<p><a href="https://www.theverge.com/2017/6/19/15830788/koji-igarashi-bloodstained-castlevania-interview-e3-2017">Read the full story at The Verge.</a></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Nick Statt</name>
			</author>
			
			<title type="html"><![CDATA[Dragon Ball FighterZ is as hectic and exhilarating as it looks]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/17/15814658/dragon-ball-fighter-z-arc-system-works-fighting-game-e3-2017" />
			<id>https://www.theverge.com/2017/6/17/15814658/dragon-ball-fighter-z-arc-system-works-fighting-game-e3-2017</id>
			<updated>2017-06-17T15:00:02-04:00</updated>
			<published>2017-06-17T15:00:02-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="E3" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[One of the highlights of Microsoft's E3 press conference last week was the reveal of an all-new fighting game for the Dragon Ball Z universe. Now, there's been quite a few DBZ fighting and action games over the years - nearly 150 titles in all. The long-running anime hasn't always had a stellar reputation for [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8701033/dragon_ball_fighterz_screenshot_1.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>One of the highlights of Microsoft's E3 press conference last week was the reveal of an all-new fighting game for the <em>Dragon Ball Z </em>universe. Now, there's been quite a few <em>DBZ</em> fighting and action games over the years - nearly 150 titles in all. The long-running anime hasn't always had a stellar reputation for quality, but <em>Dragon Ball FighterZ</em>, as the newest title in the franchise is called, should change that.</p>
<p>In the reveal video, we saw an explosive and disorienting fighting game that has characters teleporting left and right, doling out massive doomsday event-style energy blasts, and throwing punches and kicks at blistering speeds. It was …</p>
<p><a href="https://www.theverge.com/2017/6/17/15814658/dragon-ball-fighter-z-arc-system-works-fighting-game-e3-2017">Read the full story at The Verge.</a></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Nick Statt</name>
			</author>
			
			<title type="html"><![CDATA[Bungie never had any idea what ‘The Darkness’ in Destiny actually was]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/16/15819680/bungie-destiny-2-the-darkness-luke-smith-interview-e3-2017" />
			<id>https://www.theverge.com/2017/6/16/15819680/bungie-destiny-2-the-darkness-luke-smith-interview-e3-2017</id>
			<updated>2017-06-16T13:31:57-04:00</updated>
			<published>2017-06-16T13:31:57-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="E3" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[Bungie's upcoming Destiny 2 is going to be more than just a fresh start when it comes to the game's quests, multiplayer structure, and expansive list of guns, armor, and other collectibles. In a brutally honest interview with Kotaku's Jason Schreier this week at E3, game director Luke Smith says the development team is effectively [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="Photo: Bungie" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8699759/destiny_2_darkness_traveler.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>Bungie's upcoming <em>Destiny 2</em> is going to be more than just a fresh start when it comes to the game's quests, multiplayer structure, and expansive list of guns, armor, and other collectibles. In a <a href="http://kotaku.com/destiny-2-director-answers-our-questions-about-the-open-1796139202">brutally honest interview with <em>Kotaku's </em>Jason<em> </em>Schreier</a> this week at E3<em>, </em>game director Luke Smith says the development team is effectively rebooting the core narrative pillar of the <em>Destiny </em>universe. It's all starting with a complete scrubbing of any mention of <a href="http://destiny.wikia.com/wiki/The_Darkness">The Darkness</a>, the ominous yet vague unifying force players fought against in the first game. It turns out that not even Bungie knew what it was supposed to be or even stand for.</p>
<p>"So, I think t …</p>
<p><a href="https://www.theverge.com/2017/6/16/15819680/bungie-destiny-2-the-darkness-luke-smith-interview-e3-2017">Read the full story at The Verge.</a></p>
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									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Casey Newton</name>
			</author>
			
			<title type="html"><![CDATA[E3 is now a place for fans to step into their favorite games]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/16/15819160/e3-2017-transformation-public-access-fan-festival" />
			<id>https://www.theverge.com/2017/6/16/15819160/e3-2017-transformation-public-access-fan-festival</id>
			<updated>2017-06-16T12:21:40-04:00</updated>
			<published>2017-06-16T12:21:40-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="Report" />
							<summary type="html"><![CDATA[E3 felt different this year, and not in a subtle way. For the first time, the Entertainment Software Association sold 15,000 tickets to a video game trade show that had previously been accessible only to industry insiders and the press. And E3 transformed to meet them, building physical spaces that served as temples for the [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8699343/9U3A1689.jpg?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p><a href="https://www.theverge.com/2017/6/10/15776284/e3-2017-news-games-list-xbox-playstation-nintendo">E3</a> felt different this year, and not in a subtle way. For the first time, the Entertainment Software Association <a href="https://www.google.com/url?sa=t&amp;rct=j&amp;q=&amp;esrc=s&amp;source=web&amp;cd=1&amp;cad=rja&amp;uact=8&amp;ved=0ahUKEwjS8vCk3MLUAhUIzGMKHZE-A5sQFggoMAA&amp;url=https%3A%2F%2Fwww.theverge.com%2F2017%2F2%2F8%2F14548376%2Fe3-2017-open-ticket-sales-public-february-13&amp;usg=AFQjCNFXIXAnNCetXlH0qW2a4dL1MnBfeQ&amp;sig2=PQrs2JAlLtYOf7sm3uoy6Q">sold 15,000 tickets</a> to a video game trade show that had previously been accessible only to industry insiders and the press. And E3 transformed to meet them, building physical spaces that served as temples for the digital worlds they represent. Game developers have always built massive structures for E3, but these served a different purpose. The result was an event that felt less like the corporate schmooze-fests of yore and more like a glimpse of gaming's theme-park future.</p>
<p>Walking into the Los Angeles Convention Center this year …</p>
<p><a href="https://www.theverge.com/2017/6/16/15819160/e3-2017-transformation-public-access-fan-festival">Read the full story at The Verge.</a></p>
						]]>
									</content>
			
					</entry>
			<entry>
			
			<author>
				<name>Megan Farokhmanesh</name>
			</author>
			
			<title type="html"><![CDATA[How The Last of Us&#8217; expansion impacted Uncharted: The Lost Legacy]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/15/15804412/last-of-us-uncharted-the-lost-legacy-naughty-dog-e3-2017" />
			<id>https://www.theverge.com/2017/6/15/15804412/last-of-us-uncharted-the-lost-legacy-naughty-dog-e3-2017</id>
			<updated>2017-06-15T17:14:00-04:00</updated>
			<published>2017-06-15T17:14:00-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="E3" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" />
							<summary type="html"><![CDATA[As a standalone story, Uncharted: The Lost Legacy will leave behind Nathan Drake in favor for a team-up between Chloe Frazer and Nadine Ross. It's a first for the series, but not for developer Naughty Dog, who has experimented with this one-off style with experiences like The Last of Us: Left Behind - an experiment [&#8230;]]]></summary>
			
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<img alt="" data-caption="" data-portal-copyright="" data-has-syndication-rights="1" src="https://platform.theverge.com/wp-content/uploads/sites/2/chorus/uploads/chorus_asset/file/8694793/Screen_Shot_2017_06_15_at_1.26.29_PM.png?quality=90&#038;strip=all&#038;crop=0,0,100,100" />
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<p>As a standalone story, <em>Uncharted: The Lost Legacy</em> will <a href="https://www.theverge.com/2017/6/15/15805622/uncharted-lost-legacy-impressions-e3-2017">leave behind Nathan Drake</a> in favor for a team-up between <a href="https://www.theverge.com/2016/12/3/13829088/uncharted-the-lost-legacy-ps4-sony-event">Chloe Frazer and Nadine Ross</a>. It's a first for the series, but not for developer Naughty Dog, who has experimented with this one-off style with experiences like <em>The Last of Us: Left Behind</em> - an experiment that gave the studio the confidence to experiment with smaller experiences, says game director Kurt Margenau.</p>
<p>When Naughty Dog released <em>Left Behind</em>, they told a story about Ellie that includes moments that both pre-date and take place during the full game. "I think [<em>Left Behind</em>] proved that it was worth it, and for [<em>The Lost Lega …</em></p>
<p><a href="https://www.theverge.com/2017/6/15/15804412/last-of-us-uncharted-the-lost-legacy-naughty-dog-e3-2017">Read the full story at The Verge.</a></p>
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			<author>
				<name>Chris Plante</name>
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			<title type="html"><![CDATA[God of War director used John Woo’s masterpiece to sell the developer on his huge idea]]></title>
			<link rel="alternate" type="text/html" href="https://www.theverge.com/2017/6/15/15812162/god-of-war-ps4-preview-e3-2017" />
			<id>https://www.theverge.com/2017/6/15/15812162/god-of-war-ps4-preview-e3-2017</id>
			<updated>2017-06-15T16:42:16-04:00</updated>
			<published>2017-06-15T16:42:16-04:00</published>
			<category scheme="https://www.theverge.com" term="Culture" /><category scheme="https://www.theverge.com" term="E3" /><category scheme="https://www.theverge.com" term="Entertainment" /><category scheme="https://www.theverge.com" term="Gaming" /><category scheme="https://www.theverge.com" term="PlayStation" />
							<summary type="html"><![CDATA[Last E3, Cory Barlog revealed a wildly ambitious plan for his update on God of War: the game would take place in a single, uninterrupted shot. This year, the director shared that, in the early days of production, some members of the development team were hesitant to take on the ambitious plan. So, to show [&#8230;]]]></summary>
			
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<p>Last E3, Cory Barlog revealed a wildly ambitious plan for his update on <em>God of War</em>: the game would take place in a single, uninterrupted shot. This year, the director shared that, in the early days of production, some members of the development team were hesitant to take on the ambitious plan. So, to show the power of the film technique when done well, he screened the hospital scene from John Woo's action movie masterpiece, <em>Hard Boiled</em>.</p>
<p>"There's that great one shot [in <em>Hard Boiled</em>]," Barlog said, "where Tequila and, I can never remember the other guy's name, are shooting there way into the hospital. They end up having a conversation as they …</p>
<p><a href="https://www.theverge.com/2017/6/15/15812162/god-of-war-ps4-preview-e3-2017">Read the full story at The Verge.</a></p>
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