<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xml:base="http://www.edge-online.com" xmlns:dc="http://purl.org/dc/elements/1.1/">
<channel>
 <title>KEYNOTES</title>
 <link>http://www.edge-online.com/keynotes/popular</link>
 <description>Index of popular promoted blog posts</description>
 <language>en-us</language>
<item>
 <title>The Gamer&#039;s Bill of Rights</title>
 <link>http://www.edge-online.com/blogs/the-gamers-bill-rights</link>
 <description>&lt;p&gt;&lt;strong&gt;Just like humanity in general, PC gamers are entitled to basic liberties: freedom to return computer games that don't work (for a full refund); minimum requirements that are actually accurate; to not be treated as a criminal by game companies, and so forth.&lt;/strong&gt;&lt;br /&gt;&amp;nbsp;&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-gamers-bill-rights"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-gamers-bill-rights#comments</comments>
 <pubDate>Fri, 29 Aug 2008 02:55:39 +0100</pubDate>
 <dc:creator>Brad Wardell</dc:creator>
 <guid isPermaLink="false">19820 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Today&#039;s Opinion and Links</title>
 <link>http://www.edge-online.com/blogs/todays-opinion-and-links</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;strong&gt;&lt;br /&gt;Games journalists who write about the allegedly woeful state of games journalism, in my view, fall into three personality types:&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;1) I pretty much invented games journalism dontcha know. Here - look at my Jovian talent and how much more wonderful I am than everyone else. &lt;br /&gt;2)&amp;nbsp; I am a nasty little shit-bag with a grudge against a world that has failed to recognize that I exist.&lt;br /&gt;3) My competitors are taking readers away from me for fun, and so snide, inaccurate editorials are my only recourse to vengeance.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/todays-opinion-and-links"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/todays-opinion-and-links#comments</comments>
 <pubDate>Tue, 25 Nov 2008 20:53:00 +0000</pubDate>
 <dc:creator>Colin Campbell</dc:creator>
 <guid isPermaLink="false">19890 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Overlord II: The Best Sex Scene of the Year</title>
 <link>http://www.edge-online.com/blogs/overlord-ii-the-best-sex-scene-year</link>
 <description>&lt;p&gt;I&amp;rsquo;m torn as to whether sex belongs in games. I&amp;rsquo;ve followed the debate for years, between the folks who feel that sexuality proves maturity &amp;ndash; that if games can show relations between consenting adults, we can finally call them &amp;ldquo;art&amp;rdquo; &amp;ndash; and the folks who think games can&amp;rsquo;t handle it, because they don&amp;rsquo;t understand relationships and they can&amp;rsquo;t capture nuance and anyway, kids play these things, so we should all keep our pants on. Set aside the theory, and in practice, you can see that games are conflicted.&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/overlord-ii-the-best-sex-scene-year"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/overlord-ii-the-best-sex-scene-year#comments</comments>
 <category domain="http://www.edge-online.com/tags/overlord">Overlord</category>
 <category domain="http://www.edge-online.com/tags/sex">Sex</category>
 <pubDate>Wed, 29 Jul 2009 12:29:10 +0100</pubDate>
 <dc:creator>Chris Dahlen</dc:creator>
 <guid isPermaLink="false">24268 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Gabe Newell Writes for Edge</title>
 <link>http://www.edge-online.com/blogs/gabe-newell-writes-edge</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Left4Dead released this week, and I&amp;rsquo;m extremely pleased with the reception so far. &lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;We set out to create a first-person four-player game in which the action changes each time it&amp;rsquo;s played. We wanted to use procedural narrative to simulate stories because, in a multiplayer environment like this, we felt a more linear, scripted approach would not deliver in the same way. &lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/gabe-newell-writes-edge"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/gabe-newell-writes-edge#comments</comments>
 <category domain="http://www.edge-online.com/tags/development">Development</category>
 <category domain="http://www.edge-online.com/tags/gabe-newell">Gabe Newell</category>
 <category domain="http://www.edge-online.com/tags/valve">Valve</category>
 <pubDate>Wed, 24 Dec 2008 14:01:00 +0000</pubDate>
 <dc:creator>Gabe Newell</dc:creator>
 <guid isPermaLink="false">21171 at http://www.edge-online.com</guid>
</item>
<item>
 <title>5 Cardinal Sins of Official Game Sites </title>
 <link>http://www.edge-online.com/blogs/5-cardinal-sins-official-game-sites</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;Owen Davis is the President of &lt;a href="http://www.evogameconsulting.com/"&gt;Evolution Research&lt;/a&gt;.&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;I, like many other gamers, am turned-off by official game product sites and avoid them at all costs. Out of frustration I frequently resort to mainstream game information sites to get my fix of game updates, trailers, and screenshots. The reason for this is simple: many official game sites just aren't any good.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/5-cardinal-sins-official-game-sites"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/5-cardinal-sins-official-game-sites#comments</comments>
 <pubDate>Wed, 21 Jan 2009 00:42:36 +0000</pubDate>
 <dc:creator>Owen Davis</dc:creator>
 <guid isPermaLink="false">21913 at http://www.edge-online.com</guid>
</item>
<item>
 <title>The Most Boring Game of the Year</title>
 <link>http://www.edge-online.com/blogs/the-most-boring-game-year</link>
 <description>&lt;p&gt;Playing &lt;a href="http://www.edge-online.com/magazine/review-demons-souls" rel="nofollow"&gt;&lt;em&gt;Demon&amp;rsquo;s Souls&lt;/em&gt;&lt;/a&gt; makes me a boring person.&lt;/p&gt;
&lt;p&gt;I've been playing the game. A lot. And I love it. A lot. The other night I spent hours with it, and in those hours, all I did was farm the same sections again and again, futz around with my gear, gain a few soul levels, and kill one Vanguard demon - and I killed him by shooting about fifty arrows into his forehead while he just stood there scratching himself. &lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-most-boring-game-year"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-most-boring-game-year#comments</comments>
 <pubDate>Wed, 04 Nov 2009 09:54:26 +0000</pubDate>
 <dc:creator>Chris Dahlen</dc:creator>
 <guid isPermaLink="false">25137 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Emil Pagliarulo Writes for Edge</title>
 <link>http://www.edge-online.com/blogs/emil-pagliarulo-writes-edge</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;At Bethesda, Emil Pagliarulo has worked on Morrowind&amp;nbsp; and Oblivion and is now lead designer on Fallout 3. Before working at Bethesda, he was a designer on the Thief series, and worked at Looking Glass and Ion Storm Austin.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;----------------------------------------------------------------------------------------------&lt;br /&gt;&lt;br /&gt;I often struggle with whether or not we as game developers should have a heightened sense of social responsibility when creating entertainment.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/emil-pagliarulo-writes-edge"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/emil-pagliarulo-writes-edge#comments</comments>
 <category domain="http://www.edge-online.com/tags/bethesda">Bethesda</category>
 <category domain="http://www.edge-online.com/tags/development">Development</category>
 <category domain="http://www.edge-online.com/tags/fallout-0">Fallout</category>
 <pubDate>Wed, 24 Dec 2008 16:30:00 +0000</pubDate>
 <dc:creator>Emil Pagliarulo</dc:creator>
 <guid isPermaLink="false">20805 at http://www.edge-online.com</guid>
</item>
<item>
 <title>The Power of Tangential Learning</title>
 <link>http://www.edge-online.com/blogs/the-power-tangential-learning</link>
 <description>&lt;!--paging_filter--&gt;&lt;br /&gt;&lt;object width="425" height="344"&gt; &lt;param value="http://www.youtube.com/v/rN0qRKjfX3s&amp;amp;hl=en&amp;amp;fs=1" name="movie" /&gt; &lt;param value="true" name="allowFullScreen" /&gt;&lt;embed width="425" height="344" allowfullscreen="true" type="application/x-shockwave-flash" src="http://www.youtube.com/v/rN0qRKjfX3s&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/embed&gt;&lt;/object&gt;  &lt;strong&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-power-tangential-learning"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-power-tangential-learning#comments</comments>
 <pubDate>Wed, 10 Sep 2008 22:21:39 +0100</pubDate>
 <dc:creator>James_Portnow</dc:creator>
 <guid isPermaLink="false">20026 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Examining PS3’s Value Message</title>
 <link>http://www.edge-online.com/blogs/examining-ps3%E2%80%99s-value-message</link>
 <description>&lt;!--paging_filter--&gt;&lt;strong&gt;Sony fired the latest salvo in the console war last week with a &lt;a href="http://www.edge-online.com/news/sony-competitors-continue-peddling-add-ons"&gt;chart &lt;/a&gt;that spelled out, from Sony&amp;rsquo;s perspective, the value of the three current videogame consoles.&lt;/strong&gt;&lt;br /&gt; &lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/examining-ps3%E2%80%99s-value-message"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/examining-ps3%E2%80%99s-value-message#comments</comments>
 <pubDate>Tue, 13 Jan 2009 00:18:03 +0000</pubDate>
 <dc:creator>Kris Graft</dc:creator>
 <guid isPermaLink="false">21713 at http://www.edge-online.com</guid>
</item>
<item>
 <title>The Killzone Effect</title>
 <link>http://www.edge-online.com/blogs/the-killzone-effect</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;em&gt;&lt;strong&gt;This article is a reader-submitted blog.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;&lt;br /&gt;EDGE has come in for a rough ride these last few days. The Killzone 2 review (or more accurately score) has shaken the internet to its very core. Among the accusations has been that EDGE is biased against the PlayStation 3, awarding games on that console significantly lower marks than those over the road on the Xbox 360. So the question is,&amp;nbsp; is this the case?&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-killzone-effect"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-killzone-effect#comments</comments>
 <pubDate>Thu, 12 Feb 2009 03:10:40 +0000</pubDate>
 <dc:creator>Alex Walker</dc:creator>
 <guid isPermaLink="false">22316 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Herman Miller: Winross Truck Trailer</title>
 <link>http://www.edge-online.com/blogs/herman-miller-winross-truck-trailer</link>
 <description>&lt;p&gt;&lt;img width="300" height="400" alt="" src="/files/17April.JPG" /&gt;&lt;/p&gt;
&lt;p&gt;I love Herman Miller's chairs.&lt;br /&gt;We use many of their products here in the Grasshopper office.&lt;br /&gt;People from Herman Miller Japan heard about this and sent us this novelty.&lt;br /&gt;Well, I took this blog picture with a toy on my chair.&lt;br /&gt;This chair is an Embody Chair, a new product from Herman Miller.&lt;br /&gt;It's a replacement for the Aeron Chair I used to use, and is very &lt;br /&gt;comfortable.&lt;/p&gt;
&lt;p&gt;&lt;img width="300" height="400" alt="" src="/files/17April_B_51blog.JPG" /&gt;&lt;/p&gt;
</description>
 <comments>http://www.edge-online.com/blogs/herman-miller-winross-truck-trailer#comments</comments>
 <pubDate>Thu, 07 May 2009 01:20:57 +0100</pubDate>
 <dc:creator>SUDA51</dc:creator>
 <guid isPermaLink="false">23397 at http://www.edge-online.com</guid>
</item>
<item>
 <title>My Belief in the PlayStation 3 Advantage</title>
 <link>http://www.edge-online.com/blogs/my-belief-playstation-3-advantage</link>
 <description>&lt;!--paging_filter--&gt;PlayStation 3 offers a value proposition that&amp;rsquo;s second-to-none. This is the message that we&amp;rsquo;re taking out to consumers; we&amp;rsquo;re talking about blockbuster games, creative independent games, downloadable movies, music, photos and Blu-ray.&lt;br /&gt;&lt;br /&gt;&lt;strong&gt;Blu-ray and Downloadables&lt;/strong&gt;&lt;br /&gt;&lt;br /&gt;When I talk about choice, this is what I mean. We offer both Blu-ray and a way to consume content without a disk.&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/my-belief-playstation-3-advantage"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/my-belief-playstation-3-advantage#comments</comments>
 <category domain="http://www.edge-online.com/tags/ps3-news-2">PS3 News</category>
 <category domain="http://www.edge-online.com/tags/scea">SCEA</category>
 <category domain="http://www.edge-online.com/tags/scott-steinberg">Scott Steinberg</category>
 <pubDate>Thu, 25 Sep 2008 09:15:43 +0100</pubDate>
 <dc:creator>Scott Steinberg</dc:creator>
 <guid isPermaLink="false">20303 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Loving, Hating Videogames</title>
 <link>http://www.edge-online.com/blogs/loving-hating-videogames</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/loving-hating-videogames"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/loving-hating-videogames#comments</comments>
 <pubDate>Thu, 07 Aug 2008 02:23:46 +0100</pubDate>
 <dc:creator>Steven Poole</dc:creator>
 <guid isPermaLink="false">19426 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Comic Taste Figure Doraemon: Don&#039;t Worry, Doraemon</title>
 <link>http://www.edge-online.com/blogs/comic-taste-figure-doraemon-dont-worry-doraemon</link>
 <description>&lt;p&gt;&lt;img width="300" height="400" src="/files/20090605(2).jpg" alt="" /&gt;&lt;/p&gt;
&lt;p&gt;&amp;quot;Doreamon&amp;quot; is so famous that you'd be hard pressed to find a single Japanese person who hasn't heard of it.&amp;nbsp; It's the story of a clumsy kid named Nobita who fails at pretty much everything he tries to do and Doraemon, the cat-robot from the future who helps him out with an amazing assortment of handy tools.&lt;/p&gt;
&lt;p&gt;This diorama shows Nobita reminiscing about Doraemon after he had returned to the future.(Sagaracci)&lt;/p&gt;
</description>
 <comments>http://www.edge-online.com/blogs/comic-taste-figure-doraemon-dont-worry-doraemon#comments</comments>
 <pubDate>Tue, 09 Jun 2009 07:23:15 +0100</pubDate>
 <dc:creator>SUDA51</dc:creator>
 <guid isPermaLink="false">23768 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Why the &quot;Age of Steam&quot; May Not Last</title>
 <link>http://www.edge-online.com/blogs/why-age-steam-may-not-last</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;em&gt;&lt;strong&gt;Brad Wardell is CEO of PC game developer Stardock, which also recently launched the digital distribution platform, Impulse.&lt;/strong&gt;&lt;/em&gt;&lt;strong&gt;&lt;br /&gt;&lt;br /&gt;-------------------------------------------------&lt;br /&gt;&lt;br /&gt;I read with interest Edge's &lt;a href="http://www.edge-online.com/magazine/the-age-steam"&gt;Age of Steam &lt;/a&gt;article. I must confess that I am surprised to see Edge, or anyone else for that matter, imply that Steam's early lead in digital distribution translates to permanent dominance.&lt;/strong&gt;&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/why-age-steam-may-not-last"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/why-age-steam-may-not-last#comments</comments>
 <pubDate>Tue, 10 Mar 2009 15:14:57 +0000</pubDate>
 <dc:creator>Brad Wardell</dc:creator>
 <guid isPermaLink="false">22694 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Greetings from SUDA51</title>
 <link>http://www.edge-online.com/blogs/greetings-suda51</link>
 <description>&lt;!--paging_filter--&gt;&lt;p&gt;&lt;img height="267" align="left" width="200" src="/files/-1.jpg" alt="" /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;Hello, EDGE readers.&lt;/p&gt;&lt;p&gt;I'm SUDA51, from Grasshopper Manufacture.&lt;br /&gt;&lt;br /&gt;Grasshopper Manufacture is a Japanese game developer.&lt;/p&gt;&lt;p&gt;This is our website:&lt;br /&gt;&lt;br /&gt;&lt;a href="http://www.grasshopper.co.jp/"&gt;http://www.grasshopper.co.jp/&lt;/a&gt;&lt;/p&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/greetings-suda51"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/greetings-suda51#comments</comments>
 <pubDate>Sun, 15 Mar 2009 15:40:46 +0000</pubDate>
 <dc:creator>SUDA51</dc:creator>
 <guid isPermaLink="false">22761 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Six Students Who Shouldn&#039;t Develop Games</title>
 <link>http://www.edge-online.com/blogs/six-students-who-shouldnt-develop-games</link>
 <description>&lt;!--paging_filter--&gt;The way we work at Essex, we have a common first year for all students wanting to study one of: computer games, software engineering, artificial intelligence, networks, security and straight computer science. Right now it's this way partly because we want to give all of our students a solid grounding across the board, and partly as a form of insurance so that those students who like computers but are unsure as to which direction they want their career to go have an extra year to make their decision.&lt;br /&gt;&lt;br /&gt;Here are some stereotypes of people I interview who don't make the cut:&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/six-students-who-shouldnt-develop-games"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/six-students-who-shouldnt-develop-games#comments</comments>
 <pubDate>Thu, 21 Aug 2008 20:59:09 +0100</pubDate>
 <dc:creator>Richard Bartle</dc:creator>
 <guid isPermaLink="false">19700 at http://www.edge-online.com</guid>
</item>
<item>
 <title>The Eye Of The Beholder</title>
 <link>http://www.edge-online.com/blogs/the-eye-of-the-beholder</link>
 <description>&lt;p&gt;One of the most overused words in the videogame writer&amp;rsquo;s lexicon is the word &amp;lsquo;realistic&amp;rsquo;. I&amp;rsquo;m as guilty of it as the next person, but I always feel slightly, um, guilty whenever I use it, especially in reference to graphics. Because even those titles which are widely seen as exemplars of game realism, be they Crysis or Mass Effect or Grand Theft Auto, are themselves stylised in some way. So what is it that we mean when we say that a game is realistic? Are we talking about verisimilitude? Detail? Atmosphere?&lt;/p&gt;
&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/the-eye-of-the-beholder"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/the-eye-of-the-beholder#comments</comments>
 <category domain="http://www.edge-online.com/tags/graphics">Graphics</category>
 <category domain="http://www.edge-online.com/tags/killzone-2">Killzone 2</category>
 <category domain="http://www.edge-online.com/tags/ngai-croal">NGai Croal</category>
 <pubDate>Thu, 16 Apr 2009 12:18:24 +0100</pubDate>
 <dc:creator>NGai Croal</dc:creator>
 <guid isPermaLink="false">23110 at http://www.edge-online.com</guid>
</item>
<item>
 <title>A Few of My Least Favorite Things</title>
 <link>http://www.edge-online.com/blogs/a-few-my-least-favorite-things</link>
 <description>&lt;!--paging_filter--&gt;&lt;em&gt;&lt;strong&gt;Randy Smith is a lead game designer at EA's LA studio. His current project is a collaboration with Steven Spielberg.&lt;/strong&gt;&lt;/em&gt;&lt;br /&gt;--------------------------------------------------------------------------&lt;br /&gt;&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/a-few-my-least-favorite-things"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/a-few-my-least-favorite-things#comments</comments>
 <pubDate>Tue, 09 Dec 2008 08:42:02 +0000</pubDate>
 <dc:creator>Randy Smith</dc:creator>
 <guid isPermaLink="false">21420 at http://www.edge-online.com</guid>
</item>
<item>
 <title>Video: The Uncanny Valley</title>
 <link>http://www.edge-online.com/blogs/video-the-uncanny-valley</link>
 <description>&lt;!--paging_filter--&gt;&lt;object width="425" height="344"&gt;&lt;param value="http://www.youtube.com/v/FKTAJBQSm10&amp;amp;hl=en&amp;amp;fs=1" name="movie" /&gt;&lt;param value="true" name="allowFullScreen" /&gt;&lt;param value="always" name="allowscriptaccess" /&gt;&lt;embed width="425" height="344" allowfullscreen="true" allowscriptaccess="always" type="application/x-shockwave-flash" src="http://www.youtube.com/v/FKTAJBQSm10&amp;amp;hl=en&amp;amp;fs=1"&gt;&lt;/embed&gt;&lt;/object&gt;   &lt;p&gt;&lt;em&gt;&lt;strong&gt;The video above is a collaborative work between James Portnow and Daniel Floyd discussing the Uncanny Valley.&amp;nbsp; It is based off an article by James Portnow, the full t&lt;p&gt;&lt;a href="http://www.edge-online.com/blogs/video-the-uncanny-valley"&gt;read more&lt;/a&gt;&lt;/p&gt;</description>
 <comments>http://www.edge-online.com/blogs/video-the-uncanny-valley#comments</comments>
 <pubDate>Tue, 04 Nov 2008 08:17:22 +0000</pubDate>
 <dc:creator>James_Portnow</dc:creator>
 <guid isPermaLink="false">20922 at http://www.edge-online.com</guid>
</item>
</channel>
</rss>
