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    <description>recent bookmarks from infovore</description>
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  </channel><item rdf:about="https://www.youtube.com/watch?v=TX58AbJq-xo">
    <title>Half-Life: Alyx - Locomotion Deep Dive - YouTube</title>
    <dc:date>2020-04-13T14:43:08+00:00</dc:date>
    <link>https://www.youtube.com/watch?v=TX58AbJq-xo</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[I always love developers showing their working, and none more so than Valve. Here are ten dense minutes on the teleportation mechanics in Half-Life: Alyx. I like this because you're not just seeing some opinions; they're showing glimpses of the research and testing that informed those opinions, as well as early prototypes, coupled with being a studio with some really deep time invested in VR; it's fascinating seeing them come to their conclusions. Also, as ever, I love seeing how bit a role sound is in presence.]]></description>
<dc:subject>vr sound games development design research virtualreality halflife valve</dc:subject>
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<item rdf:about="http://assemblyrequired.crashworks.org/2012/03/13/ai-driven-dynamic-dialog-at-gdc-2012/">
    <title>Some Assembly Required » Blog Archive » “AI-Driven Dynamic Dialog” at GDC 2012</title>
    <dc:date>2013-11-13T18:16:39+00:00</dc:date>
    <link>http://assemblyrequired.crashworks.org/2012/03/13/ai-driven-dynamic-dialog-at-gdc-2012/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["At last week’s Game Developers’ Conference I delivered a talk titled “AI-driven Dynamic Dialog”, describing the dialog system used in Left4Dead, Dota, and basically all of Valve’s games since The Orange Box." This is a brilliant talk - really worth going through the PDF for. In a nutshell, it's how the Left4Ddead conversation works - something I tried emulating with my Twitter bots a while back - but also sheds light on how I could have sped up some of the decision-making code on Hello Lamp Post. It's also good on what designing (andwriting) for this kind of work looks like. Might have to write something longer on this.]]></description>
<dc:subject>programming games language conversation memory text valve</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:e7188aaf767b/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:language"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:memory"/>
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<item rdf:about="http://blogs.valvesoftware.com/abrash/valve-how-i-got-here-what-its-like-and-what-im-doing-2/">
    <title>Valve: How I Got Here, What It’s Like, and What I’m Doing | Valve</title>
    <dc:date>2012-04-15T11:23:26+00:00</dc:date>
    <link>http://blogs.valvesoftware.com/abrash/valve-how-i-got-here-what-its-like-and-what-im-doing-2/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["If most of the value is now in the initial creative act, there’s little benefit to traditional hierarchical organization that’s designed to deliver the same thing over and over, making only incremental changes over time. What matters is being first and bootstrapping your product into a positive feedback spiral with a constant stream of creative innovation." (Michael Abrash is scary smart, at Valve, investigating wearable computing, but this line - about the value of being first and being innovative - was the most important here for me.)]]></description>
<dc:subject>michaelabrash games valve innovation creativity</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:infovore/b:27e035c1f93d/</dc:identifier>
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</item>
<item rdf:about="http://store.steampowered.com/news/3857/">
    <title>News - Mac Steam content in the Documents folder? Not for long.</title>
    <dc:date>2010-05-25T10:39:21+00:00</dc:date>
    <link>http://store.steampowered.com/news/3857/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Our original inclination was to put game content under "~/Library/Application Support/Steam", along with the other support files Steam uses. The problem is that uninstalling an application is meant to be as simple as dragging it from the Applications folder into the Trash. However, uninstalling Steam this way will leave all of your game content on the drive, which could easily be quite a few gigabytes of wasted space. Our solution was to put the content in a very visible and often used location so users could easily find and delete the game data if they didn't want it anymore. That's right, we chose the Documents folder specifically because it was visible and often used -- the very reasons users don't want it there." Well done, Valve, for explaining this in the short term, and providing a solution in the long term. (And: their thinking wasn't so woolly, really).
]]></description>
<dc:subject>mac valve steam customersupport</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:06b6d6fad321/</dc:identifier>
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<item rdf:about="http://www.teamfortress.com/119/">
    <title>Team Fortress 2 - 119th Update!</title>
    <dc:date>2010-04-30T13:33:04+00:00</dc:date>
    <link>http://www.teamfortress.com/119/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[And, with their 119th update, Valve helpfully included the list of all their previous patches, as well. Just look at the amount that's changed - and how swiftly. A proper, living game (unlike the stillborn 360 version). Can't wait to play it on the Mac; it's almost like a different game to the one I played at the beginning.
]]></description>
<dc:subject>valve games tf2 patches update</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:d1716ee4d472/</dc:identifier>
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<item rdf:about="http://gameshelf.jmac.org/2010/03/valve-and-marvel.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+GameshelfBlog+(The+Gameshelf+(blog))">
    <title>The Silver Age - The Gameshelf</title>
    <dc:date>2010-03-15T11:20:38+00:00</dc:date>
    <link>http://gameshelf.jmac.org/2010/03/valve-and-marvel.html?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+GameshelfBlog+(The+Gameshelf+(blog))</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["I see Valve Software today holding the same position in the overall media landscape that Marvel Comics occupied in the early-mid 1960s. In both cases, we have two experienced studios, neither the mainstream-recognized giants of their fields, who made an unusual decision: they chose to spend the creative capital gained from prior commercial success to quietly revolutionize their respective medium's dominant genres, rather than take the safer path of grinding out more derivative sameness."
]]></description>
<dc:subject>comics games valvesoftware valve marvel invention</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f826ef3129b8/</dc:identifier>
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<item rdf:about="http://www.teamfortress.com/war/part1/index.htm">
    <title>Team Fortress 2 - WAR!</title>
    <dc:date>2009-12-11T09:48:53+00:00</dc:date>
    <link>http://www.teamfortress.com/war/part1/index.htm</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Sides chosen as Demo-Soldier tension mounts". I love Valve. I love them so very much. I reckon TF2 is the unsung hero of their games, frankly - and their continued dedication to it is just marvellous.
]]></description>
<dc:subject>valve games awesome tf2 war</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:1f20a4fdf775/</dc:identifier>
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<item rdf:about="http://www.teamfortress.com/classless/">
    <title>Team Fortress 2 - Classless Update</title>
    <dc:date>2009-08-11T22:45:42+00:00</dc:date>
    <link>http://www.teamfortress.com/classless/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["During peacetime, hats have been instrumental for men to let the non-hatted know just who is wearing the hat around here." I love Valve and I want to kiss them lots.
]]></description>
<dc:subject>valve hats tf2 games teamfortress2 awesome</dc:subject>
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<item rdf:about="http://forums.steampowered.com/forums/showthread.php?t=759074">
    <title>The Story in Left 4 Dead - Steam Users' Forums</title>
    <dc:date>2009-08-06T16:16:03+00:00</dc:date>
    <link>http://forums.steampowered.com/forums/showthread.php?t=759074</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[One great big massive thread in which the Left 4 Dead story gets dissected to death - with lots of excellent screengrabs - by perceptive fans. Good stuff: as usual with Valve, there's so much story in the world.
]]></description>
<dc:subject>valve left4dead l4d games story narrative environment</dc:subject>
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<item rdf:about="http://www.gamasutra.com/php-bin/news_index.php?story=22378">
    <title>Gamasutra - News - DICE 09: Valve's Newell On 'Using Your Customer Base To Reach New Customers'</title>
    <dc:date>2009-06-22T18:39:53+00:00</dc:date>
    <link>http://www.gamasutra.com/php-bin/news_index.php?story=22378</link>
    <dc:creator>infovore</dc:creator><description><![CDATA['“The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”' Masses of good things in here - think I've quoted it elsewhere - but it's not on my Delicious, so in it goes.
]]></description>
<dc:subject>distribution games steam valve gabenewell gaas awesome</dc:subject>
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<item rdf:about="http://www.gamasutra.com/php-bin/news_index.php?story=24112">
    <title>Gamasutra - News - DFC: Left 4 Dead Demonstrates Potential Of Online Distribution</title>
    <dc:date>2009-06-22T18:38:38+00:00</dc:date>
    <link>http://www.gamasutra.com/php-bin/news_index.php?story=24112</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["DFC's main takeaway from the study is that the flexible, quickly-adaptable nature of online distribution services like Steam allow for developers to use a broad variety of promotions and incentives to keep their game communities fresh; individual promotions like the Survival Pack had a positive effect on both platforms, but it was the one-two punch of that DLC plus the followup free weekend through Steam that had the most meaningful impact on the game at any point on either platform."
]]></description>
<dc:subject>valve steam l4d left4dead distribution analysis gaas games platforms</dc:subject>
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</item>
<item rdf:about="http://gangles.ca/2009/05/26/guiding-the-eye/">
    <title>Guiding The Player’s Eye - The Quixotic Engineer</title>
    <dc:date>2009-06-03T20:48:42+00:00</dc:date>
    <link>http://gangles.ca/2009/05/26/guiding-the-eye/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Valve subtly guides the player’s attention toward significant events and objects by using elements naturally found in the game world. This allows the player to retain control of their perspective without getting lost or confused, and contributes to an overall immersive experience." Matthew Gallant puts together a nice selection of screengrabs to illustrate Valve's craft.
]]></description>
<dc:subject>valve games design hl2 halflife2 guiding</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:6cd71a745ce2/</dc:identifier>
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</item>
<item rdf:about="http://www.teamfortress.com/sniper_vs_spy/">
    <title>Team Fortress 2 - The Sniper vs. Spy Update</title>
    <dc:date>2009-05-21T08:46:08+00:00</dc:date>
    <link>http://www.teamfortress.com/sniper_vs_spy/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Jarate is neither affiliated with, nor a substitute for, Karate." The Sniper's new weapon: a jar of piss. The way this update has unfolded has, basically, been totally awesome.
]]></description>
<dc:subject>teamfortress2 tf2 awesome valve games moreawesome update</dc:subject>
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<item rdf:about="http://doublebuffered.com/2009/05/19/everyone-at-valve-has-been-fired/">
    <title>Everyone At Valve Has Been Fired « Double Buffered</title>
    <dc:date>2009-05-19T09:53:04+00:00</dc:date>
    <link>http://doublebuffered.com/2009/05/19/everyone-at-valve-has-been-fired/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The lesson to be learned here is that when something screws with your careful plans, you take control of that thing, warp it to your every demand, and channel it into a concentrated stream of Awesome. That is how you do PR." Pretty much. Valve have handled this brilliantly - the achievement they awarded themselves being the icing on the cake - and not only have they been on-brand for a savvy, internet-enabled company, they've also been spot on-brand for TF2.
]]></description>
<dc:subject>games marketing leaks valve teamfortress2 senseofhumour pr</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:4b41f07fa1e6/</dc:identifier>
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</item>
<item rdf:about="http://www.youtube.com/watch?v=VbahW7UTx4U">
    <title>YouTube - Team Fortress 2: Meet The Spy Full Quality</title>
    <dc:date>2009-05-17T12:11:03+00:00</dc:date>
    <link>http://www.youtube.com/watch?v=VbahW7UTx4U</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["No. That would be your mother." Valve drop the next "Meet The..." video, and it's perhaps the best yet - certainly in terms of editing and choreography. And I love how the other characters - especially the Soldier - are still being developed in this.
]]></description>
<dc:subject>games machinima animation valve teamfortress2</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f02a1e8a2db8/</dc:identifier>
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</item>
<item rdf:about="http://store.valvesoftware.com/productshowcase/productshowcase_L4D-IHateWoodsShirt.html">
    <title>I Hate Woods t-shirt</title>
    <dc:date>2009-04-21T22:15:38+00:00</dc:date>
    <link>http://store.valvesoftware.com/productshowcase/productshowcase_L4D-IHateWoodsShirt.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Francis has gained his own clothing line, and I need this shirt like a red wizard needs food.
]]></description>
<dc:subject>games apparel tshirt francis left4dead hatred valve awesome</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:91deb4480071/</dc:identifier>
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</item>
<item rdf:about="http://www.l4d.com/blog/post.php?id=2417">
    <title>Left 4 Dead Blog - Surviving the L4D Survival Pack</title>
    <dc:date>2009-04-18T08:03:15+00:00</dc:date>
    <link>http://www.l4d.com/blog/post.php?id=2417</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[A thoughful post (as ever) from the L4D team detailing some of the balancing and planning that's gone into the Survival Mode experience. Looking forward to firing this up next week...
]]></description>
<dc:subject>games left4dead valve mechanics balance data</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:a590bb4aed4d/</dc:identifier>
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<item rdf:about="http://www.gamesetwatch.com/2009/02/dice_09_valves_newell_on_using.php">
    <title>GameSetWatch - DICE 09: Valve's Newell On 'Using Your Customer Base To Reach New Customers'</title>
    <dc:date>2009-02-19T22:20:22+00:00</dc:date>
    <link>http://www.gamesetwatch.com/2009/02/dice_09_valves_newell_on_using.php</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["In the 14 months since [TeamFortress 2] shipped, the PC version of the game has seen 63 updates – “that’s the frequency you want to be providing updates to your customers,” [Newell] adds. “You want to say, ‘We’ll get back to you every week. The degree to which you can engage your customer base in creating value for your other players” is key, says Newell. “When people say interesting or intelligent things about your product, it will translate directly into incremental revenue for the content provider.”" Great write-up from Chris Remo of Gabe Newell's DICE talk.
]]></description>
<dc:subject>games business community communication piracy valve steam gaas gabenewell digitaldistribution</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:ca920b4cc166/</dc:identifier>
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</item>
<item rdf:about="http://blog.wired.com/games/2009/02/valve-announces.html">
    <title>Valve Announces First Left 4 Dead DLC | Game | Life from Wired.com</title>
    <dc:date>2009-02-05T21:57:53+00:00</dc:date>
    <link>http://blog.wired.com/games/2009/02/valve-announces.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["With Half-Life and Counter-Strike, and more recently Team Fortress 2, we've learned that we're no longer making stand-alone games but creating entertainment services. With Left 4 Dead we're extending that tradition by creating additional gameplay and releasing our internal tools to aspiring developers so they may also create and distribute new Left 4 Dead experiences." Lots of places have the news; this quotation is the killer, though. "Entertainment services". GAAS, anyone?
]]></description>
<dc:subject>games play left4dead valve entertainment quotation halflife gaas saas</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:b37360b10098/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:play"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:left4dead"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:entertainment"/>
	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:quotation"/>
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</item>
<item rdf:about="http://www.offworld.com/2008/12/why-left-4-dead-has-the-best-t.html">
    <title>Boing Boing: Offworld</title>
    <dc:date>2008-12-01T13:49:25+00:00</dc:date>
    <link>http://www.offworld.com/2008/12/why-left-4-dead-has-the-best-t.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Still, overall, Left 4 Dead's opening cinematic is a shockingly complete primer to the rest of the game. With only a few exceptions, almost any player going into Left 4 Dead for the first time will know exactly how to play the game: they already know the gameplay, the weapons, the enemies, the win scenario and the strategies they need to get through the game alive... the only thing not covered in the opening movie is the specifics of the interface." Yes - had this exact same conversation a few days ago. Although John is awfully down on Louis, which seems a tad unfair...
]]></description>
<dc:subject>left4dead games tutorial valve introductoin mechanics</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:f6d7c3a2cadc/</dc:identifier>
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</item>
<item rdf:about="http://www.rockpapershotgun.com/2008/11/18/the-season-of-the-witch/">
    <title>The Season Of The Witch | Rock, Paper, Shotgun</title>
    <dc:date>2008-11-20T09:55:04+00:00</dc:date>
    <link>http://www.rockpapershotgun.com/2008/11/18/the-season-of-the-witch/</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Who designs a character for gamers to never go near? Who spends the time to create the most terrifying creature imaginable, and doesn’t impose it on players? Well, clearly Valve. The temptation to have her be aggravated from great distances, to force her to attack when encountered, must have been there. But then she’d have lost her power. Her power comes from just sitting there. It’s that benign, ragged, vulnerable form. It’s the combination of singing and crying. Oh God, the singing *and* crying." John Walker examines the horror of Left 4 Dead's Witch. A little over-written perhaps, but he totally nails the fear the character instills, and the way you always notice her a split-second too late.
]]></description>
<dc:subject>johnwalker rockpapershotgun left4dead valve games design mechanics fear horror</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:e2e92938ba50/</dc:identifier>
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</item>
<item rdf:about="http://www.teamfortress.com/post.php?id=1889">
    <title>Finding the Time to Bleed - Team Fortress 2</title>
    <dc:date>2008-10-17T10:29:22+00:00</dc:date>
    <link>http://www.teamfortress.com/post.php?id=1889</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["The suits took issue with every brave, authority-questioning page of our Meet the Sandvich script-specifically that there were supposed "similarities" between it and the 1987 action film Predator, and more specifically that it was word for word the 1987 action film Predator."
]]></description>
<dc:subject>writing valve tf2 script humour funny predator roadhouse</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:10038591a586/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:predator"/>
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</item>
<item rdf:about="http://www.gamasutra.com/php-bin/news_index.php?story=20186">
    <title>Gamasutra - Valve's Faliszek: Not All Game Stories Need 'Evil Masterminds'</title>
    <dc:date>2008-09-11T15:42:25+00:00</dc:date>
    <link>http://www.gamasutra.com/php-bin/news_index.php?story=20186</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Trying to over-explain the cause of a disaster often detracts from its more tangible impact. ... Instead, Faliszek says, it is more effective to create resonant gameplay experiences that players will remember, particularly if the setting in question, such as a zombie invasion (or a tornado outbreak, for that matter) is already familiar." Why games don't always need tangible villains.
]]></description>
<dc:subject>games resonance left4dead valve story narrative technique</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:283cdcdfe568/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:infovore/t:resonance"/>
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<item rdf:about="http://kotaku.com/5040417/team-fortress-2-updates-coming-to-xbox-360-later-this-year">
    <title>Games Convention 2008: Team Fortress 2 Updates Coming To Xbox 360 Later This Year</title>
    <dc:date>2008-08-25T17:13:34+00:00</dc:date>
    <link>http://kotaku.com/5040417/team-fortress-2-updates-coming-to-xbox-360-later-this-year</link>
    <dc:creator>infovore</dc:creator><description><![CDATA["Given that Valve is being forced to charge for the update, they wanted to ensure that 360 owners were getting their money's worth." Such a shame they have to charge for it - but still, more TF2 on 360, and that's a good thing from my perspective.
]]></description>
<dc:subject>valve microsoft live downloadablecontent dlc tf2 teamfortress2</dc:subject>
<dc:identifier>https://pinboard.in/u:infovore/b:ffcac4c72732/</dc:identifier>
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