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    <title>Architecting the unreal: the hubs and spokes of BioShock's Rapture - Offworld</title>
    <dc:date>2009-04-20T20:55:17+00:00</dc:date>
    <link>http://www.offworld.com/2009/04/architecting-the-unreal---the.html</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[So I'm going to be writing the odd thing for Offworld from time to time, and this is my first post, on a nice post from Steve Gaynor about architecutre, and leading players through stories with architecture alone. More to come, pop-pickers.
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    <title>Ending BioShock, by Tom Francis</title>
    <dc:date>2009-04-17T14:34:55+00:00</dc:date>
    <link>http://www.pentadact.com/index.php/2009-04-15-ending-bioshock</link>
    <dc:creator>infovore</dc:creator><description><![CDATA[Tom Francis posits an alternate ending to Bioshock, that makes sense of the Vita-Chambers switcheroo, gives the player the agency they've craved, fixes some of the issues with the original ending, and asks you kindly to DROP THE GODDAMN RADIO.
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