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	<title>Gematsu &#187; Interviews</title>
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		<title>Interview: Tales producer Hideo Baba on Tales of Xillia, more</title>
		<link>http://gematsu.com/2012/10/interview-tales-producer-hideo-baba-on-tales-of-xillia-more</link>
		<comments>http://gematsu.com/2012/10/interview-tales-producer-hideo-baba-on-tales-of-xillia-more#comments</comments>
		<pubDate>Tue, 16 Oct 2012 16:26:25 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Hideo Baba]]></category>
		<category><![CDATA[Namco Bandai]]></category>
		<category><![CDATA[NYCC 2012]]></category>
		<category><![CDATA[RPG]]></category>
		<category><![CDATA[Tales]]></category>
		<category><![CDATA[Tales of Xillia]]></category>
		<category><![CDATA[Tales of Xillia 2]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=83940</guid>
		<description><![CDATA[At Comic-Con in New York, we spoke to Tales series producer Hideo Baba about the upcoming English localization for Tales of Xillia, Tales of Xillia 2, the Tales series in general, Baba-san&#8217;s thoughts on the western market, and other subjects. Find our full transcript below. Transcript &#8212; First, I&#8217;d like to talk a bit about [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/10/interview-tales-producer-hideo-baba-on-tales-of-xillia-more/feed</wfw:commentRss>
		<slash:comments>33</slash:comments>
		</item>
		<item>
		<title>Interview: CyberConnect2 CEO Hiroshi Matsuyama on Narutimate Storm 3, .hack, and JoJo&#8217;s Bizarre Adventure</title>
		<link>http://gematsu.com/2012/10/interview-cyberconnect2-ceo-hiroshi-matsuyama-on-narutimate-storm-3-hack-and-jojos-bizarre-adventure</link>
		<comments>http://gematsu.com/2012/10/interview-cyberconnect2-ceo-hiroshi-matsuyama-on-narutimate-storm-3-hack-and-jojos-bizarre-adventure#comments</comments>
		<pubDate>Sun, 14 Oct 2012 18:53:45 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[CyberConnect2]]></category>
		<category><![CDATA[Hiroshi Matsuyama]]></category>
		<category><![CDATA[JoJo's Bizarre Adventure: All Star Battle]]></category>
		<category><![CDATA[Namco Bandai]]></category>
		<category><![CDATA[Naruto Shippuden: Ultimate Ninja Storm 3]]></category>
		<category><![CDATA[NYCC 2012]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=83918</guid>
		<description><![CDATA[We spoke to CyberConnect2 president and CEO Hiroshi Matsuyama during Comic-Con in New York yesterday, where we discussed the developer&#8217;s upcoming Naruto Shippuden: Ultimate Ninja Storm 3 and JoJo&#8217;s Bizarre Adventure, the studio in general, and more. Find our full transcript below. Naruto Shippuden: Ultimate Ninja Storm 3 — Hello, Matsuyama-san. I&#8217;d like to start off [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/10/interview-cyberconnect2-ceo-hiroshi-matsuyama-on-narutimate-storm-3-hack-and-jojos-bizarre-adventure/feed</wfw:commentRss>
		<slash:comments>19</slash:comments>
		</item>
		<item>
		<title>Interview: Alchimia Studios on Echoes of Aeons</title>
		<link>http://gematsu.com/2012/08/interview-alchimia-studios-on-echoes-of-aeons</link>
		<comments>http://gematsu.com/2012/08/interview-alchimia-studios-on-echoes-of-aeons#comments</comments>
		<pubDate>Sun, 12 Aug 2012 17:11:43 +0000</pubDate>
		<dc:creator>Adam Meadows</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Alchimia Studios]]></category>
		<category><![CDATA[Echoes of Aeons]]></category>
		<category><![CDATA[Kickstarter]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=77164</guid>
		<description><![CDATA[Interested in RPGs and independent development, I decided to talk to Alchimia Studios, developer of the upcoming action role-playing game, Echoes of Aeons. Being developed by a dedicated team of just three &#8211; and with the intention to release on the game on iOS, Android, PC and Mac &#8211; the studio, with its Kickstarter-in-progress, lent [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/08/interview-alchimia-studios-on-echoes-of-aeons/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Interview: Rising Star Games President Martin Defries</title>
		<link>http://gematsu.com/2012/04/interview-rising-star-games-president-martin-defries</link>
		<comments>http://gematsu.com/2012/04/interview-rising-star-games-president-martin-defries#comments</comments>
		<pubDate>Wed, 25 Apr 2012 14:46:33 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Industry]]></category>
		<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Martin Defries]]></category>
		<category><![CDATA[Rising Star Games]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=67046</guid>
		<description><![CDATA[Rising Star Games, whom you may know from their Japanese game localizations out in Europe, has set up shop in the United States. Out on tour in New York City, we sat down with company president Martin Defries, who gave us insight into the publisher&#8217;s history, its goals for the future, and a few teases [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/04/interview-rising-star-games-president-martin-defries/feed</wfw:commentRss>
		<slash:comments>2</slash:comments>
		</item>
		<item>
		<title>Interview: Gravity Rush&#8217;s Keiichiro Toyama</title>
		<link>http://gematsu.com/2012/04/interview-gravity-rushs-keiichiro-toyama</link>
		<comments>http://gematsu.com/2012/04/interview-gravity-rushs-keiichiro-toyama#comments</comments>
		<pubDate>Sat, 14 Apr 2012 20:44:44 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Gravity Rush]]></category>
		<category><![CDATA[Keiichiro Toyama]]></category>
		<category><![CDATA[SCE]]></category>
		<category><![CDATA[SCE Japan Studio]]></category>
		<category><![CDATA[SCEJ]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=66454</guid>
		<description><![CDATA[Gravity Rush is an upcoming PlayStation Vita title from Sony Computer Entertainment&#8217;s Japan Studio. Directed by the man behind Silent Hill and Siren, it&#8217;s a step in a different direction for horror creator Keiichiro Toyama &#8211; manipulating gravity in an enlightening new world. We were able to chat with Toyama-san through e-mail, where he told [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/04/interview-gravity-rushs-keiichiro-toyama/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Interview: XCOM: Enemy Unknown&#8217;s Garth DeAngelis</title>
		<link>http://gematsu.com/2012/04/interview-xcom-enemy-unknowns-garth-deangelis</link>
		<comments>http://gematsu.com/2012/04/interview-xcom-enemy-unknowns-garth-deangelis#comments</comments>
		<pubDate>Mon, 09 Apr 2012 16:56:44 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Firaxis Games]]></category>
		<category><![CDATA[Garth DeAngelis]]></category>
		<category><![CDATA[PAX East 2012]]></category>
		<category><![CDATA[XCOM: Enemy Unknown]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=66069</guid>
		<description><![CDATA[At PAX East in Boston this weekend, we spoke with XCOM: Enemy Unknown lead producer Garth DeAngelis, where he told us of the game&#8217;s new features, why it should appeal to fans of the classic, his personal favorite game, and even did his impression of a Chryssalid (yup, we have the audio). Read the full [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/04/interview-xcom-enemy-unknowns-garth-deangelis/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
<enclosure url="http://gematsu.com/wp-content/uploads/2012/04/Chyrssalid.mp3" length="31876" type="audio/mpeg" />
		</item>
		<item>
		<title>Interview: Lollipop Chainsaw&#8217;s Goichi Suda</title>
		<link>http://gematsu.com/2012/04/interview-lollipop-chainsaws-goichi-suda</link>
		<comments>http://gematsu.com/2012/04/interview-lollipop-chainsaws-goichi-suda#comments</comments>
		<pubDate>Sun, 08 Apr 2012 14:14:41 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Kadokawa Games]]></category>
		<category><![CDATA[Killer is Dead]]></category>
		<category><![CDATA[Lollipop Chainsaw]]></category>
		<category><![CDATA[PAX East 2012]]></category>
		<category><![CDATA[Suda 51]]></category>
		<category><![CDATA[Warner Bros.]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=65978</guid>
		<description><![CDATA[Goichi &#8220;Suda 51&#8243; Suda, the man behind such works as Killer 7 and No More Heroes, was at PAX East this weekend promoting his latest game, Lollipop Chainsaw. We sat down with the Grasshopper Manufacture boss for a quick chat, where he told us of a great debate surrounding protagonist Juliet&#8217;s breast size. Gematsu: Consumers [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/04/interview-lollipop-chainsaws-goichi-suda/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Interview: Borderlands 2&#8242;s Sean Reardon</title>
		<link>http://gematsu.com/2012/04/interview-borderlands-2s-sean-reardon</link>
		<comments>http://gematsu.com/2012/04/interview-borderlands-2s-sean-reardon#comments</comments>
		<pubDate>Wed, 04 Apr 2012 12:10:48 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Borderlands 2]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Gearbox Software]]></category>
		<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[Sean Reardon]]></category>
		<category><![CDATA[Shooter]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=65760</guid>
		<description><![CDATA[We recently sat down with Sean Reardon, senior producer on Borderlands 2, and spoke of the upcoming sequel&#8217;s inspirations, new features, and development. Read our entire interview below. Check out a new set of Borderlands 2 screenshots at the gallery. What made you want to make a sequel? In Borderlands 1, we felt like we [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/04/interview-borderlands-2s-sean-reardon/feed</wfw:commentRss>
		<slash:comments>6</slash:comments>
		</item>
		<item>
		<title>Interview: Spec Ops: The Line&#8217;s Tarl Raney</title>
		<link>http://gematsu.com/2012/02/interview-spec-ops-the-lines-tarl-raney</link>
		<comments>http://gematsu.com/2012/02/interview-spec-ops-the-lines-tarl-raney#comments</comments>
		<pubDate>Mon, 06 Feb 2012 13:01:51 +0000</pubDate>
		<dc:creator>Kiran Sury</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Shooter]]></category>
		<category><![CDATA[Spec Ops: The Line]]></category>
		<category><![CDATA[Tarl Raney]]></category>
		<category><![CDATA[TPS]]></category>
		<category><![CDATA[Yager Development]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=61505</guid>
		<description><![CDATA[After a two-hour gameplay session with Spec Ops: The Line, we sat down with Yager Development associate producer Tarl Raney for a brief discussion on the upcoming third-person shooter. Controversy. Were you worried about possible uproar, getting an AO rating, or something like that for having your protagonist kill American soldiers in the game? Obviously [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2012/02/interview-spec-ops-the-lines-tarl-raney/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interview: Sorcery&#8217;s Brian Upton</title>
		<link>http://gematsu.com/2011/12/interview-sorcerys-brian-upton</link>
		<comments>http://gematsu.com/2011/12/interview-sorcerys-brian-upton#comments</comments>
		<pubDate>Wed, 14 Dec 2011 17:01:07 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Brian Upton]]></category>
		<category><![CDATA[PlayStation Move]]></category>
		<category><![CDATA[SCE]]></category>
		<category><![CDATA[SCEA]]></category>
		<category><![CDATA[Sorcery]]></category>
		<category><![CDATA[The Workshop]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=58349</guid>
		<description><![CDATA[Sony lifted the lid on its newly revamped version of Sorcery today. Matt played the game and shared his impressions, while I sat down for a chat with the game&#8217;s creative director Brian Upton. What took you so long to show this?! We would have loved to have shown it earlier if it was ready [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2011/12/interview-sorcerys-brian-upton/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interview: Yoshinori Ono on Street Fighter X Tekken, fighting games</title>
		<link>http://gematsu.com/2011/11/interview-yoshinori-ono-on-street-fighter-x-tekken-fighting-games</link>
		<comments>http://gematsu.com/2011/11/interview-yoshinori-ono-on-street-fighter-x-tekken-fighting-games#comments</comments>
		<pubDate>Tue, 08 Nov 2011 17:15:15 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[PS Vita]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Capcom]]></category>
		<category><![CDATA[Fighting Games]]></category>
		<category><![CDATA[Street Fighter x Tekken]]></category>
		<category><![CDATA[Yoshinori Ono]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=56117</guid>
		<description><![CDATA[At the New York Comic-Con last month, we sat down with legendary Street Fighter producer Yoshinori Ono to talk Street Fighter X Tekken and the fighting game genre. Or, at least, we were supposed to. There was a bit of confusion surrounding the room we were supposed to meet Ono-san for the interview. By the [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2011/11/interview-yoshinori-ono-on-street-fighter-x-tekken-fighting-games/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Interview: Call of Juarez: The Cartel&#8217;s Blazej Krakowiak</title>
		<link>http://gematsu.com/2011/03/interview-call-of-juarez-the-cartels-blazej-krakowiak</link>
		<comments>http://gematsu.com/2011/03/interview-call-of-juarez-the-cartels-blazej-krakowiak#comments</comments>
		<pubDate>Sat, 26 Mar 2011 17:40:20 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Blazej Krakowiak]]></category>
		<category><![CDATA[Call of Juarez: The Cartel]]></category>
		<category><![CDATA[PAX East 2011]]></category>
		<category><![CDATA[Techland]]></category>
		<category><![CDATA[Ubisoft]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=42538</guid>
		<description><![CDATA[At PAX East in Boston, this year, we got the opportunity to sit down with Techland International Brand Manager Blazej Krakowiak to talk about their upcoming modern-day take on the Call of Juarez franchise, Call of Juarez: The Cartel. During our talk, we dive into the game&#8217;s three playable characters, its new modern day setting, [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2011/03/interview-call-of-juarez-the-cartels-blazej-krakowiak/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interview: The Darkness II&#8217;s Tom Galt</title>
		<link>http://gematsu.com/2011/03/interview-the-darkness-iis-tom-galt</link>
		<comments>http://gematsu.com/2011/03/interview-the-darkness-iis-tom-galt#comments</comments>
		<pubDate>Sat, 19 Mar 2011 11:45:18 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[2K Games]]></category>
		<category><![CDATA[Digital Extremes]]></category>
		<category><![CDATA[PAX East 2011]]></category>
		<category><![CDATA[The Darkness II]]></category>
		<category><![CDATA[Tom Galt]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=42175</guid>
		<description><![CDATA[Following our hands-on demo with The Darkness II at PAX East last weekend, we sat down with Lead Designer Tom Galt to talk about how the sequel came to be, new combat features, executions, the first game, and more. Considering The Darkness (the first game) was very overlooked &#8212; sort of a hidden gem &#8212; [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2011/03/interview-the-darkness-iis-tom-galt/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Interview: Gamestaq, a better trade-in solution</title>
		<link>http://gematsu.com/2011/02/interview-gamestaq-a-better-trade-in-solution</link>
		<comments>http://gematsu.com/2011/02/interview-gamestaq-a-better-trade-in-solution#comments</comments>
		<pubDate>Wed, 23 Feb 2011 21:17:29 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[GameStaq]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=41012</guid>
		<description><![CDATA[Don&#8217;t you love the fact that you can trade in a perfectly good game for $20 and watch it be sold for $30 more? You hate it. We know you do. Gone are the days of GameStop&#8217;s rip-off trade-ins. A new age has begun. You don&#8217;t want to receive $20 for a used game and [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2011/02/interview-gamestaq-a-better-trade-in-solution/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Interview: Valve&#8217;s DJ Powers on Portal 2, PS3 development</title>
		<link>http://gematsu.com/2011/02/interview-valves-dj-powers-on-portal-2-ps3-development</link>
		<comments>http://gematsu.com/2011/02/interview-valves-dj-powers-on-portal-2-ps3-development#comments</comments>
		<pubDate>Sat, 19 Feb 2011 19:21:49 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[DJ Powers]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Portal 2]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=40916</guid>
		<description><![CDATA[During an Electronic Arts event in New York City this Wednesday, we sat down with Valve marketing manager DJ Powers to talk Portal 2, PlayStation 3 development, Steamworks on consoles, and future developments. On Thursday night, we ran a preview for a new hands-on of the game offered up by Valve on the same night. [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2011/02/interview-valves-dj-powers-on-portal-2-ps3-development/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Interview: Sony&#8217;s Scott McCarthy on MLB 11: The Show, PS3 lineup, and 3rd parties</title>
		<link>http://gematsu.com/2011/02/interview-sonys-scott-mccarthy-on-mlb-11-the-show-ps3-lineup-and-3rd-parties</link>
		<comments>http://gematsu.com/2011/02/interview-sonys-scott-mccarthy-on-mlb-11-the-show-ps3-lineup-and-3rd-parties#comments</comments>
		<pubDate>Thu, 17 Feb 2011 13:48:31 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[MLB 11: The Show]]></category>
		<category><![CDATA[SCE]]></category>
		<category><![CDATA[SCE San Diego Studio]]></category>
		<category><![CDATA[SCEA]]></category>
		<category><![CDATA[Scott McCarthy]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=40771</guid>
		<description><![CDATA[With MLB 11: The Show&#8216;s March release fast approaching, we sat down with Scott McCarthy, senior brand manager for MLB: The Show software, for a quick chat about the upcoming game, PlayStation 3&#8242;s lineup in general, its competitors, and 3rd-party exclusives. Last year&#8217;s release of MLB 10: The Show included a plethora of new features: [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2011/02/interview-sonys-scott-mccarthy-on-mlb-11-the-show-ps3-lineup-and-3rd-parties/feed</wfw:commentRss>
		<slash:comments>7</slash:comments>
		</item>
		<item>
		<title>Interview: El Shaddai: Ascension of the Metatron&#8217;s Shane Bettenhausen</title>
		<link>http://gematsu.com/2010/06/interview-el-shaddai-ascension-of-the-metatrons-shane-bettenhausen</link>
		<comments>http://gematsu.com/2010/06/interview-el-shaddai-ascension-of-the-metatrons-shane-bettenhausen#comments</comments>
		<pubDate>Mon, 28 Jun 2010 20:54:32 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[El Shaddai: Ascension of the Metatron]]></category>
		<category><![CDATA[Ignition Entertainment]]></category>
		<category><![CDATA[Shane Bettenhausen]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=30737</guid>
		<description><![CDATA[While we unfortunately didn&#8217;t have enough time during E3 to stop by Ignition Entertainment&#8217;s booth, we did get in touch with them afterward about an interview regarding El Shaddai: Ascension of the Metatron. We know many of our readers are interested in the game, so we went ahead and got it. Shane Bettenhausen, Director of [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2010/06/interview-el-shaddai-ascension-of-the-metatrons-shane-bettenhausen/feed</wfw:commentRss>
		<slash:comments>3</slash:comments>
		</item>
		<item>
		<title>Interview: Quantum Theory&#8217;s Makoto Shibata</title>
		<link>http://gematsu.com/2010/06/interview-quantum-theorys-makoto-shibata</link>
		<comments>http://gematsu.com/2010/06/interview-quantum-theorys-makoto-shibata#comments</comments>
		<pubDate>Sun, 20 Jun 2010 00:53:05 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[PlayStation 3]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Clips]]></category>
		<category><![CDATA[E3 2010]]></category>
		<category><![CDATA[Quantum Theory]]></category>
		<category><![CDATA[Screenshots]]></category>
		<category><![CDATA[Shooter]]></category>
		<category><![CDATA[Tecmo]]></category>
		<category><![CDATA[Trailers]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=30289</guid>
		<description><![CDATA[During E3 2010, I got a chance to sit down with Makoto Shibata, producer of Tecmo Koei&#8217;s upcoming Quantum Theory. During our interview, spoken through a translator, Shibata-san reveals the story of the game, the reason why it went multiplatform, how it differentiates from Gears of War, and much more. To kick things off, can [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2010/06/interview-quantum-theorys-makoto-shibata/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Interview: Hydrophobia&#8217;s Rob Hewson</title>
		<link>http://gematsu.com/2010/04/interview-hyrdrophobias-rob-hewson</link>
		<comments>http://gematsu.com/2010/04/interview-hyrdrophobias-rob-hewson#comments</comments>
		<pubDate>Wed, 07 Apr 2010 19:16:12 +0000</pubDate>
		<dc:creator>Sal Romano</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[Top]]></category>
		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Dark Energy Digital]]></category>
		<category><![CDATA[Hydrophobia]]></category>
		<category><![CDATA[Microsoft]]></category>
		<category><![CDATA[Rob Hewson]]></category>
		<category><![CDATA[Xbox LIVE Arcade]]></category>

		<guid isPermaLink="false">http://gematsu.com/?p=26219</guid>
		<description><![CDATA[Hydrophobia made quite a splash (get it? splash!) during its unveiling at this year&#8217;s Penny Arcade Expo in Boston. Unfortunately, we weren&#8217;t able to attend the gameplay briefing, but we did manage to get a hold of Dark Energy Digital&#8217;s Senior Creative Designer, Rob Hewson, for a few questions about the Xbox LIVE Arcade title [...]]]></description>
		<wfw:commentRss>http://gematsu.com/2010/04/interview-hyrdrophobias-rob-hewson/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
	</channel>
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