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	<title>Comments on: A Moratorium On Cutscenes</title>
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		<title>By: Russ</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-153456</link>
		<dc:creator>Russ</dc:creator>
		<pubDate>Tue, 03 Mar 2009 17:38:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-153456</guid>
		<description>Elevators are cutscenes.

Actually they&#039;re usually disguised loading screens.</description>
		<content:encoded><![CDATA[<p>Elevators are cutscenes.</p>
<p>Actually they&#8217;re usually disguised loading screens.
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		<title>By: DigitalSignalX</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-12959</link>
		<dc:creator>DigitalSignalX</dc:creator>
		<pubDate>Fri, 14 Dec 2007 08:28:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-12959</guid>
		<description>&quot;The better the game, the less frustrating the cutscene,&quot; Agreed. A quality game is usually a quality story, and any element that helps tell the story effectively, be it interactive or not, adds entertainment value. I&#039;m reminded of Max Payne and how all the load screens were taken from story boards foreshadowing events and the cutscenes were voice-over graphic novel noir icing on the immersion cake.</description>
		<content:encoded><![CDATA[<p>&#8220;The better the game, the less frustrating the cutscene,&#8221; Agreed. A quality game is usually a quality story, and any element that helps tell the story effectively, be it interactive or not, adds entertainment value. I&#8217;m reminded of Max Payne and how all the load screens were taken from story boards foreshadowing events and the cutscenes were voice-over graphic novel noir icing on the immersion cake.
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		<title>By: Cruz</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-11478</link>
		<dc:creator>Cruz</dc:creator>
		<pubDate>Tue, 04 Dec 2007 15:32:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-11478</guid>
		<description>Gabe from PA: &lt;blockquote cite=&quot;&quot;&gt;I don&#039;t need or want to be punished by a game for making mistakes. I play games for what Ron Gilbert calls &quot;new art&quot;. I play to see the next level or cool animation. I don&#039;t play games to beat them I play games to see them.&lt;/blockquote&gt;

I love PA. Between Gabe and Tycho, I find that as my gaming tastes fluctuate, I can always feel some uncanny sense of empathy with either of them. This particular quote just happens to reflect my recent shift toward games with oft-linear narrative leanings.

In any case, I thought this could apply here, as a cutscene might be that cool animation to reward the player and serve as motivation to keep going. Surely you remember going through Blizzard games just to see those beautifully rendered cutscenes, which are totally not integrated into the actual game, or interactive by any stretch.</description>
		<content:encoded><![CDATA[<p>Gabe from PA:<br />
<blockquote cite="">I don&#8217;t need or want to be punished by a game for making mistakes. I play games for what Ron Gilbert calls &#8220;new art&#8221;. I play to see the next level or cool animation. I don&#8217;t play games to beat them I play games to see them.</p></blockquote>
<p>I love PA. Between Gabe and Tycho, I find that as my gaming tastes fluctuate, I can always feel some uncanny sense of empathy with either of them. This particular quote just happens to reflect my recent shift toward games with oft-linear narrative leanings.</p>
<p>In any case, I thought this could apply here, as a cutscene might be that cool animation to reward the player and serve as motivation to keep going. Surely you remember going through Blizzard games just to see those beautifully rendered cutscenes, which are totally not integrated into the actual game, or interactive by any stretch.
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		<title>By: malkav11</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-11148</link>
		<dc:creator>malkav11</dc:creator>
		<pubDate>Sun, 02 Dec 2007 09:11:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-11148</guid>
		<description>Radiant - all that says to me is that Assassin&#039;s Creed uses cutscenes poorly. A fair number of games do that, and it sucks. But that&#039;s like saying games should do away with shooting guns because Mortyr did it poorly. (Er, not saying those two games are equivalent, that&#039;s just a game that does shooting poorly that I can think of off the top of my head.)</description>
		<content:encoded><![CDATA[<p>Radiant &#8211; all that says to me is that Assassin&#8217;s Creed uses cutscenes poorly. A fair number of games do that, and it sucks. But that&#8217;s like saying games should do away with shooting guns because Mortyr did it poorly. (Er, not saying those two games are equivalent, that&#8217;s just a game that does shooting poorly that I can think of off the top of my head.)
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		<title>By: Rock, Paper, Shotgun: PC Gaming&#8217;s Ivoriest Tower &#187; Blog Archive &#187; RPS Advent Game-o-Calender: December 1st</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-11089</link>
		<dc:creator>Rock, Paper, Shotgun: PC Gaming&#8217;s Ivoriest Tower &#187; Blog Archive &#187; RPS Advent Game-o-Calender: December 1st</dc:creator>
		<pubDate>Sat, 01 Dec 2007 17:58:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-11089</guid>
		<description>[...] to Important is its cutscenes, or rather the alternative to them it comes up with. Generally, I’m with Jim – there’s enough atrocious , tedious and pointlessly interruptive cutscenes in gaming at the [...]</description>
		<content:encoded><![CDATA[<p>[...] to Important is its cutscenes, or rather the alternative to them it comes up with. Generally, I’m with Jim – there’s enough atrocious , tedious and pointlessly interruptive cutscenes in gaming at the [...]
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		<title>By: solios</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-11051</link>
		<dc:creator>solios</dc:creator>
		<pubDate>Sat, 01 Dec 2007 13:56:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-11051</guid>
		<description>What do I have against IF?  That developers continue to market IF as &quot;games&quot; as opposed to IF, and that various franchises (Final Fantasy, Quake) that used to be &lt;i&gt;games&lt;/i&gt; have gotten progressively more and more story heavy.  Sometimes it works (you can bet that the gameplay isn&#039;t the thing people flash back on when you ask them about FF7), and more often, in my experience, it doesn&#039;t (Quake 4 tries really hard to be a Michael Bay movie and comes off like Dave Matthews trying to make a Gwar video).

Ultimately I agree with the thesis/opinion that cut scenes remove interaction/immersion/control, and that too much in the way of scripted scenes makes a game feel like it&#039;s on very tight rails.  Eventually the medium will figure itself out and find a balance.... maybe by then we&#039;ll get games that claim to have &quot;choice&quot; and offer more than Yes or No.</description>
		<content:encoded><![CDATA[<p>What do I have against IF?  That developers continue to market IF as &#8220;games&#8221; as opposed to IF, and that various franchises (Final Fantasy, Quake) that used to be <i>games</i> have gotten progressively more and more story heavy.  Sometimes it works (you can bet that the gameplay isn&#8217;t the thing people flash back on when you ask them about FF7), and more often, in my experience, it doesn&#8217;t (Quake 4 tries really hard to be a Michael Bay movie and comes off like Dave Matthews trying to make a Gwar video).</p>
<p>Ultimately I agree with the thesis/opinion that cut scenes remove interaction/immersion/control, and that too much in the way of scripted scenes makes a game feel like it&#8217;s on very tight rails.  Eventually the medium will figure itself out and find a balance&#8230;. maybe by then we&#8217;ll get games that claim to have &#8220;choice&#8221; and offer more than Yes or No.
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		<title>By: Dracko</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-10883</link>
		<dc:creator>Dracko</dc:creator>
		<pubDate>Fri, 30 Nov 2007 17:15:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-10883</guid>
		<description>solios: Then why don&#039;t you play one with no pretence to a story? There are excellent ones out there. That&#039;s certainly no reason that others with the ambition of involving the player within a plot should botch it up. &lt;i&gt;Portal&lt;/i&gt;, for instance, had a story in service of its gameplay, which was pure puzzle-fare. Games can and should, when they claim to have a plot, make sure that they work cohesively.

And what do you have against IF anyway?</description>
		<content:encoded><![CDATA[<p>solios: Then why don&#8217;t you play one with no pretence to a story? There are excellent ones out there. That&#8217;s certainly no reason that others with the ambition of involving the player within a plot should botch it up. <i>Portal</i>, for instance, had a story in service of its gameplay, which was pure puzzle-fare. Games can and should, when they claim to have a plot, make sure that they work cohesively.</p>
<p>And what do you have against IF anyway?
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		<title>By: Radiant</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-10839</link>
		<dc:creator>Radiant</dc:creator>
		<pubDate>Fri, 30 Nov 2007 15:03:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-10839</guid>
		<description>I think this debate can be divided into:
People who have played Assassin Creed and People who have not.

Seriously; play it and see how long it takes for you to gauge out your eyes and ears in frustration.

But that&#039;s a good point about MGS and cutscenes.
Take out all the cutscenes from MGS and you have a game totally devoid of character.</description>
		<content:encoded><![CDATA[<p>I think this debate can be divided into:<br />
People who have played Assassin Creed and People who have not.</p>
<p>Seriously; play it and see how long it takes for you to gauge out your eyes and ears in frustration.</p>
<p>But that&#8217;s a good point about MGS and cutscenes.<br />
Take out all the cutscenes from MGS and you have a game totally devoid of character.
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		<title>By: Crispy</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-10834</link>
		<dc:creator>Crispy</dc:creator>
		<pubDate>Fri, 30 Nov 2007 14:53:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-10834</guid>
		<description>I have to say I do enjoy a good cutscene, and I don&#039;t think they should be replaced by &#039;fully interactive cutscenes&#039;. I prefer &#039;in-game custscenes&#039;, where you don&#039;t need to input any commands or keypresses but which still take place from the default view.

To me a cutscene is a number of things. It&#039;s a respite from the action, a short break where you can sit back in your chair and take it all in. It&#039;s also an opportunity for some artistry. Camera movements, how the scene is framed, the flow of dialogue, what elements in-frame are drawing your attention; this is all an art that I appreciate when done well.

On the subject of dialogue flow, I absolutely hate when the flow of conversation is dependant on the timing of your own keypresses. Having lines follow either too quickly after one another or with too great a pause between them makes the whole process seem very mechanical. I don&#039;t see it as a rewarding process, having to anticipate how long an NPC-turned-PC should deliberate over his response, I actually think this detracts from the storytelling experience I came to enjoy. I do agree, however, that where pure text is concerned it should be at the user&#039;s discression, and text that scrolls too slowly is a sin indeed.

Coming back to what I was talking about with regards to framing, I hate being expected to stand still in a cut scene. I actually prefer being made to stand still so I can relax and take it all in, because in games like Half-Life 2 you can often miss nuances in the animation and facial expressions when you&#039;re jumping round Kleiner&#039;s lab like a looney playing with stuff. I prefer being sat still when something important is happening instead of missing things because I was looking thr wrong way. Some people&#039;s argument seems to be that you are forced to slow to the game&#039;s pace, my argument is that I can miss elements I might enjoy because I&#039;m not facing the right way. When I am given free reign I can&#039;t help not use it. For me it&#039;s the equivalent of having a jungle gym instead of a seating area in a cinema. Why would you not fool around a little given the option?

The question for me is not &#039;why are cutscenes still used&#039;, but &#039;when should they be used&#039;. For everything non-incidental I would prefer a cutscene, because being able to throw buckets at a protagonist&#039;s head while she explains how she lost her mother to heartless, oppressive forces of darkness tends to dull the senses somewhat. I simply don&#039;t want to be given the power to abuse someone else&#039;s creation, that&#039;s what Garry&#039;s mod is for! :P</description>
		<content:encoded><![CDATA[<p>I have to say I do enjoy a good cutscene, and I don&#8217;t think they should be replaced by &#8216;fully interactive cutscenes&#8217;. I prefer &#8216;in-game custscenes&#8217;, where you don&#8217;t need to input any commands or keypresses but which still take place from the default view.</p>
<p>To me a cutscene is a number of things. It&#8217;s a respite from the action, a short break where you can sit back in your chair and take it all in. It&#8217;s also an opportunity for some artistry. Camera movements, how the scene is framed, the flow of dialogue, what elements in-frame are drawing your attention; this is all an art that I appreciate when done well.</p>
<p>On the subject of dialogue flow, I absolutely hate when the flow of conversation is dependant on the timing of your own keypresses. Having lines follow either too quickly after one another or with too great a pause between them makes the whole process seem very mechanical. I don&#8217;t see it as a rewarding process, having to anticipate how long an NPC-turned-PC should deliberate over his response, I actually think this detracts from the storytelling experience I came to enjoy. I do agree, however, that where pure text is concerned it should be at the user&#8217;s discression, and text that scrolls too slowly is a sin indeed.</p>
<p>Coming back to what I was talking about with regards to framing, I hate being expected to stand still in a cut scene. I actually prefer being made to stand still so I can relax and take it all in, because in games like Half-Life 2 you can often miss nuances in the animation and facial expressions when you&#8217;re jumping round Kleiner&#8217;s lab like a looney playing with stuff. I prefer being sat still when something important is happening instead of missing things because I was looking thr wrong way. Some people&#8217;s argument seems to be that you are forced to slow to the game&#8217;s pace, my argument is that I can miss elements I might enjoy because I&#8217;m not facing the right way. When I am given free reign I can&#8217;t help not use it. For me it&#8217;s the equivalent of having a jungle gym instead of a seating area in a cinema. Why would you not fool around a little given the option?</p>
<p>The question for me is not &#8216;why are cutscenes still used&#8217;, but &#8216;when should they be used&#8217;. For everything non-incidental I would prefer a cutscene, because being able to throw buckets at a protagonist&#8217;s head while she explains how she lost her mother to heartless, oppressive forces of darkness tends to dull the senses somewhat. I simply don&#8217;t want to be given the power to abuse someone else&#8217;s creation, that&#8217;s what Garry&#8217;s mod is for! :P
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		<title>By: Ed</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-10829</link>
		<dc:creator>Ed</dc:creator>
		<pubDate>Fri, 30 Nov 2007 14:46:28 +0000</pubDate>
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		<description>I like some cut scenes - if they&#039;re well done and have a point. For example, C&amp;C&#039;s cut scenes I&#039;ve always liked, but they&#039;re FMV so a bit different... I didn&#039;t really see the point in the HL2:EP2 cutscene - I loved the game, but I didn&#039;t really see what it added, beside some ominousness. They could have achieved the same thing by having the gman wondering around like he did in HL1...</description>
		<content:encoded><![CDATA[<p>I like some cut scenes &#8211; if they&#8217;re well done and have a point. For example, C&amp;C&#8217;s cut scenes I&#8217;ve always liked, but they&#8217;re FMV so a bit different&#8230; I didn&#8217;t really see the point in the HL2:EP2 cutscene &#8211; I loved the game, but I didn&#8217;t really see what it added, beside some ominousness. They could have achieved the same thing by having the gman wondering around like he did in HL1&#8230;
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		<title>By: Mr Pink</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-10813</link>
		<dc:creator>Mr Pink</dc:creator>
		<pubDate>Fri, 30 Nov 2007 14:09:52 +0000</pubDate>
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		<description>A cutscene memory which is still quite fresh for me was playing Just Cause. Having completed a mission which essentially involved setting a building on top of a mountain to explode, I was fleeing the scene with it about to go up. As I reached the edge of the cliff, to jump off and parachute to safety... CUTSCENE to me jumping off with the building exploding behind me. WHY? The game has all the required mechanics for me to do the parachute jump myself. Why rob me of the glory?</description>
		<content:encoded><![CDATA[<p>A cutscene memory which is still quite fresh for me was playing Just Cause. Having completed a mission which essentially involved setting a building on top of a mountain to explode, I was fleeing the scene with it about to go up. As I reached the edge of the cliff, to jump off and parachute to safety&#8230; CUTSCENE to me jumping off with the building exploding behind me. WHY? The game has all the required mechanics for me to do the parachute jump myself. Why rob me of the glory?
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		<title>By: solios</title>
		<link>http://www.rockpapershotgun.com/2007/11/29/please-a-moratorium/#comment-10742</link>
		<dc:creator>solios</dc:creator>
		<pubDate>Fri, 30 Nov 2007 07:50:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.rockpapershotgun.com/?p=663#comment-10742</guid>
		<description>Actually, I lean more towards gameboy/nintendo DS strategy games.  My workstation (a quad G5 with four gigs of ram) plays Quake 3 and Wolfenstein : Enemy Territory well enough, but games like Doom 3, Quake 4, the various Unreals etc. perform far too clunkishly for my liking (intolerably long load times, too many cut scenes or other things that slow down gameplay, no support for my 1680x1050 display at its native rez,  etc).

I ran WET for awhile, but punkbuster doesn&#039;t seem to get along with the mac client I was using, which severely limited server options.  Nothing I&#039;ve tried since has performed well enough to stick with, which is the main reason I bought a handheld - no load times, no patches, and there&#039;s only so much FMV you can bog down a wee little cart with.

Yeah, &quot;mac gamer&quot; may be an oxymoron... but if the single player &quot;games&quot; everyone&#039;s going on about are actually FPS Novels, then it doesn&#039;t sound like I&#039;m missing much.  Though I would &lt;i&gt;love&lt;/i&gt; to try TF2 one of these days.  No money in my budget for an Intel mac, though. :/</description>
		<content:encoded><![CDATA[<p>Actually, I lean more towards gameboy/nintendo DS strategy games.  My workstation (a quad G5 with four gigs of ram) plays Quake 3 and Wolfenstein : Enemy Territory well enough, but games like Doom 3, Quake 4, the various Unreals etc. perform far too clunkishly for my liking (intolerably long load times, too many cut scenes or other things that slow down gameplay, no support for my 1680&#215;1050 display at its native rez,  etc).</p>
<p>I ran WET for awhile, but punkbuster doesn&#8217;t seem to get along with the mac client I was using, which severely limited server options.  Nothing I&#8217;ve tried since has performed well enough to stick with, which is the main reason I bought a handheld &#8211; no load times, no patches, and there&#8217;s only so much FMV you can bog down a wee little cart with.</p>
<p>Yeah, &#8220;mac gamer&#8221; may be an oxymoron&#8230; but if the single player &#8220;games&#8221; everyone&#8217;s going on about are actually FPS Novels, then it doesn&#8217;t sound like I&#8217;m missing much.  Though I would <i>love</i> to try TF2 one of these days.  No money in my budget for an Intel mac, though. :/
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