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<oembed><version>1.0</version><provider_name>Kotaku Australia</provider_name><provider_url>https://www.kotaku.com.au</provider_url><author_name>Mark Serrels</author_name><author_url>https://www.kotaku.com.au/author/markserrels-usa/</author_url><title>What It's Like To Be Responsible For Halo 5: Guardians</title><type>rich</type><width>600</width><height>338</height><html>&lt;blockquote class="wp-embedded-content" data-secret="tQeduCHLzE"&gt;&lt;a href="https://www.kotaku.com.au/2015/10/what-its-like-to-be-responsible-for-a-game-like-halo-5-guardians/"&gt;What It&#x2019;s Like To Be Responsible For Halo 5: Guardians&lt;/a&gt;&lt;/blockquote&gt;&lt;iframe sandbox="allow-scripts" security="restricted" src="https://www.kotaku.com.au/2015/10/what-its-like-to-be-responsible-for-a-game-like-halo-5-guardians/embed/#?secret=tQeduCHLzE" width="600" height="338" title="&#x201C;What It&#x2019;s Like To Be Responsible For Halo 5: Guardians&#x201D; &#x2014; Kotaku Australia" data-secret="tQeduCHLzE" frameborder="0" marginwidth="0" marginheight="0" scrolling="no" class="wp-embedded-content"&gt;&lt;/iframe&gt;&lt;script&gt;
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</html><description>It&#x2019;s a unique opportunity. It&#x2019;s October 26. Brad Welch, the Design Director of Halo 5: Guardians, sits in front of me. Tomorrow the video game he has spent the last three years of his life building will be released, in its final form, to an expectant public. That&#x2019;s a scary thought.</description><thumbnail_url>https://www.kotaku.com.au/wp-content/uploads/2020/06/16/pgroup-googlepublishercentre-kotbrandmark.png?quality=75</thumbnail_url><thumbnail_width>1000</thumbnail_width><thumbnail_height>1080</thumbnail_height></oembed>
