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<oembed>
 <version>1.0</version>
 <type>link</type>
 <provider_name>Rainbow Dash Network</provider_name>
 <provider_url>http://rainbowdash.net/</provider_url>
 <title>Cerulean Lulamoon-Spark (ceruleansparkold)'s status on Tuesday, 21-Feb-12 11:38:27 UTC</title>
 <author_name>Cerulean Lulamoon-Spark (ceruleansparkold)</author_name>
 <author_url>http://rainbowdash.net/ceruleansparkold</author_url>
 <url>http://rainbowdash.net/notice/1012140</url>
 <html>@&lt;span class=&quot;vcard&quot;&gt;&lt;a href=&quot;http://rainbowdash.net/user/6766&quot; class=&quot;url&quot; title=&quot;Toksyuryel&quot;&gt;&lt;span class=&quot;fn nickname&quot;&gt;toksyuryel&lt;/span&gt;&lt;/a&gt;&lt;/span&gt; Yes. Portal is an excellent example of subtle hinting not ruining the aspect of solving the problems, because problem solving is the ENTIRE GAME. 

What about platformers, and nintendo's &amp;quot;Super guide&amp;quot; concept, or the &amp;quot;You suck&amp;quot; leaf in the new 3D platformer?</html>
</oembed>
