<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[Shoal of Words]]></provider_name><provider_url><![CDATA[https://michelsabbagh.wordpress.com]]></provider_url><author_name><![CDATA[Michel Sabbagh]]></author_name><author_url><![CDATA[https://michelsabbagh.wordpress.com/author/michformer/]]></author_url><title><![CDATA[The Devil&#8217;s in the Details: analyzing Doom&#8217;s design elements and&nbsp;nuances]]></title><type><![CDATA[link]]></type><html><![CDATA[Doom 2016 is the gaming equivalent of Neapolitan ice cream: its three individual parts may be scrumptious on their own, but become downright irresistible when blended into a single scoop. ]]></html><thumbnail_url><![CDATA[https://michelsabbagh.files.wordpress.com/2016/05/doom_alt_boxart-0-0.jpg?w=1200&fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[248]]></thumbnail_height><geo_latitude><![CDATA[39.083997]]></geo_latitude><geo_longitude><![CDATA[-77.152758]]></geo_longitude></oembed>