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Posts By Nick DiMola

The Next Generation?

What is this I don’t even...

If you’re even tangentially involved in gaming, you likely heard at least something about Microsoft’s new system yesterday. Previously referred to as the Xbox 720, Nextbox, and Xbox Infinity by gamers, has now materialized as the Xbox One. Confused? I know I was, considering this is more like the Xbox 3 and we kind of already have an Xbox 1. However, that’s simply something we’ll have to get used to. What might be a little harder to swallow are the details about the system and the role it wants to play in your living room.

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Backloggers Anonymous System Shock 2 Part 1

Ok, well it's not exactly part one...

So, funny story, I think Backloggers Anonymous is cursed when it comes to handling games designed by Irrational. The reason? Well, this is actually our second first recording for System Shock 2. The first one somehow disappeared from my computer after we recorded it, and the backup is gone too. I half expected SHODAN to email me something like I'VE DELETED YOUR PODCAST, INSECT, but that didn't happen, so I'm gonna chalk it up to the curse.

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Shin Megami Tensei: Devil Summoner: Soul Hackers Review

It’s all that and a bag of chips, home skillet.

Get ready to ride a time machine back to the ‘90s. A time when we thought the Internet was something completely different than the cesspool we know today; a time when JNCOs and flannel were acceptable clothing choices; a time when we raised the roof and exclaimed everything was “the bomb, yo!”; a time when Devil Summoner: Soul Hackers was intended to be released in America. For whatever reason, Sony rejected the title from release on the PlayStation and in Japan it remained. Until now, that is, when Atlus finally dusted it off and brought it into the future on the 3DS. The fact of the matter is that if Soul Hackers would’ve been released when intended, it would’ve been better than tight, it would’ve been straight phat, dawg.

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Reliving the Glory Days?

Without Sega's competing BLAST PROCESSING, it's just not the same.

If you were paying attention yesterday during Nintendo’s "Nintendo Direct" address, you might’ve noticed a common theme undercutting the entire broadcast. Let’s take a look at some of the biggest properties put on display: Yoshi’s Island 3, Donkey Kong Country Returns 3D, The Legend of Zelda (A Link to the Past 2), Earthbound, and Mario & Luigi: Dream Team, which saw a change in visuals/perspective that makes it even closer in style to its spiritual predecessor, Super Mario RPG . Maybe it’s just me, but this line-up is conjuring up some strong memories of the SNES.

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Fluidity: Spin Cycle Review

If you're expecting more of the first, don't.

While WiiWare never made quite the splash that competing services XBLA and PSN did, it still managed to offer a few gems. Fluidity was one such title, providing Metroid-inspired exploration along with physics-based puzzles starring an amorphous blob of water that could phase change between ice and steam. Spin Cycle follows that experience with a more linear adventure that’s broken out into a set of 60 levels. The shift away from the original design proves less successful, with a number of the levels falling flat in their implementation.

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Pokemon Mystery Dungeon: Gates to Infinity Review

It's probably best to keep games with "Mystery Dungeon" in the title away from Nick.

Mystery Dungeon. Seeing those two words in succession are enough to make me cringe. For years now, Chunsoft has been developing this series of roguelikes across different licenses, with Pokemon Mystery Dungeon: Gates to Infinity marking the third in the respective subseries. No matter how they seem to spin this core concept, I simply can’t build an appreciation for it. While it tries to cater to a wider audience by removing the “hunger” facet and dialing down the difficulty, it’s still possible given its random nature to have the odds stacked so highly against you that there’s no chance for success.

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PixlBit Changelog: April 3, 2013

Comments: exposed!

At some point, somebody (or a group of people) asked me if we had a page out there that displayed all of the comments they left across the site. Of course, that feature did not exist at the time, so I added it to the list of components to create. Yesterday, I stealthily updated the site to include said functionality.

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Castlevania: Lords of Shadow - Mirror of Fate Review

O Igarashi, where art thou?

As a game critic, it can be extremely difficult to set your expectations aside when playing a game for review. At this point in my “career,” I’ve become quite adept at seeing a game for what it’s worth and reviewing it without allowing my expectations to impact my assessment. I found this extremely tough to do with Castlevania: Lords of Shadow – Mirror of Fate. I, like many others, expected something similar to a post-Symphony of the Night 2D Castlevania, but Mirror of Fate only resembles these titles on the surface. Digging deeper, it’s clear that Mercurysteam has merely converted the Lords of Shadow experience into 2D, placing the larger focus on combat, with only a minor emphasis on puzzles and exploration.

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PixlBit Changelog - March 26, 2013

A brand new polling function and slight improvements to the private messaging system headline our latest set of changes.

Hi every-body! I must apologize for the delayed release notes for this latest changelog. Somewhere around 10PM EST yesterday I released the actual changes to the site, but did so silently. I'm sure some of you have noticed them already, particularly the minor upgrades to the private messaging system.

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The Ethics of Releasing a Buggy Game

Come ponder the ethicality of the day one patch, as Nick waxes philosophical in his latest editorial.

Something that has become commonplace in gaming’s new world is the infamous day one patch. Because development cycles are so incredibly tight games often have to go to the production line in an incomplete state, leaving the developer in a position to complete the bug fixing post-production, but pre-release. In many instances, the day one patch still isn’t enough to shore up the various bugs, leaving players with a game that may not even work properly on their machines. This raises the question – is it ethical to put a game on the production line that’s incomplete?

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