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Messages - Nick DiMola

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101
My review will be going up on PixlBit today, but I finished the game yesterday in exactly 10 hrs and 4 mins and it was honestly the perfect length. Right when I felt like I was sick of shooting things, the last section of the game arrived.

Also, there are actually two totally awesome sequences in this game as my play-through last night revealed. I don't know how they thought these particular parts up, but they were masterfully done.

102
So I got the review copy of this and I've been playing it nonstop this weekend. It's pretty amazing.

It easily has some of the best storytelling I've seen in a game, and the characters are so emotive and full of life it's actually enjoyable to just sit there and watch the cutscenes and listen to the dialog. I'm on track to beat the game with 10 hours of time invested. While it is on the short side, it's worth noting that it's a rollercoaster 10 hours that features one of the best and most fun sequences I have played in a game in a very long time.

Imagine Indiana Jones and The Last Crusade, and then imagine it as a video game with a bit more shooting and action, and that's Uncharted 2. I haven't played the first one, so I can't compare the two, but I will say this is one of the best titles on the PS3.

If you aren't into the multiplayer, go ahead and rent the game, it's something you can definitely best in a weekend. I have a feeling that I'll go back through the game on the hardest difficulty setting because I am definitely having enough fun the first time through that I'd be interested in playing it again (this is pretty rare for me).

103
General Gaming / Re: Journalism Reform is here!!! Bloggers beware!!
« on: October 08, 2009, 11:36:01 PM »
Well bear in mind that I didn't start writing for NWR until after that whole ordeal. So I have not encountered anything of that sort since I have been a part of the industry.

Honestly, if they would have banned us from review copies for a review they weren't happy with, so be it. Everyone has a price on integrity; mine and others at NWR can not be bought.

104
General Gaming / Re: Journalism Reform is here!!! Bloggers beware!!
« on: October 08, 2009, 11:05:36 PM »
But we're not in a "Nothing to gain or lose" situation when publishers are giving out free copies of games.  You stand to lose future gifts if you tick off the publisher.

Like I said, this is untrue. It's a popular misconception carried by viewers of websites. In the history of my time at NWR there was literally only one time where someone was angry at our assessment of the game, and when it came down to it, they were simply unable to detach themselves personally from their product. I have had phone conversations with PR reps in which I told them about our last review and requested the next one all within the same 5 minute phone call. Believe it or not, they have an idea of what to expect as far as review scores go before they release a game.

Like I said in regards to the pricing and ramifications, that's something that's saved for the recommendation. Right now the game is $50 or $60, but what happens when it's in the bargain bin? Is the game better now that it's cheaper? By separating the two thoughts, you have a time-safe piece that doesn't need to be questioned when the price changes of the product in question.

In response to your SMG question, the price is irrelevant. Prices change, so your critical review can not reflect that. As for older games, it makes sense to merely recommend them because they aren't a new product unseen and unknown. People are only buying or not buying them, so you may as well tell them if they should or should not do so.

105
General Gaming / Re: Journalism Reform is here!!! Bloggers beware!!
« on: October 08, 2009, 10:22:08 PM »
Well in my honest opinion I believe the example you gave comes down to the way a game is reviewed.

It needs to be understood that there is a difference between a review and a recommendation. If you notice on PixlBit, we have both. NWR has both as well, but typically you'll need to skip to the last paragraph to read it.

A review needs to assess the game from a critical standpoint, taking cost completely out of the equation, whereas a recommendation can explore the value that a game provides. MadWorld is a great example of the differences. From a critical standpoint, it was in Neal's opinion that it was a very well made game. When looking at it from a recommendation standpoint, you can recommend that people only rent the game rather than buy it.

I think it's hard to get that perspective actually without getting the game for free. Had you paid for it, you could go the direction of Ian where you might force yourself to like it because you spent so much, or you could dislike it more because you felt ripped off. In an environment where you have nothing to gain or lose, you are able to give the most evenhanded evaluation. But I will definitely say that it's very important to understand the difference between a review and recommendation. People have tended to blur the lines of the two concepts (understandably so), but you should never base a purchase directly on a score.

106
General Gaming / Re: Journalism Reform is here!!! Bloggers beware!!
« on: October 08, 2009, 07:55:42 PM »
I'll let you know when I'm done counting.

107
General Gaming / Re: Journalism Reform is here!!! Bloggers beware!!
« on: October 08, 2009, 07:26:38 PM »
Chiming in on this, PixlBit is *mostly* getting games for free with the exception of a copy here or there that we've purchased with the sole intent of review.

Basically like Jon said, myself, Chessa, and Neal have been able to call contacts we've already established, informed them of our move, and ask them for multiplatform review copies.

As far as disclosure, I'd have no problem making a report available announcing each and every product we've received from publishers. Generally speaking, people deserve to know, and I think that making that information available is in everybody's best interest.

Finally, I don't feel that receiving or not receiving a review copy sways our opinion (PixlBit and NWR included) in the least. At the end of the day, all we are looking to do is provide coverage. We don't care about hurting publishers feelings and would never write a good review for a bad game just to appease someone. As former PR Manager I can attest to the fact that I had to email links to very scathing reviews published by the site, and in the end no one really had anything to say about it. They know whether the game is good or bad well before they put the game in the mail. The only instances where I've seen an averse reaction is with indy or start up developers who are unbelievably tied to their product and are unable to see past the flaws and shortcomings.

108
TalkBack / Re: REVIEWS: Scribblenauts
« on: October 03, 2009, 02:27:50 PM »
Scribblenauts will serve everyone differently, it's a very controversial game. For me, as I played more and more I found my enjoyment level of the game decreasing rapidly. The annoyances started small and grew to be bigger and bigger problems I just got sick of dealing with.

That's me though, hence the 7 I settled on as my score. I could see scores for this game ranging all the way up to a 9. When it comes down to it, each person is going to have a different tolerance for the game's issues.

109
TalkBack / REVIEWS: Scribblenauts
« on: October 02, 2009, 05:58:50 PM »
This puzzler is a great concept hindered only by its execution.
 http://www.nintendoworldreport.com/reviewArt.cfm?artid=20083

 Scribblenauts was love at first sight. While playing the game for the first time at E3, I couldn't help but think it was one of the greatest and most ambitious ideas I had ever seen. When the game arrived at my house for review, I was still completely enamored. In one challenge, I spawned a time machine, went back in time, filled a bottle with water from a medieval moat, returned to the present, and quenched the thirst of a man in a desert. How could this not be the greatest game I had ever played? Unfortunately, as time went on I found myself less and less impressed with many of the game's concepts.    


The game is a puzzle title wherein players perform some sort of designated task depending on the scenario they have launched into. Furthermore, the game has two distinct puzzle types with accompanying modes. The first puzzle type is aptly named, "Puzzle." In this mode, players must perform some task to reveal a Starite, the item that must be collected no matter the mode or level. The second type of puzzle, "Action," shows the Starite on the screen and requires players to work through the level to reach the Starite. Players accomplish their task by spawning items into a stage via an on-screen keyboard.    


Each level determines performance based on how many items you use and how intelligently or originally the puzzle is solved. With this approach, players are able to replay any particular level in order to solve it in different ways. In fact, players will need to solve puzzles four different ways in order to receive a gold Starite.    


Conceptually, Scribblenauts has the potential to be a masterpiece. Unfortunately, the execution is plagued with a variety of issues, the most egregious of which are the controls. Maxwell, the game's protagonist, is unbelievably frustrating to control. Interacting with objects seems to always be a challenge, and furthermore, just moving Maxwell around the screen is an exercise in frustration. Because Maxwell essentially follows the stylus on the touch screen, he has a tendency to fly across the screen even when you are just trying to interact with an object.    


Another shortcoming is the way Maxwell interacts with many of the objects. While nearly every unlicensed word known to man will spawn an item on the screen, many of these items have no purpose, and some that should have a particular purpose fail to perform that function. For instance, a spear can not be thrown, but instead is used similarly to a baseball bat. In one challenge, I tried to use the spear to impale a piranha that needed to be killed to reveal the Starite. Rather than tossing the spear, Maxwell jumped in the water and was subsequently mauled to death by the piranha. It's these types of issues that make the game feel far less inventive and more limiting.    


As players complete more and more of the game's 220 challenges, they will start to recognize patterns of items that tend to work to solve most puzzles. Due to many items not behaving as players suspect, they will often take the path of least resistance, constantly solving the puzzles with the same item set. Unfortunately, this defeats the purpose of the game and puts a damper on the general experience.    


Scribblenauts is a game that begs for a sequel. The concept is still unbelievably unique, and the game does offer fleeting moments of genius and fun. A sequel would serve the series well, because it would allow 5th Cell to take their ideas and truly tighten them to the point of perfection. In the meantime, if you are prepared to deal with many annoyances but seek an original and mostly enjoyable play experience, you'll be well served by Scribblenauts.

Pros:
       

  • Unbelievably unique
  •  
  • With the right items, puzzle solving is fun


  •        Cons:
           
  • Spotty controls
  •  
  • Unexpected item behavior


  •                Graphics:  9.0
           The game's art style is unique, beautiful, and consistent. Given the sheer number of items, it's amazing that each and every one effectively conveys the personality of the title.

                   Sound:  6.0
           Most of the soundtrack is repeated often. Sound effects match their items, but overall, the game's sound is nothing to write home about.

                   Control:  5.0
           Controlling Maxwell is absolutely horrendous. He zips around the screen on a whim and has trouble interacting with objects. The only redeeming feature is that items are easily spawned and moved around the screen with the stylus. It's still amusing that there is no scribbling in Scribblenauts.

                          Gameplay:  7.0
           The core gameplay concepts are fun and engaging, but the game breaks down in the details. Items don't behave as expected, and puzzles are too easily solved by continually using the same objects.

     


           Lastability:  8.0
           With 220 levels and a level editor, there is plenty to do. Additionally, players can solve each puzzle four different ways to receive a Gold Star.

     


           Final:  7.0
           Scribblenauts is a fun but flawed title. The concepts and ideas shine strong, but the implementation leaves so much to desire that it often impedes enjoyment of the game. Players willing to take a chance on it will find many things to like but will likely finish with it craving a sequel that fixes the many problems.      


    110
    TalkBack / Re: Nick and Neal Say Farewell to NWR
    « on: October 01, 2009, 08:36:11 AM »
    Does Pixlbit have an RSS feed that I'm just missing?  I want to add it to my reader. :)

    RSS Feed - http://www.pixlbit.com/rss
    iTunes Feed For PixlTalk - http://www.pixlbit.com/podcast?type=xml&path=feed.xml (Soon to be in the Store)

    111
    TalkBack / Re: Nick and Neal Say Farewell to NWR
    « on: September 28, 2009, 12:38:11 AM »
    Does Pixlbit have an RSS feed that I'm just missing?  I want to add it to my reader. :)

    Coming soon, didn't have time to get it in before launch.

    112
    TalkBack / Re: Nick and Neal Say Farewell to NWR
    « on: September 27, 2009, 03:34:23 AM »
    Nick did you send out my prize for stumping Neal?

    Yeah, we just sent that out this afternoon, sorry about that :\ Been a verrry busy month.

    I listened to their podcast and it was good.

    Thank you, good sir!

    113
    TalkBack / Re: Nick and Neal Say Farewell to NWR
    « on: September 25, 2009, 01:33:23 PM »
    Good luck you guys!

    My only question for you is what's your schtick?  What's going to separate your site from the countless others?

    EDIT:  OK, I lied.  I have a second question.  What makes you professional?  Don't you need to get paid in order to be professional?

    Without giving too much away, we have a couple neat features that we'll be rolling out soon. We're hoping they gain us some traction. Other than that, we're just hoping that our take on games journalism stands out from the crowd. We are going through great lengths to remain unbiased and on top of the game.

    As for being professional, we are getting paid ... by ad revenue. This is a full out business complete with a license. Though none of us are pulling a paycheck yet, it's obviously our aspiration to make a living on this pay eventually.

    114
    TalkBack / Re: Nick and Neal Say Farewell to NWR
    « on: September 25, 2009, 07:44:43 AM »
    Thanks for all of the kind words guys. It really means a lot to all of us.

    I can't speak for anyone else, but I will definitely still frequent these forums. I've been posting here since before the Wii launch and I've been lurking here since even before that. NWR will always have a special place in my heart.

    We will (do) have a podcast. Though there is no article up for it currently, you can access the MP3 version of Episode 1 here and the AAC version here. It's not the liveliest of episodes, unfortunately. It was our second shot at doing it since Audacity bombed out midway through our first attempt.

    A few other things, marathons will most definitely continue. We will also be doing something called PlayBit where one night a week we turn on the feed and either Neal and co play something for an hour or two, or Chessa and I do. It will range from new to old, but I'm guessing most of the time we can swing it, we'll be trying to play games that aren't released yet. Neal has the first episode scheduled for October 4 and he'll be playing Captain Rainbow.

    On the lack of forums: Basically we opted out of that route because it's just too much work to handle on top of everything else for just 4 people. In due time we will likely incorporate some sort of forum, but it'll likely be more disjointed than it is here. For now, you are able to sign up and comment, so feel free to voice your opinion on anything we write!

    Finally, I would like to thank everyone again. The kind words are very much appreciated.

    115
    Podcast Discussion / Re: RetroActive #9: Geist (Special Edition)
    « on: September 16, 2009, 11:15:34 AM »
    I love Geist. Sure it was a little rough around the edges and went through development hell, but it turned out to be a fun and interesting game. I'd love to see the series resurrected on Wii with great controls (one of my gripes with the original). If they were to make a sequel, they'd have a clear concept from the start which should provide for a shorter development time and more polished, tighter results.

    116
    TalkBack / Re: INTERVIEW: Scribblenauts Interview with Jeremiah Slaczka
    « on: September 15, 2009, 12:16:35 PM »
    Great interview. I met Jeremiah at E3 and he was a really cool guy. Totally psyched about this game, and about 5th Cell in general. I think that shows through pretty clearly here.

    Though their work needs a bit of polish, they are at least a unique developer with high aspirations which is more than could be said about many of them out there.

    117
    TalkBack / Re: Crystal Bearers Gets a North American Release Date
    « on: September 14, 2009, 02:31:55 PM »
    That's a weird ass release date. I wonder if they are gunning for people to buy it with cash from returned Christmas presents.

    118
    TalkBack / Re: (No subject)
    « on: September 14, 2009, 01:03:13 PM »
    Come on now, zombie thread bump for no reason? MOD POWERS GO

    119
    General Chat / Re: Oh Happy Day
    « on: September 10, 2009, 12:00:24 PM »
    I played Scribblenauts last night and this morning! Velociraptors eat people apparently.

    120
    TalkBack / Re: PREVIEWS: Tony Hawk: Ride
    « on: September 10, 2009, 10:11:07 AM »
    Yeah I have to agree with Neal. The board has so much movement, it just feels different from the more rigid Balance Board. Sure, it sucks that it needs a controller, but at least it's a breath of fresh air for this stagnant series.

    121
    TalkBack / Re: PREVIEWS: Tony Hawk: Ride
    « on: September 09, 2009, 08:58:37 PM »
    Yeah, exactly. If this can channel the same energy that made GH a success, I think regardless of the price, Activision will have a hit on their hands.

    122
    TalkBack / Re: PREVIEWS: Tony Hawk: Ride
    « on: September 09, 2009, 11:41:32 AM »
    Yeah the price is completely prohibitive on this one. I doubt it'll see strong sales unless it gets rave reviews.

    123
    TalkBack / Re: This Week in Nintendo Downloads
    « on: September 07, 2009, 07:21:22 PM »
    I'm definitely grabbing Contra, been looking forward to it for quite a while now. Now I just have to convince Chessa to play it with me...

    124
    NWR Forums Discord / Re: Mop_it_up's Mysterious Gender
    « on: September 05, 2009, 09:54:04 PM »
    Yeah, this thread is a bit odd, and though in good fun, is kind of offensive. Lock-ed.

    Bring on the hate mail!

    125
    TalkBack / INTERVIEWS: Mini Ninjas Interview with IO Interactive
    « on: September 04, 2009, 09:01:55 AM »
    NWR had the opportunity to speak with developers IO Interactive, known for their Hitman series, about their upcoming Wii and DS title.

    Mini Ninjas is an upcoming action brawler from Eidos that is being developed by IO Interactive. It's set to release on September 8 for Wii, DS, PlayStation 3, and Xbox 360. We had a chance to talk to developer Jeremy Petreman about both the Wii and DS versions, as well as the game's origins and the future of IO Interactive.

    Read More...

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