Developers need to support their released games on all platforms equally

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EDITOR'S NOTEfrom Rob Savillo

How would you feel if your version of a game was the only one to not get the patch? Should we accept this behavior?

If something goes wrong with a baby product, the company issues a recall. Food producers list the ingredients that might cause an allergic reaction. But video games, on the other hand, have turned out differently. While a game for the PlayStation 3, Xbox 360, or PC receiving patches to fix bugs is nothing new, developers should know that it still needs to be a complete package.

What happens when a publisher releases a broken game with no plans to fix it? Not only does that company have consumers' money but it isn't going to use that money to fix the problem. This is where things get interesting.

Now, let's have a look at what is loved and what gets the shaft. Patches are just patches. Downloadable content given to one version of a game and not the others? Then that’s when the "mommy loves me more" argument comes into play.

PS3 owners won't be getting Skyrim’s latest content. Let’s think about it.

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50 years of James Bond, three decades of games

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EDITOR'S NOTEfrom Rus McLaughlin

Even with so many films getting the video game tie-in treatment -- and so many Hollywood types trying vainly to turn quality games into quality movies -- only one character has made an iconic mark on both mediums. Maybe that's why we're always eager to renew Mr. Bond's license.

Dr. No PosterOn October 5, 1962, Sean Connery introduced himself to audiences in the UK for the first time as James Bond in Dr. No.

Since then, Bond has gone up against murderous megavillains lounging around titanic secret hideouts and an array of equally wicked minions ranging from the metal-mouthed Jaws to Bambi and Thumper.

There are a lot things I find irresistible about the films, whether it's the thrill of Bond's brilliantly narrow escapes, the bizarre plots the villains dream up, or the lovely women that can also turn the tables on expectations by being as tough as he is.

Bond started out in books written by author Ian Fleming, whose experiences in British Naval Intelligence during WW2 provided a healthy diet for Bond's fiction. As the books later became inspiration for the films, the franchise exploded into everything imaginable. Comics, new novels, and kid's cartoon James Bond Jr. made their way down the pipe from new writers in the decades since Bond boiled Dr. No like a lobster. And then came games as varied as Q's gadgets. From board games in the '60s to video games from the '80s, England's gentleman spy has made a place for himself in living rooms and man caves everywhere.

To help celebrate 50 years of Bond, I thought it would be fun to take a brief look on Bond's digital career. Kicking things off, let's head into the era of big hair bands and arcades: the '80s.

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Bitmob's Big 10: September 2012's most-read community stories

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Bitmob's Big 10

Is it already October? Yes, it is. And do you know how I can tell? Because my wallet's already lighter as the rush of holiday game releases begins. (Hang in there, buddy. It's gonna get worse for you before it gets better.)

Fortunately, our loyal Bitmob community churns out great content no matter the time of year. This month's list has includes analyses, apologies, and anecdotes galore. But sometimes, you've just gotta give it up for Master Chief dancing Gangnam Style. Congrats to everyone!

Here are the most-read community articles for September 2012:

10. Fan-made HD Arwing shows what Star Fox might be like on Wii U by Jan Neves

9. Nudity in gaming shouldn't be a bigger taboo than violence by Mark Willette

8. Why the reaction to Bayonetta 2's Wii U exclusivity is annoying by Ryan Conway

7. Why Borderlands 2 is more exciting than Diablo 3 by William Franklin

6. The Wii U is a stopgap at best by Ethan Clevenger

5. L.A. Noire: A case for the future of gaming by Chris Sampson

4. An open apology to associates and influences by Ryan Perez

3. Papo & Yo: A mirror of my childhood by Louis Garcia

2. Why Portal 2 should really get us excited for the next Half-Life by Justin Raymond

1. Halo's Master Chief puts down his rifle and jams to Gangnam Style by Jan Neves


Do you want to be on next month's list? Here are some tips:

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What do you do with Dishonored's USB oil lamp?

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Dishonored USB whale oil lamp

I received my copy of developer Arkane Studios' stealth-action title Dishonored today. Because I preordered it from Best Buy, I received a special bonus item along with the game: a USB-powered "whale oil lamp." I've written before about all the useless plastic crap I've accumulated over the years, so, hey...here's some more.

I can't fault anyone for wanting to throw a little something extra in with a video game, but what exactly do I do with this thing? I turned to the instruction sheet for some guidance.

"The Dishonored USB Whale Oil Lamp," it reads, "is a fun way of making your computer more attractive and your workstation more inviting."

Huh.

I read the rest of the page looking for anything else that might tell me what to do with it, but all it had to offer were a few safety tips ("Do not cover the lights with paper or cloth") and some extra-helpful troubleshooting tips ("If lights do not illuminate, make sure switch is in ON position").

OK, so it looks like I'm on my own here.

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Pokémon urban legends turned into art

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Lavender town suicides

I've always wondered why adults enjoy turning seemingly innocent toys and games into unspeakable horrors. The original Pokémon titles and even The Legend of Zelda: Majora's Mask have tons of creepy stories about them now, including haunted cartridges driving players insane and ghostly, disformed sprites that ultimately break your save files.

This month, artist Rebecca Reynolds is turning each creepy Pokémon story into a different image. Her first project tackles the eerie Lavender Town suicides legend where the unsettling music in Pokémon Red and Blue's haunted village drove children to supposedly kill themselves.

Like I said, I really don't understand this obsession with turning something relatively good-natured like Pokémon into some sort of waking nightmare. 

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IndieCade is empowering me to become a game designer

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IndieCade

I’m ready to transition from writing about video games to designing them. I wouldn’t have thought this move was possible if not for attending the international festival of independent games, IndieCade, for the last four years. I won’t continue as a weekly contributor to GamesBeat after Bitmob finishes merging with it at the end of this month. Fittingly, I want to look at my history with IndieCade as it sandwiches my journalism career and helps guide me to the next level.  

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Nostalgia ruins our childhood gaming memories

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EDITOR'S NOTEfrom Jason Lomberg

I’ve spoiled more than one childhood gaming memory by replaying the game in question. It turns out that our young, impressionable minds aren’t very objective, and many older titles don't stand the test of time. For further reading, check out Bitmob staff member Rus McLaughlin's discussion of "classic" games (including Jet Set Radio), Sam Barsanti's review of Sonic Adventure 2 HD, and Rob LeFebvre's review of Nights into Dreams.

With the recent re-release of Sonic Adventure 2 and NiGHTS into Dreams on PSN and XBLA, I am reminded of a terror that has kept me away from my childhood gaming favorites for quite some time. This beast lurks in the dark recesses of what I affectionately call my "box of retro gaming."

It is a tormentor. A devourer. It seduces you with fond and wonderful feelings, and when you least expect it, it stabs you in the back and leaves you in a ditch to rot. Few dare utter its name, and I do so here in the hopes that some may be saved from its ferocity.

This beast is known simply as nostalgia.

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How I sold my soul for sex in the Mass Effect series

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EDITOR'S NOTEfrom Rob Savillo

How much would you be willing to compromise your character's integrity for an Achievement or Trophy? Michael's experiences in the Mass Effect series tackles that head-on.

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My Commander Shepard is a good man. I made him that way; my unseen hand guiding him through his spacefaring adventures and shaping his personality. He is by no means a perfect person, but I've ensured that he tries to help out those in need at every opportunity -- just so long as they don't rub him the wrong way. For the most part, I kept my Shepard on the straight and narrow.

But as I drew close to the end of Mass Effect 2, my Shepard made a poor life decision, engaging in a bout of frivolous sex with a lady whom he admittedly didn't like -- all under the pretence that they'd never see one another again anyway. My Shepard lied to this lover of his. He lied because I instructed him to do so. And strangely enough, once all was said and done, not only did my Shepard feel a little dirty but I did as well.

Mass Effect is a series known for the player's ability to make choices that affect the narrative. While the core storyline remains relatively static, no two games, or Commander Shepards, are quite the same.

But why did I have my Shepard act so out of character and so abruptly? Perhaps I had decided that he simply yearned for a relationship of any sort. Perhaps I had decided that he enjoys manipulating those who trust him. Unfortunately, the simple truth lacks such depth: I sold my Commander Shepard's body for Microsoft's Gamer Points.

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A Bitmob-to-GamesBeat update

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GamesBeat logo

Not that long ago (OK, OK ... it was a long time ago!), we announced that VentureBeat had acquired Bitmob. Naturally, since we've been telling everyone the merger would be done in a couple of months, it didn't. It's taken a lot longer than that.

Well, we're almost there now.

The code's finished, and we've done a lot of testing on it. We really, honestly, totally, truly believe that, by the end of October, Bitmob will shut down for good and move completely over to GamesBeat. If we do it right, we'll have migrated all profiles and articles over, and we can do the "business as usual" thing over there.

Phase one of this migration will be missing a few minor features from Bitmob, but it will have gained some new ones, too (especially in the Department of War Against Spam). We'll be improving the site from this upcoming initial launch, but the main hurdle now is just getting the first version of the site up with the ability for community members to post stories.

Please stay tuned!

In the meantime ...

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Silent Hill: Book of Memories is a dungeon crawler, because why the hell not?

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Silent Hill: Book of Memories

The latest installment in publisher Konami's Silent Hill series, Silent Hill: Book of Memories, comes out for Sony's PlayStation Vita portable console next week. Developer WayForward (maker of Contra 4 for the Nintendo DS, A Boy and His Blob for the Wii) is trying something different with its contribution to the well-worn horror franchise, trading in the traditional formula of "let me wander around this foggy town and holy shit, genital monsters" for something more like "let me, the player, control a guy wandering around a series of rusty dungeons in an isometric viewpoint, leveling up my character, collecting loot, and holy shit, genital monsters."

I played the demo for Book of Memories when it came out last week, and while I knew that it had taken a turn toward Diablo and Torchlight territory, it still looks like Silent Hill. The environments are suitably ruined and creepy, the music (courtesy of Silent Hill: Downpour composer Daniel Licht) sounds right, and a series of nurses and split-faced dogs fell beneath the blows of my trusty steel pipe. But on the whole, the demo bored me, and I spent the whole time I was playing it wondering how anyone decided to go this route with the franchise.

Then again, Silent Hill has tried this shit before.

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Video game music just isn't the same anymore

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EDITOR'S NOTEfrom Eduardo Moutinho

Sometimes nostalgia takes over objectivity. While some of the best gaming scores of all time have come from previous generations, plenty of today's franchises have amazing soundtracks. We just need to evaluate releases on a case-by-case basis.

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I’m kinda fickle when it comes to most game elements. Eye candy is alright, and gameplay is important. But if a developer wants to instill a lasting, meaningful connection between myself and its game, the music needs to be amazing. I don’t like Halo: Combat Evolved, but its theme is fantastic. Mass Effect and Mass Effect 3? Amazing soundtracks. Bastion? Fez? VVVVVV? Win. Win. Win.

I could go at this all day. Mega Man, Super Meat Boy, The Binding of Isaac, the Prince of Persia reboot (yeah, I said it), Ninja Gaiden, Faxanadu.... Rush‘n Attack? Awful game, kick-ass first-stage song. Contra, Castlevania: Bloodlines, Earthworm Jim.... You got a good game? Show me the soundtrack.

But this write up isn’t about any of those releases. We’re gonna take a trip back to 1998. The place? My computer desk. The reason? Let’s just say Nintendo’s reputation for family-friendly gaming had my parents ridiculously locked in on one brand of console, so it was either Nintendo or Nintendon’t. The PC was my last, best hope for non-Mario goodness.

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Space Invaders descend on Toronto!

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Space Invaders Toronto

Toronto's under attack! Artist Yves Caizergues created this "Green Invaders" art installation for Toronto's Scotiabank Nuit Blanche art festival. 

Green Invaders combines Caizergues' love of video games and his passion for creating interactive art performances with various electronic components. For this piece, Caizergues played with the idea of blending low technology ('80s 8-bit gaming) with high technology (LED light shows). 

The result is completely mesmerizing: 

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