
So you may be wondering why it's been two months since you last heard from us, and I'd be happy to tell you, but first, go ahead and play this YouTube video. Trust me.

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.

In this edition of Push Start to Continue Jesse talks a bit about the PixlBrew experiment and just a few impressions of his experience with BioShock: Infinite thus far. And many games are discussed, like Star Fox 64 and its rumble pack, Soul Hackers, Professor Layton, Luigi’s Mansion and more! And, of course, we couldn’t help but discuss how pizza delivery is better with Kinect.

Irrational has honed their gameplay to new levels with each of their releases, from System Shock 2 to the upcoming BioShock Infinite. The defining elements of Irrational’s game design started off in a much more basic form with System Shock 2. When looking back at the success of that first game and its initially groundbreaking fighting mechanics, it becomes a little difficult to watch and replay today, considering how far Irrational games has come. However, the once simplistic mechanics from System Shock 2 has evolved into a refined railway shooter in BioShock Infinite. So let’s take a look at where Irrational has been as we look forward to where they are going.

Dishonored is not a completely original work unto itself, but neither is it the latest numbered sequel in an epic franchise. It is an original IP, but it is not without lineage and influence. In a rare show of transparency, its creators, most notably Harvey Smith and Raphael Colontonio, have been extremely up front in citing their resources. From former projects to hot IPs, they’ve mentioned at least half a dozen games that they say have a lot in common with their upcoming release Dishonored, and we’ve found a few more that we think capture essential pieces of what makes Arkane Studios' upcoming release so interesting.

This morning Ken Levine made a personal address to BioShock fans to inform them that BioShock Infinite will no longer see release in 2012. Originally scheduled for release October 16, 2012, Xbox 360, PlayStation 3, and PC owners now won't be getting their hands on the title until February 26, 2013. The delay, according to Levine, is because the team at Irrational Games wants to make "some specific tweaks and improvements [that] will make Infinite into something even more extraordinary."

Sony has announced that PlayStation 3 copies of BioShock Infinite will include a copy of the first BioShock for free. Rather than a download code in the box, the game will be included directly on the Blu-Ray disc. In addition to the original game, BioShock Infinite will also come with Move support, exclusively for the PlayStation 3 version of the game.

After being in development for four years, Irrational Games’ next entry in the BioShock series, BioShock Infinite, has a release date. Gamers will finally be able to explore the floating city of Columbia on October 19, 2012 on the PlayStation 3, Xbox 360 or PC.

Take-Two’s Ken Levine revealed today that they’ll be creating a special difficulty setting for their upcoming release BioShock Infinite based on the results of a survey conducted on their web site.

Bioshock was not a game that needed a sequel. It told a story and concluded it nicely. It didn't leave the door open for a future tale – this was made all the more apparent when the second game didn't bother to continue from the events of the first. Instead, it creates a whole new cast of characters and retcons the antagonist of the story into the events of the first game. The poor, hackneyed story is only the start of the problems with Bioshock 2.

Despite the apparent quality of Bioshock, it has taken me nearly five years to explore the world of Rapture and the demented mind of Andrew Ryan. After initial hype painted the experience to be something more akin to a puzzler than a shooter, I was extremely excited… until I actually played it. It wasn't at all what I expected and that was enough to force me to shelve the game until the right time. Thankfully I did, because revisiting it all these years later has allowed me to have an immensely enjoyable gaming experience.

As hinted at a couple episodes ago, PixlTalk is going weekly once again. Rather than hearing the same crew every week, each crew will occupy alternating weekly time slots and tonight's episode is the first from the second crew. While Julian will ultimately take over the hosting duties, for this week previous podcast regulars Nick, Chessa, and Jason help break him into his new podcasting role.

Earlier this year at E3, Irrational Games Creative Director Ken Levine announced that Bioshock Infinite would support the PlayStation Move peripheral for the PlayStation 3 version of the game. However, how it would support it has yet to be discussed. We now know that whatever it does use Move for will also use a special peripheral.

During the Sony press conference, Ken Levine disclosed that Bioshock Infinite will support the PlayStation Move controller. Ken also revealed that the team is currently working on a game in the Bioshock universe for the NGP.
