ShackCast 26: New TF2 Map, Left 4 Dead, One Console Future, Soul Calibur IV
by Chris Remo, Jan 11, 2008 3:29pm PSTA new face voice joins the ShackCast this week, as Aaron Linde comes aboard from Destructoid. He and Chris Faylor visited Valve this week and checked out Turtle Rock Studios' co-op zombie shooter Left 4 Dead, as well as the upcoming Badlands map remake for Team Fortress 2.
Also on tap is discussion of Star Wars characters in Namco's Soul Calibur IV (PS3, X360), Valve's acquisition of Turtle Rock Studios, and David Jaffe's wishes for a one-console future. Nick Breckon also reflects a bit on the Consumer Electronics Show.
As usual, this is all capped off with reader mail (including one from sgtsanity!). Don't forget to send in your questions and comments about video games, the Shack, or the ShackCast to shackcast@shacknews.com!
Play or download the podcast now, or browse the episodes through iTunes, RSS, or Digg. (Digg experts: if you have any idea why our podcast isn't updating properly through Digg, please contact us! You're our only remaining hope!)
Daily Filter: The Witcher 2: Assassins of Kings Enhanced Edition, MLB 12: The Show
Cradle trailer shows off Russian indie adventure game
WoW Monopoly, StarCraft RISK announced at Toy Fair
Jersey Shore's 'The Situation' signs App deal
Blacklight: Retribution open beta begins Feb 27







Comments
That's probably why I'm a fan of Shadows of the Colossus. Can you imagine how bad that game would be if there were enemies that you'd have to fight through on your way to the next boss?
Thread Truncated. Click to see all 6 replies.
I think the best part though about FF XII for me was the automation of the skills so it took out some old-menu driven mechanics.
If Vaan got poisoned, normally I would have to go through a menu, find a cure or spell, and resume battle but it had that break that took you out of it... And lets face it, in most FF games, specifically bosses, if you were up against something that poisoned/sleeped/diseased every 10 seconds you were constantly breaking out for cures.
With the system they put in where you could essentially build macros where if someone did get poisoned it woudl prioritize the cure for you so you never had to leave the battle for menus because your guy was already doing it for you. That's what I liked most about FF XII's battle system.
Anyone that has played FF XII will agree that was a step in the right direction.
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 5 replies.
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 3 replies.
I will say though that Square-Enix dropped the ball in several other areas of the game though. The Mist techniques were okay at the start, but unnecessary at the end, and the summons were unnecessary throughout the entire game. I just don't understand it when RPGs introduce elements of the game that aren't balanced with your characters' physical attacks. Why would I want to waste time with animations (even shortened animations) if Vaan's default attack does more damage and is faster?
Also, the leveling up system was a bit slap dash in XII. I'm not much of a fan of the games that allow every character to have the same abilities.
Has anyone made jokes about the "Linde hop" yet?
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 4 replies.
Looking forward to some shackcast guest speakers though.
Thread Truncated. Click to see all 2 replies.
The last few casts have been kind of grey in that area, so just wondering....
Thread Truncated. Click to see all 2 replies.