Weekend Confirmed Episode 12
by Garnett Lee, Jun 11, 2010 12:00pm PDTIt's not just the weekend; we're confirming E3 2010 this week. G4's Adam Sessler joins Garnett, Brian, and Jeff for predictions on whether Move or Natal have or even need a "killer app," the potential that there might actually be a new PlayStation Portable announced, and, of course, what it will take and who will "win" the show. They also cover some awesome games in Whatcha' Been Playin? including Metal Gear Solid: Peacewalker, Rock Band 3, and a quick revisiting of Alpha Protocol. Kingpin and Deus Ex lead a strong Cannata-ford a New Game lineup. And new game announcements pack the news in the Front Page.
Weekend Confirmed Ep. 12 - 06/11/2010
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Weekend Confirmed comes in four segments to make it easy to listen to in segments or all at once. Here's the timing for this week's episode:
Whatcha' Been Playin: Start: 00:00:00 End: 00:27:45
Whatcha' Been Playin Part 2: Start: 00:29:11 End: 00:58:35
The Warning: Start: 00:59:39 End: 01:40:08
Music Break featuring Distraub with "Synchrotron": Start: 01:40:08 End: 01:42:39
The Front Page: Start: 01:42:39 End: 02:13:46
Music Break features Distraub, the Intelligent Dance Music / Drum n Bass project from Alex Matheu (from Negative Format and the Parallel Project). Distraub's first release Motion Signals was released in 2007, and the new release "Frequency Shift" is expected to be released in the next few months. Also available from Distraub right now is "Motion Signals". You can get it digitally on Amazon or Itunes, or better yet Sector 9 Studios' online shop. Catch up with them at the Distraub Site or through Sector 9 Studios
ShackNews has teamed up with Razer to give away a Naga, the ultimate MMO gaming mouse, to one lucky Weekend Confirmed listener this week. Simply post a comment (Shacknews.com account required) in the comments section of this news story. A winner will be selected at random from the comments. Only your first comment will count as an entry. Multiple comments do nothing to increase your chances of winning.
Entries will be accepted until 6/15/2010 at 11:59 pm CST. The winner will be selected and notified on 6/16/2010 by Shackmessage.
This giveaway is open only to residents of the United States (not including Puerto Rico).
Special thanks to our guest, Adam Sessler. Catch up with him at G4 and be sure to watch their massive E3 coverage on TV.
Original music in the show by Del Rio. Get his latest single, Small Town Hero on iTunes and check out more at his Facebook page.
Watch Jeff on The Totally Rad Show. New episodes come out weekly on Tuesday.
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Steam knocked offline on Sunday by power failure
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New video game releases of 2/13-2/19







Comments
The trouble is, the current interpretation and indeed presentation of this technology is unlikely to succeed. I believe Jeff nailed this point quite nicely when he compared the current incarnation of 3D to the Laserdisc. He was correct in asserting that without the Laserdisc there would be no DVD. The technology developed for the Laserdisc (that is, optical storage) was leveraged in the creation of the CD and decades later the DVD. In spite of the success the technology eventually brought, it was a limited success at best, and the obvious question one might ask is "why" or perhaps "how does this relate to 3D technology".
The rest of the Podcast's participants voiced some very real complaints. Brian's assertion that it appears to be nothing more than a cash grab hit on the first real problem: in all probability your current home video hardware cannot present 3D content. Given that many people have only recently made the plunge into HD (and untold millions have still refused the transition) the odds that a significant portion of of the market will acquire the technology in the next several years is quite low, especially considering the equipment that can perform to the standards required by 3D tend to be the most costly example of an HD television at any given size. This is quite similar to the problem that Laserdisc faced: people had only just begun purchasing VCR's (the Laserdisc made it's commercial debut in December 1979, two years after the VHS VCR and four years before the CD made it's way to market). VCR's often offered a comparable audio and visual experience (especially if care was not taken in the mastering process) simply because most consumers did not possess the hardware necessary for the theoretical technical superiority to be noticeable. Thus, outside of niche markets (which oddly enough included Hong Kong), the technology floundered while it's offspring (The audio CD and later the DVD) eventually flourished and became the standard media used for the distribution of media for many years. Cost is almost certainly an issue - until the technology becomes common in homes the notion of accepting the risky endeavor of doing some new and interesting with the 3D concept will be unappealing to most.
Garnett and Adam neatly provided the rest of the story - asserting that they had never seen anything interesting done with the technology. Laserdisc had the same problem - while technically capable of superior audio and visual fidelity, without enormous expense in one's home theater (above and beyond the initial astronomic expense of the Laserdis player itself). The discs themselves often retailed at 100 USD (or more in some cases), the stereo sound would only be notable with actual stereo speakers (most TV's at the time only featured mono sound), and the increased clarity would only be noticed if one was very close to the screen or in possession of an unusually large display. In short, the average consumer did not see the merit of the technology which contributed to the low adoption rate which further reinforced the notion that it wasn't doing anything special.
But, like the Laserdisc, the current incarnation of 3D will likely serve as nothing more than a proof of concept in the eyes of the consumer. So long as the experience requires one to invest in a tremendously expensive television, a pricy (compared to a DVD player) BlueRay player, BlueRay media (which in my experience costs a full 50% more than the same movie on DVD at nearly 30 USD for a BlueRay versus 20 USD for a DVD), unreasonably expensive accessories (glasses, receivers, cables who's price implies they are forged from the wings of fairies and so forth) and will still only achieve a favorable result under a very narrow range of circumstances the concept will remain nothing more than a neat idea that adds little more than a bullet point on a box for most. Of course, thanks to the wonders of the market, inevitably this will force hardware manufacturers to improve the technology, making it cheaper (the most important step in encouraging adoption of a technology), easier to use (People generally don't seem to like the idea of owning an incredibly expensive piece of technology that the are incapable of setting up themselves and only barely able to operate), and eventually getting rid of the necessity of the accessory pile.
3D is indeed the future simply because the industry can't help but move in that direction, because the audience still loves the idea of the holodeck. The problem is, we aren't at a position where 3D actually matters. If this were a race, the cars would still have their tire warmers on and the fans would only just be trickling into the stadium from.
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I have followed your podcasts for years now since I got my first Ipod 4 years ago and never once until today thought you favored one company or console over the others.
To see you putting Microsoft in third place when all Sony did was sell Move as an HD Wii, while Microsoft's Kinect hardware gave me chills from excitement was very disappointing.
On top of that I would like to know how many of the Nintendo games that they showed actually makes you geniunly excited because they introduced something new in mechanics, graphics, or story. For example goldeneye still looks like its on the N64 and Kirby's Epic Yarn looks like its for 5 year olds.
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I work on the east coast from 10pm-6am and sleep from 6:30am-2ish pm. With that kind of schedule i'm pretty much never able to keep up on events like this because I dont have access to anything besides my iPhone while at work.
Jeff's posts were frequent and updated pretty much the moment anything was said or shown. He took good pics to help give on the fly visuals so we could get some kind of understanding of what was going on.
I personally 'Cannata' been in the loop without Jeff's diligence and furious fingers updating the twitter. (See what I did there)
Jeff good Sir, you win E3
And Jeff, if you can, please evangelize Railroad Tycoon (now known as Railways of the World) more. It is seriously my favourite boardgame ever, although Agricola is up there as well.
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1. Force feedback. When I punch something in real life, I feel the strike. There isn't anything satisfying about punching air. When I shoot a gun in real life, I feel the recoil. It just seems like I will just feel silly with these make-believe motions. There is already a suspension of disbelief when I have a controller in my hand so the rumble really makes certain strikes or shots feel right. I just don't think I'll enjoy anything other than the novelty of flipping through the menu system Minority Report-style... and that's not worth that kind of money.
2. If I could fight at the level of a character in a video game, I would probably enjoy actually doing that. The Wii works for the casual experience because it is not really 1-1. I feel like I'm doing complex movements with minimal input from me. Also, for shooting... unless you give me a gun controller, I don't want to make "pew pew" gun hand at my television.
I will, of course, reserve judgment for when and if Microsoft shows me something innovative and exciting that can only be done with Kinect.
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Additionally, my PS3 is in my bedroom, sitting at the end of my bed, where there's no space to stand or jump around. I've no intention of re-arranging my bedroom to use Move, so a motion control scheme that doesn't fix my existing life is not going to be a purchase for me.
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Question. If the future will look back at the current take on 3D entertainment as being comical and strange, they'll will be rolling in the isles when someone buys a $200 phone to control a slightly larger version of itself which cost $500.
Jeff, you are right about the board games. Some people on the netcast (podcast is a moniker giving Apple free advertisement) seem to forget the craftsmanship and imagination these games invoke. I'm more partial to the Magic the Gathering type games (Red/White) but my all time personal favorite was "Survive!". http://www.boardgamegeek.com/boardgame/2653/survive
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1) Brian. Buddy. Dude. Please, when you bring up a game on Cannatafford, will you PLEASE mention where it's available? Last week with Starcraft, you were like "You probably already own 3 copies..." and I'm like "But what if I was only five years old when Starcraft was released? Where do I buy it now?" but you never said :( This week was the same with Deus Ex, although I do already own a copy from Steam, you didn't mention where to get it. If you could in future man, I'd appreciate it!
2) I agree with Jeff about the iPhone/iPad connectivity thing. Everyone has an iPhone already, so if just one person has an iPad and you're all waiting for something, playing Scrabble sounds awesome.
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On motion control...with the Natal there's always the assumption that you won't be playing with a controller...but I've often wondered if for more hardcore games it'd be better suited to a Track-IR style approach of head tracking or whatever...Track-IR is actually quite amazing in what people do with it in shooter games like ARMA (not to mention flight sims and racing games which were really the genres it was targeted at).
I also could see it used with a controller for a better FPS control setup...I'm not sure how such a setup would work, but it might be possible to do something mathematically equivalent and on-par with kb/mouse (you could actually do that right now with the PS3 controller's Six-Axis or whatever in a really non-intuitive sort of way that I believe I've mentioned before (using the right analog for horizontal turning (you've got 360 degrees there for instant snap shots) and the angle you hold the controller at for vertical aiming (it wouldn't have to be one-to-one...and that side of it might be semi-intuitive...hell once you got used to using the joystick in a completely different way it wouldn't be too cumbersome if properly designed)).
On the topic of magic parachutes vs. magical game-mechanic invisibility...I think there are several things going on. One, gamers (generally) are willing to suspend their disbelief and go along with a game design on some pretty insane shit if there's some sort of bullshit justification...which is perfectly understandable. And game physics are generally pretty crazy to begin with so its not to hard to accept craziness along those lines. Gamers are also sometimes generous about abstract illustrations/representations of a mechanic as something more literal without explanation...if its presented as a gameplay mechanic...but it depends on the type of game. I'm not sure how it gets away with it, but Splinter Cell Conviction (which I haven't played, so bear with me) seems to get away with this with its whole "last known position system" which is really obviously represented as a gameplay mechanic being visualized in a very game-y way (and I've heard that the whole thing has a "you see the world in a sort of distorted way to present stuff without a UI" kind of thing so that fits).
A better example might be the flags in Battlefield games' conquest modes...people get that this is a game and yeah these arbitrary flags represent something and we're abstracting this shit. I remember as a modder back in the CS days (a modder who worked on stuff focused in a completely different direction, but who tried to be observant of trends out of interest) I looked at it and thought I saw a trend towards trying to explain mechanics of game types in more "real" terms (hostages and C4). This always bothered me slightly because CS really boiled down to Rocket Arena with more "realistic" weapons (and much less variety in them...something I still bitch about occasionally) and objectives. I always felt that the brilliant design move on CS's part was the addition of objectives...those seemed to (in theory when people didn't ignore them) make something like teambased Rocket Arena work without it degenerating into this sort of waiting game with a couple guys wandering around an empty map, but I always had the dreadful notion that a big part of its appeal was the superficial aspect of the coat of paint applied over this (and the fact that designers might overlook good gameplay decisions in favor of adherence to a game mode's "thematic concerns"). BF42 relieved me of this notion and made it apparent to me that gamers will still accept things that are obviously game elements and presented as such.
I think where the differentiating factor lies in general (and this varies from person to person...I'm very forgiving on this...but then again I miss DOOM and Quake deathmatch and the pure fun days of old-school shooters), is that you have to be consistent or you have to be the type of game where people will accept these sorts of things. I remember a discussion on the Generations Arena boards years back about the DOOM guy having a magic shotgun with an infinite tube magazine...we accept things like that in DOOM or Quake 3 or whatever because its that style of game...its a balls to the wall shoot-em up...hell Quake 3 has power ups and its ok because we approach it from the beginning as "this is a game". We accept flags in our multiplayer because its multiplayer...you're not really there to be immersed in a world (though that may happen on the side)...you're there to compete with others. Just Cause is sort of in a middle point...its a silly fun game where you're out to blow shit up...its trying to be the Crank 2 of games...but its not quite at the level of arcade abstraction of a Q3A...so it gives a sort of winking nod to the gamer with its crazy magic parachute and we accept that because the game isn't trying to be plausible.
I think something like Alpha Protocol that tried to tell a story, that bills itself as a more "serious" game, and is for lack of a better explanation...trying to be what its trying to be...runs into a little more resistance when it incorporates the more arcade elements that were mentioned, especially when it doesn't try to hang a lantern on them in one way or another. It may not be fair...but I think it comes down to where people draw the line in a given game and the invisibility thing comes off as strange and out of place as its described.
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On the whole shotgun discussion, I'm a huge gun nut; but I agree with the gameplay and weapon balance perspective...and I'm a huge fucking gun nut!
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But yeah...I agree with Adam Sessler's mentioning of DOOM (and by implication DOOM2) as sort of setting the standard for how game shotguns work in terms of mechanics. I generally see DOOM2's SG and SSG as sort of the archetypes of game shotguns that I judge all others by (if a game has a DOOM2 SSG...they could bulletpoint that motherfucker on the back of the box and I'd be very likely to buy it).
I also enjoyed the conversation about ARMA and OpFP and games of that ilk and the point that they have a specific audience. I've generally felt that those games aren't made for me, but I'm glad they exist. We all have niches that we fall into that aren't for everyone...I love hardcore flight sims and the IL2 Sturmovik series is my favorite right now and I look forward to their BoB game (Wings of Prey or whatever isn't really part of the series IMHO so much as a nice more arcadish kinda spin off...but I digress).
On the topic of consoles and new consoles and graphics tech, I'd say that until we can really simulate the physics of light via ray tracing or photon mapping or some other really advanced techniques that we've still got a looooong way to go in terms of improving graphics. I'm not saying that I have problems with the current levels of graphical capabilities...hell I still enjoy Q3, IL2, and other older games and appreciate their graphics for what they are, and I believe that we often overemphasize graphics. That having been said I think that we haven't come close to hitting some sort of universal end-point of graphics being "good enough."
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Speaking of Jeff, in the latest Sarcastic Gamer Red podcast, Lono does a great impression of Jeff watching the i4n announcement. :)
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First of all the main reason why violent games are so pervasive is due to the fact that getting one of over an opponent, beating them and putting them down speaks to one of the base features of humanity. It is in our nature to destroy ourselves, and this is reflected in the wars we have fought as a race. Shooters represent the easiest way to feed the bloodlust that resides within us all. This is the sole reason why they are so prevalent within the games industry and sell so well, they feed a base desire within us all ..... wether or not we chose to acknowledge it. And as an escapist medium we should be able to enter a fantasy world that allows us to express desires and needs that we cannot in real life.
Secondly, the games industry should not be actively tryng to court mainstream acceptance. Movie studios and filmakers never set out conciously to create films that garnered them mainstream acceptance, forced moves of that nature only come across as contrived and more than often fail in their intention and seem obvious and insulting.
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Just look at how physics in RDR matter to immersion. Do you think back on the original Xbox they'd have had the clock cycles to have a guy get stuck in the horse stirrups and drug across the desert? And RDR is still kind of janky and has a lot of improvement that could be done.
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-Do I think that it was a mistake releasing Laserdisc? No, no harm in trying.
-Would I have wanted to buy one? Absoutely not. I used VCR then went to DvD and was very happy with that.
-Did I have friends who bought Laserdisc players that were unhappy they did so? Yes, several.
-Would DvD have come out without Laserdisc... Well, certainly... many generations of tech are skipped in the lab due to them not being considered to be ready for consumers. Technologies can be created in the lab and not released, it happens all the time.
That's why 3D is like Laserdisc in my eyes: pushing in the right direction, but not something I'm going to even consider buying until I not only see one killer app, but a whole category of killer apps.
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But there is a gap in the market for a device to consolidate these two worlds together, a portable media and internet connected device that also provides a full on portable gaming experience.
Wether or not Sony are able as a company to create a device to cross both these markets with a well concieved and thought out device would remain to be seen, but to say that the market for portable entertainment and gaming is sown up and fully provided for by Nintendo and Apple is shortsighted.
I am however into Magic: The Gathering. I was so excited when Magic came to Xbox Live and was shocked when I saw how many times it had been downloaded. Apparently the developers thought the same and rolled out 2 expansion packs. I love that this game is making its way into our consoles and hopefully onto my iPhone. I think Magic would work really well with a style similar with Words With Friends, play at your own pace.
I remember the old Magic game for PC didn't do so well and think this was because of the way it played, it wasn't so user friendly.
On a side not about the actual card game. I remember playing them when i was younger and would always get excited when a new expansion set would come out. Eventually over time so many sets came out with new abilities that they sort of rendered the earlier sets useless. If you wanted to stay competitive you had to keep dishing out the $$$. Of course this is only natural, i do understand they need to keep it fresh and alive and keep making money themselves but eventually i quite because enough was enough.
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