Weekend Confirmed Episode 15
by Garnett Lee, Jul 02, 2010 12:00pm PDTIt's a holiday weekend in the US and Weekend Confirmed celebrates with a massive show that includes the debut appearance of Shane Bettenhausen. He slips right back into form with Garnett, Brian, and Jeff and they launch into Whatcha Been Playin with a quick catch up on Final Fantasy 13 and few other releases from earlier this year before moving on to current games like Singularity, Crackdown 2, and Puzzle Quest 2. The group tackles the PlayStation Network Plus offering and getting the right pace to creating sequels in the Warning, along with some of your responses to last week's show. And has a full Front Page to close things out with everything from the opening of the WoW: Cataclysm beta to what may be up with Lionhead's Milo project, and a quick Starcraft 2 features round-up. Remember to hit the official show story comments to join the conversation.
Weekend Confirmed Ep. 15 - 07/02/2010
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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: 00:31:02
Whatcha' Been Playin and Cannata-ford a New Game: Start: 00:32:25 End: 01:08:51
The Warning: Start: 01:09:53 End: 01:43:06
Music Break featuring Sab with "Lookin at Girls": Start: 01:43:06 End: 01:46:39
The Front Page: Start: 01:46:39 End: 02:21:45
Music Break features Musab "Sab" Saad. For the last 2 years Sab has been working on his new album HGH (Heaven, Girls, Hell) with Ultra Chorus, consisting of Jeffrey Lorentzen and Chris Heidman of Minneapolis, MN. The 3 have been fusing together Hip Hop, Pop, R&B, and Electronic sounds for this project. You can keep up with Sab on Facebook, Twitter, and YouTube. Or better yet, go check him out live. Sab is out on the Awful Truth Tour with Abstract Rude about to hit Salt Lake City, Park City, and Denver this week before heading into over 20 more dates throughout July and early August
Big thanks to our guest Shane Bettenhausen of Ignition Entertainment publishers of Deadly Premonition and Muramasa out now and the upcoming Arc Rise Fantasia and El Shaddai.
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.
We've also started an Official Facebook Weekend Confirmed Page. It's a work in progress but go ahead and hop in. We'll be keeping you up with the latest on the show there as well.
Chatty: Diablo III, Dragon's Dogma
FileShack: Unity of Command, Skyjacker
Daily Filter: Planetside 2, Deadlight
Weekend PC digital deals: strategy-o-rama
38 Studios, Harry Potter Kinect - Shacknews Daily: May 25, 2012
Minecraft for Xbox 360 dev working on 'Adventure' update
Demon's Souls servers extended again
Resident Evil: Chronicles HD Collection coming in June
Sony patent would interrupt gameplay to display ad
Weekend Confirmed 114 - Diablo 3, Max Payne 3, Lost Planet 3






Comments
It has three cameras (two being used for 3D), better processors for power, and two screens. One screen is, of course, a touch screen, and then a widescreen Sharp parallax barrier screen that isn't consumer friendly. It is going to be really expensive, and Nintendo never sells at a loss.
If people are willing to buy $700 iPhones, then I really think a higher price is going to happen.
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There's something I've been thinking about for a while now. Obviously difficulty in mainstream games has been steadily diminishing ever since the Super Nintendo, partially due to smarter game design and somewhat due to lack of demand from most audiences. I find it interesting that some games seem to strike the balance of finding appropriate difficulty levels by utilizing sandbox game design, or the "make your own fun" approach. This is something I've always loved in games, but many critics seem to either despise it or overlook the possibility of its use due to some weird sort of OCD which inhibits them from playing a game in any way other than the most efficient for beating it.
One of the more notable games to use this technique recently was Splinter Cell Conviction. The game, as I believe Brian pointed out as a criticism on the podcast, is incredibly easy to complete. And frankly, he's right. Staying hidden from guards at a distance is remarkably simple. Combine that with the ability to pull off pistol headshots at a hundred yards and the Mark and Execute mechanic and you have yourself a pretty pathetic game. Initially I was disappointed in this, but upon my second playthrough, I discovered that like the other Splinter Cells before it, Conviction was so much more interesting, challenging, and rewarding to play through without firing a gun. Though it is designed as a core gameplay mechanic, playing through the game without using the Mark and Execute was much more fun. Sam's arsenal of gadgets and moves suddenly become so much more useful and engaging. The level design suddenly seemed much more complex and well thought out. It seemed like the developers intentionally designed the game before throwing in that "noob" mechanic.
Something similar happened to me when playing through Bioshock. Like many, I was aware that the easiest, and in terms of efficiency, "best" way to play the game was wildly swinging the wrench with plasmids backing it up. However, with the long list of tools made available to me, playing that way seemed so monotonous and uninteresting. I took my time creeping through Rapture, using telekinesis to throw makeshift bombs into Big Daddies and setting up elaborate traps to spring on unsuspecting Splicers. This was a hell of a lot more enjoyable to me than just mashing the right trigger, but it took a sort of gamer's honor.
I noticed that these sort of games seem to employ an honor rules approach to difficulty. Rather than lazily bumping an enemy's health up and the player's down, or rather than making optional sections of gameplay that are controller-twistingly frustrating, these games seem to add mechanics that can be exploited in times of immediately difficulty. In other words, they give the player a crutch to lean back on. And its up to the player whether to continually fall back on that crutch.
So how does everyone feel about sandbox mechanics and how they effect the challenge of games? Do you feel it is the duty of developers to avoid the use of such simplifying mechanics, or do feel that you can learn to ignore the feature to self-challenge yourself? Is the design lazy or poor in these cases, or does it simply integrate the difficulty curve better into the actual gameplay?
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I assume Sony isn't communicating this stuff sufficiently because in the material I've seen, they describe that, yes indeed, system updates and game data updates are a part of Automatic Downloads.
[Source: http://us.playstation.com/support/systemupdates/ps3/ps3-340-update/index.htm]
This isn't the only podcast where I'm hearing just plain false information about PlayStation Plus. So what's going on? Post-E3 malaise (wouldn't doubt it)? Bad Sony PR (also wouldn't doubt it)?
How about a correction in the next ep. please?
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On a more serious note this could make the traditional JRPG an excellent bridge genre. Given that the entire interface conversation would be hold A and your character will follow the cursor and click on things and choose an action a new player would not feel the intimidation of learning what butt ions do what. Furthermore given that they are turn based it gives a player unfamiliar with games enough time to figure it out before taking damage. I have a brother in his late 30s who has not touched a game in years, but now has an interest. We tried him on a shooter and before we could even explain which trigger was which he had been killed. He was immediately turned off and we ended up with more Wii tennis going on that night. Sitting in a turn based battle you could provide all the up front explanation and the game would progress on their schedule.
What do you think?
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Garnett: man are you smooth, you should have a talkshow ;)
Brian: spot on and brilliant as ever.
Jeff: actually showed his dark sides and dissed a few games: great! ;)
Shane: obviously knows his stuff and did good peace-making between Jeff's and Brian's positions on Rage.. yes it looks a bit too much like Borderlands...no that doesn't make it suck.
Don't agree with Shane's comment that the ipad is the future of consoles... Problems include:
-touch screen, as aweome as that tech is, isn't can't provide enough control for many games.
-2 controllers? not possible.
I do agree that touch screens are going to have a huge impact in geneal... my NDSI proved to me how amazing they are.
Oh, and a really good show, as usual.
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I don't know if you guys never heard this, but back when they first unveiled the game - and I don't know f I should spoiler this - but they talked about the different parts of the game, and that there would be a massive sort of cataclysmic event about halfway through that would radically change everything about the game world. What it is, I don't know, but they made their MO pretty clear.
Verizon made Kin DOA.
"At some point prior to launch, the Kin team knew it was screwed. We've confirmed that Verizon did, in fact, pull the rug out from under them -- the planned data pricing had changed and become much more expensive, which was supposed to be one of Kin's top selling points." - engadget
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"a man-god appears"
Sorry, I am a little giddy.
I can has Front Page?
Oh, and how long does it take for the contest winner's prizes to ship? I was curious. Thank you!