Weekend Confirmed Episode 27

By Garnett Lee, Sep 24, 2010 12:00pm PDT After a couple of far-flung weeks with shows from PAX and the International special, Garnett, Brian, and Jeff reunite in the studio, and just in time too because they've got a whole lot to cover. Whatcha' Been Playin? gets things started with some mopping up from TGS including The Third Birthday, Ni no Kuni, and a couple others. Valkyria Chronicles 2 and the upcoming 3 which was also at TGS get some love. And all three of the guys have tales of global conquest from late night Civ 5 sessions. The Warning poses the question of whether the quest to westernize has become a distraction to Japanese game development and, of course, your Gran Turismo 5 responses get their due. Lara's continuing co-op struggles, the apparent cancellation of Milo, and naturally some Halo:Reach news highlight the Front Page to wrap it all up.

Weekend Confirmed Ep. 27 - 09/24/2010

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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: 00:34:27

Whatcha' Been Playin and Cannata-ford a New Game: Start: 00:35:53 End: 01:04:20

The Warning: Start: 01:05:30 End: 01:45:06

Music Break featuring Ongaku's "Good Times" Start: 01:45:06 End: 01:47:30

The Front Page: Start: 01:47:30 End: 02:23:31

Music Break this week features Ongaku ("music" in Japanese) from Lisbon, Portugal, with the track "Good Times". Influenced by Yellow Magic Orchestra, disco, heavy funk, and synths, he's currently focused on making some tracks and finishing a degree in animation. For more check out Ongaku on MySpace or Soundcloud.

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.

Jeff can also be seen on The Totally Rad Show. New episodes come out weekly on Tuesday.

Our Official Facebook Weekend Confirmed Page is coming along now so add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.

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  • The issue of Halo Reach online co-op not working without a hard drive got me thinking.......

    *** Conspiricy Theory Time ***

    I'm an admitted Halo fanboy, so I read A LOT of news on bungie's website, including listening to all their podcasts. Back in 2008, while interviewing one of their tools engineers, the topic of harddrive requirement came up.

    The Halo engine for the original X-Box was built on the foundation of having a built-in harddrive to run from.... the entire game was constructed around this. Every Halo game since runs on that same engine.... sure, it has been overhauled almost beyond recognition, but it is still the same bare engine.

    Back to the podcast: the bungie guys were talking about the lead-up to Halo 3. Bungie's opinion was that they know how to make a game that runs off a hard drive, so they should make Halo 3 in the same way. It was Microsoft that put their foot down and said: "No, Halo 3 needs to be able to run without a hard drive".

    This is what lead to a lot of the technical shortcomings of Halo 3, such as the lower screen resolution.
    The Halo engine is constructed in a way that works best with a hard drive. Halo 3, ODST, and Reach have all been built to run without one. Even though most of us have harddrives, Bungie hasn't been able to get the most out of their engine because they build the game to work without one.

    Cut ahead to Reach.

    Leading up to launch, Bungie was strangely mysterious anytime the topic of campaign co-op was raised: in particular, how many players would it support? Joseph Tung was asked this question directly by Gamespot, and his response was "we're not talking about that yet?".

    Back during the Halo Reach Multiplayer Beta, one of the playlists was called "Network Test 1". This playlist was running a "Generator Defence" gametype, running on Halo's co-op network model, opposed to thier standard multiplayer network model. The generator defence playlist supported..... 6 players.

    It didn't take a genious to figure out Bungie was testing their co-op network model for 6 player co-op.

    Now, the game has shipped, and only 4-player co-op is present in the game. It could simply be that Bungie tested 6 player co-op, and figured it would be too much for their network model to handle.

    OR.....

    It could be that Bungie decided "we can make it work, but only if we take full advantage of a hard drive."
    This would mean players without hard drives wouldn't be able to play on-line co-op, explaining the current situation.

    Garnett said "there's no way they would do that" reffering to the possibility that this could have been done on purpose. I disagree. I think Bungie absolutely could have made this decision. I could also imagin Microsoft reacting to this decision by saying "Don't tell anyone about this because we don't want to lose a single sale". Microsoft has jerked Bungie around on the PR side before. They told Bungie to change Halo: Recon to Halo ODST, then made Bungie sell it as a full $60 release instead of an add-on as it was designed to be. They even pulled Reach gameplay footage from Bungie's own website in the weeks leading up to release, claiming Bungie didn't have the rights to show new footage.

    So, we know co-op matchmaking is being added to the playlist options in the middle of October. My personally long shot theory: 6 player co-op will roll out at the same time, and on-line co-op will still require a hard drive. Even if the 6 player co-op doesn't end up happening, I think Microsoft is playing dumb on this as long as they can, when it was by design the entire time. If it truly was some kind of mistake, Bungie would have made mention of it in an update by now, but so far they've pretended the issue doesn't exsist. I'd bet money Microsoft told them to keep their mouth shut on this one.

    Ok. Rant over. Discuss.......................... I'm tired now.