Weekend Confirmed Episode 34
by Garnett Lee, Nov 12, 2010 8:00pm PSTCall of Duty: Black Ops dropped this week and we've been playing it along with, oh, a few million other folks around the Net. It hoards the spotlight in Whatcha Been Playin? and fair warning, there are some spoilers in the discussion but with a clear disclaimer beforehand. Battlefield Play4Free and the Vietnam DLC for Bad Company 2 also come up as shooters rule this week's show. In the Warning your counter-points to the idea floated last week of 2-3 hour games get us started and we also open the question of how susceptible to fatigue Call of Duty looks to be? News of Rock Band developer Harmonix hitting the sales block, a handful of new game announcements, and more wrap it all up in the Front Page.
Weekend Confirmed Ep. 34 - 11/12/2010
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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: 00:30:10
Whatcha' Been Playin and Cannata-ford a New Game: Start: 00:31:14 End: 01:04:29
The Warning: Start: 01:05:34 End: 01:37:29
Music Break featuring "Line 'em Up": 01:37:29 End: 01:40:40
The Front Page: Start: 01:40:40 End: 02:05:20
NFL 'Tailgate': Start: 02:06:20 End: 02:16:10
Music Break this week features "Line 'em Up" by Final Gravity. This track is from their "4 Pack" EP available on iTunes and CDBaby. For more from them check out the official Final Gravity site. And if you're in the LA area, Final Gravity will be opening for rock guitarist Gary Hoey (who, if you don't know the name, shreds) at the Brixton on the Redondo Beach Pier, Thursday, December 16 at 9pm.
Original music in the show by Del Rio. Get his latest single, Small Town Hero on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page.
Jeff can also be seen on The Totally Rad Show. They've gone daily so there's a new segment to watch every day of the week!
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.
Killzone: Mercenary shoots onto Vita on September 10
Trion Worlds hit with more layoffs, Defiance team impacted
Ratchet & Clank: Full Frontal Assault defending Vita next week
Game & Wario was originally going to be pre-installed on Wii U
The Last of Us digital download lets you start playing sooner









Comments
Got the game yesterday. Only a couple hours into the story mode, but it seems safe to say that if you like AC2, you'll like Brotherhood (and I LOOOOVED AC2).
The main reason for my comment is regarding the multiplayer: IT IS INCREDIBLE.
Ubisoft has created a wonderfully subtle and intense game of cat and mouse with Brotherhood's multiplayer. It took me a few games to get used to the controls and to learn all the rules, but once I got familiar with everything, the game opened up. I've never played a game that keeps me on the edge of my seat purely through the suspense of being hunted. The constant balance of Risk vs Reward is handled beautifully.
The tension that builds when you spot your target across a courtyard, and spend the next 90 seconds slowly circling around him so you can approach undetected... it's so freaking fun! The best part is that at no time can you be certain of what will happen next. You might lose your patience as you approach your target and burst into a run, only to be pounced on by the player stalking you. You might get within reach and have the kill stolen by another player who has been hunting the same target as you all along. You might not have been following the right target at all, and kill a civilian instead, prompting the game to put a giant arrow over the head of the player you were supposed to kill, just to rub salt in your wound. And of course, there are the times when everything goes right, and you nail your target without them even realizing you were there.
Truly awsome stuff.... I encourage everyone to check it out!
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Yes FPS multiplayer is very gratifying and competitive, much like a sport, but it wasn't so long ago that people were making the same arguments about fighting games. When Street Fighter, Mortal Kombat, Tekken and Virtua Fighter were all people were talking about, you heard the same arguments about infinite replay value and competitive legitimacy. And those arguments still hold true - those games still are competitive and have a ton of replay value - but the masses have had their imagination captured by new genres and experiences over the years.
There have been tons of shifts like this. JRPGs were HUGE for a time after FFVII was released. Racing games were on the front of everybody's mind when Gran Turismo made simulation physics and extensive car customization the new big thing (and Need for Speed followed up by cashing in on the Fast and Furious, making NFS Underground the best-selling game of 2003), and it was only a few years ago that all anybody wanted to play was GTA and its clones.
The market will shift again, and I think the next shift will come from an unexpected place. Farmville. I think social gaming is going to hit critical mass pretty soon, when developers start offering deep experiences that seamlessly and unobtrusively sync up with the social media that already dominates our downtime.
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It totally brings a social network mentality to the game without actually using any of the established networks. Instead of spamming your Facebook or Twitter accounts with status updates, you get to choose whether or not to publish your performance in a race to your wall. Only your friends see the wall, and there's a constant rivalry to see who can top the most races.
And I mean CONSTANT. Autolog is one of those features that completely changes how you even approach playing the game. Like, on the level of how achievements changed the way we play games. Same principle, but even better, because instead of intangible and largely worthless space-points you get bragging points among your friends. So when you're just cruising along, progressing through the game, and then that message comes up on your wall saying so-and-so beat your time by four seconds, you can immediately jump back to that race and try to take the record back.
I've put 8 hours into the game and barely unlocked half the events, simply because of the pull of those wall announcements and the constant competitive between friends. Even when you're playing single-player, the game feels like a competitive multiplayer experience.
EVERY racing game needs this feature. Hell, add it to shooters, action games, anything.
Oh, and btw, the racing is actually really fun too. :D
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And regarding WC's concerns about the visible handholds, it makes narrative sense once you play it and you'd throw your controller through the window if you had complete freedom in these environments. There is enough challenge and survival is not certain in each chapter.
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On the topic of shorter "2-3" hour games, I felt the discussion was a bit off this week in how it related to Jeff's original comment last week. Correct me if I'm wrong, but I thought Jeff's initial point was that developers should stop usuing filler to make their game take longer for a single playthrough, and should rather make their games super tight, polished, and fun to replay over and over. I would rather spend $60 on a 3 hour game that I replay 10 times than $60 on a 9 hour game that I play once.
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The more I think about it, the more I am convinced that it is tied directly to difficulty level. We all know games used to be harder. Completing a game even once used to require a certain mastery of the game's controls and mechanics. Today, how many players out there will choose to play a game on a harder difficulty? Not many.
To me, this short changes most games. It amazes me how many people will choose a difficulty level that poses no challenge for them, breaze through the game, then turn around and complain about how quickly they beat the game, and how little depth or strategy it required.
I am not making some sort of macho "if you don't play games on hard, you're a pussy" statement. I'm saying that I believe many gamers today don't want games to challenge them. Have we forgotten the feeling of satisfaction that comes from mastering a difficult game, and using the culmination of our in-game skills to complete it? Have we forgotten how much fun it is to replay games with the goal of truly perfecting them?
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I'm perfectly fine with it in mp. But single player...
I could easily play through goldeneye sp many times back then, but the new one, I'm having a hard time playing through it once.
Anyone else not really digging iron sights in single player campaign or is it just me?
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Is it really offensive to 'outsiders' ? Do I get the ad because I play multiplayer FPS and understand what the ad was conveying having a bunch of everyday people running around with guns and grenade launchers and so I'm not offended? I gotta figure the core audience of ESPN is buying BLOPS and other FPS games and they get it too, only a few old farts out of the loop don't get it.
http://espn.go.com/video/clip?id=5817181
PS- I was a huge fan of Operation Flashpoint 2! That game needed some more polishing, but there were more interesting things tried by that team than in either CiD:BO or Medal of Honor!
It's the way it is with everything in the world. In the 80's movie theaters were ruled by Schwarzenegger, Stallone, Tom Cruise et al, NBC used to be number one in the ratings, and everybody had Pac-Man fever. How much of that still holds true? None of it.
If people can get tired of Frank Sinatra, the Beatles and Elvis they'll get tired of Call of Duty and maybe even FPS's as we know them. Tastes change, something new comes along and all old kings eventually lay down and die.
In a way it shouldn't be too surprising to see how this will happen. What do we have in the FPS genre? Variations of Deathmatch, Team Deathmatch, Capture the Thingamajig, King of the Hill, etc...We basically played these games on the playground in elementary school. Death Match equals dodge ball, Capture the Flag equals uh, Capture the Flag, blah, blah, blah. The point is as we got older we grew tired of those games and moved on. If we extrapolate the comparison it's reasonable to imagine that we'll grow tired of FPS's in their current and also move on.
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I was disappointed that Jeff finally finished Fable 3 and the result was a minute or two discussion and you moved on. I'd have loved to hear Jeff's opinion on the unusual design for the end game and if he was prepared for what was coming since I think regardless of the politics, it was the most unusual ending of a video game in recent memory.
Finally, I feel like you guys dance around this week after week, but can we just concede at the start of every discussion that Brian is a results or skill-based gamer and Jeff is narrative-driven. We get that Brian loves to replay multiplayer titles to rise in the ranks, improve his skills, and enjoys competition while Jeff prefers a good narrative with accompanying solid game play over playing online. There is nothing wrong with either approach but I feel that so much of the disagreement on the show comes from having to rediscover and rehash this on a weekly basis.
Considering Brian and Jeff's different approaches, it's only logical that Brian won't see COD falling out of favor any time soon while Jeff would question its long-term narrative viability. And they'd both be right since yes, gamers will get bored with the single-player stories but still love the hell out of the best multiplayer on the system. How many people never played COD:MW2's single-player drawn in by their online friends invites?
I love a good narrative; I hate online multiplayer not because I suck but because I get bored raising transparent stats---I realize that single-player is based on raising less transparent stats against A.I.--- without any narrative benefit. However, I greatly admire the competitive Starcraft and Halo folks because of their incredible skill.
Gaming needs both of those types and every other type but I think we should just recognize their is no right way to game and move on.
PS: liked the music break this week. nice pick.
Treyarch's waves to create difficulty is ridiculous. MW2 was challenging but never seemed to be based on just sending waves of enemy unending until you moved forward.
I had way more fun playing MW2 and more fun playing MOH. I felt more drawn into the MOH story because of pseudo-realism as opposed to Black-Ops, which telegraphed the "twist" making me feel a step ahead of the story.
As for MP, a patch/dlc to MW2 would have sufficed.... No genuine co-op or even spec-ops, just this zombie crap.... no thanks... I pre-ordered Hardened, completed on Veteran, played some MP and returned it... Very average, not inline with what I like about the COD franchise....
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I agree with some of what Brian said about CoD:BLOPS multiplayer (I love that acronym...its perfecttion). I disagree about the run and gun aspects of the game though...and I think what it comes down to based on past discussions on here is that Brian and I just have different preferences in our multiplayer (and oddly...CoD is a sort of game that appeals to a lot of different people). I really view multiplayer FPS games through the prism of Quake (and really DOOM2 to some extent...as in many ways I felt that had the most sublime weapon set in any FPS game ever...though Quake's Rocket Launcher and Lightning Gun were amazing and there was something very nice about the Railgun in Q2 even though I was always torn over the impact of that weapon (I felt it made Q2 too defensive...whereas in QW being either really aggressive or really defensive were both applicable approaches)). Shit I told myself I wasn't going to get off on a tangent given limited time...so back on topic. I tend to see the abilitiy to react quickly and think quickly and run and gun as the pinnacle of multiplayer FPS games...hell deep down I still have it in my head that standing still gets you killed and that you should always be moving just as you should always be building units. I realize that this is more or less just something thats been ingrained in me and is driven by my preferences (and that in the past I always associated someone standing still to shoot with a lack of skill and experience because that was what people did in DOOM DM when they started out...so I have this weird gut reaction to that aspect of modern games that often punishes running and gunning that I've had to work to get over...I really have gotten over that, but I'll always prefer games of the oldschoole even though I've learned to appreciate and enjoy other styles of FPS games as I've grown older). Its actually hilarious in a way...because as I've lacked a decent internet connection in my home (I literally have to drive 15 minutes into town with my huge gaming laptop to play games online at either burger king or the local shooting range/sporting goods store) and have had less time I've lost a lot of the skills suited to the games I most enjoy (and in general actually)...so I completely suck now...and I sometimes feel like I'm basically wishing for games to punish me more.
Brian mentioned preferring a slower paced and perhaps more defensive FPS game and that really makes things sort of make sense. I've never been particularly fond of Halo and Brian loves it and I think it comes down to the sort of differences in preference. I like that CoD:BLOPS allows for run and gunning (and I think that at a high level players may not be blindly running around...they may simply be very aware while moving at a high rate of speed...plus I like the sort of wasp and spider in a jar matches that allowing very different approaches encourages). I do think that CoD4 probably struck a slightly better balance wrt this...I could run and gun with my AK and steady aim or whatever in hardcore mode...or I could use a more careful approach with a G3 battle rifle and nail guys at a distance. I generally play Hardcore Domination (lol) though...and I've found that you can get temporary fronts set up at times (at least in CoD4...I need to play more BLOPS to get a better idea of the general play patterns there).
As to CoD2...its weird as I was never a big CoD2 fan...I always felt that I was very obviously being pushed to always move forward...I think I once described the game as being like the old SMB3 levels where the screen scrolls in a direction and you need to keep moving to keep up. I felt that its best moments were when you'd get to a point where you'd have to clear the house or something and it didn't have the very rinse and repeat formula of "take cover...pop out and kill...rush forward...repeat" that the CoD games have always specialized in. BLOPS has a lot of that too...but for some reason it doesn't bother me as much. It may be that they're mixing it up so far (I've not finished it yet) well enough not to annoy me or it may be that I've just grown to expect that from a CoD game. I will say that its not as infuriating as MW2...at times I felt like it was this shooting gallery where the enemies would spray random fire at me and I just had to power through it...I remember literally dying and reloading my check point to die again and again and I'd see the same patterns again the only difference being where the random spread bullets went...I had to play that game in a really weird way at times that seemed counterintuitive and more like I was trying to break the thing to proceed. BLOPS hasn't been as bad that way (and the story isn't the single most stupid thing ever...whereas MW2 was just horrible story-wise...I mean Uwe Boll)...but I haven't finished it so it may take a wrong turn.
It may be that I inadvertently got in a horrible situation with MW2's checkpoint system once where I got myself in the wrong place at the wrong time when it saved because I was playing around trying to get myself killed...and then I played through the same 4-5 minutes of gameplay about 40 times over (maybe more...I would literally spawn and die immediately about 60 percent of the time so it may have been in the triple digits the number of times I reloaded over a couple days)...I realize that perhaps I should have realized the game was more fragile than I iniitally thought and I shouldn't have been treating it as a playground at that point...but it made me see the game as broken and it really gave me a close up view of the systems in MW2 and how predictable that game could be (I saw guys 4 minutes in literally do the EXACT SAME THINGS even when I took different approaches defending that building) and if I wasn't so damned OCD I wouldn't have powered through that part. So I'm probably going to be more forgiving of BLOPS in comparison than a lot of people unless it breaks down like that (I did enjoy MW2...I just don't see it as being the amazing game its made out to be).
I understand it feels cheap, but urgency means having a set amount of time to complete a goal. Otherwise, it's not urgent. Though people might hate them, I think time limits in games need to be more prevalent, not just for urgency but for bringing about real human emotions.
IE. Look what Alpha Protocol did with their dialog system. (It was timed)
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At present, I feel that L4D and Halo:Reach have come extremely close with regards to this. The limitations though are that the L4D companions can't seem to throw projectiles, and seem to be much too happy healing you, and for Halo:Reach, the AI companions not being able to drive properly, but nonetheless are the creme of the crop with regards to AI; in terms of companion AI anyway. Then we have the complete opposite, seen in RE5, or most AI used for escort missions.
I feel that for the most part, enemy AI is sorted, though some still fall into the trap of following scripts in response, or being made more tough through damage and resistance, rather than truly learning player behavior. I think it would be fascinating to have an AI that adjusts accordingly to your play style. Sort of like how Battle.net organizes the appropriate league you belong in for online Starcraft 2.
Especially for companion AI, I think an improvement on this will absolutely put the game on a level above most others, and with the evolving enemy AI, would make your games feel more dynamic.
Thoughts?
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Remember how that Star Wars Battlefield 1942 mod ended up inspiring Battlefront? Yeah. I wanna see Call of Duty: Galactic Warfare.
My other idea, seeing as Activision and Blizzard are technically one group... is a Call of Duty StarCraft game. You could re-experience all the great battles of StarCraft and StarCraft II on ground level with the Terrans.
That's just me though.
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I see no excuse not to get widescreen right in 2010.
Rather than trying to cut deal with consumers to license games such that they do not include a resale right, THQ is going to attempt to undercut the retailers by selling a $40 base game, and then allowing add-ons where "You can wind up paying more than $60 or less than $60." [from IGN interview]
I suppose that then, the base game could be sold used for $35 or something, but all of the content will be digitally owned, and certainly attached to a non-saleable account.
My reaction? I don't like it. This will put a big incentive on companies doing this to price the *really good stuff* so that you'll have to spend a lot more than $60 to get a full game. I've seen this in things like collectible card games and such... "sure, you can play, but if you want to WIN, then give us another $200 for this quarter's new overpowered cards".
I would prefer to get a full game, that cannot be resold, for $60... I guess that is too much to ask these days!
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The games since COD2 have convinced me that the COD teams aren't very good at writing stories or scenarios but are skilled with plot, pacing, and flow. COD2 felt like an intense experience not just because you were one cog within a unit within a huge war, but because all the storytelling was focused on you and some buddies just surviving.
Story-wise I think the Modern Warfare games were at their best when you were playing as the Americans just trying to survive, not worrying about the conspiracy or plot twists or whatever. My favorite COD campaign is still Modern Warfare 1. Even though the overarching story was crap, I cared about what was happening moment-to-moment with Price, Gaz, Griggs, Velasquez, etc. Even COD2 Big Red One (probably an underrated game) did a good job just focusing on the squad chemistry. MW2 and Black Ops put too much focus on the overarching 24-esque plot, which is not Infinity Wards nor Treyarch's strong suit.
After playing MOH, I actually wish Modern Warfare HAD been about the current Afghanistan war - if for no other reason than to put the narrative focus back on where it probably matters most - the soldiers themselves.
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I do agree with Brian that it is a sport to many people. Also, that while there may not be as much an emphasis on FPS games as the AAA title set in the future, I'd suspect there to be one AAA entry a year on into the future. They will be other AAA titles in other genres also, which is a kind of lowering of the emphasis on these shooters.
I've seen on JTV not only people playing these kill/die/kill/die/kill/kill/die games for hours upon hours, and also having as many as 1,000 people *watching* someone do this! Roman's watched gladitoral blood games, seems these are still popular today, and that is no surprise.
I also agree with Jeff that the realism of the horrors of war seems to be seeping out more and more, and war is being presented as more and more *fun*... this turns me off quite a bit, but again, I understand how many people would like this.
Finally, talking pretty obviously about bankers and such, a favorite cliche for leftwingers talking about pro-capitalist folks in general, the lyrics, "line them up, do the world a favor, line them up, fire" are hate speech: period.
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How many times have we talked about Madden becoming a game you buy just once and then get a $30 expansion pack for every year? World of Warcraft has been going strong since 2004 partly because there have been expansions for it ever since.
I'm actually almost ready to see a Call of Duty subscription service just so I don't have to see another new full game come out every freaking year. Almost.
Maybe next generation the technology might support the one-full-game-supported-by-updates model. All that needs to happen is for one developer to take that risk, try it, and succeed.
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In that regards I think that's why Infinity Ward had those slower paced sneaking levels, like the one where you follow Price to get into position to snipe, followed by high intensity levels, like the escape directly following that sniping moment. It's not just traversal levels as Brian put it (i.e. from his tone of voice "boring"), as Infinity Ward proved they can also use those moments to establish character relationships (who didn't like Price after that flashback) and mood.
It's just realizing that people can't be at 11 all the time and giving the game better overall pacing so that players can go through the entire single-player without having to take breaks off the game feeling bored.
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For me, it's analogous to how fans of hard rock or metal music (like me) can still appreciate and even seek out unplugged versions of their favorite songs. The underlying experience is the same, but its a slightly less refined version of it. A little more raw, less digital. There are rough edges and approximations, missed notes and missed shots. Everything is a little bit 'dirtier' and a little bit more raw.
Obviously, you could argue that WW2 weapons are the ultimate example of that lack of precision and refinement, but that era is almost TOO unrefined for me in terms of weapon capabilities. Vietnam era is this perfect middle-ground, when the weapons felt modern and lethal, but there was no fancy technology between the pull of the trigger and a kill. Just nerves of steel, and dead aim down the iron-sights.
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