Weekend Confirmed Episode 47

By Garnett Lee, Feb 11, 2011 2:40pm PST

Garnett jetted in early Friday morning from Las Vegas where he attended D.I.C.E., saw the Interactive Achievement Awards, and played Duke Nukem Forever. He joins Jeff, Jeff, and special guest Andrea Rene host of This Week in Video Games and Mahalo Video Games Today. Up first in Whatcha' Been Playin? the conversation includes Killzone 3, Mass Effect 2 on PS3, Stacking, and Hazard: the Journey of Life. A special edition of the Warning delves into some of the creative discussion points raised at D.I.C.E. sessions. And news on Battlefield 3, the Darkness 2, and major upheaval at Activision pack the Front Page to wrap it all up.

Weekend Confirmed Ep. 47 - 02/11/2011

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And if you're on GameCenter, you can play the show here: Download Weekend Confirmed Episode 47.

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: 00:31:58

Whatcha' Been Playin? and Cannata-ford: 00:33:00 End: 01:05:33

The Warning: 01:06:40 End: 01:42:34

Featured Music Del Rio featuring Panama Redd with "Oxygen": 01:42:34 End: 01:45:40

The Front Page: Start: 01:45:40 End: 02:28:05

Featured music this week comes from our very own Del Rio. His first album, The Wait is Over, released this past Tuesday. On the show today is the track Oxygen featuring Panama Redd. And we've got a special deal to help celebrate the release. Buy the five tracks listed below on iTunes and Del Rio will send you the other six for free!

Buy:

  • The Next Phase (Produced by Anon)

  • Move feat. M. Terrel, Mista Perkins, and Natalia

  • Wandering feat. Brian Mauleon

  • Can't Stop My Shine feat. X2

  • Pigeonholed (Produced by Gabe Dulek

Get for FREE:

  • Now I Understand

  • Love Silly Me (Produced by RNS)

  • Oxygen feat. Panama Redd

  • Dreaming feat. Charissa

  • Wait (Produced by RC)

  • Small Town Hero (Produced by RNS

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!

Remember to join the Official Facebook Weekend Confirmed Page and 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 subject of old game mechanics brought up in the DNF discussion made me think of my "old-school FPS" romp through Heretic. I remember a lot of people (myself included, to some extent) panning it as "fantasy-universe Doom", but I had a sort of "rediscovery" moment, which was admittedly helped by playing it in ZDoom in 1600 x 1200: http://the_archvile.shackspace.com/Heretic_20110123_233943.png

    The base mechanic for the progression restriction is doors locked by keys. This is the good old "key, door, exit" mechanic that was completely destroyed by the year 2000 as an "archaic game mechanic." This was back before people complained a ton about "monster closets" (we can thank Doom 3 for bringing that to the forefront by going more linear and using far less keycard-locked doors). But now when I'm playing through Heretic, it feels like a more interesting mechanic. At the start of the level, you have to figure out where you are, where you're going, and where the exit is. Many of the Heretic maps center around either a "fortress" or a "hub section", and you're usually looking for the next key to get into the "next highest secured level" of the map. Raven found some interesting ways to accomplish this, and even though there are plenty of "monster closets" near keys or important weapons / artifacts, it's less a case of "Boo, scared ya!" and more of "Hey, guess what kind of enemies are facing you now! Choose your weapon and FIGHT!" The weapons in Heretic had some interesting depth, between the ghost enemies (who would have "physical" projectiles pass straight through them, so you'd have to think about switching to a weapon that fires magic) and the Tome of Power (the Quad Damage before the Quad Damage existed, though it changed the characteristics, firing patterns, and sometimes ammo consumption of each of the weapons in interesting ways).

    This sort of goes back to the "FPS Map Design" graphic: http://www.multiplayergames.com/wp-content/uploads/2010/11/mapdesign.jpg . In the past few weeks, I had more fun "storming the fortresses" of Heretic and Hexen ( http://the_archvile.shackspace.com/Hexen_20110114_211712.png ) than I did "running the gauntlet" of more recent linear cinematic FPS games.