Weekend Confirmed Episode 48
by Garnett Lee, Feb 18, 2011 12:00pm PSTBilly and Christian join Jeff and Garnett in the studio for this week's show. A look back at the Halo: Reach campaign as played solo as opposed to cooperatively gets things started in Whatcha Been Playin? GoldenEye also gets a brief reassessment before yielding to Marvel vs. Capcom 3. There's time to catch up on your comments during the Warning and the open question of how intimidating the competitive nature of some games can be to players who just want to have fun. The Front Page closes this week's show with a full slate of new game and DLC announcements from Double Fine's Sesame Street kinect game to a da Vinci-themed add-on for Assassin's Creed Brotherhood.
Weekend Confirmed Ep. 48 - 02/18/2011
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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: 00:30:21
Whatcha' Been Playin? and Cannata-ford: 00:31:10 End: 01:01:36
The Warning: 01:02:39 End: 01:34:24
Featured Music "Hangman" by Room 16 : 01:34:24 End: 01:38:03
The Front Page: Start: 01:38:03 End: 02:12:54
In the Featured Music break this week it's "Hangman" from Room 16. They are a straightforward rock band from Scotland who like playing music with guitars in it. Room 16 has been making music for better or worse for about 3 years now and has had the pleasure of gigging across the country. Their line up consists of singer Ewan McCall, guitarists Andrew Gordon and Adam Gatherer, bass player Kyle McLellan and drummer Ronan McLellan. Hangman was written by Andrew Gordon with additional lyrics from Ewan McCall.
If you're fortunate enough to be around Glasgow on Saturday, March 12 you can check them out at Barrowlands 2. They've also graciously offered to send a free track to Weekend Confirmed listeners just for the asking. Connect with Room 16 via Twitter, Facebook, the official Room 16 site, and their bandcamp page.
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.
Crackdown may return with 'right team and time'
Competitive multiplayer platformer SpeedRunners announced
May 2013 NPD: Injustice wins again, 3DS dethrones Xbox
IndieCade faves from E3: Spaceteam, Towerfall, 7 Grand Steps, Perfection, Voronoid, Soundodger
E3 racing roundup: Forza 5, GT6, DriveClub, The Crew, and NFS Rivals

Comments
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I'm sorry, but a simply fun game is not a GOTY contender. In an era of gaming that elevates the importance of story-telling, gameplay, presentation and appeal, a game has to distinguish itself in each of these four categories (maybe more than these four) in order to even be NOMINATED for GOTY.
I think a game of the year contender should be something that you remember. Like, I will always remember the first time I climbed the tower to face Ganondorf in Ocarina of Time. I will always remember the excitement and nervousness of fighting my way to the end of Halo: Reach. Those are memories that I will always have. I don't remember the highest score I got in Tetris or the first time I got a gold medal in Defense Grid.
GOTY should be reserved for those special, elite games that have a significant and lasting impact on your experience as a gamer.
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I see no reason why Angry Birds should not be eligible for GOTY. This can be paralleled with equal operatively employment. Don't remove an applicant from contention because they're in a minority. Instead, remove them because they're not qualified for the job.
As Angry Birds is a video game, it should be eligible for the Video Game of the Year. Just because it is in a class of games does not mean that it should automatically be disqualified from contention. Let it rest on its own merits.
However, I also see no reason why Angry Bids should be nominated. If the most popular and most universally enjoyable thing is automatically the best, then the best meal in the world is a Big Mac.
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There should be no reason in the gaming world today of an avalanche of recorded data that I should not be able to jump online and play a game against people at the same skill level as mine.
Yes, a new game that you've never played online will need to collect and collate data before being able to provide a useful set of numerics to enable accurate matching but the mathematics behind it certainly can't be too difficult.
Take CoD BlOps for example. For a start any franchise game should be able to pull on it's previous iteration's metrics as a baseline to use when first jumping online with a new version. Games on Xbox & PSN can obviously do this, Mass Effect is the perfect example.
Next, can't they just average out my kill/death ratios and match me against those with similar stats? If there are too many then why not break it down further as to accuracy of my shots or number of headshots, etc. etc.
Halo 2 was lauded for it's "amazing" matchmaking functionality but I can't say it did much more than group you with a bunch of people on the same ranking/level (or was that their level based on my skill not points collected - too long ago). Regardless I can't say matchmaking is good at all today and with the amount of useless info these games collect and the masses online that play them it really needs to be focused on more. If not only to improve your gaming public's experience but in turn by doing so having them play the game for longer and buy more overpriced DLC for it. Win, win.
Long story short. Activision hire a Mathematician or stats guy!
PS. Here in Melbourne (Aus) I have a 20min walk to & from work each day that I listen to the podcast on. So basically I'm listening to you guys for half the week! After meeting Jeff & Garnett at PAX a few years back you'd think I'd be sick of you guys already ;) Keep up the good work fellas.
Raj.
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That said, I think he's overlooking just how complex today's controllers are, for the same reason that I often do - because we've been gaming as the controller has evolved.
We weren't just handed a dual-shock or Xbox 360 controller the first time we played games, we had a nice steady evolution and about 5 years to get comfortable with every step.
NES - Dpad and 2 buttons.
SNES - Dpad, 4 face buttons, 2 shoulder buttons
PSX - Dpad, 4 face buttons, 4 shoulder buttons
N64 - One analog stick, four face buttons, 2 shoulder buttons
PSX/PS2 - TWO analog sticks, 4 face buttons, 4 shoulder buttons
Xbox/Xbox 360 Two analog sticks, 4 face buttons, 2 shoulder buttons, 2 triggers
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How about this?
I'd love for you feature a member of the community as a special guest on the podcast to fill a fifth chair so that you are getting some varied input from people outside of gaming journalism.
For example, have a middle-guy, a gamer dad, a female gamer, or other interesting gamer types who can add some flavor. Maybe they'd only sit in for a segment such as What Have You Been Playing? or a dedicated feature to examine their gaming life.
While it's cool to have industry guests, I'd love to see a common man or woman sit at the table to chime in on the day's topics.
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It doesn't matter if your friends edit their profiles or pics to be more attractive---we all present our own heavily edited "face" to the world---you still know most of the folks you've friended on FB which makes it a significantly different experience from gaming with your Live or PSN friends. (I think the whole multiple profile phenomenon is more prevalent with younger folk and you are unlikely to see it in people in their mid-20s and up.)
It's far more annoying to get Farmville invites from your FB friends because you actually know them and become disappointed they've fallen for that crap than if I turned on Live and saw a guy I played Halo Firefight online with some embarrassing title.
That being said---if a good game actually did come out on FB, it would be far more satisfying to play it with people I really know versus an odd collection of people on Live I know fleetingly or not at all.
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Now I don't feel so bad.
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I think they need to step away from the tournament scene a little bit, cause I think they've lost touch with what the vast majority of fighting game fans are capable of doing or actually interested in learning.
Hammering off two shoruken motions in a half a second, under pressure, is insane. And that's just the tip of the ice-berg for the absolutely asinine control inputs they ask for. I play on a stick, so I can't imagine what it's like on a controller.
Virtua Fighter and Soul Calibur are, for my money, the deepest, most nuanced and most satisfying fighting games on the market.
Neither of those games require you to input crazy directional sequences. The moves themselves are easy to pull off. The skill comes through in knowing what moves to use in any given scenario, combine them effectively, sucker opponents in and capitalize on the openings they give you.
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-----It's simple, why fix something that isn't broke? Think about it, if Sony revises the controller, they lose. PS fans will cry foul. If they don't change it, people like Garnett will keep on clamoring for change. Personally, I love the PS controllers but for those that don't, there is choice. A third party adapter allows you to use 360 controllers. I only know about it's existence and no more. I suggest looking into it if the DS3 bothers you that much.
Regarding the angry bird GOTY discussion:
-----When tetris was brought up as the pinnacle of gaming I am inclined to ask some questions. When was the last time you (any of you) played tetris? I haven't played it for years now. When was the last time a reiteration or sequel of tetris was released? If there is a new version, did it win Game of that Year? Imagine if Tetris was new to all of us and it released this year. Would it win GOTY? I seriously doubt it. While Tetris is one of the all time greatest (no doubt), it wouldn't stand a chance of winning that award in the modern era. Prove me wrong developers. Re-release Tetris and update it. I wonder how successful it will be critically and in sales. Don't get me wrong, I love(d) tetris. But, my taste in games have moved on.
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If this isn't the perfect illustration of how over-crowded this genre is getting...
Seriously, is anybody planning on buying all three of these games next week? 2 out of 3?
I'm interested in all of them, but there's no way I have enough time to devote to three new FPS games ON TOP OF all he MP time I already put into Halo: Reach, Marvel vs. Capcom 3, Hot Pursuit, Dawn of War 2, and NHL '11.
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I love the whole HD update trend, cause it's a great way to give people who missed those games a chance to play them on current platforms. Not to mention let those who enjoyed them the first time though, enjoy them again. Plus it can catch you up on the universe, if that's necessary.
Any HD collections you guys would like to see?
PS: I also want a Jak & Daxter HD collection. :D
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I think what we're currently going though right now with motion controllers is more of a learning experience than a harbinger of the future. Every setup has it's advantages and disadvantages, and adding accelerometers or UV cameras or whatever new input device does have benefits in certain types of games. Certainly, we've seen Nintendo change the way they use motion control in their own games, no doubt based on what they've learned from throwing the whole thing against the wall in the first place.
Had every one of those Wii consoles out there come bundled with a classic controller, the game library for that system would have been very different. Developers could have simply designed games exclusively for the classic controller since 100% of the install base would have one. This would have been better for core gamers in the short term, but then we might not have learned what we now know. And now, Sony and Microsoft have the benefit of a few years worth of Wii hindsight, and systems that do come bundled with traditional controllers, and as they push the technology forward, we'll continue to learn, and refine.
I'm gonna throw this out there:
I think Sony had the right idea with the Sixaxis, even if the execution didn't quite back it up. I think what we need going forward are traditional controllers with *some* motion functionality thrown in. After all, many of the best Wii games of the past few years have been about 85% traditional control and only 15% motion.
One thing that is holding us back is the belief that motion control is best served by making people physically imitate the actions of game characters, or that any other use of motion controls would be too abstract for people to comprehend. This is complete nonsense. Tilting a controller is merely an input, it calculates a bunch of ones and zeroes and uses them to instruct a response from different set of ones and zeroes.
This is precisely why Child of Eden has my attention. From the moment I heard about... ahem... Project Natal, my first thought wasn't of standing in front of a TV, trying to reenact the games, it was sitting in front of a TV, arms out in front of me, using the position of my hands in 3D space as analogue inputs. My fear at the time was that we'd have to wade through a pile of "jump and flail" games before reaching those that use the tech in interesting and worthwhile ways. My fear now is that the groupthink regarding kinect and motion gaming in general will label them "the devices used to jump and flail" before we get a chance to see what this technology is really capable of.
We now have controllers that know when they're being tilted, that can be tracked in three dimensional space, and some that respond to a pen tip or finger being pressed up against them. There really ought to be tons of applications for these devices that we haven't even begun to imagine yet, and many that can be accomplished by integrating these technologies into traditional controllers.
Anyway, those are my two cents.
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I almost feel like the only way to fix that is to straight up segregate players of different skill levels. Make noob-only servers for people who've only played a certain amount of hours or the lowest-ranked players. Make "Pro" servers for the highest-ranked playes for the best competition.
I think this is the main reason Nintendo implemented friend codes (even if the execution was a failure). Do you honestly think your average Wii owner would put up with the crap you get on Xbox Live? The best solution really is to play with friends, but will they always be online and play the same games you do?
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Otherwise known as one of the main inspirations for Minecraft.
It's kind of a pain in the butt to get working (or at least it was for me cause I'm not very good with computers) but it has a vaguely similar aesthetic and a handful of similar mechanics as Minecraft, but is otherwise a very different game, and really cool in it's own way.
At the heart of the game is team based competitive multiplayer (something that's usually not my cup of tea), and there's different types of miners and different types of blocks that allow you to build strategically in order to mine gold ore faster and more efficiently than the other team.
Or you can play on a sandbox server and use the base building blocks to create a huge playground with some friends or strangers, which is what the game became popular for, and the seeds of Minecraft were sown.
It can be downloaded, for free, over here:
http://thesiteformerlyknownas.zachtronicsindustries.com/?p=713
I want to know who you think you're servicing with all this talk about social games. These are the games people are talking about in these comments: Rainbow Six, Call of Duty, Team Fortress 2, Virtua Fighter 5, Cave Story, Heavy Rain, Halo Reach, Assassin's Creed Brotherhood. No one here is talking about Zynga, Farmville, or Cityville. Two people are talking about Angry Birds: one of them is saying, "I don't think it stands up to games of a larger scope" and the other guy is saying, "Shut up! Just pretend it doesn't exist!"
I'll ask it again: Explain to me why I should care. The show consistently fails to tie what's going on in social gaming back to the gaming experience of the vast majority of Shack's audience. You can't just name-drop Brian Reynolds and expect me to instantly give a poop.
I want to know who you think you're servicing with all this talk about social games. These are the games people are talking about in these comments: Rainbow Six, Call of Duty, Team Fortress 2, Virtua Fighter 5, Cave Story, Heavy Rain, Halo Reach, Assassin's Creed Brotherhood. No one here is talking about Zynga, Farmville, or Cityville. Two people are talking about Angry Birds: one of them is saying, "I don't think it stands up to games of a larger scope" and the other guy is saying, "Shut up! Just pretend it doesn't exist!"
I'll ask it again: Explain to me why I should care. The show consistently fails to tie what's going on in social gaming back to the gaming experience of the vast majority of Shack's audience. You can't just name-drop Brian Reynolds and expect me to instantly give a poop.
Maybe mainline Final Fantasy? I know what I just said above, and it goes doubly for RPG's, I think. But if you look at all of the Final Fantasy releases, most of them were released less than a year apart. 8, 9, 10 and 11 were all released less than one year apart, and all of those games are well liked and sold well. Of course, 13 did come out in 2009(Japan) with 14 in 2010. But 14 was rushed and was also an MMO.
They could try doing this next gen. I think they should go back to using pre rendered backgrounds like in the PS1 games! They still look amazing on PS1, so just imagine what they would look like on next gen systems.
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What games do you think do or could benefit from a yearly release schedule?
My choices would be Ghost Recon and Rainbow Six. I think if you look at Ubisoft, the company could have gained much from that type of schedule, and while the innovation of the series might have slowed a bit, I would be more than happy enough to have even an only slightly improved version of both titles each year.
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Now that you're grand master of GameFly can you make it so there are more shipping centers and inventory? I've had the service before and sometimes have over a week's turn around for popular games. I like the business model, but the service is kinda weak!
The more that is in the player's control (x4), the less effective the story becomes. Nothing breaks disbelief more than other players. If you have a friend who doesn't care about story or role-playing, he'll just be jumping around, mobbing zombie's to the group, whacking and killing the other players, or other stupid things that will ruin the experience.
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I still think Halo 3 is the best of the series, it may have one of the worst designed missions in the series, Cortona, but it also has two of the greatest missions I have ever played in any game. "The Ark" and "The Covenant" both highlight the strengths of the Halo games with smart pacing between tight corridors where you are jumping between melee, grenades and shooting and open areas where the vehicle you choose affects how the scenario will play out significantly and when you bring other players into the mix, oh boy :)
Also, if you want to have a blast in co-op play legendary with the Iron skull (If one dies everyone goes back to a checkpoint) on with a group of close friends. You wouldn't think it but the the fact that you have to watch your buddies back makes the moment to moment action (and the griefing) so much better!
We did this to get the Annual achievement for Halo 3 and a similar one for ODST and it was some of the most frustratingly amazing things I have ever done in a game with friends!
The mission where you are flying around the rainy city was also great to do, when my buddy finally (after many annoying deaths) "skyjacked a banshee I decided to jump out of mine before we hit a checkpoint! It was hilarious for 75% of us!
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Getting over the "intimidation factor" of a competative game is partially up to the player, but also partially up to the developer, in my opinion.
When approaching a competative game, there are some players who are intimidated by the 'hardcore' nature of the experience. There are absolutely certain things developers can do to help ease a player into an experience, but there comes a point where it is up to the player to say "It's ok for me to get demolished for a few rounds; I'm learning how to play the game".
Jeff made a great point this week about being ok with a competative game, as long as he is playing against people at a similar skill level. The only thing a would add to this statement is that most online games do feature fairly decent matchmaking systems.... but you have to play a few games before it figures out how good you are.
So to Jeff I would say: "Jump on in to Halo Reach, expect to get destroyed for your first few games, but it will even out quickly". You can't expect to jump into a competative online game and be placed in a perfectly balanced match right from the start.
The other suggestion I would make to new players in any competative game is to experiment a little with the different game modes to see if there is one that you enjoy more than others. This is where the responsibiity of the developer comes into play.
To use Halo Reach as an example again, I wouldn't suggest a new player dive into the 4 vs 4 deathmatch playlist right off the start, unless you are looking for a very intense, competative experience. Maybe head into the 8 vs 8 "Big Team Battle" playlist, where a new player has more options presented to them; if you haven't figured out all the weapons yet, you can at least jump in a vehicle and drive around for a bit.
This is where Bungie once again shows how good they are at designing multiplayer experiences for a wide range of players. They present the player with many different ways to be involved in a match, and still feel like they're helping their team.
I just feel like there are a lot of games that should be nominated over Angry Birds, like Heavy Rain. That's all really.
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That game has a well earned reputation for being hard as hell to get into. I thought I was pretty decent at the game, but when I went online for the first time I got ANNIHILATED. But it didn't bother me. Because I felt like I was learning. Every match was the chance to experiment, learn, and improve. It was always very clear to me when I lost, what I had done wrong and what I should have done instead.
So speaking from that vantage point (as well as someone that LOVES SSF4 and Soul Cali)...MvC3 intimidates the HELL out of me. I'll play buddies online or on my couch, but I'm not going anywhere near strangers online until I spend more time in practice mode.
MvC3 is so chaotic, and frenetic, with all the special moves and the character switching, I can't tell why the hell I win or lose at the game. It's fun, but I'm very clearly missing out on the kind of understanding that will actually let me learn and improve from the ass-kickings I'm likely to get.
But recently, Assassin's Creed Brotherhood, I didn't even TOUCH the single-player until I was around level 50 in the multiplayer. Part of that is because I met some really cool people online, and we would team up and just annihilate people in Manhunt and Alliance. But the bigger part was that I didn't want to hop into the multiplayer weeks later, when everybody knew how everything worked but me.
That's part of the reason I love the ranking system in Halo. It helps to ensure I'm not just getting pasted while I'm learning the new maps and getting the feel for the weapon balance. More games, of all genres, need a similar ranking system. Fighting games in particular, could really use them.
That makes me sad. That game's been on my mind 24/7 since I heard the news.
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