Weekend Confirmed Episode 48

By Garnett Lee, Feb 18, 2011 12:00pm PST

Billy 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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And if you're on GameCenter, you can play the show here: Download Weekend Confirmed Episode 48.

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.

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  • MHSilver made a really good point below, and I'd like to dive deeper into his idea.

    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.