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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  • Regarding Controllers:

    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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