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Weekend Confirmed Episode 53

by Garnett Lee, Mar 25, 2011 11:00am PDT
Related Topics – Weekend Confirmed

The Nintendo 3DS arrives in Europe and North America over the weekend but Jeff and Garnett have already been playing with the new handheld for a week. Their impressions of the hardware and some of the launch games fill most of the opening Whatcha Been Playin? section but there's much more to come includine Crysis 2, Shogun 2, Mortal Kombat, and Patapon 3. Shacknews's own Jeff Mattas and good friend of the show Christian Spicer round out the cast this week and brought their A game for the Warning where the group covers game criticism, behaviorism as applied to discovery in games, and more. All that, plus this week's videogame news in the Front Page and Finishing Moves make this a can't miss show.

Weekend Confirmed Ep. 53: 03/25/2011

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If you're viewing this in the GameCenter application, you can play Weekend Confirmed Episode 52 directly.

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 Part 1: Start: 00:00:00 End: 00:29:52

  • Whatcha' Been Playin Part 2: Start: 00:30:40 End: 01:01:34

  • The Warning: Start: 01:02:40 End: 01:34:46

  • Featured Music "All My Life" by David RuffinJr.: 01:34:36 End: 01:38:02

  • Front Page news: Start: 01:38:02 End: 02:13:11

This week's Featured Music comes from the supremely talented David Ruffin Jr. In the past years, highly touted music publications such as Rolling Stone, The Source, and Rap Pages have labeled David Jr. as "talented and is up-and-coming". However, perhaps his most thrilling moment in music came when he heard a world wide, multi-platinum song, called...Gin & Juice. A Hip-Hop Classic now! A song that Dr. Dre, T-Green, Snoop, and he collaborated on and recorded together. David Jr. recently relocated to Los Angeles in an attempt to get some recognition for his latest creations. David credits his father, along with current soloist, Joe and 80s crooners, Alexander ONeal, James D-Train Williams, and the great Marvin Gaye as the major influences on his style of singing.

Pick up a copy of his new CD "All My Life" at CD Baby. You will not be disappointed. And keep up with the latest and greatest from David Ruffin Jr. on ReverbNation, facebook, and twitter.

Original music in the show by Del Rio. Get his latest Album, The Wait is Over on iTunes. Check out more, including the Super Mega Worm mix and other mash-ups on his ReverbNation page or Facebook page, and follow him on twitter delriomusic.

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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  • Just to add a few examples to the whole $40 new release retail game idea, some games have found great success following that business model, but most fall short of the mark.

    3D Dot Game Heroes had sales expectations of 25,000 units and thanks to it's $40 release price and good word of mouth, it sold over 250,000 units and Atlus was extremely happy with the result. Something similar could be said for Deadly Premonition.

    The God of War: Collection and the Sly Cooper: Collection have also met with success, with one selling around 2 million units and the other selling around 200,000 units. They were both very successful and it was partly thanks to their prices, but without the name or the media gushing, then I doubt either of them would have sold as much.


    Other games have not been so lucky though. Activision has tried that business model a few times and it hasn't worked out that well for them. Blood Drive, Jurassic: The Hunted and Secret Service were all released for $40 to $50 and they were all universally ignored by the media and the consumer base.

    Majin and the Forsaken Kingdom is another example of a game being released at a lower price, but was ignored by the media and the consumer base. Majin is a pretty good game, it's a budget game, but it's still really fun and interesting. At it's release the forum goers who wanted lower priced games ignored Majin and instead called out 'bomba' or 'Namco knows its crap, so they're getting desperate'. Homefront went through something similar when Amazon and Walmart had a sale, gamers tend to contradict themselves way to often. Front Mission Evolved suffered from a similar situation (though it wasn't as good).

    I think businesses are willing to release budget games at budget prices, but it's the gamers and the games media who need to break out of the 'AAA' or nothing mind set. Some sites are getting better by talking about Iphone games and Indie games more often, but it's still not good enough when the budget retail game is nearly always ignored.


  • Thank you for acknowledging TDU2. I also completely understand not discussing it. I really wish Eden would have polished it a bit longer because there are some really interesting ideas partially implemented in it. I can only hope that they are able to generate enough revenue to take another swing at it in a couple years.

    Concerning Shift 2, I am so excited. The shift franchise re-invigorated racing games for me in a similar fashion to the first Underground. It is the perfect balance of sim/arcade. And the helmet cam is exactly what the "cockpit" view needs. Intuitive head turning will help with the loss of peripheral views. I would like to see a form of this with small Kinect implementation to make the experience more immersive.



  • Regarding the multi-platform tie-ins...it's fine so long as it doesn't cause someone to feel like they didn't get the full experience form the product they purchased. Basically, a Facebook game related to a console/PC game is fine...having the Facebook game able to get the info from the console/PC game and play around with it is fine...but the moment you start getting extras and perks in the console/PC game because of the Facebook game or iPhone app, the console/PC game feels less than. At least to me, it now feels that I didn't get the full game I paid for because I don't own or have an account on wherever the tie-in is. Granted, the perks and items aren't always something that's that big of a deal, but if you don't have a device or account that lets you participate in the auxiliary game, there can be a slight bit of let down/left out even though you paid the same for the original game. (Dragon Age 2 did this with it's facebook game that you could unluck multiple items for playing...Dragon Age did it, but it was just a web app on a Bioware site.)

    Similar to this is the marketing (most noticeably with EA products) practice of item codes from bottle caps. This doesn't seem as egregious at first glance, since the cost is minor and possibly something you'd buy anyway...but not everyone wants that other product. It's basically just DLC that you have to go to a convenience store and buy some other crap to get.


    I think the recent Tron games may have the best idea on how to deal with multiplatform without it being just the same game ported over. Different games were durign different points in a timeline...but, as far as I know since I haven't played them all, didn't add items or perks to each other, just rounded out the story and history.

    Even various series titles did similar with their Wii games by keeping things related but different...though I do'nt know if the sharing between Wii games and other console/PC games was an option, admittedly.





  • Throw enough money at a development team and a game's production value and technical competence will increase accordingly.

    The reason why reviews for blockbuster games often come across as rah-rah cheer leading is that current game criticism is aesthetics/tech first and design second. Most games simply have to meet that base competence to be competitive, and they do indeed hence the 7 - 10 review scale phenomenon. The conversation needs to shift towards what money can't buy: design/complexity.

    I like the podcast but some of you guys, Jeff especially, fall prey to waxing poetic about how a game looks and feels rather than how it functions: "Crysis 2 is like Battle: New York" instantly brings to mind lavish Hollywood budgets and gorgeous visuals that ooze money while saying next to nothing about what it going on beneath that surface.

    How does it function? How does it handle its concept compared to other shooters of a similar nature? How much free reign do you have and how well does it handle player agency? Is this open design inherently better than that of a more rigid/scripted nature? Indeed, some of these questions were answered, but it wasn't the main thrust of the conversation. It should be.

    After all, if it really is Battle: New York then why don't I just buy a movie ticket instead?