Weekend Confirmed 72 - Diablo 3, Catherine, Insanely Twisted Shadow Planet

By Garnett Lee, Aug 05, 2011 11:00am PDT

Diablo 3 starts this week's show off for Xav, Jeff, Garnett, and their guest, Clevver games' Andrea Rene. Garnett details his time playing a Demon Hunter in the beta before the subject turns to Insanely Twisted Shadow Planet, Catherine, the Resistance 3 multiplayer beta, and a couple other games. Diablo 3 also comes back up during the Warning with a discussion of Blizzard's decision to allow gear to be sold for cash in the game that gets, well, a little animated. Xav gets the show back on track with a fat stack of news that carries the momentum right up to Finishing Moves.

Weekend Confirmed Ep. 72: 08/05/2011

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 72 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: 00:29:05

  • Whatcha' Been Playin Part 2: Start: 00:29:39 End: 00:59:47

  • The Warning: Start: 01:00:50 End: 01:36:35

  • Featured music "Brittle Bones" by Wintercoast: 01:36:35 End: 01:39:35

  • The Front Page news: Start: 01:39:35 End: 02:16:42

Wintercoast is an five-piece, alternative folk/rock band from Vancouver, BC. Band Members: Andrei Dumitrescu plays acoustic guitar and sings with Sylvie Bridgman. Samuel Chow rocks the electric guitar, Alex Kadhim plays bass and drummer Alberto Cristoffanini keeps it all together. Together, the band hopes to win over both hearts and minds on their quest for world domination, starting with your ears.

Their first four-track EP, "Trees, Homes & Better Place" has just been released and will be supported by gigs in the Vancouver area, so check the band's facebook page for information on upcoming shows!

Listeners can download the entire EP and set their own price! Yes, even for the low price of free! (Of course, even a minor donation would be greatly appreciated.) Get it now on the Wintercoast bandcamp page to download it today!

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.

Andrea Rene hosts the Clevver Games Channel. For more, check out the Clevver Games Facebook page and follow Andrea on twitter.

Jeff Cannata 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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Comments





  • I agree with Garnett about the Diablo 3 issue. I have to use an analogy to explain why. A lot of people climb Mount Everest and they feel great about it. They put in hard work, overcome adversity, and going through all of that is the only way to reach the top of that mountain. Ok. What if they installed an elevator in the mountain? People could pay a toll and get to the top in a few minutes. You could ignore the elevator and put the work into actually climbing, but I'll bet that the feeling of getting to the top would not be the same. Yeah, you put in a lot of hard work and spent a week climbing, but you could have just taken the damn elevator and gotten there in a few minutes. It feels less like an achievement and more like "Why did you bother? I got to the top, too. It took ten minutes."

    I feel like that when I see quest items or quest unlocks for sale. I can choose to ignore those and play the game. I try to not let it affect the experience I have, but it does change the way I feel about the earned achievements. It cheapens the sense of accomplishment you are supposed to get while playing through a game. Even if it is not the end goal you are buying or even things I never plan on using, seeing items for sale that are supposed to be earned in the game has an effect on the way I feel about the game's adventure.





  • With regards to the Diablo 3 auction house discussion, I have to agree with what both Jeff and Andrea pointed out. Especially Jeff with the points regarding the change in player motivation with regards to itemization for business versus itemization for 'game'.

    I'd just like to add a few things that occurred to me with regards to some of this microtransaction business. To me, it really depends on the type of gamer you are, and what situation in life you are in (i.e. time, job, etc.). To me, Diablo is much less of a PvP experience. Going into the game with a non-PvP mentality and more of a collaborative or single player type play, the auction house will not affect play (though modifying the motivations for 'orange' items as Jeff pointed out). However if you are playing online with a goal for PvP, then yeah, I can understand the frustration, whereby the 'hardcore' are pissed that someone bought an item (or equivalent) that they themselves worked hard for. Cooperative play? I would like to think that the joint effort in fighting the monsters is where the fun is and not so much about item hoarding (again motivations will change a bit with the auction house).

    However with regards to the life situation of the gamer, for those that have a very busy lifestyle (family, job, etc) and want a more substantial game than a smartphone/ casual game, but want a game that you can drop in and out at your own accord without pressure of getting accused as a quitter (ie. Halo, COD, etc). Diablo is a great one. I do recall on 1UP Yours when John Davison mentioned that he was playing through Diablo 2 on Nightmare while he was working for a publisher. Especially if the focus is on campaign but single player or with close friends. But earning the best stuff also takes time. Those same people are not going to have as much enjoyment grinding. In that sense, I think that particular crowd is going to be bigger than those that have much more time to play (ie. students, unemployed, casual workers). Ultimately it is their choice as to whether they want to purchase or not, but unless they are PvP-ers, it really isn't going to change/break things.

    I think that part of the problem is that like a lot of complaints on the internet, those same people are too close to realize that the community outside of the hardcore gaming bubble is much larger. I feel that Garnett's rant was more representative of the hardcore gamer, Andrea's input being from someone who is very much on the outside looking in, and Jeff being squarely in between the two where he took a step back and looked at it that way without being too close.



  • I was so happy to hear the Catherine section, having bought the Japanese version back in February, and played through it while understanding 0.001% of the dialogue. http://chattypics.com/viewer.php?file=catherine_j_us_nagowxd5e3.jpg

    The way I played the game was to go into Very Easy mode (hold SELECT / BACK when highlighting the "Golden Theater" menu option), which tunes the block-climbing puzzle section into giving you a "super energy drink" that you can use to jump up 3-block-high gaps to skip insane parts of some of the puzzles. Atlus' original intent was to stress the urgency of running away from danger in the "final" block-climbing sections (the ones with the "monster" climbing up after Vincent), but this ended up backfiring because Japanese gamers were complaining about the difficulty preventing them from enjoying the story mode.

    The primary reason why I play Catherine is for the story mode, and the block-climbing sections that aren't frustratingly hard. It's an awesome game to sit back and listen to the zany story mode, and the predicament that Vincent has placed himself in. The "twins" are also really fun to listen to (FAR more fun to listen to the Japanese version; they speak in a sing-songy poem manner that doesn't quite translate through in the English version, but comes close). And yeah, Rapunzel is awesome for exploring the technical aspects of the block climbing without the time pressure of the "Nightmare" sections.

    I have to admit being drawn to this game not only for its Japanity, but also because I once had a slightly crazy girlfriend named Catherine, with a C. Back when this game got announced in 2010, I got hooked. Then when I saw the Giant Bomb quick look of the Japanese demo, I was laughing my ass off at some of the zany things, like "You got a mail!", "Fist of Grudge", and "LOVE IS OVER!" And that cinematic where Vincent and Catherine first meet (where she puts her elbow down on the coaster, and stumbles into Vincent's arms) is still very charming (especially the part with the cigarette).

    Catherine's not a game that I keep compulsively coming back to, but it's one where I load it if I have 2 to 3 hours of time to burn, and I want to see some zany anime stuff that will leave me laughing.

    In the Japanese version, I did play through to the "good" ending, though I had to answer the "confession" booth questions via trial-and-error. That was a pretty complex process: "Okaaay, which one is the good answer? Hmm, that one seems to be the good one..." *CLICK* "Nooo! it went negative! Well, back to title, reload, let's try it again." And those confession booth questions randomly seed, so it took quite a few attempts. For the English version, I'm quasi-honestly answering the questions, though I'll have a straight-honest playthrough on the next run.

  • Garnett,

    I agree with you on the Auction House using real funs. Personally, that does not appeal to me in any way, shape, or form. If it were only cosmetic items, maybe....but super items people found then hocking them for real world cash or Blizzard credits...it confuses me. I don't think anyone deserves cash for playing a game...unless it helps society not personal greed.

    Like, okay, lets say I spent 100 hours playing the game trying to find all these super rare items....then I get to sell them for cash when all I did was play a game? Are they trying to get people to drain their lively hoods to find rare items and then sell them to people? I just don't get it. I would never, NEVER spend money after paying 60 dollars for the game....to get items that I might actually get.

    I share your frustration. It is a completely unnecessary addition. We will see how it plays out once launched and the community feedback. If anything, Blizzard is reactive to their community and things COULD CHANGE.

    I agree Garnett, people are **expletive** **expletive** **expletive** lazy. I don't want to hear the story of the kid putting himself through college by Diablo 3....what a resume booster, huh?

  • Enjoyed the Diablo discussion. I was looking forward to hearing more from the cast about what they thought about the always online requirement though. It really discourages people who don't live in areas with good internet to purchase the game. It also hits people in the military especially hard. I feel like Blizzard is giving a lot of people the cold shoulder with this decision. I'd also like to pose the question that if they do plan on giving the game a console release, will they expect people to have a constant internet connection as well? I think the game looks great but I'm not going to buy it because of there decision to do this.



  • I think the real issue at the heart of Real Money Auctions is that it is another piece of evidence of just how much the game market has changed towards acquiring more and more money post-launch.

    Blizzard used to be a company that got its money by releasing best-in-class PC games on a semi-regular basis, followed by a handful of expansions and then a final gasp of market with a Battle Chest. It was a workable if comparably humble model.

    Then WoW occurred, was this gigantic influx of players who gave a monthly subscription that completely flooded Blizzard's coffers. Add the money that they received from additional items they sold, and the frustration of seeing people profiteering off of their intellectual properties anyway, and real money auctions make a lot more sense; they get a cut, provide a service for those players who want high-level gear but don't have time/interest in grinding out and don't hurt those players like Garnett who still enjoy having their "pure" experience.

    I think the complication comes in when you have experiences like Cannata suggested where high-level gear looks less like an awesome in-game item, and more like a giant cash cow. The game becomes a job, but that is the choice of the individual player, not of the individual; I think Garnett's assertion that it "ruins the game" is patently ridiculous, but it is another blow to this veneer of video game developers having some higher altruistic reason to creating these games other than you buying them, making them money so that they can make other games.

    Not to suggest the people at Blizzard don't love making games, I'm sure they do. I'm also sure they love making shit-tons of money; giving a middle finger to the gold farmers in the bargain is probably a bonus.