Weekend Confirmed 94 - Vita Japanese launch slows, SWTOR, 2012 predictions

By Garnett Lee, Jan 06, 2012 11:00am PST

Recovered from the holidays, Xav and Jeff join Garnett for the first Weekend Confirmed of 2012. The year kicks off with a special guest in the fourth chair, prolific videogame voice actor Zach Hanks. If you've played a game in the past few months, you've almost certainly heard his work. He gives a unique look inside the voice acting that breathes life into videogame characters. He's also a gamer, and holds nothing back as the conversation go on to consider the rapidly dwindling sales of the PlayStation Vita only weeks after its launch in Japan, games we've been playing like Star Wars the Old Republic, the announcement of new action strategy XCOM game, and a few more thoughts on what 2012 may hold. The group gets so involved they talk right past Finishing Moves, but there's a little time left for Jeff to savor his season win in the football tailgate and get in to the playoff spirit.

Weekend Confirmed Ep. 94: 01/06/2012

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 93 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:

    Show Breakdown:

    Round 1 00:00:00 to 00:24:44

    Whatcha Been Playing Part 1 00:25:20 to 00:52:40

    Whatcha Been Playing Part 2 00:53:41 to 01:20:16

    Listener Feedback/Front Page News 01:21:10 to 01:54:45

    Football Tailgate 1:55:30 to 02:01:21

Thanks to our special guest, voice actor and director, Zach Hanks (Zach Hanks on IMDB).

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 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!

Follow the Weekend Confirmed hosts on Twitter, too! Garnett Lee @GarnettLee, Jeff Cannata @jeffcannata, and Xav de Matos @xav.

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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  • For next gen I'm really interested in a WiiU type interface, except with an actually good gamepad, a smaller screen and multitouch. I think one of the big things console gaming could take from PC gaming is the whole idea of a graphical user interface.
    The funny thing about PC gaming is that I think a lot of times the audiences are way more casual, but the games themselves are often way more complex than anything a console can do. So like if you're playing an MMO you have to manage dozens of different skills, but its a lot more natural to do so because you can just impose virtual buttons onto the screen thanks to the mouse, and then players can naturally learn to hot key and so forth.
    So that said, with the Vita, I think it would really behoove Sony to perhaps release a touchscreen only version of Vita down the line that docks into a really nice fully articulated game pad. This way you could have a handheld with that ios/tablet appeal, but for hardcore gamers offers a very flexible device that doesn't try to replace their phone. They could use the game pad to enhance console gaming, and extend the Vita's battery life while playing on the go.
    For gamers interested in a more portable console experience the size wouldn't really be a draw back because the Vita is already way beyond pocket size, and they're probably going to use a back pack or whatever. But for casual users the sort of edgeless touchscreen form factor would make it much more travel friendly, and much more amenably to existing apps and so forth.

    Thread Truncated. Click to see all 2 replies.

    • To add to my initial point, I think I disagree with the notion of the Kinnect that the barrier between audiences and gaming is a controller. I think the barrier is the abstraction between interface and mechanics inherent in a game pad's design. Looking at a typewriter, the reason it works for everyone is that every button literally represents a letter that will appear on the page when you press it. Compare an A on a keyboard to an "A button" on a game pad, and its like what does that mean exactly? It used to mean jump, but you can't confine it to one mechanic obviously, and we now have really rich 3D games to contend with. So if you have a control system where the buttons are designed specifically to represent what you're going to do---people can pick that up much more easily.