Weekend Confirmed 97 - Nintendo 3DS and Wii U plans, FF13-2, Dustforce

By Garnett Lee, Jan 27, 2012 2:30pm PST

With the holiday lull drawing to a close, Jeff returns to the cast just in time for Xav's last show as an official Shacker. Ariel Angelotti and Christian Spicer also join the show making this a fearsome fivesome with Garnett. There's plenty on the table, too, with Ariel sharing her experience with the Japanese version of Final Fantasy XIII-2 in advance of its US release next week, news from Nintendo's financial briefing including an update on 3DS and Wii U plans, budding love for Dustforce, Insomniac's farewell to Resistance, and more making the time fly by to the wrap-up with Finishing Moves.

Weekend Confirmed Ep. 97: 01/27/2012

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 97 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 00:26:56

    Whatcha Been Playing Part 1 00:27:31 to 00:57:24

    Whatcha Been Playing Part 2 00:58:21 to 01:24:55

    Listener Feedback/Front Page News 01:25:55 to 02:03:57

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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  • I like the discussion on I Am Alive's A.I. and its possibilities.

    I really hope with next-gen consoles, developers put more emphasis on artificial intelligence. I feel like there's greater opportunities to have a conceptually interesting game when A.I. is one of the highest factors in design. Just look at the Brothers in Arms series and the success it had early on. It would be more or less irrelevant if that game carried an A.I. system similar to Call of Duty or most shooters on the market.

    On the flip side of that, we justly criticize Skyrim for it's combat system because its A.I. is, like most games, standard; it performs all the necessary functions, but at their most basic level. All the enemies just attack you head on. There's no real differentiating in the various types of enemies other than them either attacking you from afar (dragons, bow-casters, mages, etc.) or attacking you up close. And unfortunately, that's probably Skyrim's greatest weakness.

    Just coming off the heels of finishing Batman: Arkham City, I can honestly say that that game has the greatest combat system of all time, not only do to the fluidity and overall badassness of the combat, but the A.I. And this is where I feel that Rocksteady's Batman is sort of under-appreciated. For the most part, the A.I. doesn't stand around and wait to be attacked. They'll come at you while you're beating up one of their helpless comrades, they'll pick up a stronger weapon if one is near, and they'll sometimes cower for mercy if they're the last one standing. I mean, it wasn't completely exceptional A.I. but it was a small, yet important piece that is too often overlooked in games.