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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  • On SWTOR, let me just put this right up front so it gets noticed. The game has the most amazing CRAFTING system I've ever seen. Its got a perfect balance of investment to reward, as well as gambling-style random drops. That's another part of the game that is missing early on.

    As Jeff said, SWTOR definitely does not put its best foot forward. The combat is particularly weak around levels 5-10 I would say, right before you get your specialist class. To those of you struggling with this period in the game, just stick it out and play at least into your upper 20s, the game has a lot of amazing stuff that does not even open up until post level 10, such as getting your ship, getting a variety of companions, getting into crafting, and seeing the MASSIVE variety of questlines in the game.

    Contrary to Garnett's point about the stereotypical smuggler story, I think a story-driven MMO like this one necessarily goes into more non-stereotypical storylines than just about any film or novel. It is more like a TV series, driven by the need to constantly invent novel situations. Of course these "novel" situations are limited by the technology/budget available, but still, there is a huge quantity there you won't find anywhere else.

    On Garnett's continuing struggle with SWTOR, I think he is completely right about the combat. In MMO combat there is a delay/lack of connection between the button press and the character action. That dulls the usual sense of interactivity we love from our video games. Tabula Rasa was the one MMO that solved this problem, it had incredibly fun, visceral combat, and yet it flopped.

    However, I dislike this popular assumption that every RPG needs to be an action game. Final Fantasy XIII does not give the player a direct connection to the action either. RPGs were originally about using tabletop/boardgame type combat mechanics, where the player has a very indirect connection to the actions, and the action is slower. This allows more time to think, and in the case of MMOs, communicate with other players. Like I said in an earlier post, it is also less fatiguing over long play sessions (I think). In tabletop RPGs, boardgames, JRPGs, and even modern RPGs like Dragon Age, a lot of it is always left up to the player's imagination to turn the "combat" into an action scene they can enjoy seeing from the inside. Of course I'm not saying its all up the player to "play correctly" and enjoy the game, but it isn't all on the developer either. Especially not in an RPG.