Weekend Confirmed 99 - Double Fine, Reckoning, Cell HD: emergence
by Jeff Mattas, Feb 10, 2012 11:00am PSTRegular hosts Garnett Lee and Jeff Cannata are away attending to other business, but producer DelRio steps in to shepherd Xav from Joystiq, Christian Spicer, and "Indie" Jeff Mattas through a number of topics. The insanely successful start to indie developer Double Fine's attempt at crowd-funding is discussed, a multitude of listener comments and feedback are addressed, and there's even some time left over to talk about games like Reckoning and Skyrim, and indies like Cell HD: emergence, and Gunpoint.
Weekend Confirmed Ep. 99: 02/10/2012
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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 00:00:29 – 00:25:40
Whatcha Been Playing Part 1 00:26:14 – 00:52:11
Whatcha Been Playing Part 2 00:53:10 – 01:19:26
Listener Feedback/Front Page News 01:20:27 – 01:48:58
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.
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And this week's guests:
Xav de Matos @xav
Jeff Mattas @JeffMattas
Christian Spicer @spicer
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Game Dev Tycoon studio outlines future plans
Baldur's Gate 2 Enhanced already has 350,000 words of new content




Comments
My first suggestion is to stop trying to play Metal Gear Solid 4. It sounds as if you didn't even play 2 or 3, let alone to completion. You need to go back to Metal Gear Solid 1 (for PS1), as it is still mechanically sound and holds up to some degree. If you wish to tackle this struggle of yours, you need to reboot your gameplay comprehension away from modern western design bias.
The first thing to acknowledge is that the Metal Gear Solid control scheme design philosophy is based on action and function. I don't understand why you struggle with the idea of X being to crouch (especially when there are plenty of other games that do the same, like Call of Duty and Battlefield with the Circle button).
Tap X to crouch, hold X to prone. This is consistent across all of the 3D MGS games. Moving while crouched turns into crawl/prone, with exception to MGS4 and Peacewalker.
Square, for MGS1 (PS1) can be a little touchy. Grabbing a soldier from behind in the PS1 game requires Snake to stop moving. If your analog stick is tilted slightly, he'll throw the soldier, eventually alerting the alarm.
The Soliton Radar system and the First-Person view are your best friends. Treat the radar like you were playing Pacman. There is no shame in navigating while looking at the radar more than the game screen, unless there are claymores abound.
The Codec system is the game's Hint system. In ways, this is revolutionary game design as the codec is largely voluntary, but rewards the player with both hints and color commentary that expands the world's lore and character development. The Codec calls serve as a human connection to the story, generating endearment and involvement.
The controls vary or have minor tweaks throughout the series, sometimes having absurd button controls for aiming in first person while peeking around corners or over boxes/rails, but once you've played through them, you should gain a greater appreciation for MGS4 in that regard.
(To Xav: One of the main game design themes of Metal Gear Solid 3 was "Survival." Clearly you either ignored or forgot this during your playthrough. If it helps any, the HD collection provides a far superior and sleeker experience thanks to the lack of giant pixel aliasing in an otherwise busy jungle forest. Menus load faster too).
When you get to Metal Gear Solid 3, please keep in mind that the original control scheme expected the camera to be over-head, with the ability to click and lock the camera away from Snake's center. The Subsistence and HD Collection version of MGS3 loads the game set to the 3D camera set to default, but made no efforts to adjust gameplay controls to accommodate this (as these revisions were improved upon in MGS4).
Treat MGS3 more like an open-world game, catching and killing animals for food, sneaking through the high-grass, changing your camoflauge, etc, instead of a linear corridor shooter of some kind, or even the past MGS games. Let the setting set your pace.
(to be continued)
Thread Truncated. Click to see all 11 replies.
The games makes you watch eggs cook. Multiple times! Boring!
I think Kojima is like Stephen King now: in desperate need of someone with the balls to tell him when he has an idea that sucks. Both have an inability to self-edit that borders on pretentiously egocentric. They really seem to believe that every single idea they have is brilliant. I respect them both, but think they are probably surrounded by lackeys and yes-men.
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