Weekend Confirmed 110 - PlayStation All-Stars: Battle Royale, Super Monday Night Combat

By Garnett Lee, Apr 27, 2012 11:00am PDT

PlayStation All-Stars: Battle Royale got announced for the PS3 this week and Garnett, Andrew, and regular guest James Stevenson all got to play it some. They share their experience with an envious Jeff Cannata. He too has had some fun, though, notching up his kills in Tribes Ascend. A discussion of free to play ensues, with a brief look at Super Monday Night Combat as well. There's also time to get into the new Walking Dead game, have a look at the NBA Baller Beats trailer, and talk about the potential for a "pure" survival horror game from Resident Evil creator Shinji Mikami. All that and yes, even more before the curtain closes on Finishing Moves.

Weekend Confirmed Ep. 110: 04/27/2012

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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 00:00:28 – 00:27:37

    Whatcha Been Playing Part 1 00:28:30 – 00:55:01

    Whatcha Been Playing Part 2 00:55:35 – 01:25:11

    Listener Feedback/Front Page News 01:26:00 – 02:01:08

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!

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Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Jeff Cannata @jeffcannata

Andrew Yoon @scxzor

Jeff Mattas @JeffMattas

James Stevenson @JamesStevenson

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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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Comments









  • Hey Garnett, All,

    I just wanted to comment with regards to Garnett's comments about XboxLive still a pay for service.
    I think you were really close to the important point of this issue, but somehow just missed it.

    As games becomes more social / socially integrated / interconnected, segmenting their audience between paid and non-paid will eventually hurt MS - not only in limiting the gaming experience they can offer to their customers, but i think that eventually it will also hurt them $$$ wise.
    I'm sure MS must be looking at ways to access the free to play markets, but forcing XBL to be a paid service is a real limitation to this. And it will hinder truly interactive / social games, games that use FB + mobile apps + other people to populate the ingame environment will simply never work, i hope that MS does eventually change their strategy on this issue.

    In addition to the above - the decision to not allow games using the Free to play model onto XBL, will start to hurt them in terms of Audience and $$$.
    Another point that frustrates me is all the season pass shit, i Already pay for XBL, being expected to pay for a season pass - seems a lot like double dipping. I understood that MS was initially quite strong in their mandate that online games had to use MS servers and that no network connections outside of XBL were allowed, this seems to have been lessened lately and again frustrates me and negatively impacts the service. EG. I should have wait for silly EA serves to authenticate my game once i am already logged into XBL. stuff like this is a real negative for the service.




  • Regarding using the Kinect, or other aspects of the consoles, as a trainer. I don't doubt this kind of thing will happen, but per Jeff's comment I'm not sure it qualifies as a game.

    Back in the early '90s I played a lot of flight simulators. Of course, in the early '90s they were not really simulators, even with a mouse and keyboard (or simple joystick) they were much easier to control than real aircraft. We all, almost universally I think, imagined how great it would be if the controls more closely resembled actual aircraft.

    Only it wasn't great. It was hard, and complex, and required a lot more time than most gamers were willing to devote. Sure, there were people who loved having more realistic flight sticks and controls, either to help them prepare for actually getting a pilots license, or so they could simulate it without the cost or risk. But it wasn't fun and flight simulators lost their mass appeal.

    All of which is to agree with Jeff's statement that what most people want, whether we acknowledge it or not, is a simplified way of doing the cool thing we see on the screen. These other controllers will have uses, but if they can be generally useful to make games more accessible (which was their selling point) has yet to be seen.

  • RE: "Hardcore / competitive" multiplayer games.

    I had a couple thoughts while you guys were discussing the hardcore nature of some multiplayer games (such as Super Monday Night Combat), and how difficult it can be for a new player to jump in and learn their way around.

    When I was younger, I played a lot of multiplayer games (either split screen, or online on my PC). As far as I can remember, every single time I tried a new game for the first time, it was with a friend. Someone I knew would show me around the game, and teach me the basics. Or I would be the one introducing my friend to a game, and teach them how to play it.

    As the years go by, I find that more and more of my online gaming time is spent playing with "randoms". In fact, it is actually quite rare that I play online with friends. For me, this has greatly changed to way I experience competitive multiplayer games. I enjoy a tight, hardcore experience. But I go in to new games accepting the fact that I'm going to piss off a few teammates with my "newbishness" for the first few games.

    Last week I got together with a full party of friends to play some Halo. Playing with a group of friends led to an hour of the best multiplayer gaming I've experienced in years. The games were tightly competitive, yet never stressful.

    It made me wonder..... what other potentially fantastic experiences am I missing out on because I only play with "randoms" rather than with my friends?