Weekend Confirmed 120 - Dawnguard, Day Z, Diablo 3

By Garnett Lee, Jul 06, 2012 11:00am PDT

Despite the summer's dearth of new releases, the Weekend Confirmed crew get into some spirited discussions about Diablo 3's questionable end-game, and what it's like to be a vampire in Skyrim's new expansion, Dawnguard. Garnett, Jeffs Cannata and Mattas, and regular guest Andrea Rene also delve into some talk about the Day Z beta mod that brings hardcore zombie survival to ArmA 2, and opine a bit about ZombiU and Sim City Social as well. The eclectic mix of topics all wraps up with another batch of Finishing Moves.

Weekend Confirmed Ep. 120: 07/06/2012

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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 00:00:30 – 00:28:15

    Whatcha Been Playing Part 1 00:28:49 – 00:58:47

    Whatcha Been Playing Part 2 00:59:43 – 01:29:24

    Listener Feedback/Front Page News 01:30:16 – 02:04:42

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

Jeff Mattas @JeffMattas

Andrea Rene @andrearene

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.

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.

Del Rio's next album, Club Tipsy, is also just a few days away from its July 10 release. Check out his official web page for more information.

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  • Glad you brought up Planescape in response to my comment! What an amazing game! Those old games were based on DnD module design which tries very hard to avoid repetition. You don't wade through hordes of enemies filling every corridor, most corridors are actually empty aside from the occasional trap. Instead, action consists of discrete "encounters". You and your party poke around searching for interesting stuff and checking for traps until you stumble onto the next encounter, which is always new and different from what came earlier in the module. Of course there is a lot more to it than that, these games also required players to actually understand the storyline and pay attention to the dialog in order to make progress (what a novel concept!).

    I feel video games often have a dependency on addictive repetitive mechanics that limits them as an art form. For most games the main draw is that "12 gauge needle" in the arm addiction you get from the pure pleasure of pounding enemies and watching loot pop out or shooting people in the face and watching their head explode. Or just making those satisfying jumps over and over...and over. Well sure I loved all those kinds of mechanics as a kid, and I still love shooters to a large extent purely based on the pleasure of shooting stuff. But we have to admit that on some level that is really a very thin thread to build a 20, 60, 100 hour experience on, and as you get older and play more games those mechanics start to wear out as you see them in game after game.

    On the show you guys have complained numerous times about how Nathan Drake's murderous rampage in every Uncharted game simply doesn't fit in the story they are telling. Even if the shooting was improved, it still breaks the narrative. Try to find a film, book, or TV series where the main character spends more than 50% of their time methodically mowing people down. No, even the most action-packed movies have a surprisingly low % of time devoted to heads exploding. Too much of this kind of action quickly begins to feel like "filler". Worse, it takes your mind off the story and at some point the dramatic tension bleeds away.

    Fewer, more interesting, more challenging, more meaningful encounters would allow developers to tell the kinds of stories they are trying to tell but failing. So many games lately have been full of promise but really disappointing because of the massive amount of repetitive "filler" action. No wonder statistics show a surprisingly small proportion of players actually finish games. I couldn't believe how many identical groups of identical enemies I had to fight just to get through the stadium area in Max Payne 3. Was it 20? 30? It felt like 100. I bought Kingdom's of Amalur expecting to be dropped right into a Salvatore novel, but after getting only the most bare-bones hint of a story instead I was dropped into a world filled with the exact same steaming pile of repetitive open-world throwaway fetch quests that really need to be retired from video games permanently. Why do they think games need so much time-filler? It isn't like an MMO where they need you to keep paying. Edit out all the repetition and many of these games would be great.