Weekend Confirmed 123 - Outernauts, Ratchet and Clank, Dynamite Jack

By Jeff Mattas, Jul 27, 2012 11:00am PDT

While Garnett is away in Seattle on business, the two Jeffs (Cannata and Mattas) are joined by Insomniac's James Stevenson and Shacknews Daily contributor and video guru Ryan Calavano to talk about this week's gaming news, as well as some stuff they've been playing during the summer wait for mainstream releases. Insomniac's recently-launched Facebook game Outernauts gets some love, and the new Ratchet and Clank HD collection and upcoming downloadable installment, Full Frontal Assault get some hype. Mobile iOS goodness, including Dynamite Jack and Great Big War Game, get some of the spotlight as well, before the crew brings it home with another batch of Finishing Moves.

Weekend Confirmed Ep. 123: 07/27/2012

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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 00:00:49 – 00:27:29

    Whatcha Been Playing Part 1 00:28:49 – 00:55:55

    Whatcha Been Playing Part 2 00:56:38 – 01:27:37

    Listener Feedback/Front Page News 01:28:38 – 01:59:07

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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

James Stevenson @JamesStevenson

Ryan Calavano @RyanCalavano

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Original music in the show by Del Rio. Get his latest Album, Club Tipsy 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

  • On the boss design question I think the best design is to do it by subtraction rather than addition. Design your mechanics around boss fights first and then they will not feel superfluous, because regardless of the mechanics killing junk enemies will always be just that, killing junk enemies.

    Monster Hunter in all its iterations is a game made up of entirely boss encounters. The mechanics of that game are designed for fighting gigantic mutable unique monsters, and the 'filler' monsters that exist on the levels are just that filler. The bosses also have weak points that are a part of the fight if you want to exploit them but in a large part are completely determined by player skill.

    I think Demon & Dark Souls are built from the same structure, in that the random undead in a stage is not where the mechanics shine, but it really comes together when you utilize the tools at your disposal to defeat insurmountably large enemies.

    Shadow of the Colossus functioned in the same way.