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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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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  • When it comes to boss fights, first of all I think too many games get stuck on the "default" idea of a boss being a really big enemy with a lot of health. That format isn't conducive to every genre or franchise. If you have bosses in your game, you need to tailor them to the game's mechanics. A proper boss is supposed to be an advanced test of the player's grasp of the mechanics.

    Most games don't even really need bosses, but have found few or no other ways to have climatic events. Why couldn't Prince of Persia games just end with a really tough puzzle or platforming section? Why couldn't Assassin's Creed just end with a place that's really hard to sneak into?

    Half-Life 2 did a pretty good job approximating "boss" battles to its own mechanics. The game's only real "boss" is a helicopter that hounds you for an entire level. You also have the climactic fight in nova prospekt which many agree is the hardest part of the whole game (I still can't beat it without using exploits). In my opinion HL2's real climax was the battle at the horse in City 17. The episodes also do a good job with battles that still feel climactic without being conventional "bosses".

    But the one modern game I think did the best job of twisting conventional boss battles to its own mechanics was Metal Gear Solid 3, which used them to illustrate its mechanical themes.

    The End is currently one of the most popular bosses ever because in order to beat him you had to actually use the stealth skills you learned up to that point in the game. One thing to note is that this boss occurs pretty much exactly halfway through the game. It's also the last jungle area you encounter before moving on to the mountains and the more urban-style secret base. That fight is sort of like a final exam for jungle stealth. And then they bring some of that back for the final battle against The Boss, which also required mastery of the skills you use the most in Metal Gear.