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Weekend Confirmed 124 - Army of Two, The Old Republic, Deadlight

by Andrew Yoon, Aug 03, 2012 11:30am PDT
Related Topics – Weekend Confirmed

Kick back for a midsummer's show full of gaming awesome. Arne Meyer and Jason Paul from Naughty Dog join Garnett and Jeff "two 'n's one 't'" in catching up on games and the latest happenings in the videogame world. Conversations kickoff with EA's announcement of a third Army of Two game and the state of its floundering MMO, Star Wars: The Old Republic. There's also time to talk about Orcs Must Die! 2 and a quick look at Deadlight. Spurred back to driving from the recent addition of the Porsche pack to Forza 4, Garnett re-opens the racing game debate between it and Gran Turismo 5. Jason brings his real world racing experience to the table and it concludes... well, you won't want to miss that part. Finishing Moves puts a bird on it all.

Weekend Confirmed Ep. 124: 08/03/2012

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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 00:00:31 – 00:27:09

    Whatcha Been Playing Part 1 00:27:45 – 00:55:53

    Whatcha Been Playing Part 2 00:56:57 – 01:28:21

    Listener Feedback/Front Page News 01:29:20 – 02:02:30

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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

Arne Meyer @arnemeyer

Jason Paul @jmpaul

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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.




Comments

  • That car talk discussion was amusing but for anyone with a wheel almost entirely inaccurate. I guess I should of stopped listening when I heard about Iracer (as opposed to Iracing) . The Sony employee trashing wheels for some power assist nonsense was also a red flag. (There was some of this in Forza 3 but it was hardly enough of a factor to completely discount using a wheel at all.)

    First off, they comment about how you can be just as fast with a controller. It is actually far easier to drive with a controller because of the buffers applied to the inputs from your controller. In Forza 4, I've had friends who only play with a controller transfer a car over to play with my wheel (CSR-E) and the car would be nearly undriveable and oversteer with minimal effort. In GT5, try the Lotus Top Gear challenge on a wheel and try not spinning out. At least in Forza you can retune the car to something useful but this challenge in GT5 doesn't allow tuning, Much less changing the tires from road tires that, in real life, the car never had in the first place.

    The comment about maximizing the contact patch between cornering and braking was also baffling as it is essentially the exact opposite experience myself and other wheel users have had. Try playing Gt5 with something like Fanatec CSR-Elite and you will find that for whatever reason Polyphony Digital doesn't model any range of understeer; rather, the steering washes out completely once the tires break traction. On the GTPlanet forum someone seriously thought their wheel was broken because the effect was so jarring. They then played Forza and praised that game's force feedback because it models the transition to understeer and loss of front end grip so well.

    Let's talk about oversteer. With a controller in Forza it is difficult to cause oversteer compared to gt5 Turn10 buffers the inputs a lot more. With a wheel oversteering is handled fairly well in both games but as mentioned before the communication of front end grip leaves much to be desired in gt5.

    Btw that "japanese drifting track" is Fujimi Kaido a fantasy track so it is sort of useless as a comparison tool. You both go on an on about the importance of having a baseline by driving a 240, etc in real life but then the Sony employee trash's Forza's handling based on a track that doesn't even exist. Now you could say well it was based on roads in Japan but the track was built with drifting in mind so complaining that you have to use a handbrake is just plain stupid.

    Now the clutch. This wasn't discussed but it is the main reason I prefer Forza. Personally I don't have that much of a problem with either game's force feedback or physics they are both different but my major problem with GT5 is the clutch. Anytime you shift gears you must completely press down the clutch, change gears, release the clutch, and then press the gas. Not accomplishing this perfectly forces you into neutral and you have to start all over. It makes no sense, PD really loves punishing me for pressing the gas slightly before completely releasing the clutch. To alleviate this problem I've read of users disconnecting the wires on their clutch pedal and leaving the clutch in automatic so they can use the clutch like in a real car without this penalty. (but then you have no clutch, obviously)

    In Forza you can powershift and slip the clutch. It's not perfectly modeled but in this area it is far superior to what Polyphony has provided, If you misshift in Forza the penalty is a grinding noise, a later shift and some transmission damage and further misshifts will increase the grind and delay. This is a compromise,sure but it far better than just going into neutral.

    Next the comment by the Sony employee "I could be driving on rims" when speaking of tire modeling in Forza. This applies to even with a controller. I doubt he has even played one of the 70's muscle cars in stock form the effect of tall tires is very noticeable in Forza but is nonexistent in GT5. If you didn't notice it on a newer car that's because there are diminishing returns on having a lower aspect ratio tire. This should be obvious to someone who races cars.

    Finally F1. It is well known in the sim racing community that the Codemasters F1 games only simulate physics just slightly above the leagure of their other titles like Dirt . If Garnett knew that, he should at least point it out rather than hopping to that topic and misleading others into thinking they are in the same class as a GT or Forza as far as physics. //Now I personally don't consider either of those sims and this is a minor complaint but I'm just putting it out there.

    Love the show, just thought that the segment provided a lot of misinformation especially to those interested in using a wheel.