Weekend Confirmed 133 - Resident Evil 6, Tokyo Jungle, Borderlands 2
by Jeff Mattas, Oct 05, 2012 11:00am PDTOn this week's episode of Weekend Confirmed, host Garnett Lee is joined by Jeff Cannata and Nikole Zivalich to dissect new games like Resident Evil 6, the animal-laden Tokyo Jungle, Pokemon Black 2, and to chat a bit more about the loot-filled Borderlands 2. Finishing Moves wraps things up, followed by the post-show NFL TailGate.
Weekend Confirmed Ep. 133: 10/05/2012
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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 – 00:28:16
Whatcha Been Playing Part 1 00:28:51 – 00:59:11
Whatcha Been Playing Part 2 01:00:42 – 01:28:12
Listener Feedback/Front Page News 01:29:02 – 02:05:15
TailGate 02:05:57 – 02:18:16
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Garnett Lee @GarnettLee
Jeff Cannata @jeffcannata
Nikole Zivalich @NikoleZ
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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
I found myself dying a lot because the controls are so clunky, it's almost unplayable. I'm playing the Jake campaign too and honestly as big a fan as I am, I might just end up watching the cutscenes on youtube.
I'm going to give the Leon campaign a go but woof...I still can't believe it, I'm playing a Resident Evil game and I'm not having any fun, what's happening? I think this is my Ultima IX.
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I could see my pomeranian wears baseball cap while munching on a cat.
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After finishing three of the campaigns, I think RE6's core combat is actually great. It's a pretty good evolution of RE4's combat and plays nothing like Gears or Call of Duty. The controls may be similar but the tools at your disposal are different.
RE6's problem is that it's dragged down by some downright clumsy design oversight and some sections of pretty awful level design. The first two chapters of Jake's campaign (what Jeff played) are indeed pretty bad, but in my opinion the quality skyrocketed once Jake chapter 3 started. Chris' and Leon's campaigns are similar - great much of the time, but dragged down by some really shitty gameplay here and there. The sheer size of RE6 probably ended up making it a game of both highs and depressing lows of quality.
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But maybe my opinion is biased because I was quite disappointed by the bad reviews and I just didn't want to here about it anymore.
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They need to kill off their current protagonists and start over. Their stars are now indestructible. Until that changes and people fear their characters death more than a game over screen, RE is screwed.
This will be the first one I've passed on. It's just a terrible thing.
Silent Hill gets knocked for its failings, but at least it has stayed true to its genre.
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What the franchise needs is to NOT BE a triple A title.
What?! Exactly, in this day and age, triple A means tons of money, tons of money means tons of people involved and tons of people you have to cater to, and that means you loose focus.
Resident Evil needs a smart producer, with a smaller team, that doesn't have to answer to so many bosses and who loves the franchise. That is the only way they could make the game we miss and not be influencde by so many comittes wanting a little of column A, a little of column B...
I hope someone can see this and save the franchise, before the next iteration includes Milla Jovovich as a playable character and call it a re-boot with a New NeoUmbrella organization....
Thanks for the podcast!
Keep up the good work!
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It's like the source material is a replacement for any sort of creative or meaningful idea. If you engage in "geek" culture online, you will encounter a nonstop torrent of image macros, memes, u mad bros, epic wins, epic fails, normal fails, bacon, "remember old Nickelodeon shows?" and on and on and on, creating this flimsy proxy for actual conversation, but in the end saying nothing at all. If you just reference the correct 80s sitcom, or post the appropriate rageface, you'll be accepted and loved. I understand the appeal of these things and I do derive a certain amount of pleasure from them, but only because I can avoid them and limit my exposure to them.
Except, sometimes, I feel like I can't avoid it. I can't seem to surf the internet for 5 minutes without running into some mashup picture of Dr. Who driving a DeLorean that has a million comments screaming in joy because, like, those are things, that, you know, I love, and here they are, together!
So when I see promotional material for BL2 or hear an interview with Anthony Burch talking about how he loves writing characters saying "fo' dizzle" (or whatever he said a couple weeks ago on WC) I can't help but worry that this same same type of humor that gives supreme reverence towards classic media, where simply referencing something is a punchline is becoming that much more inescapable. To be perfectly clear though, I will likely play BL2 for tens of hours and enjoy it immensely and will have little trouble looking past anything I'm not keen on. However, I feel the need to comment since the WC crew was one-sided on the subject. Nothing wrong with that, but I just want to provided some alternate perspective (though I appreciate the attempt by the crew to empathize). I think it's great that people can enjoy these silly references, but some people (maybe just me?) are getting a little tired of it and are frustrated by it's growing prevalence.
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1. Garnett is wrong about the Tokyo Jungle cosmetic unlockables. That was a big piss off to listen to especially as he used it as a criticism against the game.
2. Why can I not buy Sacred 2 on steam? I don't even see it anymore. I
anyways, Jeff - Resident evil revelations is one of the best resident evil egames and it allows you to move and shoot. i am very surprised that it did not come up in the show. It has the mansion like atmosphere and puzzle solving and they throw action gameplay in through flashbacks. plus it has one of the best online modes of any game released this year.
you all owe it to yourselves at resident evil fans to play revelations.
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I wanted to share a video of someone talking about the supposedly "easy mode" from Dark Souls. It has many interesting points that I agree with.
- - - - - - - - Why not every game needs an easy mode. - - - - - - - -
http://www.youtube.com/watch?v=-b91BWzLigs&list=UUI6keWArpxmfeiuAATv7jZw&index=14&feature=plcp
- - - - - - - -
Video is quite long, but after 10 mins you'll understand his point... And I couldn't agree more.
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Damned, Dead Space, and Gears of War probably all owe their existence to RE4. That game basically laid out the initial blueprint for a modern 3rd person shooter (that Gears then refined).
By the same token, people have been comparing RE6 to Vanquish, Mikami's most recent shooter that I've heard people call the best 3rd person shooter on the market right now.
Lastly in that regard though, I think people should anticipate Mikami's next game - Project ZWEI, which he has confirmed will be "pure survival horror". He could very well be making an effort to rebirth the genre he popularized.
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I can't believe you're suggesting that Resident Evil should take inspiration from Uncharted, Last of Us or Tomb Raider. That's the most ridiculous thing I've EVER heard.
Resident Evil is a japanese game.
I want Resident Evil to take inspiration from the Japanese videogame or manga culture. The Manga scene is so rich in Japan, Resident Evil can easily takes inspiration from that.
That constant push for Resident Evil to take inspiration from other Western franchises is what has ruined Resident Evil 5 and 6...
If Resident Evil 5 and 6 showed 1 thing : the videogames mechanics of the major western franchises like Uncharted, Gears of Wars, God of War, or Call of Duty are brocken...
For example, the Uncharted series great story and stunning set pieces, made us forget how the shooting and melee mechanics are not good... Same story in RE6.
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Dancing around and hinting at what games you can't talk about yet is the gaming press equivalent to saying "hey guess what! Nevermind." It's only one small step above cock-teasing.
They are plenty of games there that you never mention, it's unfait to spend so much time on just 1 game.
I think you've covered Borderlands 2 enough by now.
The stealth and combat mechanics, as well as your "magic" powers all work near flawlessly for me. I'm having a ton of fun just sitting on a rooftop and thinking up ways to take down everyone on the ground non-lethally....or how to skip them entirely. The "take control of animals" power is my favorite. Can't wait until I upgrade it to allow me to control people too.
Also, a little thing I've noticed in this game that should be in everything - when picking up "junk" items, instead of lugging them around to vendors, you just automatically get the monetary value for them added to your pouch.
The story is just your usual framed/revenge cliche affair, but considering I don't really play games for story anyways, Dishonored still has me super engaged.
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(Yes I accidentally posted this comment on the previous episode. I'm new here.)
Also, Banana, Orange, what.
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I really felt the nerdy nerd love of pokemon come through her pokemon discussion and it was just awesome to hear somebody have such an un-ashamed love for something. Makes me want to play pokemon again. Especially Pokemon Snap. Can we please get a Pokemon Snap 2 on Wii U? Please Nintendo???
Also I just wanted to chime in real quick on the RE discussion. I feel like I have a unique perspective in that I've played through the mainline series through all for the first time in the past year. And I can say that my favorite RE games are all of the older ones that have the horrible tank controls. Yes, I'm a modern gamer that feels the best RE games have the worst controls. But Garnett, you perfectly nailed why they were so tense sometimes, and that's because of the inner struggle you have with yourself when managing the items you are going to carry with you. That's such a huge thing that makes the old RE games (And RE4 and a little bit but not as much in RE5) tense and adds to the horror. Also, and I feel this is a big also, is the typewriter/saving system. One of my favorite things when playing a RE game is when you are struggling to survive, and then you finally find a save room. That melodic piano starts playing that is oh so soothing and calming, and you finally feel like "phew, ok... I'm safe for now. Now I'm gonna rearrange my items... and save and just take a small breather and get MENTALLY ready for the struggle to come. This balance of action and tension then breather and feeling of total safety is AMAZING in the old RE games that gets lost starting in RE5.
And here's the thing. I don't mind the RE series going totally action crazy here on out. I wish it didn't but I've come to accept that fact that action sells more and Capcom is going to try and make one of it's best selling series of all time even more best selling by making it more acceptable to a bigger audience, but as long as it's still good. From what I've seen and played, RE6 is just not a good RE game, but just not a good game period.
Anyways, thanks for giving me an outlet to rant, keep up the great work on the show, and bring on more Nikole!
Adding the things in RE 5 and RE6 that they have takes it further and further away from what made the series unique.
Jeff is right. Resident Evil is just another corridor shooter now.
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Demon & Dark Souls.
Atmospheric, check.
Forces the player to have to make that trek around the corner, check.
Haunting music, check.
Terrifying enemies that constantly make the player struggle for victory, check.
Exploratory levels filled with secrets puzzles and traps, check.
New Franchise and groundbreaking, check
Innovative co-op that adds to the atmosphere, check.
A story that is kinda over-the-top but grounded in the survival and terror of the moment to moment, check.
Survival Horror exists it just got a new costume and got its ball back. When the mechanics work and the game is more terrifying than ANY game I have ever played Survival Horror is alive and well.
(Seriously try to play the Tomb of Horrors or the Painted World of Aramis and not get scared.)
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Yes, on the surface, the games are pretty much all identical, but the metagame can change drastically from one iteration to the next. The monsters are constantly being re-balanced, and the underpinnings that affect their stat growth is tweaked, and mechanics that might not appear to have an obvious impact are changed around.
One example of such a thing is that in Black/White Version 1, you could use TMs as many times as you wanted, which means you don't have to worry about wasting a rare move on a monster that ends up not having any place in your team, so you're free to experiment, and particularly useful moves can easily be shared by multiple monsters.
B/W also added 3 on 3 and rotation battles, thicker grass which enables 2 on 2 random encounters, seasons,feathers that incrementally affect base stats, not to mention completely overhauling the way experience points are distributed when more than one monster contributes to a fight.
These might seem like minutia, but it's worth remembering that there is a competitive aspect to Pokemon, and just like fighting game or sports game players, hardcore pokemon fans care very much about the quality of these underpinnings from one game to the next.
If you don't believe me, just google "Pokemon EV Training" and see a glimpse of how far down the rabbit hole goes. (even I don't EV train, and I'm hopeless at a tournament level because of it)
Also, to Jeff, it surprises me that you're not more into Pokemon, seeing as building a strong, balanced team has so many deck building elements to it.
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It's my first foray into the free to play sim kinda game. The art is incredible, they've beautifully and faithfully recreated the houses and props from the cartoon and playing on the iPad is really sexy! I'm hooked and so far I haven't spent any real $$$ so I'm happy.
Anyhoo, my Origin ID is shadowtheart if anyone wants to visit my Springfield.
I think Jeff’s statement around the 33rd to 34th minute about the wrongheadedness of art. His claim that the leaders make money in the long term while followers only make money in the short term seems a little too general. I am really honing in on that line because I feel like that claim is wrong more often than not when it comes to videogames.
I think the videogames industry is littered with examples of instances where followers make money. Considering all the sequels and reboots, it is easy for somebody not involved in the industry (other than playing games) to see why developers get the impression that new, innovating mechanics and games don’t make money (enough to run a huge studio) and turn instead to copycat games. Now before you shoot me in the parking lot over this next part, I love all of these games: look at almost every Zelda game after OoT (with a lot of similar elements), look at every Halo game, look at every Uncharted game, look at all the JRPGs in the PS1/2 era, Madden, COD, etc… – you could make a strong argument that from a bird’s-eye view these are games that are the same and they are hugely successful franchises. If I were a developer I could look at the industry, look at what actually sells (not this lala land stuff where innovative games all make money in the undefined “long term” and see what games sell enough copies to actually run a large studio. I think developers look and see COD and Halo and Madden at the top of the sales charts and think “that is what consumers are buying, lets make a similar game.” As for “long term” success, what the heck do you mean by long term? In the accounting sense, it means greater than a year – and in that sense I’ll say there are plenty of repetitive franchises and games that are successful after one-year. But I will say after 5 years, after console generation, there are markedly fewer that still can maintain that success (though rereleasing games and making old games available for download on consoles and PCs has the potential to change this). You could make the argument that there is no long-term success in videogames, as true success for a game (mainstream or indy) seems to be determined by sales figures in the launch window.
I think for every innovative game that sells well, there are plenty of innovative games that don’t – being aware that what is innovative is in the eye of the beholder. I agree with Jeff that games like Amnesia are doing innovative things and are selling well – but that game wasn’t a $60 retail console game, that game’s developer probably didn’t have the overhead of a huge studio to eat into that margin. They oftentimes sold that game on a Steam sale for something like 5-10$, maybe less. If you really want innovative games, look to a lot of the developers in the PC space. However, I think it is very tough to draw some kind of parallel between the studio that made Amnesia and the one that Made RE6 (Capcom) – one has a lower overhead and can afford to take risks (I think you know which).
I know that this is a bit of a rambling message, but I felt somewhat passionate about this subject (not that I care for RE6). It seems like the whole industry (largely on the console side) is built on repetitive, uncreative games. But reviewers and people in general will get games in genres they love and look for the innovative parts (new health system, new HUD, new battle rifle, whatever) and assign that to the game as whole, when if you take a step back and compare it with what came before – they’re the same freaking game more or less! It is nice to be a reviewer and a consumer and to be able to pick and choose your battles and poo-poo one game for lack of innovation as a whole but adore another that may actually be less innovative because you love the franchise or whatever. I’m not saying loving or hating the repetitive/innovative is wrong – but I just think that if you put yourself in the shoes of a large developer with all the problems and benefits that go with it, you’ll be able to empathize with why they make the decisions they do about the content of their games.
I think Game Freak could attract more players by simply having an "Time Saver Mode". Remove the random battles (make the pokemon appear on the overworld like many modern JRPGs are going), skip the tutorials and story (choose a pokemon and bam you are right outside of the first town that has a gym) and ratchet up the difficulty.
Anyone else feel this way?
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It's hard to believe more developers have not utilized this added relational element. After all, isn't the point of QTEs to show cool moments, which can't be done with the regular mechanics, while keeping the player engaged on a minimum game play level? Not annoying "pop quizzes" of the platform's chosen button labeling.
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http://www.iceclimbers.net/misc/vote_cannata.png
haha no I love u guys, just seemed funny in my head :)
Next you need a Jurassic park styles story where the madmen in charge are at Civil War with each other. The civi war that's basically unlocked the prisoners to roam free and there's no ability or no one put them back in their cage.
And then just a combat mechanic that creates tension. Like say having to reload each bullet in the shotgun one time and it taking almost a real world like time.
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Orange= dishonered
That's my guess and Jeff still didn't play the game of the week CODE OF THE PRINCESS!!!!
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