Weekend Confirmed 133 - Resident Evil 6, Tokyo Jungle, Borderlands 2

By Jeff Mattas, Oct 05, 2012 11:00am PDT

On 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

Follow the Weekend Confirmed crew on Twitter, too!

Weekend Confirmed @WeekendConfirmd

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.

Click here to comment...


  • I'm listening to the latest episode right now and had to get on here to tell you guys Nikole is the BEST! Can she come back on the show more often?!

    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!

  • The Pokemon discussion was delightful, but one point bears mention.

    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.

  • I apologize in advance for this rambling (error littered) message, I am in the middle of some homework and was listening to Weekend Confirmed and had to get this off my chest.

    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 am sick of arrows pointing me where to go. I've only played the demo of RE6 but I already can't stand it. There is a door icon pointing you in the direction you're supposed to be going at all times and if that isn't clear enough, you can hold down a trigger and follow a magical arrow. Looking at a map, figuring out where you were and where you were supposed to go, wasn't just a thing you had to do to get to the gameplay IT WAS PART of the gameplay. You had to use your brain and engage in figuring out the space you were in. You could get lost, you could get stuck, and exploration meant something. I have no reason to take in the details of the environment which surrounds me when I know for a fact I just need to follow the big magic arrow. It might as well just be a long straight corridor like Final Fantasy XIII.