Weekend Confirmed 134 - Dishonored, XCOM, Star Citizen
by Garnett Lee, Oct 12, 2012 11:00am PDTDishonored, XCOM Enemy Unknown, and some Retro City Rampage make up the veritable fruit salad of videogames devoured on this delicious Weekend Confirmed. Shacknews managing editor John Keefer joins Jeff and Garnett for the feast. They take their time enjoying it all, getting into the highlights from a trio of games that brought them plenty of delight while being careful to talk in terms that avoid spoiling anything. Of course Borderlands 2 still manages a cameo with the debut of the Mechromancer this week and its first DLC coming next week. And naturally the conversations include plenty of twists and turns, but we wouldn't want to spoil that either. All that, Finishing Moves, and the football tailgate make this one tasty episode.
Weekend Confirmed Ep. 134: 10/12/2012
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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 134 directly.
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:
Whatcha' Been Playin - 00:00:06 - 00:14:02
Whatcha' Been Playin Part 2 - 00:16:16 - 00:29:54
Whatcha Been Playin Part 3 00:30:42 - 00:57:41
Segment 3 - 00:58:27 - 01:28:27
Segment 4 - 01:29:39 - 02:00:26
Tailgate - 02:01:02 - 02:13:32
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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
At least in MSG,you can control your encounters,while in games like Dead Space,just to name one,it's pretty much just a monster closet fetch quest where you are GUARANTEED to run into a monster or two(or three) at any given predetermined time,keeping you constantly nervous and stressed out.
Seems like there's a bit of cognitive dissonance here.
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http://www.gamespot.com/super-meat-boy/videos/are-modern-games-being-dumbed-down-6398401/?tag=Topslot;AreModernGamesBeingDumbedDown;AreModernGamesBeingDu
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http://www.kotaku.com.au/2012/10/report-chinese-kids-were-used-to-manufacture-the-wii-u/
It's a troubling thing when you stop and think about the price that is paid for us to have shiny phones and gadgets and consoles.
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Very obnoxious.
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But whatever you want to use I think we can all agree that XCOM: EU is a little slice of heaven.
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However, especially when playing RCR on Vita consumers usually only play for short period of time, say 15-45 minutes on the bus or subway. At least that's the case for me and a couple of friends. In these short bursts the game is perfect!
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As a director's cut! \(^^)/
Day one for me!
http://blog.us.playstation.com/2012/10/16/deadly-premonition-the-directors-cut-bringing-new-content-to-ps3/
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I use quotes because I mainly play Halo for multiplayer, and the fun of the combat puzzles in each campaign mission, not the story itself. Still kind of lame though.
Probably old news by now, but watch out out there on the interwebs, fellow Halo pals.
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In D3, the only player choice that sets one wizard apart from another is the gender right at character creation time. Otherwise all wizards are the exact same. Same skills. Same access to weapons. Sure, weapons can be different, but the auction house, like reloading in XCOM, gives the player direct control over that part of their story.
Torchlight 2 on the other hand is designed for you to tell the story of your character. Your skills and attributes are set in stone and may be wildly different from others. Your choices have permanence, just like in XCOM my choice lead to the death of Captain Dangle at the hands of three Floaters (yes, this actually happened).
I know you guys don't have the 40+ hours it would take to get through a standard play-through and an additional Ironman play-through, but try reloading as little as possible. Let people die when you fuck up. I think you'll find it much more rewarding.
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When we discuss these open world games its the mechanics are slightly above standard, but check out what happend to me when I got to the town of port smith.
Just a thought do we enjoy these games as much as we say or is it just a figment of our imagination.
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* The art style instantly rubbed me the wrong way. Very generic and unimaginative. Some elements were pulled straight out of Fable, others from Fallout 3, etc. And everything is brown. I guess weI did really like the "oil painted" quality of the textures and color blending though.
* The "Hide and seek" segment illustrated the fundamental flaw with employing a First Person Perspective in this game: "Hiding" basically means crouching behind cover and staring at a flat texture for 20 or 30 seconds. It was well implemented from a narrative point of view, but the raw mechanical gameplay is just dull.
* The game is full of outdated issues. The fact that every character in the game is voice acted EXCEPT for the player character feels very out of place and jarring. When you pick up a throwable object it just floats suspended in air in front of you, rather than being held in your hand. For every element that tries to pull you into the world, there is another that pulls you right back out.
* I couldn't believe how often control was taken away from me in the first hour of the game. I feel like I spent well over half my time staring at blocky looking characters as they have one-sided conversations with my mute protagonist. This felt particularly clunky because the dialog often included expository information for the sake of the player: information that my character should already know given his position in the story.
Overall, I really found it to be a very dull, clumsy experience.
I'm glad others are enjoying it, but it's just not for me. :-/
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*Spoilers*
Personally, I made the same deal with Slackjaw, but elected to kill the brothers. However, before returning to Slackjaw, I raid the safe. Only after that did I give Slackjaw the code to the lock and he praised me for holding up my end of the bargain even despite killing the brothers myself.
*End Spoilers*
Jeff's comment that "it's a game that knows what it is" echoes my sentiments exactly. And for a game like Dishonored to come a week after Resident Evil 6, which wanted to be all things, is a hilarious coincidence.
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http://www.neoseeker.com/news/21097-nintendo-quietly-retracts-new-super-mario-bros-wii-u-1080p-claim/
"Overnight, Nintendo quietly removed the 1080p claim from the New Super Mario Bros. U description on their official site. Yesterday, the website declared that players could "experience Mario like never before... in full 1080p HD." Now, the game description simply reads:
Experience Mario like never before... in high definition, only on the Wii U console!"
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This notion that if you're being hunted by multiple enemies in MGS your dead is ridiculous. Splinter Cell, which really hasn't been the same since Chaos Theory is a complete cake walk now. What you guys consider frustrating tension and stress, I consider exciting. I'm not arguing against you feeling that way though. I'm just saying sometimes when you guys talk about certain titles, it comes across as "this system is broken because I can't quite click with it"
I could be wrong, hell I probably am, but that's just what it sounds like at times.
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With the theme of the show being retro maybe your real problem isn't the tension but sucking less. I know this wasn't your intent but because of my immense love for the Metal Gear series your comparisons made Dishonored sound like a stealth game for people who are terrible at stealth games.
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Dune is an excellent book and the GOT series is a good read.
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Second the final boss on the main difficulty is level 30 you guys should be done play through no. 1 by now unless you are combing the world for everything.
But in some games the ability to reload takes what would be a strategy game and turns it into a game that can no longer be lost. It'd be like reloading your turn in Settlers in Catan, silly. It turns it into a game you play 'through', like a shooter or rpg, and reach the end. You don't play through Assassin's Creed for 20 hours and then find out you 'lose' and start planning on making another 20 hour attempt. But this can totally happen in a game of Civ or XCOM.
Reloading in XCOM is somewhere between Civ and Settlers in effect. It is possible to make bad strategyic layer decisions and still lose, but the ability to reload any battle that you don't win perfectly has a large effect and certainly on normal, likely makes the gane unloseable. At this point XCOM is a game you play 'through' rather than play to the end and either win or lose.
So if you go into XCOM expect to finish it the way you would clear Arkam Asylumn or any gme, you should play with reloading. If you go into XCOM and approach it like a game of Civ of Chess -- something you might lose in the end -- Iron Man is the way to go!
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