Weekend Confirmed 135 - Star Citizen, Dishonored, Hitman: Absolution, ZombiU
by Jeff Mattas, Oct 19, 2012 11:00am PDTHost Garnett Lee is away this week to attend the Nite to Unite charity event, but Jeff Cannata, Jeff Mattas are joined by special guest Xav de Matos from Joystiq to talk about a whole bunch of current and upcoming video game releases. Chris Roberts' Star Citizen project gets some love, as do Dishonored and Hitman: Absolution, and Cannata explains his growing excitement for the WiiU launch lineup, after having had some more hands-on time with the system. Finishing Moves wraps up the show proper, followed by another brief TailGate session.
Weekend Confirmed Ep. 135: 10/19/2012
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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 - 00:00:36 - 00:28:31
Whatcha' Been Playin Part 1 - 00:29:06 - 00:57:31
Whatcha Been Playin Part 2 00:58:24 - 01:23:37
Listener Feedback/Front Page News - 01:24:30 - 01:56:25
Tailgate - 01:57:11 - 02:05:48
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Weekend Confirmed @WeekendConfirmd
Jeff Mattas @JeffMattas
Jeff Cannata @jeffcannata
Xav de Matos @xav
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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
Thinking back from the current generation to the PS2, Xbox era, most successful games today are this. Old franchises made to look and sound better. I can think of only a few games that have taken full advantage of hardware and could not be done on older consoles (aside from the obvious vanity upgrades).
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However, you need more than just more animations to continue the move towards smart AI. You also simply need more space.
Current generation actors still only have a handful of variables they are associated with. As memory and processor power increases, so will the number of complicated decisions and actions that a non-player actor can make.
Some basic examples are things like adjusting enemy behavior based upon the player's tactics used in the previous encounters. There simply isn't enough space to store that detail of player choice in the current generation without drastically dumbing it down.
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