Weekend Confirmed 139 - X-COM, Halo 4, Assassin's Creed 3
by Jeff Mattas, Nov 16, 2012 11:00am PSTOn today's spirited episode of Weekend Confirmed, Garnett Lee and "Indie" Jeff Mattas are joined by Insomniac's James Stevenson and Marcus Beer from Invisible Walls. X-COM: Enemy Unknown gets a healthy dose of love from the crew, and the polarizing nature of Assassin's Creed 3--particularly its opening hours--gets discussed. The gaming scrutiny continues with some talk about Halo 4 and the legacy of 007, before everything gets wrapped up with Finishing Moves and the post-show TailGate.
Weekend Confirmed Ep. 139: 11/16/2012
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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 - 00:30:31
Whatcha' Been Playin Part 1 - 00:31:10 - 00:56:55
Whatcha Been Playin Part 2 00:57:32 - 01:29:00
Listener Feedback/Front Page News/Finishing Moves - 01:29:34 - 01:57:35
Tailgate - 01:58:17 - 02:05:55
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Marcus Beer @AnnoyedGamer
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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
It is a problem that often comes up in Superhero related properties. The easiest way to write someone like Superman is involve Kryptonite because it strips away all his powers which also strips away what makes him Superman. Instead if you consider the character and create challenges in the world that are up to that it works better.
Survival Horror is the same thing. If you take into account all the abilities and weapons of the characters properly it should be possible to make anything tense and horrific.
Dark Souls does it (beating that drum again), Garnett did you ever play it I think you would LOVE IT, it even has co-op that ads to risk / reward.
Thread Truncated. Click to see all 28 replies.
A lot of people back then didn't like the franchise's (or the genre's) fixed camera angels and tank controls. On the show just now they said a lot of the tension came from the "crappy mechanics." I'd say the mechanics were very much a product of their time when Japanese developers were still trying to figure out how to make 3D games (the first RE came out in 1996).
I don't think we should return to that formula at all. Well, the structure of that formula maybe (that's basically what Amnesia follows), but not the control and interface systems. If they could just return to the mansion with the same atmosphere and difficulty, but with more modern controls I think they could do great. That and not spend so much on the game that you need to sell 5 million copies to break even.
Well, Mikami's already planning to make another "pure survival horror" with his Project ZWEI, so maybe that'll revive the genre.
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