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.
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I just want to examine this statement specifically, because if they could return to the mansion but with more modern controls---it would be the Resident Evil remake on the Gamecube, except a really bad version of it.
A. The backgrounds would not be as high fidelity or detailed because they would be 3D. Immediately the photo realistic lighting effects, textures, etc of the REmake mansion would be lost.
B. The camera angles would be locked behind the player, thus eliminating the mystery of the mansion. You would not be able to execute the iconic first encounter outside the dining room for instance, because the player would be able to position the camera, and see the zombie eating Forest, without actually going around the corner. The feeling of vulnerability and suspense that comes from not having control over what you see would be lost.
You can not talk about game design in the abstract of "this is good," "this is bad." Or "this is modern," "this is old" It just doesn't work like that. We have hit a ceiling in terms of actionable real time mechanics, and functional 3D graphics. You've got a game like Crysis---a giant sandbox first person shooter with insane amounts of detail. Developers won't be able to rely on pushing technology anymore to make an "objectively" good game. There is no where left to go. So they will be forced to turn to the design techniques, artistic merit of games like RE1 and 2 to make an actually immersive, involving experience.
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