Weekend Confirmed 158 - BioShock Infinite, StarCraft II, Dota 2
by Ozzie Mejia, Mar 29, 2013 11:00am PDTThis week, it's a Very Special Weekend Confirmed Reunion! The show reunites hosts, past and present, as Garnett Lee and Jeff Cannata welcome in Joystiq's Xav de Matos and former co-host Brian Leahy. They kick off the show with some talk about Dota 2, StarCraft II: Heart of the Swarm, and the professional gaming circuit. That's followed with a long talk about BioShock Infinite, covering everything without spoiling a thing. The show wraps up with some more speculation regarding the next generation of consoles, before everyone brings it home with fresh Finishing Moves.
Weekend Confirmed Ep. 158: 3/29/2013
Subscription Links:
- Subscribe to Weekend Confirmed in iTunes
- Weekend Confirmed is also available in the Zune Marketplace
- Subscribe to Weekend Confirmed via RSS
Here's a handy pop-up player so you can listen from right here on the page. Let us know how it works for you.
If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 158 directly.
Weekend Confirmed is sponsored by Zero Lag. Considering a new hosting partner? Take a look at Zero Lag. Call 1-877-Zero-Lag or head over to ZeroLag.com. Mention Weekend Confirmed and receive one FREE month of service on any dedicated or virtual server hosting plan.
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 - 00:00:40 - 00:29:16
Whatcha' Been Playin Part 1 - 00:30:06 - 00:59:37
Whatcha Been Playin Part 2 01:01:05 - 01:29:14
Listener Feedback/Front Page News - 01:29:47 - 02:06:04
Follow the Weekend Confirmed crew on Twitter, too!
Weekend Confirmed @WeekendConfirmd
Garnett Lee @GarnettLee
Jeff Cannata @JeffCannata
Xav de Matos @Xav
Brian Leahy @bleahy
Remember to join the Official Facebook Weekend Confirmed Page and add us to your Facebook routine. We'll be keeping you up with the latest on the show there as well.
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.
New game releases of May 27-June 2
Wargame: Airland Battle trailer details dynamic campaign
Halo 'Bootcamp' confirmed by Microsoft
Weekend PC download deals: Tomb Raider for $14
Game Dev Tycoon studio outlines future plans




Comments
http://bioshockinfinitecdkeys.blogspot.com/
Thread Truncated. Click to see all 31 replies.
But then, one of you pretty much said "screw it, I'm going to talk about spoilers anyway." Sorry, I can't remember if it was Brian or Xav. Whoever it was, thanks Garnett for not allowing that. The game was only out for four days at that point. And in my opinion, even if it had been out for a month, it still wouldn't have been cool. I was at least halfway through the game I listened to the podcast. It would have been a shame if I had to abandon the rest of the show because of that.
By the way, it's not an excuse to give a spoiler just because it's something that happens early in the game. Also it's not an excuse just because someone else had revealed it earlier.
Finally, I seen a few other comments talking about doing a "spoilercast." That is an excellent idea. it wouldn't necessarily even need to be a separate podcast. It could tailgate the main show.
Thread Truncated. Click to see all 11 replies.
That said, I went back and listened to the Bioshock discussion today after I'd finished the game myself. Good discussion, but in retrospect, I'm glad I turned it off when I did.
For reference, your friends over at Gamers With Jobs managed to do a good 35 minute spoiler-free segment on the game this week (and then do a long spoiler section on top of that after the regular show). Don't want to sound too whiny, but if you can't keep it spoiler free like those guys and gals, then please consider keeping your story-driven game discussions to spoiler sections only. Or don't discuss them at all. It's a fine line, I know, but as far as I'm concerned, you keep on crossing it.
Other than that, keep up the good work. :-) (and cool to see Brian back for an episode!)
DmC and god of war should be 39 as well. Why bother making anything besides RPG's or FPS's if you're considered a b level game if the first play though is under 50 hours. I played fallout 3 and didn't like it. Played about five hours. I don't go out there saying it's a 39 dollar game. Just wasn't for me.
You can't make an absolute rulling on what a game is worth. I didn't hesitate buying MGSRising full price but i decided to pass on Gears Judgement. There's definitely somebody reading this that thinks it's the other way around. I paid 29$ for the second dissidia game, loved it and i put 130 hours into it already. I guess any other game that doesn't match that play time, regardless of the genre, should be 29$.
This price talk needs to stop. It's not like it's set at that price forever. If you don't like the price, wait 2 months, buy it used, rent it. People who love the game come off thinking they didn't pay enough.
For anyone who's wondering, the game is a delight. Though be aware that they throw you in with no guidance whatsoever. Still not sure why game devs these days think that "not explaining gameplay mechanics" is the same thing as "puzzle design," but it's a relatively small hurtle.
Happy tweeting!
In the end these things might not matter, as her main purpose was narrative related; her persistent presence serves to build a bond with the player, and to that end I believe Irrational succeed with impressive results.
Really enjoyed the show. I'd been lagging behind in listening and realized how much I missed listening to you guys!
My frist comment stems over the SimCity debacle. As a consumer, I am sympathetic to their plight and the frustration that ensues when you spend money for a game/service and it does not deliver on its promise. I, however, feel that some of the backlash directed to the technology side of the issues is in a state of hyperbole. This is not a comment on the customer service issues that EA has brought upon themselves, but this pervasive idea that since it is now 2013 that all companies should know how to handle internet congestion, server stability, etc... Let's not forget that the area of computer science is a very young field of industry. For all intents and purposes, it has not been around more than 30 years and to think that it is easy to learn from previous mistakes is dismissive. Programming is constantly evolving at dramatic rates and ideas and techniques even two years ago are becoming obsolete.
Second comment is referring to the industry as a whole. It is becoming more apparent with each new story/scandal that this industry is still stuck in the 80s with its attitudes and practices. There is the IGDA incident with scantily clad women at a rave show, there is the missteps of companies and their customer service policies, and lastly the type of games that are being produced. The average of the a video gamer is rising and without looking up exact statistics is in their late 20's early 30's. It is annoying that this industry is still treating its customer base as the 9-13 year olds that we used to be. The audience is growing up and this industry needs to mature and close the gap between what we used to want and what we want now.
I am sorry for this wall of text....
TL;DR
Programming is a relatively very new field...have a little patience when tech doesn't work the first time
The game industry needs to match the average age of its audience....sex and violence isn't as shiny as it used to be.
Thread Truncated. Click to see all 3 replies.
I agree with Jeff in that Infinite falls into the worst and most mocked science fiction cliches. It is basically the Matrix 2 and Mass Effect 3 endings. You are "the one" and there were many "ones" before you as part of an 'infinite' cycle. GiantBomb has mocked this in the past. I'll be interested to see what they have to say in this case.
I also think the way Infinite makes you question its relationship to the first game was essentially already done in MGS2. But to Jeff's point, MGS2 tied its themes. The Patriots turn out to be powerful AIs, and the Colonel and Rose are essentially their proxies. Where as MGS2 had the dangers of digitization in mind, Infinite's racism and religious zeal are just didactic show pieces that reflect Ken Levine's ego.
On Elizabeth, while an impressive piece of tech, she's a pretty weak character. She is basically Belle from Beauty and the Beast, except she would rather folllow Gaton around and do whatever he says than go off on her own adventure. Also she apparently just loves wearing corsets. You know, like all women do. I would say its lame that they fashioned her after a Disney princess, except in this case the Disney princess might be a better roll model for feminism.
That said, I really wished the game had explored the concept of "tears" more. Like that vision of Paris that Elizabeth finds is really the only instance like connecting to the outside of Columbia. It would have been really fun to go racing through flashes of different eras. Or like go to modern day New York but all the people are hairy monkeys, or aliens have enslaved humanity, or something fun like that.
One of the inconsistencies with the ending, is that it almost makes you question whether Booker is in something like the Matrix, or if he's under some kind of hypnosis. Like why does the game grey out in scenes pertaining to Booker's past? Is he remembering something, or has he time traveled back to that era? By leaving that window into Paris as the sole example of anything that's not Columbia, it makes it seem like the whole game is only in Booker's head.
On story telling in games in general, I think there are people in the industry who have big egos, and get propped up for commercial reasons. There's Cliff Bleszinski, Peter Molyneux, and David Cage. They talk a big game, but do they deliver anything dramatically innovative, interesting, or just good? Nope. I'm inclined to think Ken Levine falls more into this category than not.
The thing about Hideo Kojima, is that he put his name on his work and people flocked to him, because it was good. He didn't just do a bunch of interviews for game websites, or talk about being a "power creative" *gags.* Video game fans are hungry for creative visionaries---story tellers who don't compromise on characterization and so forth. But there are very few examples of that kind of thing in action.
Thread Truncated. Click to see all 20 replies.
Thread Truncated. Click to see all 2 replies.
I'm enjoying the game so far (only a few hours in) but I have a serious bone to pick with one of the design choices:
I feel the need to constantly search through every trash can and container that I come across is very disruptive to the flow of the game. Traversal takes three times longer than it should because I need to stop and mash the "pick up" button over every single piece of the environment. I can't stand this sort of inventory/loot system in a game of this nature.
Like the first Bioshock, I feel there are pieces of FPS design that are sorely out of place in Infinite.
* I should NEVER need to manually pick up ammo. I should pick it up automatically as I run over it.
* I shouldn't have to worry about accidentally picking up a piece of fruit that will DRAIN my health. The designer's made finding health a tedious chore, so don't punish me for trying to do it quickly.
* For a game that puts so much emphasis on building an engaging and believable world, it is very immersion-breaking for me to walk up to a woman on a park bench, steal everything out of her purse, and receive nothing more than a smile from her.
I LOVE what Infinite is trying to do, I just wish it wasn't bogged down by such clunky, silly, and dated mechanics.
I loved this episode, Bleahy coming back actually brought some great callbacks to older episodes and all was fine until Garnettยดs rant about the IDGA party (lucky it was finishing move). It totally spoiled this EP for me.
I donยดt mind having a discussion about sexism and gender issues in todayยดs industry, although to me it feels more of a hipster-kinda thing - I mean, the same exact party happened last year and as far as I know, nobody raised an eyebrow.
So what changed? Oh, I know... 1 reason why. Fair enough, but...
I have a question: Garnett, how different is a party (organised by gaming industry) from a party that goes on in any club around the world? You said you were OK with all the dancers in cages and stuff in a "regular" club, but THIS time you felt offended?
I donยดt understand it.
Anyway, I think it is important to talk about these things, make arguments, but donยดt go to the extremes, donยดt polarise (as much as some people like Ms. Sarkeesian tries) and above all - be reasonable.
Speaking of which, this article on Gamasutra cought my eye and actually reacts to the uproar (and extreme, out of this world hispter/fundamentalist feminism that goes around in the industry at the moment). Everybody should check it out, I guess...
http://gamasutra.com/blogs/JanetteGoering/20130329/189579/1ReasonWhy_We_Need_to_Change_the_Way_We_Fight_Against_Sexism.php?utm_source=twitterfeed&utm_medium=twitter&utm_campaign=Feed%3A+GamasutraNews+%28Gamasutra+News%29
Thread Truncated. Click to see all 17 replies.
Thread Truncated. Click to see all 4 replies.
I agree with Garnett.
Tomb Raider should have sold between 5 and 10 million to be profitable, it won't happen. The game "ONLY" shiffed 3.4 million copies and the sales have been MUCH lower.
Bioshock Infitnite cost 200 millions. That's RIDICULOUS !!! There is NO WAY that game can be profitable.
Does ANYBODY here thinks that the Killzone 4, Infamous 3, Thief 4, Dead Island Riptide, Metro Last Light, Crysis 3 and so so will sell 5 to 10 million copies ? It won't happen...
There only few games that can sell that much, Fifa, Call of Duty, Battlefied, Mario, Pokemon, Assassin's Creed, GTA and no much amny other franchises.
Jade Raymonf is right, there only place for 10 AAA games a year, and even that number is too high.
Let's just look what's coming this year : Mario 3D, Mario Kart, GTA V, Assassin Creed 4, Killzone 4, Battlefield 4, Pokemon X & Y, Wind Waker HD, Saints Row 4, Metro Last Light, Metal Gear ground Zeros, WatchDogs, Rayman Legends, and so many other games. It's not sustainable to have ALL those big games. Some games will fail and we will have disaster a la THQ...
Thread Truncated. Click to see all 7 replies.
So give me your NNiDs and lets hunt some monsters.
Thread Truncated. Click to see all 6 replies.
Did anyone else have any real issue with the current save system? I've got a friend who's literally saying that he won't play the game anymore until there's a patch for it, and there's a petition for it on Irrationals forum.
Thread Truncated. Click to see all 2 replies.
Emotion in games.
BioShock Infinite has for me at least has proven games can have as large an impact as modern story telling in movies. I know we always say this medium is in infancy, and it is. But at least for me I had several moments. Some thrilling. Some sad or even heavily conflicted. They have done an amazing job at crafting this experience to give us a little bit of everything. Below I want to share just one of them. A final one.
****************SPOLIERS******************
I felt that by the middle of this game they really managed to create a non sexual non damsel in distress relationship between the 2 main characters. Something rare in video games for sure. She is a bit of a Disney princess no one can argue that. But this is a different type of prince coming to rescue her. Adventure games such as uncharted thrive on these relationships and are also something often compared as the best "narrative" games we have available. Games like Ico can be pointed at as games that have a unique relationship in them. But something in bio shock really made me feel stronger. They is some magic they pull off that made me what to protect and help Elizabeth no matter what.
After I finished the game I realized how and why they did that. Well actually I'm not sure exactly how that team did that. But they pulled it off masterfully. They made me feel what I needed to without giving me the twist to tell me why I should feel that way. When I did realize why the connection was so strong the emotion hit me like a ton of bricks. When it is discovered what my character had done and why he was chasing Elizabeth I had a moment that I've never had in a game before. I moment I've only experienced in film when considering media.
I recently had my first child last year. A daughter. When the portal is closing and itโs framed so carefully around her face, eyes and hand that is reaching out to me. Booker yells "Give me back my daughter!" In that moment in time I can tell you what Annabelle's/Elizabeth's face looked like. I saw it on the screen. But I wasnโt seeing just that. I was seeing my own daughterโs face being pulled away from me. I cried as the sequence came to a close. I thought how could I?
Now I understand that this moment is probably not as impactful to someone without a daughter or someone who no longer has a baby girl in the household. But it is what it is. It was my moment and I have never felt this way from a game before. I know I would not have felt this way if the game started this way. It was because of the journey that I had with this character. It was important.
**********************************************************************
This game had many amazing moments. But I will never forget how it made me feel. So differently throughout the vastly different parts of its story. Many familiar but some of them hidden, and building towards an impact later. I have never played one that made me feel the way this one did in the final moments.
I thank everyone at the Irrational team that brought this to us. It was worth the wait.
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 4 replies.
I usually try to listen to WC while playing a game or going out somewhere, but I thought that was funny.
FC3 is an amazing game.
If you had Christian Spicer and made it the regular cast it'd rival the Bombcast.
Also for the first time in a while I couldn't disagree more with Canatta, the gunplay was the worst part of Bioshock Infinite, if the story didn't keep me so invested I may have given up.
The gunplay, mouse feel and UI/control options were awful and kept the game from being near the top of my best games of all time list.
Not to mention stupid design decisions like having Elizabeth teleport around and whenever you get an audiolog and walk anywhere have Booker and Elizabeth talk over it so you end up having to read what was said was annoying to say the least
Lastly the fact you guys play on the PC but use a controller is a total WTF, I've tried the entire generation and just can't play a FPS with a controller, even watching twitch streams is painful, are you guys away from a desk or what? why do you do it?
I've watched Ozzie play the game on stream and it's just hard to watch someone so handicapped
Thread Truncated. Click to see all 8 replies.
Episode Of The Year
The "A" team always comes though. I hope you can manage to get all four of you in the room at the same time again soon Garnett...I loved it. You four balance out each other so well.
Thread Truncated. Click to see all 2 replies.
Thread Truncated. Click to see all 3 replies.
Thread Truncated. Click to see all 2 replies.
In the first Bioshock, the ideal of creating Rapture was simply a ideology on the behalf of Ryan, with little else seeming to drive his motivation. With Comstock, the second half of the game gives us a much more detailed, and with the ending, a more complex, personal, and terrifying look at the motivation of the creation of Columbia.
Don't get me wrong, I certainly want to have more time in the political and social firestorm that is Columbia (which I hope the DLC provides) but without the last half of the game being focused on what it is, I don't think the world that Infinite creates would be as strong, as personally investing, and most importantly, as tragic as it ultimately becomes. Rapture was and ideal, but Columbia is a reflection, and there-in, I believe, lies the magic.
Thread Truncated. Click to see all 4 replies.
What I realized while playing Infinite was, while the original Bioschock is about the city of Rapture, Bioshock Infinite is about Elizabeth. Columbia is merely a backdrop, as apposed to Rapture which was a character in it's self. Yes, Columbia is a very detailed backdrop, but in the end that's all it is. Elizabeth is the main character in Infinite, she is what everything in story revolves around. I'd go into more detail about why this is my take, but that would require spoilers, and I'm not willing to dish those out yet. Maybe next week when more people have finished it. But I would ask Jeff and anyone else willing, to replay the game with having that theory in mind, just to see if that changes anything about your perceptions of the story in the game. Even if it doesn't, I'm just glad that there is a game we can even have these types of discussions about ;)
Thread Truncated. Click to see all 4 replies.
Thread Truncated. Click to see all 4 replies.
Here is what women in Columbia look like:
http://img.photobucket.com/albums/v201/bluemilkman/Women%20of%20Columbia/5FDDD87F-D3C4-4659-B730-727880E01D4C-33244-000024E9C94EAD66.jpg
Here's a standard lass, note the believable body shape and the slight exaggerations of the face.
http://img.photobucket.com/albums/v201/bluemilkman/Women%20of%20Columbia/88BE136C-5930-4C8D-AB61-8CB6E764D265-33244-000024E9DE5689AD.jpg
Here's a child:
http://img.photobucket.com/albums/v201/bluemilkman/Women%20of%20Columbia/E6119365-1076-4FC6-BA0A-B5192A9988CC-33244-000024E9EA042D2B.jpg
Now, compare them to Elizabeth:
http://img.photobucket.com/albums/v201/bluemilkman/Women%20of%20Columbia/FF3568DB-AB76-46AF-B6A2-E96722387986-33244-000024E9F6495612.jpg
She doesn't even look like she's from the same video game.
I personally think the reason behind this is a bit of over enthusiastic design. If you wanna make a girl appear more vulnerable and innocent and in need of protection you make her look younger and more petite/fragile. The massive eyes and tiny nose and large head are all indicators of childhood and naivety. The ridiculously thin waists line, smaller than her head, contributes to her vulnerability inspires a protective instinct. But I think overall her design is a little too exploitative. Not in a sexist or mysoginist way. It's more like they take the subtle design elements designed to make you feel a certain way when you look at a character and instead of applying them in a way that's consistent with the other humans in the game, they cranked the dial to 11.
The result it that Elizabeth looks like a cartoon, she looks utterly comical. I know everyone else in Columbia has a exaggerated style to them but Elizabeth isn't consistent with that, her eyes are bigger than even the children but she's an adult. She has this massive baby face sitting above a pair of breasts. It's confusing and cheap.
Over all I think the story telling and character development in Bioshock is strong enough and Elizabeth's voice actor is right on the mark to the point where they didn't need to make her look like a weird baby faced, child-like blow-up doll to make you feel empathy and love towards her. If she's looked like an actual adult human, like this:
http://img.photobucket.com/albums/v201/bluemilkman/Women%20of%20Columbia/021222A5-528B-4BC9-91F7-3FDA829DD631-33244-000024EA01795569.jpg
then it would have worked fine, probably even better. Through first class animation, voice acting and AI, the characters in this game are rich, so they don't need cheap design to enhance their personalities.
Am I the only one who is put off by this?
Thread Truncated. Click to see all 10 replies.
JEFF!
GET OUT OF MY HEAD, GET OUT
STOP IT
ugh I wanna thank you for being you man, seriously. I feel more sane that someone out there voiced the same feelings I have about bioshock. FUCK I need to smoke a cigarette
Watching the BF4 demo, I kept thinking about what Mass Effect and Dragon Age are going to look like running on that technology. What would holding conversations in those games look like with more realistic facial expressions and animations? BioWare is a much heavier hitter than anyone else at EA when it comes to storytelling, and if anyone can use that engine to make more "human" characters or whatever, it's them.
Right now most matchmaking is like taking every football player, from people in back yards to the NFL, and putting them on the same field. StarCraft's leagues is a good start, but games still don't really have the equivalent of just regular guys playing in their backyards. There needs to be a sphere where noobs can just have fun.
Most people probably don't want to invest the time needed to become a pro player but still enjoy playing the game and would like some people in the same range of dedication with which to be competitive. The best way right now is to really just play with your friends, but that isn't always easy in an online game.
Arguably a good way might be to have dedicated servers and a server browser where people can form their own little communities (like, for instance, a Shacknews DOTA server). It's a problem that still needs to be solved on way or another though.
Thread Truncated. Click to see all 2 replies.
You must be logged in to post.