Weekend Confirmed 162 - Xbox reveal, Star Trek, Monaco: What's Yours Is Mine

By Ozzie Mejia, Apr 26, 2013 11:00am PDT

Host Garnett Lee has returned from his vacation to a world gone mad! Co-host Jeff Cannata, Shacknews' Andrew Yoon, and Christian Spicer help bring him back to reality by discussing the upcoming Xbox reveal on May 21 and looking back at the previous generation of games. Christian shares some grievances he has with Bioshock Infinite, Andrew talks about going hands-on with The Legend of Zelda's upcoming Link to the Past sequel, Garnett sets his phasers to "stunned" over how bad Star Trek is, and Jeff loves loving Crysis 3 and Monaco: What's Yours Is Mine. The madness ends with a fresh round of Finishing Moves.

Weekend Confirmed Ep. 162: 4/26/2013

Subscription Links:

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 162 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:

    Round 1 - 00:00:35 - 00:34:51

    Whatcha Been Playin Part 1 - 00:36:18 - 01:01:54

    Whatcha Been Playin Part 2 - 01:02:36 - 01:32:24

    Segment 4/Finishing Moves - 01:33:43 - 02:03:07

Follow the Weekend Confirmed crew on Twitter, too!

Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Jeff Cannata @JeffCannata

Andrew Yoon @scxzor

Christian Spicer @spicer

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.

Click here to comment...


  • I really wish I could sit down and talk to Spicer about why he disliked Bioshock Infinite, because I feel like I could understand why he didn't like it and it still be compatible with why I love it so much.

    I think that the themes that the game sets up such as religion, American Exceptionalism, racism, and less talked about, class warfare, are used in a way that is far more realistic that usually found in games or any other media. This is literally the environment that you have found yourself in, it is made simply to be a setting for your story. This story doesn't have to culminate in you freeing all of the slaves while converting them all to atheism and renouncing the good of American society. The themes come back in more subtle ways. [SPOILERS AFTER THIS POINT] The racist element of of Columbia is mirrored back when you meet Daisy Fitzoy and the Vox, where they are just as awaree of the usefulness of Propoganda and manipulation of people. Religion becomes a large part of the ending, but it's not a criticism on the practices of religion, it is the question of what is redemption and can a person be a)Good without God, b)Evil with God, and also the value of the 'weight of sins' in a persons life. Booker seeks to redeem himself simply because he accepts that he has done bad things in the past and actively works to atone for them, whereas Comstock has forgotten his sins and is doomed to repeat them or even surpass them, because he has nothing holding him back.

    I think the best description I've heard in regards to Bioshock and Bioshock Infinite is that Bioshock is a game in which the story starts off small, and grows emmensely until by the end you have this Randian parable about humanity and it's search for genetic perfection. Infinite, on the other hand,is a game that starts with huge ideas (Religion, American Exceptionalism, Class Warfare, Quantum Physics) and it slowly draws itself in until, by the end, it is simply a story about a man in search of redemption for what he has done.[END SPOILERS]

    I completely agree that there are flaws in Bioshock Infinite. But most of them are in the realm of the gameplay, and yes, they are things that need to be criticized. The navigation tool is far too hand hold-y, the vigors feel a tad out of place, and it would be nice if the other characters were using them, and there are other problems. As someone who loves this game with his whole heart, I am more than welcoming to criticism of it, because it is not only a major game and story experience in and of itself, but it is also a great step towards where I want gaming to go in terms of story, character interaction, etc. And I think that the people at Irrational want to hear this things, too. They don't what their game to be bronzed and put on a pedestal as the pinnacle of gaming. I believe they want to hear these criticisms so that, next time along, they can work to fix what can be fixed, and fine tune what people loved.

    So, yes, I can understand people's problems, and almost none of the criticisms I've heard have made me say "no, you're wrong". But, after finishing it twice and starting again, I still think it is a fantastic storytelling achievement in gaming, despite its flaws.

  • It is easy to complain about games without offering any solutions.

    It is not only getting redundant and boring every time it is brought up in this podcast, but I find the hosts to appear more pompous with each one of these discussions. Garnett kept saying that people just need to come up with new and different ideas to make games fun but offers no good ideas on how to solve this problem. It is easy to complain without offering any solutions, but complaining just to complain is just pointless.

    To Jeff's comment, I am sure that 2k games would love to make every single background character have the same amount of depth as Elizabeth, but is it really worth the budget and development time?

    To Garnett wanting to interact with every single item in the game when you are looking for just one thing, is the ability to interact with every single item in the environment worth the development time and possible bugs when the average player is only going to interact 1% of the environment?

    The types of games that Garnett and Jeff are pushing for usually sound like really boring games that would be ridiculously expensive to produce and very few people would want to play.

    I felt that Andrew covered it best when he said that he feels that there are so many games out there with so much variety for gamers to choose from. Not every game is mowing down tons of dudes as this podcasts often implies. I usually hear about at least 2 of them every time Indie Jeff is on.

  • People don't want the Holodeck anymore, they want The Matrix. Moving around for the purposes of simulation is old hat and not nearly as enjoyable as canned science fiction from the 80s made it.

    I don't want Haptics or motion controls or things not designed for repeat gestures (which is something that NO video game has gotten away from). Until you can plug into my brain and let me control it with my mind I will take precision abstracted controls every single time.

    Also quirky finger gestures is NO DIFFERENT than face buttons on a controller.