Weekend Confirmed 176 - Shadowrun Returns, Bioshock Infinite

By Ozzie Mejia, Aug 02, 2013 3:00pm PDT

This week's Weeeknd Confirmed opens with host Garnett Lee welcoming in "Indie" Jeff Mattas and Nikole Zivalich to briefly discuss Nintendo's recent financials and where the company goes from here. Discussion turns to Shadowrun Returns and Bioshock Infinite's newly-announced DLC offerings. And in the second hour, it's the return of the king. The newly-engaged Jeff Cannata returns from the land of kangaroos and wallabies to tell tales of his time in Australia and go right back to loving to love things. The four-person crew takes a quick look at the state of gaming journalism before sending you into the weekend with a new cornucopia of Finishing Moves.

Weekend Confirmed Ep. 176: 8/2/2013

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 176 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 - 00:13:32

    Round 2 - 00:14:32 - 00:56:26

    Round 3 - 00:57:04 - 01:29:08

    Round 4/Finishing Moves - 01:29:57 - 02:08:27

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Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

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Jeff Mattas @JeffMattas

Nikole Zivalich @NikoleZ

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Original music in the show by Del Rio. Check out his latest music video, I Brought It Here, featuring cameos from Jeff Cannata and Christian Spicer on YouTube. 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

  • Thoughts on Shadowrun Returns
    The world, story, and dialog capture the Shadowrun world very well. The GM text was also a great scene setting touch. The art was also great, looked like stuff you'd see out of a PnP book. They really nailed the Shadowrun setting. The main campaign also felt like it was pulled right from a PnP module. Starts out small and gets more detailed and finally pulled into something big at the end. I've read some comments that the end got a little weird but honestly the ending is pretty straight up Shadowrun stuff.
    The game play itself was pretty basic strategy but still fun. The mix of guns, magic, and drones let you have enough options that things stay interesting. The thing it lacks is the depth of combat and gear. I was disappointed getting the end (and peaking in the editor) that so many spells, guns, gear, and cyberware was missing. A lot of good Shadowrun combat is the set-up. For example if I have thermal cybereyes I'm going to rely on smoke grenades to give me an edge. If I'm a street sam I rely on cyberware to boost how fast I can act. Mages can use spells to distract or fool enemies. All of this is missing and I hope it gets added in at some point. I saw some already created the full gun catalog and modified some abilities with them.
    I was also a little let down by the options given to complete objectives. It was always straight up combat. The game could have really used a stealth mechanic. Shadowruns are supposed to be stealthy.
    The editor is cool and I'd like to try putting something together but to be honest I'm little torn on trying. It's fairly complex and doesn't really lend it self to throwing something together. It seems to me the first try at going from paper to screen will be a long process.