Weekend Confirmed 191 - PS4 launch, Super Mario 3D World

By Ozzie Mejia, Nov 15, 2013 11:00am PST

The PS4 launches today and it's time to celebrate with Weekend Confirmed. Hosts Garnett Lee and Jeff Cannata welcome in Shacknews' Andrew Yoon and The Escapist's Andrea Rene to usher in a new generation of consoles, but first, they discuss this past weekend's Blizzcon and all of the exciting news to come out of that event. Then the topic turns to next-generation consoles, where everyone discusses the PS4 launch lineup, including Killzone: Shadow Fall, Knack, Need For Speed: Rivals, and more. They also talk about what to expect from next week's Xbox One release and discuss why Nintendo may be a real force to be reckoned with this holiday season, thanks to the upcoming Super Mario 3D World and The Legend of Zelda: A Link Between Worlds. The show sends you to your shiny new PS4's with new Finishing Moves and the post-show Tailgate.

Weekend Confirmed Ep. 191: 11/15/2013

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 191 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 - 00:00:40 - 00:27:01

    Round 2 - 00:29:22 - 00:58:24

    Round 3 - 01:00:31 - 01:33:36

    Round 4/Finishing Moves - 01:34:34 - 02:15:48

    Tailgate - 02:16:40 - 02:29:37

Weekend Confirmed is sponsored by Doghouse Systems, producers of elite desktop computers for the most discriminating PC player. With three customizable levels of gaming desktops available, Doghouse is the brand used by hosts Garnett Lee and Jeff Cannata.

The Press Row Podcast is the official podcast of Operation Sports, your home for sports video games. The best sports game writers in the business from Kotaku, Polygon, GamesRadar, Joystiq, PastaPadre and Operation Sports join host Rich Grisham to analyze the victories, struggles, challenges, and solutions that creators and consumers face in modern sports game design.

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Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Jeff Cannata @JeffCannata

Andrew Yoon @scxzor

Andrea Rene @AndreaRene

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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

  • Need for Speed Rivals got me thinking about how review protocol may need to evolve over the next generation of games.

    Anybody that's a fan of multiplayer gaming can tell you that the current practice, whereby reviewers rush to get the review up as soon as the embargo lifts in order to maximize views, doesn't really work that well. Reviewers never get enough time with the multiplayer in the 'real world' to give accurate assessments of balance, lag, etc.

    Irritating as that was for us multiplayer aficionados, it really only affected that one slice of the gaming market while single-player and casual multiplayer gamers were left pretty much unaffected.

    That's not the case anymore.

    Between Rivals, Destiny, Titan Fall and The Division (just to name a few) we're seeing the single-player and multiplayer components in games merge. Now multiplayer balance isn't some issue that only affects one component of the game, it's as integral to the ENITRE experience as gameplay balance and difficulty balance. Lag isn't some little issue that affects only one component of the game, it's as integral as control and framerate.

    Rivals has been out for less than a day, and word is already spreading quickly about the significant balance issues that come as a result of the differences in the way racers and police earn XP. Andrew mentioned the difference in his review (racers can collect XP and build a multiplier that takes effect when the 'bank it' at a hideout, while Police earn XP in a traditional, linear model). The problem is, the racer XP model, combined with the way you build 'Heat' (or police attention) makes it much, much, muuuuuuch tougher to successfully build XP. So you're already seeing cops running around with much better cars and gear than the racers, which only makes it harder for racers to get away and level up themselves.

    So basically, imagine the well-known irritation of jumping into a new COD game, having the basic weapons, and getting your ass kicked by people who are not only better, but also have better gear. We've all been there. Ok, now imagine that getting your ass kicked also DELAYS YOUR ABILITY TO LEVEL UP. So now only are you at a disadvantage, your enemies - who are already better equipped than you - are leveling up faster than you and knee-capping your ability to catch up.

    This is not a multiplayer balance issue alone - this basically destroys the entire difficulty curve of the game sum total.

    As multiplayer balance becomes game balance and single-player and multiplayer continue to mesh, reviewers may have to give up their race to yell 'FIRST!' come review day. Or review the games twice, one initial review, one update a week or two later.

    Thread Truncated. Click to see all 7 replies.