Weekend Confirmed 149 - Nintendo Direct, Strike Suit Zero, The Cave, THQ death-rattles

By Jeff Mattas, Jan 25, 2013 11:00am PST

On this week's episode of Weekend Confirmed, Garnett and the two Jeffs are joined by indie developer Brendon Chung of Blendo Games (Flotilla, Gravity Bone, Thirty Flights of Loving, Atom Zombie Smasher). With Nintendo Direct in the rearview, the crew breaks down the resulting news and announcements, followed by some gaming talk about a host of games ranging from the Far Cry series to the more recently-released indies Strike Suit Zero and The Cave. Some talk about the end of publisher THQ and the sale of its studios and IPs is unavoidable, before things get wrapped up with another batch of Finishing Moves.

Weekend Confirmed Ep. 149: 1/25/2013

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 149 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 - 00:00:34 - 00:28:56

    Whatcha' Been Playin Part 1 - 00:30:17 - 01:02:43

    Whatcha Been Playin Part 2 01:03:21 - 01:31:41

    Listener Feedback/Front Page News - 01:32:30 - 02:15:30

Follow the Weekend Confirmed crew on Twitter, too!

Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Jeff Cannata @jeffcannata

Jeff Mattas @JeffMattas

Brendon Chung @BlendoGames

Catch up with Brendon and Blendo Games on the official website. Info about the XBLIG version of Flotilla that was discussed on the show can be found here.

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...

advertisement

Comments

  • First off, let me say that I love game mechanics. I'm the type of person who pores over frame data and damage/hitstun prorating systems to figure out what works. Here's some of my work: http://www.giantbomb.com/profile/starvinggamer/i-got-blisters-on-my-fingersthumbs-a-skarlet-bnb-kombo-video/30-83528/

    Let me cut to the chase: Ninja Gaiden is to DmC Devil May Cry is as a waltz is to jazz. Hear me out.

    Games like Ninja Gaiden with extensive move/combo lists tend to encourage a certain style of play. Test out everything until you find the best combo(s) and use them over and over again. To this day I still have the phantom memory of the Izuna Drop in my right thumb. Your notes, tempo, and dynamic markings are there on the page, your success is measured by your ability to regurgitate it accurately.

    DmC, on the other hand, has no set combos. Instead, the developers have given you a large toolbox of different attacks that all flow in and out of one another. The impetus is on the player to be creative and improve their way through every situation. And while it's true that you can mash your way through the first three difficulties, you'll be lucky if you ever make it beyond an S rank, and playing a game where you're only earning 75% XP isn't really playing the game.

    After all, that's what the spirit of DMC has always been about hasn't it? Stylish action? Any old God of War can be Savage, it takes a Devil to be SSSensational.

    Thread Truncated. Click to see all 4 replies.

    • I don't have an issue with the comparison, but as somebody who loves and plays both Ninja Gaiden and DMC, I think you leave out one important point about WHY Ninja Gaiden plays as such compared to DMC.

      In Ninja Gaiden, the enemies actually have AI. Vicious, relentless AI that has full account of their own move-sets and the best ways to make use of them. They also tend to not wait around, taking turns to attack. As such, Ninja Gaiden is not so much about using all your moves stylishly, it is about learning how to survive and thrive. It is about learning exactly what situations to use exactly what moves, and yes, all those delightful details like frame data, hit stun, invincibility frames, etc are part of it.

      Being 'stylish' in Ninja Gaiden is about coming out of a fight without taking a hit or a sliver of damage. Hell, I know people who consider being forced to use the block-button a sign of a failed engagement.

      By comparison, DMC (in all it's iterations) have relatively simplistic AI, who either simply charge at you, or wait for their turn to charge at you (or fire projectiles from a distance... whatever their purpose is). In order to make the game interesting beyond the first 10 minutes, the game literally has to PUNISH you for reusing the same, effective techniques with reduced XP returns. The challenge inherent to the game design is to be as stylish and use as many different attacks as possible in conjunction, and you are rewarded explicitly for doing so.