Episode 334: Droning On

Despite the title of the podcast episode this week, nothing is boring. Rather, there’s a ton of banter between Jonah, Paul and Jordan, as they discuss next-gen console gaming.

This week’s news items include:

  • Amazon testing package delivery by drone
  • Microsoft advises gamers against turning the Xbox One into a dev kit
  • There’s “no lack of ideas” at DICE, CEO ponders local weather for Battlefield
  • Xbox One beats PS4 sales at Walmart, Target
  • Epic: “We’ve yet to see the real value of the second screen”
  • Sega: Shenmue 3 trademark listing a hoax

All this and some Listener Feedback.

0 thoughts on “Episode 334: Droning On”

  1. Hearing about Drones delivering packages I have to agree that will be abused and people will attempt to steal and break them. I’m sure the paranoid people will think they are being used to track everyone.

    On the continuing discussion of boss battles I agree with Paul that just because there are bad implementations of it doesn’t make it a bad concept idea. I think Jada Empire was a very narrative game and had just fine boss battles. I do agree there are games that don’t need them or have them in a way that doesn’t make sense.

    I was watching a PS4 game about Zombies, the hero went through hordes of zombies with ease until he came up against some human bikers. I watched as he drove a car through several of the bikers causing explosions and the bikers just continued somehow to survive. Then after an some invisible timer ran out a Boss Biker suddenly appeared.

    The Boss Biker rode a huge bike that spewed fire forth and had grinding blades in front of it. Otherwise the bike was unarmored and the hero free to pump several dozen rounds of blood splattering shots into the guy. Slowly lowering the the large life meter.

    A boss battle like that is a slag and not fun. I do have to say also my favorite part of Fable 2 was indeed being able to kill the final guy and interrupting his evil overlord speech.

    Quest For Glory series was good at having multiply paths to victory depending on what character build you went with.

    QOTW: GTA also had a companion app, the IFruit. It was nothing more then an a glorfied Tamagotchi game only your feeding your dog so he can have better snooping skills. I didn’t find it necessary to do this app thankfully.

  2. Hey guys! I had to take a break from posting comments with all that new-gen stuff going around…

    It’s great to have Paul back. His sarcasm and no-bullshit approach to the news items and his fellow podcasters add a lot to the show 😉

    Let me add my 2 cents to the boss battle discussion. In the past I usually didn’t have a problem with them but the more I play the more I dread the inevitable final boss battle in some of the games. I hated the final battle in Killzone: Mercenary. Ultimately, I wasn’t able to complete all the contracts on the highest difficulty settings and I simply gave up.

    On the other hand, in games such as Resogun or Super Stardust, the boss fights add a lot to the titles. It’s like Paul said – there’s nothing wrong with the boss battles intrinsically but sometimes the implementation blows.

    As far as the QOTW goes, my ‘smartphone’ is not so smart anymore and most of the companion apps don’t work on it. My only 2nd screen experience so far has been the PS Vita Remote Play with the PS4 and I really enjoy it, although it’s not really 2nd screen. It also has this functionality but there’s nothing to use it with at this point. The Vita is similar to the WiiU in that your 2nd screen is also a controller so it should work as a gaming companion and I can see myself using it in the future.

    I know that Knack has a companion app that is a Bejeweled-style game. The one thing I don’t really get is why they don’t release those same apps on the Vita.

    By the way, since Dan is enjoying Tearaway so much, maybe he’ll also enjoy my blog post on it – http://playstationpalo.wordpress.com/2013/11/29/platinum-tracker-tearaway-29 😉 Shameless plug FTW !

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Episode 323: What Is Nintendo Thinking?Episode 323: What Is Nintendo Thinking?

Jonah Falcon and Jordan Lund discuss PAX Prime 2013, then delve into this week’s news, Listener Feedback, and discuss the 1990’s developer Psygnosis.

The news this week includes:

  • Nintendo announces 2DS, Wii U price drop
  • Inafune “fought hard” for risk taking at Capcom, creators must be “willing to fail”
  • Godus beta to hit Steam Early Access on 13th September
  • Diablo III‘s new loot system to “cut the legs out” from the auction house
  • Bethesda wants The Elder Scrolls Online available to non-Xbox Live subscribers

The Question of the Week: “How many times have you purchased a new form factor of a console you already owned?”

Retro FlashBack: DragonFire (Atari 2600)Retro FlashBack: DragonFire (Atari 2600)

Now here is another interesting video game for the Atari 2600, the game Dragon Fire consisted of two game screens, one which you ran across a bridge while fireballs were shot at you, you had to duck or jump over the fireball. This screen was a side-scroller style screen (although it doesn’t actually scroll), at the other end of the bridge was a castle door which you’d enter to get to the next screen.

The second screen was more classic “overhead but not really” screen where you ran around this black screen picking up treasures while a dragon at the bottom shot fire at you from below.

As the game increased in level jumping fireballs became more challenging (on the first screen) as you ran because they would come quicker, more often. The second screen would get very difficult very quickly as the dragon would increase in speed and fireball spitting. You could tell how hard the dragon would be as it would change colors from lighter to darker black as you progress stages.

When you finished collecting all the treasure an exit would pop up in the corner and you had to run to it without being burned by the fireballs, that dragon would turn from left to right nearly instantly too! Then, you’d jump into the exit and be back on the bridge again, but this time it was harder. You could die up to 7 times before the game was over (just to show you how hard it is, they gave you a bunch of lives).

The game was tough, frustrating, hard to replay because you were just so nervous and jittery from the last attempt. Graphics were “okay,” nothing to rave at but it was, after all, the 2600.

You can hear all we had to say about DragonFire for the Atari 2600 on Episode 79 of the TD Gaming Podcast!