The TBoD Podcast – 52 – Nintendo Don’t cry


Hello boys and girls,

Welcome to another edition of the TBoD podcast, the topics up for discussion from our likely lads this week are;

Xbox updates,

7 thoughts on “The TBoD Podcast – 52 – Nintendo Don’t cry

  1. Another great show gents!

    A few things regarding your Titanfall discussion:

    1) 360 Controller vs Xbox One controller.

    Generally speaking, I prefer the 360 controller over the Xbox One controller. Having said that, I do find the Xbox One controller works much better for Titanfall. The sticks are more precise, with a smaller dead-zone in the middle. A NEW 360 controller has tighter sticks, but once you’ve used it for a few months they get a lot looser. The Xbox One sticks feel slightly looser out of the box, but I’m pleasantly surprised to find they have stayed more are less the same over 5 months of use.

    2) Map size/layout

    Quim mentioned that he feels large percentages of the maps are under-used. In my experience so far (about 65 hours), traffic through each map will shift to different areas depending on the gametype you are playing. For example, playing Hardpoint tends to funnel all players to each control area, and the lanes that connect them. But if you play Last Titan Standing, you’ll find more players sticking to the outskirst of the map, where their Titans have more room to maneuver.

    3) Lack of strategy

    Quim also mentioned that he feels Titanfall isn’t a particularly strategic game. I agree, IF you are playing with randoms. However, when you play with friends (or randoms who actually communicate) you begin to see a new dimension of possibilities opening up. I played a round where 4 of my teammates all started the match with reserve-Titan burn cards, meaning we had a solid 3 minutes of complete domination over the enemy pilots. Another tactic I’ve used a few times is riding on the back of a teammate’s auto-Titan. While my teammate runs into a building to capture a hardpoint, I’ll stay on his Titan’s back, protecting it from any rodeo attempts. There is lots of strategic potential to be uncovered IMO.

    4) Bots

    Bots can kill you, and you’ll never feel any greater shame:

    Also, the bots are very much worth killing, since they help reduce the build time of your next Titan.

    5) Virticality

    Similar to the question of strategy in Titanfall, I think the virticality of the map design is something that doesn’t seem like a huge deal at the start, but you appreciate it more and more as you become more deeply familiar with the maps. It all comes down to mastering the wall-running. There is actually a significant learning curve to wall-running. It’s easy to do in the basic sense, but as you get better you begin to see routes and lines across the terrain that didn’t seem possible at first. The closest comparison I can think of is the old Tony Hawk games. You begin to link walls and jumps together, building speed which makes new jumps possible. There are subtle techniques you can learn that again open up the game further (I recently managed to scale to the roof of a free-standing building by wall running diagonally up the north wall, using my double jump to get around the corner of the building, landing on east wall and continuing my run, jumping around the next corner, etc.)

    More than anything else in the game, this is what really sets Titanfall apart for me. I can be at ground level, look up at the roof of a 4-story building, and say “If I’m good enough, I can be up there in about 6 seconds”. There’s a freedom to traversal that I’ve never felt in a game before.

    Anyway, sorry for the rant. I could talk about Titanfall for days ๐Ÿ™‚

    Again, keep up the great work with the show!

  2. Gentlemen,
    Great cast and great opening! I was listening at work and a coworkers walked by and asked, “are you humming?” I was.

    “Just make a new Legend of Zelda” and “Horse Horse Horse” were my favorite parts. Well done.

    On the skin-sensitive controller I don’t really like the direction the tech is being taken, which is to say I’m not opposed to a game trying to read me and provide feedback based on those readings … but the idea that the game would tailor itself to my likes/dislikes so much that there isn’t a shared experience between those who have played the game is something I’m not a fan of.

    I’m thinking of watching a movie, and as I watch (SPOILERS) Luke yell “NOOOOOO!!!” at Darth Vadar the movie would sense that I’m stressed and automatically adjust those famous words to:

    “He told me you killed him.”

    “No. I … am your barber.”

    I then calm down and the movie proceeds.

    I understand that video games are a more interactive medium, but isn’t the designer still trying to convey something to the player? Isn’t a story being told in not only in how you react, but what you do and how you do it?

    Through the use of actions, music, environment and narrative the game is trying to provide you with a certain experience – even if it’s non-linear there is still a certain “vibe” the game gives off that the player then works through.

    Part of the strength/variety of a game comes from (among other things) how the player experiences the”vibe” (to use that word again) the designer is trying to convey, and using the player’s feedback to counteract their natural reaction to a particular part of the game robs the designer of an opportunity for storytelling and the player’s chance to learn something outside of himself.

    I don’t believe the goal of a game should be a vanilla not-to-hard-not-to-slow-not-to-boring plateau, but a virtual mountain range of highs and lows depending on how the designer leads me, however loosely.

    What do you guys think?

    • Hahaha, hope your coworkers weren’t too ticked off at the humming bud. Love the star wars analagy, you have a really good to nt there I think we may have to take this to the cast for a little discussion. Love getting these little listener questions, it makes our job loads easier. Thanks for dropping by Knightly your presence is always appreciated.

      • I’d love to hear you guys talk about it – but only if it makes the Evernote!

        Also, please address the major underlying issue – how does this affect the Vita? if this tech is adopted, does this mean there will be a new version? If you’re playing a co-op game and you get angry, will the Vita sense it and then take away all of Quim’s over-powered weapons to compensate?

        Food for thought.

        Last thing – let me know if you need any clarification of what the heck I was trying to say. It all makes sense in my head, but in the transition to text I find it doesn’t always go as I would like ๐Ÿ™‚

        It’s always easier to make an argument on a worst-case scenario for something that hasn’t happened yet rather than hands on experience, so let it be said that my reaction to the story is based in the realm of the hypothetical.

        Thank you for Ep. 52, and I’ll look forward to the next one!

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