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Top Secret File 016: The Top Secret Team

The Top Secret team arrange a hastily-convened podcast, where matters such as sex in games, gaming violence, and the release date of Bionic Commando Rearmed are laid bare. Who needs guests with this level of discussion?!

Duration::: 00:50:21
Date:: 27-05-2008

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Comments (8) Post a Comment.

Username:
blackboxme
Date posted:
27-05-2008

Sex: What about Metal Gear?

**References things that happen in MGS3, kind of spoiler-like**

I think sex was very well handled in Metal Gear Solid 3. At first, when you meet Eva, if you hit R1, and see what Snake is looking at, he's looking at her breasts. He's being a pervert, as he's channeling the game's mostly young male audience.

But, as you go through the story, Snake learns more about what Eva's going through, she becomes a comrade in arms eventually culminating in the story finale, which incorporates sex and character and plot very elegantly.

** End of spoiler like segment

You said that games have to do better at cut-scenes. I actually thought MGS3 did an amazing job with it's digital actors. They really paid a lot of attention to animating the eyes of the characters. Then, you could enter Snake's perspective at any time and look around, which would give you more information. I love the cut scene system in MGS3.

Username:
Carnivol
Date posted:
28-05-2008

Audio feedback!

There's a tad bit of extra echo and... "mffld" audio going on. Makes things a bit hard to hear, especially when combined with the rather low volume of the podcast. I dunno if the later is possibly just me and my audio setups or maybe some weird podcast guidelines/standards for volume, but when I set my poor laptop's speakers to full (or my cellphone's mp3 player w/earplugs) the audio volume is still rather low and speech easily vanishes behind the sound of other audio sources nearby (Vehicle engines, people next door playing loud music or people who just doesn't know when to keep their mouth shut)

-Stian Schultz

Username:
Xenon2000
Date posted:
28-05-2008

a release date is laid bare?

So does this mean you give a release date for BCR in this podcast? Down to the day? Or just the month? Or is the joke that you announce a 2008 release year? LOL.

Username:
Xenon2000
Date posted:
28-05-2008

No release date

Just skimmed through the postcast, no release date.

Username:
Rodraven
Date posted:
29-05-2008

I agree

I agree with @Stian: the noise in the podcast sums with the noise outside and i can barely hear something in my player; Hopefully as Benn said, this one was made on the fly and the quality of next shows should be better (yes please¡). Anyway the podcast was rather good and interesting as always, thank you guys¡

Username:
stove_
Date posted:
30-05-2008

Am I missing something?

The podcast sounded fine, all things considered. I didn't notice an extra echo or anything like that. It was kind of an interesting sound actually, like I was in the same room listening in.

Great discussions and as funny as ever. Nice job guys!

Username:
Gearoid Reidy
Date posted:
05-06-2008

Thanks for the feedback guys!

I guess the jury is still out on the new equipment. Listen out next Tuesday and see if you spot any improvements...

@Xenon2000 - we will try to lay the release date even more bare as soon as we can!

Username:
bistromathics
Date posted:
07-06-2008

Confusing Community Site!!!1

I didnt know what to title this, because i didnt really want to respond to the last podcast (although if i did have a response it would be: dont use that mic, or fix the quality if you must). What I spent the last 15 min looking for was a way to send emails to the podcast...either thats not how you guys handle things, or i'm very bad at using the internet.

Anyways, what i *did* want to say was a general BC3D statement/request.

I started the podcast just looking for entertainment, not even knowing what bionic commando was (never played it on the nes). After hearing various descriptions of the 'swing mechanic' it sounded right up my ally - something that is not done automatically, but rather takes a degree of skill thus making the payoff much more rewarding.

I was mighty skeptical that an nes game could feel as - i'm not sure what word to use...complex? deep? - you guys were saying, but i played it via emulator and sure enough, i was sold. i've been talking up BCR to my friends (some of which do remember the original) and i am really looking forward to it.

with that background detail out of the way...onto bc3d. In the pre-BCR early podcasts you were talking about one of the biggest challenges was to port that feeling of the skill-based 2d swing mechanic into a 3d environment. and of course, i was skeptical again (its my nature). sure capcom and grin are going to say it works, but its not as if you're completely unbiased.

anyways, i guess capcom had a playable demo at their capcom-dayz event and i've been hearing some feedback via several podcasts...feedback that seems to confirm your claims of the technical aspect of swinging. I was 100% shocked to hear the tone of the people in 1up yours talking about this like it was a potential detriment to the game. The response seemed to be like they wished, or could at least picture it being a little easier.

FINALLY we come to my request: please do not simplify this mechanic! As a producer, it seems to have been ben's primary vision all along and as a developer i'd have to imagine grin is proud of implementing it well. My biggest fear about the wii is that this new trend of 'more accessible' gaming will get out of control to a point where games are just slightly above interactive novels. too many games with 1-button combat or relatively thin gameplay mechanics have been coming out lately, and I am cautiously optimistic that BC3D will finally be a next gen title i can fully get behind.

***** MORE RAMBLING BELOW *****
Devil May Cry 3 was and is my favorite action game ever. The free-flow style of combat where you could pretty much cancel anything into anything else in a super-stylish way felt so good. When dante did some sick ass combo, then air juggled, then finished with some ice spikes it was because *I* made him do it. lots of games these days have a lot of flashy stuff happening on the screen, but all the user is doing is entering simple controls or button mashing. this is not nearly as fun for me as it seems to be for lots of people. if i were to win a game of tekken (which i dont play, i'm just saying) by mashing a whole lot of buttons, i dont feel good about it. thats why i was shocked that bionic commando for the nes had this technicality.

***** fuck this is really long but one last ramble ****
i absolutely love movement in games. i didnt full put this together until after assassins creed, but i really like moving around smoothly. In city of villains, the level cap might as well have been 14...after i got my super jump travel power, all i did was super jump around the city and land on buildings or try to land on thin edges of billboards and keep jumping.

smash brothers melee is my favorite fighter of all time (no flaming, please...i suck at real fighters) because of the wavedashing.

ok my friend just got here and this ramble is getting too long so whatever. Sounds like you guys are making a good learning-curve-based-movement-game which sounds cool as hell.

-brian

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