Shacknews - Andrew Yoon

Metro 2033 wasn't a breakout success, but it garnered a rather dedicated fan following due to its fantastic visuals, atmospheric gameplay, and unique setting. Fans will undoubtedly be happy to hear that 4A Games' follow-up, Last Light, appears to be doing well. Publisher Deep Silver celebrated the game's success in a press release today without offering any concrete figures. Instead, the publisher points out that the game is "significantly outselling its predecessor over the same launch period."

For example, on PC, the game has "more than tripled Metro 2033's worldwide sales over the same opening week period. And in the US, the sequel sold through "more boxed units in its first week of sale than Metro 2033 has managed lifetime to date." That's impressive--although do note that Last Light is available on three platforms, not two (2033 never came out on PS3). Finally, "across all formats worldwide, Metro: Last Light has sold more units in its first week of sale than Metro 2033 managed in 3 months."

Of course, without hard numbers, it's hard to really gauge how successful the sequel has been. Metro 2033 went on to sell over 1.5 million copies, and was "very profitable" for former publisher THQ.

"4A Games are honored by the reception our latest project has received," 4A creative director Andrew Prokhorov said in the release. "We are a small but dedicated team who are lucky to have been given the creative freedom and support to make the kind of experience we dream, as gamers, of playing. Our work on Metro: Last Light continues with new single player DLC, and we look forward to revealing future projects from the team. We want to thank all the Metro fans for support we have received."

Perhaps the team will soon be able to afford moving to a bigger, better office?

Shacknews - Ozzie Mejia

It's a special reunion day at Weekend Confirmed. Host Garnett Lee welcomes back co-host Jeff Cannata from his journey to Hawaii and also welcomes in his old 1UP Yours co-host, Red Robot's John Davison, as well as Joystiq's Xav de Matos. They catch up with the latest Xbox One news and briefly discuss the next generation of consoles before diving into Fuse and The Incredible Adventures of Van Helsing. And with John Davison in the house, everyone dives into the pool of E3 predictions before taking you into your weekend with a new round of Finishing Moves.

Weekend Confirmed Ep. 167: 5/31/2013

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If you're viewing this in the GameFly application, you can play Weekend Confirmed Episode 167 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 - 00:31:49

    Whatcha Been Playin Part 1 - 00:33:01 - 01:01:33

    Whatcha Been Playin Part 2 - 01:02:11 - 01:33:47

    Segment 4/Finishing Moves - 01:34:31 - 02:09:26

Follow the Weekend Confirmed crew on Twitter, too!

Weekend Confirmed @WeekendConfirmd

Garnett Lee @GarnettLee

Jeff Cannata @JeffCannata

John Davison @jwhdavison

Xav de Matos @Xav

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. 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.

Shacknews - Steve Watts

Alexey Pajitnov, co-creator of the classic and endlessly iterated game Tetris, has tried his hand at iOS development. Marbly was released on the App Store, tasking players with matching marbles to clear the board. As you might expect from Pajitnov, it's a simple puzzle concept that turns devilishly complex.

The game is available on the App Store (via Cnet) as a free download. It boasts 180 stages in all, with a series of challenge types like Daily, Time, and Move challenges. This game is being put out by Wildsnake Software, which Pajitnov joined way back in 2005 after designing Hexic for Microsoft.

Shacknews - Gabriella Tato

After playing XCOM: Enemy Unknown on iPad, we decided that it was "made for mobile." Perhaps unsurprisingly, turn-based strategy works incredibly well on the touch screen. We chatted with Jake Solomon, lead designer of XCOM: Enemy Unknown about the upcoming iOS version, and what it means for the future of 2K.

Shacknews: What was the motivation behind porting XCOM to iOS? Is the iOS version primarily for XCOM fans or do you hope to expand the market to new players?

Solomon: There were a few reasons. The first is that we feel like turn-based strategy games are a natural fit for mobile devices because you can always pause the game and pick it right back up where you left off.  In addition, the turn-based play allows you the time to be reminded of what you were doing and make decisions on next steps. Secondly, and this is the part that amazes me, technically and design wise it turned out to be for a good fit for the iOS. Playing a game that came out for console and PC last year on your phone? That still blows my mind, seriously.

Shacknews: How did you go about deciding on the controls for iOS? I heard that 2K China was responsible for the port, but were there any challenges in porting to iOS that you were aware of?

Solomon: 2K China did the conversion, but the base game code is what we developed here at Firaxis. They made some changes to the interface to take advantage of the touch controls, but it's very intuitive and based on the PC interface. I think players shouldn't have any problems picking it up. The port went well when you consider the leap to mobile. Like I said, it still amazes me that this thing exists!

Shacknews: How much will XCOM iOS cost? How do you balance the price to be competitive with other games on the App Store, while not diluting the perceived value of the console/PC release?

Solomon: It'll be a premium priced app, with what we believe will provide a ton of value. The game's been well-received and it's hugely replayable, and now you've got the option to take it on the road with you. I mean, don't drive and play XCOM, but you're not confined to your living room or office to play it now.

Shacknews: I was told that XCOM iOS is a premium app, but had you previously considered integrating any free-to-play aspects?

Solomon: In this case, the design of XCOM is pretty tightly constructed, and I don't think making changes to the game to support a different business model would have made sense.

Shacknews: What's your view on iOS in general? Will it become home to more late-arriving ports of other console games? Or is XCOM a one-off? How about simultaneous console-PC-iOS releases in the future?

Solomon: Mobile is very cool, and XCOM is one of the first current-generation games that's got an iOS version following so shortly on the release of the initial game, so it's very cool to be part of that trend. As for the rest of it, that's a business decision that involves more than the game design, and I couldn't predict how it could go. I couldn't predict we'd be doing a full mobile version of the game anyway, so my track record as a prophet isn't so good.

Shacknews: Are there potential for ports on other Unreal platforms, like Vita and Wii U? Are there any plans to create a version for Android?

Solomon: We wouldn't want to ignore potential platforms, but right now iOS seems like the right next step, and so we want to do our best to make the best version we can for mobile.

Shacknews - Alice O'Connor

Pre-order bonuses may be tantalising, but I'd hesitate to recommend laying down money for any game when we don't quite know whether it's actually any good. While Atlus is tempting Dragon's Crown pre-orders with an art book, it's also announced a bonus for people keen to play it but sensible enough to wait for reviews. For the first month after launch, a DLC pack with six new narrator voices from its six characters will be free to all and sundry.

Sure, the DLC will only cost $1.99 after that month, but it's the thought that counts, no? Pre-orders are sort of awful so it's nice to see a publisher thanking people who are, while perhaps not throwing money at their screen, still buying the game at full-ish price.

Developed by Odin Sphere maker Vanillaware, the beat 'em up arrives on PlayStation 3 and Vita on August 6.

Shacknews - Andrew Yoon

There are too few games based on apocryphal texts starring ruggedly handsome men with tight jeans, but that's exactly what El Shaddai: Ascension of the Metatron offered. Ever since publisher Ignition Entertainment was acquired by Disney, we assumed that the franchise was dead.

But not so! Apparently, Takeyasu Sawaki, director of the bizarre cel-shaded action game, has picked up rights to the IP through his new studio Crim.

In a statement translated by Siliconera, Crim said they will "work with the entertainment industry to develop a potential El Shaddai business moving forward." That could include video games, but Crim's first project appears to be a book.

They could also just keep on selling jeans.

Shacknews - Steve Watts

Double Fine's announcement yesterday of a new crowdfunding campaign for the turn-based strategy game Massive Chalice came as something of a surprise. Though it was one of the first to have a successful Kickstarter push, most other developers haven't returned to the well. But Double Fine head Tim Schafer talks about crowdfunding as a viable option going forward in general, for this and future projects.

"I don't think [crowdfunding is] limited, really. I see a big future for it," Schafer told Kotaku. "We definitely have to treat each one like an original story. Each Kickstarter pitch is a story and I think we have a different one this time, with having a fresh-faced project leader like Brad Muir doing it. And he's doing it with a new IP that's not a sequel or an old genre like I was doing [with Double Fine Adventure]."

That doesn't mean publishers are being shut out completely, though, but Schafer says the freedom will help them get better deals on that end too.

"We still work with publishing partners that we like and who are good. The difference now is that we get to choose to only work with the good ones," he said. "We don't have to take a bad deal just to stay in business. We have this other funding option. The deals are going to have to get better in order to lure us back to a situation like that. The things you have to give up are often, like, IP rights and you don't get any royalties until you recoup, say, three times the investment for us to except them. All these nasty things. It'd have to be a pretty sweet upside to compensate for all of those."

He says he wants "every Kickstarter to do better than the last," but recognizes that the first one had a sense of "novelty" that might have bolstered it. The first one set a goal of $400,000 and ended up making more than $3 million. This one, by comparison, has set a goal of $725,000 and has already reached $500,000, with 27 more days to go.

Shacknews - Steve Watts

Wolfenstein 3D, the game that paved the way for first-person shooters, is now available again on PlayStation Network and Xbox Live Arcade. The game had been pulled after Bethesda Softworks acquired id Software, but it's back up again for $5 (400 MSP).

The Bethesda Blog made the announcement. Wolfenstein had originally been released on the platforms in 2009, but the Bethesda deal required it to be re-rated, as Pete Hines told Joystiq. With another Wolfenstein on the way, and starring B.J. Blazkowicz no less, putting out the original only makes sense.

Shacknews - Andrew Yoon

There's plenty of time to buy the incredible Humble Bundle 8. But you don't want to miss this other Humble Bundle from Telltale Games.

You can pay what you'd like to get a collection of Telltale's best-known adventure games: Back to the Future, Sam & Max: The Devil's Playhouse, Poker Night at the Inventory, Wallace & Gromit's Grand Adventures, Nelson Tethers: Puzzle Agent, Puzzle Agent 2, and Hector: Badge of Carnage. If you contribute $1 or more, you'll get Steam keys for each of these games as well.

In addition, should you pay more than the average ($4.16 at the time of writing), you'll also get that Walking Dead game that everyone's been talking about. Of course, if you already have it, perhaps you'll want to check out Telltale's other games for cheap.

Pretty much every game will run on Mac as well, minus Wallace & Gromit. The sale will be available for the next six days, so don't dilly dally. Go to the Humble Bundle website to buy.

Shacknews - John Keefer

All the psychos in Borderlands 2 need to be killed, right? Well, except one. Krieg the Psycho is a new vault hunter in the world of Pandora and it turns out he has a soft, sensitive side. Sadly its deeply buried under such wild phrases as "poop train" and "meat bicycle."

Developer Gearbox Software has released a new story trailer showing off Krieg and that little voice inside his head, offering that there is still a bit of sanity left in him. And be sure to catch the fireworks when he runs into fellow vault hunter Maya.

Krieg is available for download now for $10, but is not part of the Season Pass.