MOSTcast Podcast November 2013

Podcast Here!


Brian, Just, and Pat talk Pokemon X & Y, Sonic Lost World, and Gunstar Heroes.  MOSTcast brings the variety!

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MOSTcast September 2013 Podcast, Part 1





Podcast!

Brian, Pat, and Justin engage in thrilling-ish discussion. Is political correctness being talked about too much in the gaming media? Is Final Fantasy VI the most depressing game ever? Is Ben Kuchera a big stuid meanie head? Learn this and more!

Notes: As always, our introductions are forgotten in the excitement of talking into real live microphones. You can tell Pat's voice as the soulless ginger, Brian sounds like the only one among us with any damn manners, and Justin won't stop interrupting Brian. We've made it so easy for you!

Start: Casino Night Zone - Sonic the Hedgehog 2
17:33: Shadow's Theme - Final Fantasy VI
28:03: Singing Sprites - Rayman Jungle Run

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Today's Wii U Rant


It's too bad it would be so unlike Nintendo to release a Wii U bundle without the mostly useless (and super expensive) Gamepad.  I bet they could sell a bundle like that right now for $200, just pack in one of those 360-ish "Pro" controller that don't have a damn 6-inch LCD touch screen in the middle of them.  In fairness, this move would render many current Wii U releases incompatible without an unlikely patch release.  In further fairness, the market has proven consumers do not care about these presently-existing titles.

Something is going to change before Christmas, anyway.  It might be some boring pack-in game bundle, it might be the Deluxe system dropping to $300 from $350 now that the basic bundle has been removed from stores.  But I sure would love for it to be some interesting kind of change.  Something big, something energizing.  A major, but short-term loss for the company to cement a future for Wii U.  A movement comparable to the 3DS Ambassador program that raised consumer and enthusiast morale immensely.

Nintendo's leaders have promised stockholders a fight for a modest profit for the current fiscal year's end, so, sadly, I believe bold moves are not likely.

I'm seeing articles talk like the Wii U can go about surviving along the same lines the Gamecube did last decade; all third-party support gone and just a few headliner Nintendo game launches each year.  I really don't think it's that easy.  The Gamecube was a failure, yet it took four years before that system started selling as badly as the Wii U did this past quarter.  Combine that with the great increases we've seen in the cost of game development since the Gamecube days for a grim picture.

I don't see it as a successful plan, even if simple survival is the only goal.  As it stands, one of of every three Wii U owners must purchase a new release for it to become a million-seller.  That's an absurd proportion.  For perspective, if one out of every three Xbox 360 owners purchased a game, it would hit around 25 million units sold.  That is not a thing that happens.  Then, look at an HD game like Tomb Raider that sold three million units between Xbox 360 and PS3 earlier this year, and was named a "disappointment."

Development costs will vary from game to game, of course, but in Tomb Raider we're talking about a game that matched the number of whole Wii U consoles sold.  If a big budget game like Tomb Raider was sold to every Wii U owner, it still could not have succeeded.  With growth of Nintendo's newest console moving forward so slowly, how can anyone hope for them to make money on a desolate, Gamecube-styled release schedule?

The Wii U is, so far, less popular than its predecessor and exists in a far riskier market.  Gamecube was lucky to last a little longer than four years.  With the present outlook, how long will Nintendo bleed themselves dry supporting the Wii U?

It's a recurring subject for me because I want the system to succeed.  I am always morbidly curious about corporate failure, but much more important is my desire to play great games.  Wii U will be host to a few games I desperately want to play this holiday season -- Sonic Lost World and Mario 3D World among them.  My anticipation for the Wii U's incoming lineup is more optimistic than anyone I have spoken with, and still I cannot justify a purchase.

I'm baffled by the situation, honestly.  I feel like I keep handing Nintendo my wallet and they keep swatting it away, as though they want nothing to do with it.  That's fine; surely somebody else will take my money.

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Rogue Legacy is the Best Castlevania Game I've Played in a Decade

                                                                                         image credit: Polygon


There are differences.  Rogue Legacy takes itself much less seriously, to be sure.  Any time I pick up the controller I might see a silhouette of Santa Claus and his reindeer flying by in a haunted forest or find myself in control of a warrior with a bad case of forever farts.  But the first tell came the second I witnessed the heroes' ridiculously gallant stride: this one's being played for laughs.  All the better.


An odd air of foreboding lurks in spite of this madness.  It's a strange sensation mirrored in the soundtrack, which I swear is almost peppy behind all of the creepy guitar squeals.  Light chiptune elements gave me flashbacks to Harmony of Dissonance.  Death can come from any of the randomly-generated rooms, and it brings real consequences.  Billed as a "rogue-lite,"  Legacy intends finality for any character who fails within the castle walls.  Kind enough to allow the fallen one's offspring to empower themselves with any collected gold and eventually enter the re-arranged fortress themselves, but not kind enough to let the player keep their hands on any preferred hero.  If Sir Guy the Fifth is the best generated character of the game so far, too bad, he's dead!  Try again.

These offspring seeking to avenge a death in the family are more than names.  They're the games big selling point, really.  Each descendant will represent a different character class -- Knight, Mage, Shinobi... -- and be host to one or more genetic traits.  They might be nearly blind, fully colorblind, a dwarf small enough to take advantage of hidden passages, or so inept they can only shoot spells out of their butt.  Only a few of the possibilities.

The family tree ends up as a better marketing hook than game mechanic.  I like how each assault on the castle can feel fresh by the combinations of traits and character class I end up with, but too many are disadvantageous.  Dealing with vertigo and having the screen flipped upside-down is funny the first time, but does cause a genuinely sickening physical reaction and should never appear again.  Being faced with a choice between three debilitated siblings kills motivation.  Why put extra effort into a less enjoyable playthrough when I can re-roll a new batch of potential heroes by setting down the controller and letting baddies defeat the current one?  Wasting my time like that should not be the more appealing alternative, so I can only peg it as flawed design.

The smooth controls and attractive handdrawn-meets-pixels art style are the real draw for Rogue Legacy.  Heroes glide across the screen with ease, attacks have a meaty sense of impact, and optional upgrades allow double-jumping or even temporary flight.  Mobility is the ultimate joy of the game, the key that makes the level-upping and boss-hunting worthwhile. Pacing is quick all around, and my average lifespan for a single hero was between 10-15 minutes.  Maybe less.  I'm not very good!

image credit: gameskinny

Character building allows enough freedom to gain health or magic back with each kill, receive more gold, or reap benefits from facing more difficult enemies.  The benefits of that last one also happen to be gold, so maybe variety wouldn't have hurt.  Certain combinations can make a big difference during the five boss fights, however.

A minor story is at work, and journal entries strewn throughout the castle tell most of it.  I enjoyed these snippets of monologue more than expected since they host some of the most comical and haunting moments of the game.  Otherwise, it's an afterthought and ended sooner than I would have liked.  More intriguing exposition comes from rooms displaying a large portrait, each one dedicated to a different title Cellar Door Games have worked on in the past.  Breaking the fourth wall somehow feels totally natural for Rogue Legacy, so of course interacting with these portraits gives you snippets of insight about the designers' experience during creation of whichever game is shown.  Each is warm, down-to-earth, and uplifting.  Those short stories will stick with me at least as well as the rest of the game.

I might have enjoyed Rogue Legacy more without the dominating recurrence of random offspring, but this speaks to a strong core of the game.  I'd have explored the castle time and time again without gimmicks to guide me.  $15 is a small price to ask for a charming and addictive love letter to the action-platformer classics we don't see much of anymore.

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Phil Fish and an Example We Haven't Seen the Last Of

                                                    image credit: giantbomb

Phil Fish, creator of indie hit Fez,
has displayed a very public personal meltdown.  The link briefly describes an exchange between Fish and Gametrailers video host Marcus Beer shortly after Beer named Fish and other indie developers "fucking hipsters."  The Twitter-oriented interactions that followed climaxed with Fish writing "I'm done.  Fez 2 is canceled.  Goodbye."

There are any number of ways to look at this situation.  Professionally speaking, the public nature of this debacle makes it an embarrassment for Fish and Gametrailers alike.  This is not how paid experts are meant to interact and display themselves in front of loyal fanbases, and the grounds of game development and game journalism are worse for it.  


If that sounds judgmental, it probably is.  But I perceive it as a fact of the situation.  I won't speak for Beer's side, as the state of gaming journalism is a different web than I want to crawl into.  But for Fish, I can relate and empathize with his situation (albeit on a much smaller scale).  Fish claims to be harassed by internet trolls at an all-too-common frequency, which I have no problem believing, and Marcus Beer represents a large media outlet jumping on the personal attack rampage.  He's not the first of his kind to do so.


Indie development is constantly rising and presenting its own superstars.  But these aren't corporate-nurtured idols; rather, the likes of Phil Fish and Jonathan Blow and Edmund McMillen are totally ordinary individuals, to a fault.  The highs and lows of videogame enthusiasm are centered on their respective products, and the forces of fandom generally reserved for gigantic, faceless corporations are instead being hyper-magnified onto these unassuming newcomers.





Remember the nightmarish launch of Electonic Arts' Sim City on PC earlier this year?  Player and media backlash was immense, but because of the structure and presentation of a megacorp like EA most of us felt like our cries were simply being brushed off.  Who do you blame for that?  The programming team?  QA?  The CEO and his top management?  The backlash becomes a shotgun blast over the distance, spread out, weakened.  Now, imagine if all of that blowback surrounded a game developed by one or two people.  We know both their names, both their Twitters, both of their home addresses.  Respect that distinction, and the situation of indie developers like Fish becomes wholly intimidating, almost terrifying.


Forunately, nothing of such a monumental scale has yet afflicted an indie developer.  Yet the inherently more personal nature of their interactions with fans creates problems of a relatively large scale.  How can these indies be expected to properly maneuver attacks that become more invasive as fans learn more personal information?  Some indies, by forces of will I can't begin to understand, handle the attention in stride.  Fish and others have displayed hostile reactions I cannot advocate, but also can't condemn for being human and vulnerable against forces louder and bigger than themselves.


At a younger age, I was faced with online hostility from probably no more than twelve members of an internet forum.  Forum posts, AIM messages, the like.  All of it was only text on a wall, and at any time I could have simply signed off and gone about my time with other matters.  I didn't, somehow couldn't bring myself to, and I found the experience crushing.  That's from twelve people.


I am hesitant to speak of Fish's appearance in Indie Game: The Movie, which documented some of the trials he and other developers faced in pushing their games out into the world.  Fish has expressed displeasure with his representation in the film and the way viewers have approached him after the fact behaving, he perceives, as though they now understood him on a personal level.  I won't say I understand him, but the weight of game development on its own, before fan positivity or negativity had a value in it, has a visible impact on Fish during the filming.  If nothing else, it is plain to see that game creation is a very stressful and perfectionist endeavor for Fish, and I wonder what can be fairly expected of a developer when he must also triumph over those who would put him down for it.


The personal attacks and overblown reactions we witnessed between Fish and Beer are indeed lessening the value and dignity of an already troubled videogame industry.  The faces of videogame development's future have to be better.  But I'm at a loss as to how that gets accomplished without making indies as cold and distant as the corporate developers they mean to counter.

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MOSTcast Plays Super Mario Bros.

Pat and Justin give the original Super Mario Bros. a shot.  They're actually pretty bad at it.  Give it a watch for all the war, death, and plumbing a person could reasonably ask for!

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Microsoft Reverts Xbox One Policies

Microsoft today announced their upcoming Xbox One console will not be following the highly restrictive DRM procedures confirmed during this year's E3.  For most intents and purposes the use and freedom consumers have with disc-based purchases will remain the same on Xbox One as with Xbox 360.




Watching you sleep on the couch is now an optional feature
(photo: technobuffalo.com)

If you've been off in a cave somewhere, I should clarify how big a deal this is: it's a Big One.


Microsoft became the internet's boogeyman overnight, to an extent that it would have been suicidal not to backpedal their plans eventually.  I personally did not expect a response so soon, and it only speaks to the very-big-deal-ness of the situation for a software titan like Microsoft to put all of its gears moving in the opposite direction within nine days.  The announcement appears to be a victory for consumer rights and internet rallies -- it's probably more a response to Sony's impressive ability to capitalize on Microsoft's missteps, but hey, this sort of thing doesn't happen often so let's just give ourselves a pat on the back anyway.  Armchair activism wins one!


How much will this help Microsoft?  Well, a whole damn lot, most likely.  But damage has been done, an unquantifiable amount of which is permanent.  Microsoft has given pause to their loyal fanbase.  They'd better believe those heartbroken fans have spent the past week discovering peripheral reasons they wouldn't want to purchase a console perceived as highly invasive.  Undesirable price tag, mandatory use of the Kinect camera and microphone, a level of technical inferiority to the PS4 hardware, and a strong apathy towards Indie developers.  All hot topics throughout the past week, yet are consumers likely to drop these complaints solely because of messaging that their product ownership will be treated precisely as it should have been in the first place?  Will fans continue to feel scorned because a company they express devout enthusiasm for thought it could get away with last week's shenanigans?


I can't deny my own bias.  I'm a Sony fan!  I was thrilled to witness Sony's thrashing of Microsoft policies last week, and PS4's powerful showing pulled me back into a console race I had previously expected to opt out of.  The old console war mentality, the kind that had children in schoolyards arguing about hedgehogs and plumbers, exists in the back of my mind, and that drama-fueled piece of my mushy gamer brain is directly at odds with an ability to judge the Xbox One situation objectively.  I was kind of looking forward to the spectacular failure Microsoft's console was heading towards because nothing like that has happened to such an otherwise-competent participant in the "wars" since way back when Sega more or less thought they could sell multiple Kinect-like add-ons for a single console. 




It must have sounded really good in the board meeting

So, in a morbid way, part of my excitement for the coming winter was deflated today.  I'm sure it's only temporary, though; roundabout or not, Microsoft's move is a win for consumers, and a thick layer of consumer rights assaults no longer stand between fans and the ability to appreciate upcoming games.




Have Microsoft redeemed themselves for you?  Let us know in the comments!

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MOSTcast E3 2013 Podcast!

Youtube is the new home of MOSTcast podcasts!  Credit for our wonderful gif here goes to...unknown! It's been making the rounds the past few weeks, so if somebody could tell us the source we'll gladly credit it!

E3 2013 happened! We laughed, we cried, we laughed, Microsoft cried, then Microsoft cried a little more, and Justin sounds like he's on a spaceship, and probably some other things happened. Enjoy!





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MOSTcast Plays Monaco

Mostcast checks out the indie darling Monaco, the ultimate retro-minimalist-heist-multiplayer Xbox Live Arcade game.

Link: Forward, unto Youtube!


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MOSTrant: Wii U and the Customers Who Couldn't Be Bothered


Nintendo Wii U: Death by Apathy Games Industry International has shared a scathing report concerning recent Wii U news, all of which is either unimpressive or outright disappointing.  I found myself agreeing with the article entirely.



This machine is only half a year old!  EA is out, Activision has shown no interest in sharing another Call of Duty, and the console's only non-port release so far in 2013 is Lego City: Undercover.  No, really -- every other release, even Monster Hunter 3 Ultimate-whatever, is available elsewhere.

The media keeps pointing to Pikmin to satisfy the Wii U install base.  Remember Pikmin?  The game no one bought back when it was intended to assist the Gamecube launch?  You remember Gamecube, right?


The Wii U can't even be compared to the Dreamcast; at least Sega came out swinging with a wide selection of critically-praised games during the first year (which nobody bought).  Nintendo is in a fascinating position.  They're blessed with enough cash reserve that the Wii U's failure won't end the company, but we are on a fast track to the Wii U experiencing a short lifespan.  How badly would a hurried abortion of the Wii U affect Nintendo's future ventures?


Sega's reputation was ruined after their Saturn was dropped at a short three years.  I'm of the belief the videogames market is far more critical and competitive now than it was fifteen years ago.  If the Wii U ceases to be "a thing" by 2015 Nintendo will need to drastically reinvent themselves.  Again.


More worrying are the implications of Wii U's difficulties.  Wii U is the third large-scale console launch of the past two years, and the other two, 3DS and Vita, faced similar struggles.  3DS remedied the apathy it faced through a price drop, one which devastated Nintendo's financials for the year.  Sony's Vita continues to struggle, with its own manufacturer seemingly apathetic towards the idea exploring possible solutions.  The question, then, is: what response will PS4 and the next Microsoft console face when released this holiday season?

Hit me with some thoughts, friends.  What is your perception of the Wii U?  Are owners disappointed?  Are potential buyers hardly aware of the Wii U's presence?  I'm very curious, because the vibes surrounding Nintendo's newest endeavor are unbelievably negative.

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Electronic Arts is the New Home of Digital Star Wars


Link: Disney gives EA exclusive rights to create Star Wars games




"Those two things rarely combine into daring, high-concept games. Expect safe games created quickly in proven genres.

Let's be fair though, it's been a long time since Star Wars games have been good, so we have little to lose. That's not the best argument for this deal though, especially since EA now knows it doesn't have to actually compete against other companies making Star Wars games." -Ben Kuchera, Penny Arcade Report


A very interesting piece of news continuing the previous MOSTcast thread.  I am personally a fan of EA as a large publisher, but a few recent turns for both EA and Disney encourage me to lean towards agreeing iwth Ben Kuchera's above perspective.  EA CEO John Riccitiello resigned EA earlier this year after his leadership failed to display growth for the company.  Internet culture crafted a decidedly infamous image of Riccitiello, a longtime pusher for microtransactions, day-one DLC, season passes and other forms of unpopular (yet highly effective) digital-focused income.  On the other hand, Riccitiello was a vocal supporter of creating new franchises based on original intellectual properties, being credited for the likes of Mirror's Edge and Dead Space.  Recent years have represented an era of financial struggles and bad PR for Electronic Arts; between all that has gone wrong for the company, it is hard to pinpoint the most legitimate reason behind Riccitiello's departure.


What types of Star Wars games can we expect from a company seemingly stuck in the middle of re-branding itself?  Will we see mobile games reminiscent of EA's greatest success story of the past year, The Simpsons Tapped Out, or will those small-budget investments remain in Disney's own studios?  The struggles of Star Wars: The Old Republic on PC point away from a massive, hardcore gamer-focused endeavor, but is an online shooter with sites set on the Call of Duty and Battlefield fanbase a possibility?  Will Star Wars 1313 return to life,  or is a single-player oriented adventure game the last thing on EA's mind after LucasArts underperformed by The Force Unleashed 2?


Although the financial terms between Disney and EA remain secret, it is very hard to imagine this as a poor deal for EA.  Unless they aim to high and overestimate potential profit as they did with Old Republic this exclusivity deal with  be a much-needed boon for EA's business.  However, Ben Kuchera is right to question whether gamers will reap similar benefits from the deal.  Such a massive license as Star Wars is ripe for manipulation by manner of unfair payment schemes hidden behind beloved characters in a risk-free genre exploitation.  We will have to wait and hope that EA's new identity, whatever they mold themselves into, will represent the boldness to take risks and maintain creativity in a galaxy far, far away.


How strong is the force with this one?  Be sure to tell us the odds in the comments.  But I hope you strike back with a new pun.

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Find: Tom Murphy's Unique Mario AI Plays Like a Human. Kind Of.



Wired UK reports on an AI program created by Tom Murphy that is capable of "solving" Super Mario Bros. -- to an extent.


The video starts off fairly dry, but if you can handle the tech talk Mr. Murphy drops some interesting AI philosophy that a layman such as myself can more or less keep up with.  Around the six minute mark is when the AI begins playing Mario along to Murphy's narration.

What makes this video fascinating is witnessing the learning process of an automaton.  Murphy's program does not destroy Super Mario Bros. like some tool-assisted speedrun.  Instead, the AI displays erratic habits, casually manipulating obscure game glitches yet struggling to learn how to jump over a pipe or pass under an easily avoided wall.


Murphy goes on to exhibit his AI within the boundaries of other games such as Bubble Bobble and Karate Kid, but I found the Super Mario Bros. display the most impactful for its nostalgia factor and the occasional performance of almost-human play.


Wired UK's source article clued me in to another interesting find: the annual Mario AI Championship.

"This is not the first example of a Mario AI, and there's actually aMario AI Championship that takes place every year. Contestants get given a Java clone of Super Mario Bros. and can enter several competitions relating to gameplay, level generation and, for the first time in 2012, a Turing test. The audience watches footage of both AIs and humans playing the game, voting on which they think is the AI -- the winner is the programmer who fools the most people."


Check out Wired UK for the full story.  Be sure to give us your thoughts in the comments!  



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Disney Closes LucasArts: Classic Franchises in Limbo




By Justin Dambach, 04/09/2013

Source:
 Game Informer


Disney recently announced their initiative to shut down LucasArts, videogame division of Disney's all-things-Lucas buyout in October 2012.  Word is almost all LucasArts employees are being laid off, leaving only a skeleton crew to finalize loose ends.


Many people involved in a highly-competitve market lost their jobs, and I wish them the best in landing back on their feet and in comfortable circumstances.  The industry itself has lost a publishing legend in LucasArts, founded in 1982 and establishing numerous IP in addition to capitalizing on popular Star Wars and Indiana Jones licenses.  The Secret of Monkey Island was featured in the Smithsonian's Art of Videogames exhibit in 2012.

Gaming enthusiast outcry against Disney has been strong, although their decision was telegraphed by a very public move from high-profile internal game development during the past year.  It was only this past January that Disney shut down another of their game developers, Junction Point, after poor sales of its Epic Mickey titles.  Going back much further, Disney closed down developer Black Rock Studio when racing titles Pure and Split/Second failed to impress in the marketplace.  Unfortunately, LucasArts never appeared to have much of a chance fitting in with its new owner.


In defense of offended gamers, it is difficult not to be taken aback by the sudden non-existence of a gaming icon.  But I am willing to argue that Disney has made the best possible decision for their company, and if anything I retain more enthusiasm than ever for the fate of LucasArts' classic licenses.  I'll begin with a list of recent LucasArts games.  *Asterisks indicate titles developed internally at LucasArts.


2008

Fracture
Lego Indiana Jones: The Original Adventures
Star Wars: The Clone Wars: Jedi Alliance*
Star Wars: The Clone Wars: Lightsaber Duels
Star Wars:The Force Unleashed*

2009

Indiana Jones and the Staff of Kings
Lego Indiana Jones 2: The Adventure Continues
Lucidity*
Star Wars Battlefront: Renegade Squadron
Star Wars Battlefront: Mobile Squadrons
Star Wars: The Clone Wars: Republic Heroes*
Tales of Monkey Island

2010

Star Wars: The Force Unleashed II*

2011

Lego Star Wars III: The Clone Wars
Star Wars: The Old Republic

2012

Angry Birds Star Wars
Kinect Star Wars

My first point: the success of modern LucasArts products created in-house.  There's no class in speaking poorly of the dead, but the above list illustrates that LucasArts most successful (critically and financially) titles have not come from within their walls.  Perhaps the last great LucasArts-developed success was Star Wars: The Force Unleashed, a high-budget title released five years ago; unfortunately, even this bright spot saw the game's development team laid off only days after launch.  The Force Unleashed II was put into creation under a new team  and saw much less favorable sales and critical reception.  In later years LucasArts experienced a messy web of layoffs and staff shuffling that even its bigwigs could not escape.  


Second point:  LucasArts' most lucrative titles were outsourced.   Traveller's Tales produces the enduringly-successful Lego games and Telltale games was trusted to continue the Monkey Island series. Scowl if you must, but Rovio's Angry Birds Star Wars is the most successful game under the brand since we rolled into a new millenium.


Third point: the management of LucasArts, when left to fill its own release slate with new IP, was only able to muster Fracture as a potential franchise.  In case you have forgotten that particular title, I will suggest to you that this potential was not met.  Disney picks winners.  Their big-budget games have failed at retail the past few years, but the likes of Epic Mickey, Pure, and Split/Second were widely-praised games from proven developers.  Their harshness in choosing partners and limiting in-house development leads to better products.


Finally, Disney enjoys putting their older properties to use.  Disney has a massive back catalog of IP, and can certainly be criticized for not utilizing all of it, but they are also known for respecting their wares.  It is an unfortunate truth that we will not see many, if any, big-budget gaming releases from Disney in the near future, but their small plays thus far are intelligent.  Remember that weeks ago Disney announced a new downloadable Ducktales game from developer Wayforward.  I found this to be very savvy: Ducktales has a small but loyal fanbase for both the cartoon and classic NES game, and Wayforward is known to specialize in throwbacks to old school game design.  That is not the kind of alignment to happen accidentally, and displays a favorable willingness on Disney's part to indulge videogame development on a smaller scale.  If an obscure license like Ducktales can thrive in the downloadable market our odds of seeing a new Monkey Island or a new Grim Fandango or a new Full Throttle will raise greatly.  The type of exploration and experimentation Disney has displayed with their Ducktales announcement is the type LucasArts avoided in almost every circumstance.


Cruel as it may be to celebrate the demise of a gaming legend, I am more hopeful for the legacy of LucasArts now than I have following a decade of the company's operations.  Am I right to have faith that Disney's interests in smaller game development will lend itself to honoring the history of LucasArts?  Or do you believe Disney's eyes in this buyout are solely on Star Wars, and the likes of Guybrush Threepwood will lay dormant in a warehouse for fifty years?  Let me know in the comments, readers.

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The Unnatural Disaster




MOSTcast Podcast April 2nd, 2013

Sim City brings doom and ruin, Pat and Ben talk up Bioshock Infinite, and Brian brings us tales from the Midwest Gaming Classic in the latest MOSTcast Podcast.

Bioshock spoilers begin at 16:20 and end at 36:15!

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MOSTcast Plays Silver Surfer




MOSTcast tackles the widely-feared Silver Surfer game for NES.  Intergalactic Disappointment awaits!




Have your own soiled memories of terrible old super hero games?  Let us know in the comments!

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Sony Cares to Share



MOSTcast Podcast Episode 3

Have a seat, boys and girls, as MOSTcast weaves you a tale of internet tragedies and next-gen Sony super computers. After a video-fueld hiatus, MOSTcast Podcast has returned!

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A Graveyard of MOSTcast!?



MOSTcast Plays Taito Legends: Part 2

An even more exciting and bizarre selection of games awaits in this second look at Taito Legends. Ninja Kids battle Lucifer and cute birds take eachother out with guns. MOSTcast brings you adventure for the small price of "free."


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Welcome to the Jungle



MOSTcast Plays Taito Legends: Part 1

It has arrived! Partially! MOSTcast explores the unwelcoming depths of Taito Legends on our handy PS2. Enjoy our most visually-appealing videocast yet!

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What Is This We Don't Even



MOSTcast Plays Virtual Hydlide

The new MOSTcast episode dives headfirst into the wonderful worlds of Hydlide and video. What could possibly go wrong with the two of them combined? It's shitacular!

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Videocast Archive

Monaco

Silver Surfer

Taito Legends: Part 1

Taito Legends: Part 2

Virtual Hydlide

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Podcast Archive




MOSTcast February 13, 2013: 2013 Gaming and Kickstarter


MOSTcast January 13, 2013: Dark Souls and Dark Souls

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