
Lamecasts have returned after a two week break of holidays, E3s, and alien abductions. This week the crew presents oddly upbeat rants and fights to the death in order to determine which Mega Man is factually the best in the series.

Lamecasts have returned after a two week break of holidays, E3s, and alien abductions. This week the crew presents oddly upbeat rants and fights to the death in order to determine which Mega Man is factually the best in the series.
E3 has started. Some gamers are excited. Some gamers are jaded with it all. Either way, the lifecycle of many games will start this week. Almost. Well most of them were revealed, hinted at or leaked already. So this is games at their birth. First comes hype, then months of reveals, then reviews then bam! Japan gets the game. Then America. Then Australia. Then most of Europe. Then the UK. This is the beginning of a lifecycle for a game. But what happens at the end? When the game has been played by millions? Bizarrely it appears they dissapear from sight, only resurfacing on the second hand market. Don’t believe me? Check the official sites for Nintendo, Capcom, Microsoft games, Sony, Ubisoft. → Lords of the Read 2

In this, the eighth videolamer.com lamecast, Christian discovers the unit of measurement for an R-Type (hint: it’s not a shit-ton), Alexis longs for an American port of Scribblenauts with a zombie patch, Casey makes sweet sweet love to Rolando 2 news and Don… Don doesn’t make any sense.
Things have changed. Co-Op is now a big deal in the world of games, and, as ever, there is an exact moment at which a well-informed observer such as myself can point and say “this, this is where the trend started.” Imagine there’s a timeline projected on the wall, and I’m probably wearing a suit, and with a laser pointer I confidently direct your attention to Halo: Combat Evolved, way back in 2001.
That’s right, before Halo there was literally no such thing as Co-Operative campaign mode.
Okay, fine, so that’s not strictly true. Or true in any sense. But Halo arguably marks the start of Co-Op gaming moving into the mainstream so that today, as we stand here in 2009, you literally can’t walk over a pile of games without tripping over one that has a Co-Operative mode. → It’s not you, it’s me.

In this special edition lamecast Christian, Don & Casey discuss the 3DR DNF WTF OMFG BBQ situation. There are tears in here, so if that kind of stuff makes you uncomfortable maybe you should listen to something else.

In this, our sixth lamecast, Alexis wants to be a fat princess but doesn’t want to do it online, Casey rediscovers his tits, Don has difficulty with the day/night cycle and Christian agrees. YES!
One of the hardest challenges of making an RPG is finding a way to integrate plot, setting and gameplay into something that is greater than the sum of its parts. Some games, like the Final Fantasy franchise, are surprisingly good at all three. Others unapologetically settle for one or two–Fire Emblem being an example of one that eschews plot and world for superior gameplay. But wrapping all three together, and doing so in an innovative way is a rare treat.
Finding a game like this in 1994 is even more amazing, but Shadowrun for the Genesis managed to pull it off when Square was trying to figure out how they could make the most complicated Final Fantasy plot ever–a feat that would take them nearly another decade to achieve, in 2001, with Final Fantasy X. → All I want for Christmas is my PSP.

This edition of the lamecast is all about online, which we assume you have in some capacity. MMOs and online stores bring insight, fierce debate, and lost wages (pay close attention for the secret Commodore 64 section) .

In this, the fourth of our lamecasts, Christian has a bit of fun with Killzone 2, Don takes issue with George Broussard and Jeremy Parish, Alexis discusses the finer points of perspective in games and Casey gets Sonic’d.
Also – ZOMBIES!
Mike Capps, president of Epic Games, has come under fire recently for remarks about quality of life issues in the videogame industry made during the “Studio Heads on the Hotseat” panel at the IGDA Leadership Forum ’08 (video here).
The remarks which brought about the controversy were made at about 21 minutes into the panel. Taken in the context of everything he says, his remarks aren’t as inflammatory as they’ve been made out to be, but I still have experiences which would contradict some aspects of what he maintains is a good way to make video games. I’ll get back to him after a little background on crunching to make a video game.
For anyone who hasn’t studied the game development industry, the dreaded “crunch” refers to the period during which game developers work well beyond eight hours a day and sometimes through weekends in order to meet an important deadline, typically the shipping date of the finished game. → Up to 6 billion readers.