
Retro Spectives (rspodcast.net)
Explore every episode of Retro Spectives
Pub. Date | Title | Duration | |
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17 Jul 2023 | Episode 108: Bad Mojo | 00:58:07 | |
Power fantasies are the norm for video games. We play them to blow off steam, to escape into another world where we can let our worries drop away. But Pulse Entertainment wanted to do things a little differently when they developed Bad Mojo in 1996. They wanted to put the player in the little brown shell of a cockroach. You play as Roger Samms, who, on the verge of embezzling a million dollars, gets transformed into a roach. You crawl around the disgusting tenancy where you live, feebly pushing small objects in an attempt to get back to your real self. Your options are limited, and the world is a very scary place with spiders, cats and deadly poison everywhere you go. Does Bad Mojo, with its undeniably gross aesthetic and limited perspective bring it all together into a cohesive video game? Or is this just a buggy mess?
On this episode, we discuss: Aesthetics. Bad Mojo has a very unique look and feel, thanks in large part to its 3D scanning of dead animals. Has its visual design held up to this day? Story. This game comes from the glory days of the FMV sequence, long before professional actors had become commonplace in the gaming world. Does the amateurish acting here hurt the immersiveness of Bad Mojo, or does it just give it a different feel? Controls. Bad Mojo has an extremely simple control scheme, with you only controlling the roach with the directional arrow keys. Does this limit the possible depth of puzzle design, or is this a case of simpler being better? We answer all these questions and many more on the 108th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Bad Mojo OST: Xorcist
Have you played any other games where you’re absolutely tiny in a regular world? Are there any other games out there which share something similar to Bad Mojo’s aesthetic? Is this the worst voice acting you’ve ever heard? Let us know what you think on our community discord server! You can support the show monetarily on our Buy Me A Coffee page! | |||
20 Feb 2023 | Episode 101: Fable | 01:26:06 | |
Before Todd Howard’s promises about the climbability of mountains was Peter Molyneux and Fable, a game which promised a level of interactivity never seen before in an RPG. Have children (that could continue your legacy when you died), plant a tree and see it grow, and dynamic rivalries with other heroes - Fable was going to have it all. Instead we got something far simpler in scope and ambition. There were hints or shadows of something more grandiose, properties could be bought, reputation existed, and you could fart in people’s faces. But for all that it seemed to miss on its promises, Fable was still a widely beloved title when it released in 2004. People loved its childlike sense of charm and wonder, and the freedom with which you could customise your character. So where, then, does the truth lie? Is Fable a game that’s fantastic precisely because of its limited scope, letting it focus down on the fun? Or is it’s mish-mash of seemingly novel mechanics at odds with how shallow they are, both in and of themselves and how they interact with others? On this episode, we discuss: Story. Fable’s story is a lighthearted and at times comedic retelling of a generic hero’s journey. To what degree is this a sincere attempt to tell a story, and do its satirical elements clash with its rather menacing villains? Systems. Fable lets you immediately put skill points into anything from the very beginning of your journey. Is this flat levelling structure better or worse than the far more common skill trees common to action RPGS? Fluff. Fable 1 has many different mechanical systems that are wrapped around the core gameplay - marriage, property ownership, reputation and gestures (to name a few). Do these systems integrate well together and add to the depth of the worldbuilding, or are they simply funny and ultimately irrelevant novelties? We answer these questions and many more on the 101st episode of the Retro Spectives Podcast! -- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Fable OST: Russel Shaw, Danny Elfman -- Thanks once again to everyone who has taken the time to listen to us discuss these great games. If you haven’t already, come say hi on our Discord Server’s text chat and let us know if there are any great titles you think we should play. Anything 15 years or older and under 20 Hours long is always seriously considered :) And if you would like to support the show then you can do so on our | |||
12 Oct 2020 | Episode 46: Super Mario World | 01:16:06 | |
The Super Mario franchise is what many would label as the dawn of videogames. While it wasn't the first, its impact on the infant medium of gaming was certainly the biggest and to this day the franchise is held in high-regard. But even in a franchise filled to the brim with historic titles, there are some that shine brighter than others. Released in 1990 alongside the launch of the SNES, Super Mario World is often argued to be one of the greatest 2D platformers ever made. Filled with unique ideas, zany power-ups and a gorgeous aesthetic, Super Mario World has won the hearts of many. But just how well does this classic game hold up against modern platforming gems like Celeste and Super Meat Boy? To answer this, we discuss:
Find out on the 46th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Super Mario World Soundtrack - Koji Kondo --- Is Super Mario World just as good as people say? Or is it simply overrated? You can suggest new games for us to play or tell us exactly why we’re wrong on our text based community discord server! | |||
21 Jun 2024 | E121: Killer 7 | 02:20:23 | |
Killer7 is one weird game. Developed in tandem by Grasshopper Manufacture and Capcom and first released in 2005, its very existence as a game defies description. Within moments of starting, you’re placed into a world with talking bondage ghosts, a TV channel that drains your blood, and abstract puzzles that would fit right into Resident Evil. Combine this with a cinematic third person slow rail shooter and you might have just a taste of what Killer7 is all about, but the truth is that you’re just scratching the surface of this enigma of a video game. Killer7 has a diehard cult following, not just for its presentation and aesthetic, but for its incredibly deep and confusing story. But for all its fans, what is the experience of playing Killer7 actually like? Is there an enjoyable game underneath all of its layers? Or are they merely disguising something that's all flash and no sizzle? On this episode, we discuss: Killer7 is absolutely dripping in style. From the broader minimalistic cell shaded environments to something as simple as the way characters reload their weapons, there’s a unique vibe to this game that is hard to describe. Does the glamour eventually wear off, or does its presentation remain compelling for the full game runtime? Combat and Pacing Killer7’s combat is most reminiscent of something like House of the Dead, with zombie-like enemies and a first person static shooting style. Does it match the frantic pace and tension of a light gun game, or does giving the player total control of the rail movement lead to something more plodding? Story What exactly is Killer7 trying to say? There are layers and layers of story here, from identity issues, to geopolitics, to conspiracy and control. Is this a compelling and understandable story? Does it make sense? Does it even need to make sense? We answer these questions and many more on the 121st episode of the Retro Spectives Podcast!
We are joined by special guest Dave Jackson of the Tales from the Backlog Podcast! He reviews interesting games that would otherwise sit on your shelf, with a focus on having spoiler free discussion initially for people who are on the fence. He also hosts A Top 3 Podcast, where he and friends rank the top 3 of a given thing each episode. Check it out!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Killer7 OST: Masafumi Takada
Did you find that Killer7 was all that it was cracked up to be? Do you have any idea what’s going on with the story? Are there other Suda51 games that are worth playing? Come let us know what you think on our community discord server! You can support the show monetarily on our Buy Me a Coffee Page. | |||
06 Feb 2019 | Episode 2 - Banjo-Kazooie | 00:57:10 | |
When Banjo-Kazooie came out, it bucked the trend of 3d platformers. It had no interest in really testing your platforming chops, honed from hundreds of hours of playing Super Mario 64. It didn’t want to put you through a gauntlet of combat challenges. It simply presented a series of beautiful and detailed worlds for you to explore to your hearts content. On this week’s episode, Pat and James ask:
Join us as we figure out if Banjo-Kazooie has stood the test of time! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
24 Feb 2020 | Episode 30: Crystalis | 01:23:36 | |
Originally released in 1990 for the Nintendo Entertainment System, Crystalis was not a smash hit upon release. It was considered just another action rpg, another zelda-clone. But in the years that followed, it slowly developed a cult following, many of who now believe it to be one of the strongest titles that was ever released for the NES. Join Pat and James as they travel further back in time than ever before in their quest to separate the all time classics from titles that have aged like milk. Does Crystalis still have what it takes 30 years later or has modern game design left it in the dust? In order to answer this question, Pat and James dive deep on the following topics:
We discuss these topics, and many more, on the 30th episode of the Retro Spectives Podcast! --- If you enjoyed the episode then come and join us on our discord server! Whether you want to hang out, suggest a new game for us to play, or simply call us idiots for our terrible opinions, we’d love for you to drop by! | |||
26 Jun 2023 | Episode 107: Luigi's Mansion | 00:53:32 | |
Luigi’s Mansion was the cornerstone of the Nintendo Gamecube’s launch in 2001. It sold more copies than any other launch title, received positive critical acclaim, and occupied prime place in every promo gaming machine in gaming and electronic shops everywhere. The game promised a charming take on a haunted mansion, quite unlike Resident Evil that had come before it. You take control of Luigi, searching for Mario after he goes missing when he supposedly wins a free mansion. You don’t have much to help you in your quest to find Mario in this haunted mansion - a flashlight and a vacuum cleaner and what little wits you can gather are all Luigi has to arm himself against the many ghosts that occupy its walls. It's a tried and true blend of action, adventure, and puzzle solving, but wrapped up in a very unique way. But is Luigi’s Mansion still a compelling title to play all these years later? Does the simplicity of the formulae grow stale even with its short run time? And can we really do a G-rated take on ghosts and still find it interesting? On this episode, we discuss: Controls.
Puzzles.
Atmosphere.
We answer these questions and many more on the 107th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Luigi’s Mansion OST: Kazumi Totaka
Do the later Luigi’s Mansion games build on the gameplay of the first to produce a deeper and more compelling experience? Did you enjoy catching the 50 Boos more than we did? Is there an R rated take on this genre, and if so, where can we play it? If you’d like to support the show, please check out our Buy me a Coffee page! | |||
10 May 2021 | Episode 61: Fallout | 02:38:22 | |
When Fallout first released in 1997 it bucked the trend of what people came to expect from an RPG. There were no swords or bows, no magic or elves - Fallout wanted to give people something different. It fused the grim and unforgiving world of Mad Max with a retro-futuristic alternative history of Earth, where humanity ascended to dazzling heights before being blown to pieces by nuclear weapons. You play as the Vault Dweller, born and raised in a community fallout shelter. Everything was going fine and dandy until the chip controlling the purification of water broke - and with no engineers alive who helped design it, that’s a serious problem. You get told to go out into the world to get another functioning water chip...but the world isn’t a friendly place, and you may run into one or two problems along the way. We’re joined by special guest Chris Worthington of the Retro Asylum Podcast to discuss and argue whether Fallout has truly stood the test of time! Fallout dazzled the world with its innovations and storytelling - an open ended narrative, a turn based tactics system with guns, and a world so bleak and unforgiving that even The Walking Dead is envious. But do we now take these things for granted with all the evolutions in the RPG space? Is Fallout just a primitive and barely functional shell of a video game, or does it still have something valuable to offer? On this episode, we discuss:
--- It was our absolute pleasure to be joined by fellow podcaster Chris Worthington for our discussion on Fallout. He’s the host of two podcasts, both of which you should check out! Retro Asylum - The UK’s No. 1 Retro Gaming Podcast (circa 2013). Chris and pals discuss classic video games and consoles of the 80’s and 90’s, with the occasional dabble into pop culture and interviews with industry figures. It's a celebration of retro gaming, with episodes doing deep dives into what makes a game or console special. You can join their discord server here! Playthrough - A community play along podcast that explores new and ‘middle aged’ games. Each episode the hosts play through a chunk of a game, and then do a blow by blow breakdown of their experience. There are a fantastic selection of games already in their backlog, including Metroid Prime and Disco Elysium. Join their discord server and play along! Chris has kindly asked us to continue our Fallout journey with Fallout 2 on the Retro Asylum podcast later this year, so keep your eyes peeled for that! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Fallout OST: Mark Morgan, The Inkspots --- When you play Fallout 1, make sure you install Fallout Fixt. It includes a full restoration patch, but we recommend the purist download for your first playthrough and somebody, anybody - please play UnderRail. Pat is begging you. --- Are there hidden aspects of the dialogue system that we never stumbled upon? Does the combat have hidden depths to it that we were too dumb to understand? Is a 1 AGI run even possible? Let us know what you think on the Retro Spectives community discord server! We love discussing (and arguing about) games, both old and new, and would love to have you join us. | |||
04 Nov 2019 | Episode 22 - Vagrant Story | 01:50:40 | |
Vagrant Story is one of the dark horses of the JRPG genre. Its exposition-light storytelling is rooted in Shakespearean dialogue rather than adolescent chosen ones. Its RPG systems are complex, but you have essentially zero control over character customisation. A rhythm mini-game forms the heart of its combat, but you’ll spend the majority of your time playing sorting through menus. This is Vagrant Story, a mish-mash of genres and ideas, another game that defies easy explanation. But does this all come together into an enjoyable whole? Are Vagrant Story’s individual parts strong, and do they complement one another? Has Vagrant Story stood the test of time, or was it a botched experiment, best left in the dungeons of the city of Lea Monde? On this episode, we discuss:
Find out the answers to these questions and many more on Episode 22 of Retro Spectives! | |||
09 May 2022 | Episode 86: Diddy Kong Racing | 01:34:38 | |
Mario Kart has long been king of the Kart Racer. Ever since it debuted back in 1992 on the SNES, it seems that every other entry has lived in its long shadow. But back in 1997 we saw a challenger emerge to contest its throne: Diddy Kong Racing. Both developed and published by Rare, Diddy Kong Racing was critically acclaimed at the time of its release. It had a hub world to drive around in and select races from, a different take on powerups, and most dramatically of all had 3 different vehicles to race in. It was loaded to the gills with content yet unseen in the kart racing genre - boss battles, minigames and its famous silver coin challenges. With a list of features this long, how could it not be better than Mario Kart? Well, we’ve learned through experience that just because something is a feature, doesn’t make it an additive one. And while Diddy Kong Racing does things differently to Mario Kart, that doesn’t necessarily mean that it's better. Does Diddy Kong Racing deserve its reputation as being ever better than Mario Kart? On this episode, we discuss:
We answer these questions and many more on the 86th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Diddy Kong Racing OST: David Wise — Is Diddy Kong Racing the best kart racer ever made? If we were to cover a Mario Kart game, is there one that stands heads and shoulders above the rest? Did you struggle as much as we did with the Wizpig boss battle? Come join the conversation and let us know what you think on our community discord server! | |||
24 Oct 2022 | Episode 96: Drill Dozer | 01:08:49 | |
Gamefreak, on the rarest of occasions, takes a break from toiling away in the Pokemon mines. And when they do, sometimes they strike gold. Such was the case with Drill Dozer, first released in 2005 to mostly favourable reviews. As time ticked on, however, many began to look back on it with increasing fondness, and it's not hard to find those who consider it one of the best games ever released for the Gameboy Advance. You play as Jill, pilot of the Drilldozer: a short and squat mech that harnesses the power of its drill arms to destroy and unravel any and all obstacles in its path. It's a game that commits to it’s concept to a fault, with the world and everything around it shaped by those drills and what your mech is capable of. In a world where 2D platformers are a dime a dozen, Drill Dozer can’t help but stand out - even if its box art was doing it no favours. But does this all come together holistically to be an enjoyable game to play today? And can a single-concept platformer avoid the dirge of repetitiveness that curses so many titles? On this episode, we discuss:
We answer these questions and many more on the 96th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Drill Dozer OST: Go Ichinose Satoshi Nohara — Thanks to Electric Maestro from our discord server for suggesting Drill Dozer! If you have any feedback to give, recommendations for us to play, or simply want to join the conversation, don’t hesitate to drop by and join our community discord server! | |||
20 May 2019 | Episode 10 - Megaman Battle Network 3 | 01:34:28 | |
Certain games defy easy description or understanding. They unite so many disparate ideas, many of which feed into one another, that explaining it in one sentence is both a simplification and completely obtuse. And this is Megaman Battle Network 3. Its a card game - but it's also an action game. Its like pokemon - except you have no overarching goal or objective at the start of the game. Its an RPG - but you can beat the game barely touching that stuff if you’re good enough at rhythm games! So, what exactly is Megaman Battle Network 3, and do all these elements come together into a complete package? In this episode, we explore:
Find out the answers to these questions (particularly the last one) in the 10th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
26 Apr 2021 | Episode 60: Another World | 01:07:38 | |
When Another World was first released in 1991, it blew everyone’s minds. The lengthy cutscene that introduced the game and the cinematic quality of its presentation was close to unheard of. It fused dynamic and lethal laser combat with the rotoscoped platforming that was seen in Prince of Persia. And it did it all in a time and place utterly unlike Earth, bringing to life a setting that truly felt like Another World. But 30 years have passed since Another World’s debut. The features that were once revolutionary wouldn’t even make a footnote on the back of the game box. Instant death and trial and error are now dirty words, and action and puzzles very rarely combine well together. Has Another World, the vision of a single person, kept up with all the innovations and modernisations of adventure platformers? Or is it outdated and frustrating, making a mockery of its once forward thinking design? On this episode, we discuss:
We answer these questions and many more on the 60th Episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Another World OST: Jean-François Freitas --- Are we heretics for criticising this sacred cow of video game history? Does the Caves/Palace sections make more sense than we’re giving it credit for? Does the spiritual sequel Flashback solve the problems we had with Another World? Let us know what you think on our community discord server! | |||
13 Jun 2022 | Episode 88: Tyrian 2000 | 01:20:23 | |
Tyrian 2000 is, to this day, regarded as one of the greatest shmups ever made. It boasts a continuous campaign that goes for 5 episodes and 50 levels, a ludicrous array of guns to dock your ship out with, and a varied and creative enemy roster. The game is stuffed to the cracks with bonus content - secret levels, unlocks, minigames - even fighting game special moves tied to each ship! It's not hard to see why it has garnered so much praise. And compared to its bullet hell brethren, it's a far more forgiving game, with no limited lives system and a hull capable of withstanding more than a few shots. But is variety and spicy secrets really the key to a great video game? Does what dazzled back in 1999 still add up to an enjoyable and deep experience today? On this episode, we discuss:
We answer these questions and many more on the 88th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Tyrian 2000 OST: Alexander Bradon — Do the hidden difficulties prevent the game from being so much of a power snowball, or do they make it even more important? Is Pat a heretic that should be burned at the stake for using mouse controls? What shmup should we play next? Come let us know what you think on our community discord server! | |||
09 Sep 2024 | E124: Crysis | 01:15:50 | |
But can it run Crysis? This was the motto that surrounded every single PC build for literal years after the release of the game in 2007. Crytek were not satisfied with what they had achieved with Far Cry in 2004, and decided to push graphical hardware to its absolute limits with their brand new and shiny game. And boy, did they succeed, with a poorly optimised but breathtakingly gorgeous game. Even better, there was an entire video game attached to this graphical showcase, promising open ended tactical engagements over massive levels, far removed from corridor brawling. You have cool suit powers that switch between modes, on the fly weapon modification, and a wide array of guns (and vehicles) to wreak havoc on those pesky North Koreans. And if there are aliens, well, the United States of kick ass will just have to murder them as well. It seems like an incredible game on paper, even today when we have more open world games than you can shake a stick at. But for all that Crysis is vaunted for its massive leap forward in graphical technology, just how good a game is it to actually play? Are the suit powers really that interesting in the face of the many RPG systems that tend to overlap FPS games today? And is fighting those aliens all its cracked up to be? Is Crysis worth your time to play today, or is it better remembered? How fun is the gunplay in Crysis? The game features a fairly typical roster of assault rifles, submachine guns and shotguns, but has weapon modification on the fly with a simple menu. Does this do enough to spice up the gunplay and keep things interesting? Crysis features (mostly) semi-open world level design, with bespoke objectives. Does this give you the freedom to approach them in the way you want, and does it maintain this philosophy for the entire run time of the game? Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Crysis OST: Inon Zur
The original version of the game, available on GOG, will fail to start on modern operating systems (Windows 10+).
Do you know what the gameplay differences are between Crysis 1 and the remastered version? Do you think that Crysis is better than the Far Cry games that came afterwards? When are we going to play Far Cry 2? Come let us know what you think on our community discord server! If you would like to support the show monetarily, you can buy us a coffee here! | |||
20 Jan 2025 | E126: Tachyon: The Fringe | 01:00:35 | |
Space Sims used to be a vibrant and well populated genre. Back in the 90s they command shelf real estate, right next to the latest and greatest RTS and Point and Click Adventure games. Coming at the tail end of this era was Tachyon: The Fringe, released in 2000 by Novalogic games, well known for their regular flight sims and the Delta Force series.
Level Design
Combat
We answer these questions and many more on the 126th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Tachyon: The Fringe OST: Tom Hays
How well did Tachyon: The Fringe’s multiplayer work back in its heyday? Does Freelancer really do what Tachyon was trying to do but better? Are there any other space sims that you think are genuinely better than both? Come let us know what you think on our community discord server!
You can support the show monetarily on our Buy Me a Coffee Page. | |||
03 Apr 2023 | Episode 103: Professor Layton and the Curious Village | 00:59:43 | |
Puzzles are like crack cocaine for their very special audience. Whether it be a crossword, a logic problem, or even a riddle, unravelling them shoots a heavy dose of endorphins directly to the brain. It is therefore no surprise that Professor Layton and the Curious Village was such a resounding success upon release, taking advantage of the portability of the 3DS before smartphones were a given for the general populace. Combining a charming and relaxed atmosphere with an onslaught of different puzzle types, it was so successful that not only did it have many, many sequels, it even had a spinoff with Ace Attorney. People fell in love with everything the game had to offer, right down to its devious trickery. But has this formula of puzzles with a light story attached truly stood the test of time? Is this better or worse than the point and click adventure games that defined the puzzle genre in the 90s? Or is Professor Layton just a dull and repetitive ripoff of Sherlock Holmes? On this episode, we discuss: Story.
Puzzles.
Hints.
We answer these questions and many more on the 103rd episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Professor Layton OST: Tomohito Nishiura
Is there more to the story of Professor Layton and the Curious Village than we thought? Is there another game in the series that is an absolute must play? Which was your favourite puzzle? Come let us know what you think on our community discord server!
If you enjoy the show, please consider supporting us on our Buy Me a Coffee Page! | |||
14 Mar 2022 | Episode 82: Eternal Darkness | 01:40:15 | |
Eternal Darkness is a game that holds a special place in a lot of people’s hearts. You play as Alexandra Roivos, called to her father’s mansion to confirm his identity after he is found dead and horrifically mangled. Annoyed by the police’s incompetence at solving this murder, Alex begins to explore the mansion in the hope that it will reveal some clues as to how he died. Before too long she discovers the first pages of the Book of Eternal Darkness, detailing the first encounter of a Roman legion named Augustus with an Eldritch Abomination. As she continues to explore, she learns more and more about these cosmic horrors and ordinary people’s encounters with them, and how it all ties into her father and her family history. The game was released to insane critical acclaim, and on paper it's easy to see why. Spell crafting, full body dismemberment, a terrifying story about lovecraftian horrors and a story spanning 12 characters and 2000 years. But do these aspects all add to a compelling narrative and gameplay experience, or is it more shallow than initially appears? On this episode, we discuss:
We answer these questions and many more on the 82nd episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Eternal Darkness OST: Steve Henifin — Is there more depth to the spellcrafting than there initially appears? Was there a particular vignette that stood out to you as well done? What are you hoping to see in a sequel? Let us know what you think on our community discord server! | |||
21 Feb 2022 | Episode 81: Golden Eye 007 | 01:12:50 | |
The release of Goldeneye in 1995 was one of the most successful reboots in cinematic history. Pierce Brosnan’s take on Bond was suave and sophisticated, with just a touch of melancholy, which was the perfect fit for a more grounded and serious Bond film. It had its fair share of silly moments, but there was something special about Goldeneye that made it memorable. So it was no surprise to anyone when just two years later, we got a game based off the movie - Goldeneye 007, released for the Nintendo 64. The big FPS games at this time were still a long way off mimicking reality, whether it was the brown eldritch hallways of Quake or the satirical and colourful streets of Duke 3D. Goldeneye 007 strove to hit those realistic notes, being one of the early adopters of headshots, AI behaviour and objective based gameplay instead of just murdering everyone on sight. And every mission has at least a referential link to an event in the movie, truly putting you in the role of James Bond. But does this all add up to an enjoyable experience today? While Goldeneye may have been a forerunner of the console FPS, does that necessarily mean it does everything right? What was once revolutionary back in 1997 might just be quaint and outdated today - and was its approach genuinely better than its PC contemporaries? On this episode, we discuss:
We answer these questions and many more on the 81st episode of the Retro Spectives Podcast! — We played Goldeneye 007 on 1964, a custom built emulator specifically created for Goldeneye 007 and Perfect Dark. It's bloody amazing, and has support for a mouse and keyboard control scheme as well as a bunch of fantastic visual options including FOV and fps. Highly recommend getting this if you want to give the game a spin. — Are the objectives in Goldeneye really that obtuse, or are we just being dense? Which console FPS should we try next - Perfect Dark or Timesplitters? Is Xena Onatopp the best Bond girl? Come let us know what you think on our community discord server! | |||
23 Oct 2023 | Episode 112: Metal Gear Solid 2: Sons of Liberty | 02:11:22 | |
Metal Gear Solid 2 was easily the most hotly anticipated game for the Playstation 2. The first game had blown everyone away, and the jaw-dropping graphics of previews combined with the quality of the animation in cutscenes seemed almost too good to be true. Luckily for fans everywhere, MGS 2 appeared to live up to its wild expectations, getting almost universally glowing reviews. It seemed that MGS 2 had expanded upon the first game in every single way, including having an even more convoluted story. But for all its praise, there were hints of critique and backlash around the edges if you looked hard enough. The change of protagonist definitely pissed a lot of people off, and opinion was divided over whether the ending was brilliant or just a self indulgent mess of ideas awkwardly stapled together. So is Metal Gear Solid 2 still a game worth playing today? Or are there flaws in this acclaimed classic that have been long forgotten? On this episode we discuss: Gameplay. In what ways has the core mechanics of sneaking around a complex changed from Metal Gear Solid 1 to 2? Are these differences meaningful in changing how you engage with the game, or are they just surface level changes with murdering enemies at range with a silenced pistol still being the best approach? Characterisation. One of the most memorable parts of the original Metal Gear Solid was its wacky roster of villains, all with their own questionably fantastical super powers. Does MGS 2 continue this proud tradition, or are the enemy bosses in the game lacklustre in comparison? Story. To call Metal Gear Solid 2’s story complicated is a massive understatement. To what degree does it manage to hold together its threads of conspiracy, philosophy and free will? Does it all come together in a cohesive whole, or is it just a load of nonsense? We answer these questions and many more on the 112th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Metal Gear Solid 2 OST: Harry Gregson-Williams, Norihiko Hibino
What was your favourite part of Metal Gear Solid 2? Does Fortune get as much hate as she deserves, or should she get even more? Which stealth game should we play next? Come let us know what you think on our community discord server! You can support the show monetarily on our Buy me a Coffee Page!
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12 Apr 2022 | Episode 84: Diablo 2 | 03:02:37 | |
Diablo 2 is one of the most influential games ever made. Evolving on the basic formulae created in Diablo 1, it introduced many concepts that are now considered genre staples: skill trees, socketed items, champion packs and the stash. Not only have countless games just like it come in its wake - every single element of this game has been spun off into other genres. MMOs take from Diablo 2. FPS games take from Diablo 2. Its tendrils writhe deep into the flesh of the gaming landscape, even today. But for all of its influence, is it still worth playing the original? If every aspect of what makes this game has been evolved upon, not just in its own genre, but in others, can the humble original still be worth playing over everything that has come out since? We are joined by special guest Shane Koski of the Retro Hangover Podcast to delve deep into exactly what it is that makes Diablo 2 tick - and whether, at the end of it, it is worth playing an ARPG that is over 20 years old. On this episode, we discuss:
We answer these questions and many more on the 84th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Diablo 2 OST: Matt Uelmen We had yet another excellent guest on the show - Shane Koski of the Retro Hangover Podcast! They do deep dive critiques of video games that are at least 10 years old, and they have some fantastic stuff - I highly recommend checking out their Tomb Raider and Parasite Eve episodes. You can also join their discord community here to join the conversation. — The Hidden Cost of Optimisation — What is it exactly about Diablo 2 that makes people enjoy it more than any other ARPG? Are Rune Words really as bad as we say, or do they overall add to the experience? Did you have a similar experience to us on Diablo 3 launch day? Come let us know what you think on our community discord server! | |||
29 Nov 2021 | Episode 75: Emperor: Rise of the Middle Kingdom | 01:42:09 | |
When Emperor: Rise of the Middle Kingdom was released in 2002, it was not to a fanfare of fervor or excitement. This was the 6th title in Impression Games’ city builder series, and it was widely viewed as more of the same. Caesar, Pharoah, Zeus and now Emperor all had the same baseline mechanics, and although they had their own theming and nuanced differences, they still mostly played the same. Critics were not impressed. Emperor brought along a couple of refinements in residential walls and roadblocks, but was otherwise a refinement of everything that had come before. The real question is, is the essential gameplay here still worth experiencing? Is putting economic supply chains together, and turning your farms on and off a meaningful experience? Or does it all end up being a boring and repetitive exercise as you build up your city the exact same way every time? On this episode, we discuss:
We answer these questions and many more on the 75th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Emperor: Rise of the Middle Kingdom OST: Jeff Van Dyck
We recently guested on the Retro Asylum Podcast where we discussed and reviewed Fallout 2! We had a great time covering Fallout 1 with Chris on our show - and he was kind enough to return the favour for the sequel. The episode should be dropping very shortly, so please subscribe to them for some more Fallout goodness.
Does Emperor: Rise of the Middle Kingdom deserve its status as the best of the Impression Games’ titles? Are there any modern games that exist as genuine spiritual successors to these games? Was there anything about the economic management that James and Pat drastically misunderstood? Come let us know what you think on our community discord server! | |||
05 Feb 2019 | Episode 1 - DOOM | 00:40:09 | |
In this inaugural cast of Retro Spectives, Pat and James seek the truth by breaking down the following questions:
We answer these questions and more on the very first episode of Retro Spectives!
If you enjoyed the show and would like to continue the conversation then feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
08 Jun 2020 | Episode 37: Castlevania | 01:05:01 | |
Pat and James go back in time further than they’ve ever been before and play the original Castlevania! First released in 1986, it was the beginning of a legacy that has seen metroidvanias, 3d brawlers and most recently a hit anime series. You play as Simon Belmont, equipped with his iconic whip, as he battles through horror movie monsters to reach the top of Count Dracula’s castle and slay him like the vampire scum he is. It was a hit on release and fans loved its hard as nails gameplay and cheesy horror themes. But how fun is Castlevania to play today? Platformers have seen more than 30 years of careful refinement. Boss fights are far more sophisticated And the NES is hardly the high point of graphical fidelity. Is Castlevania still an enjoyable experience all these years later, or was it simply a good game at the time of its release? On this episode, we discuss:
We answer these questions and many more on the 37th episode of the Retro Spectives Podcast! --- Is Castlevania really as difficult as Pat and James claim? Are the graphics better than we give them credit for? Is there a particular song on the soundtrack we should have paid more attention to? Come let us know what you think on our community discord server! | |||
18 May 2023 | Episode 105: Gabriel Knight: Sins of the Fathers | 01:15:32 | |
When Gabriel Knight: Sins of the Fathers first released in 1993, it was not a crack commercial hit. It did however instantly earn itself widespread critical acclaim, with reviewers praising its dark and disturbing story, foreboding atmosphere, and incredible voice acting. The game brought the setting of 90’s Louisiana to life, with all the colonial baggage and real life voodoo history integrated into every little crevice of its world. But can Gabriel Knight truly get over the ultimate sin of being a point and click adventure game? Can voodoo be taken seriously after Monkey Island spent so much time satirising the concept? Is this game as scary or intense all these years later? Or has the passage of time left the narrative of Gabriel Knight without any bite? On this episode, we discuss: Aesthetics. We played two different versions of Gabriel Knight - the original, and the 2014 remake. Is one of these clearly better than the other, or do they each have their strengths and weaknesses? Story. How does the narrative unravel in Gabriel Knight? Is having a slow burn story a good way to keep the player invested? How does structuring the game into days affect how the story is told? Gameplay. How logical are Gabriel Knight’s puzzles? Does having the game split into days affect the clarity of what you’re meant to accomplish each day? Does the game avoid the fundamental issues that Pat and James have with the genre?
We answer these questions and many more on the 105th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another GK 1993 OST: Robert Holmes GK 2014 OST: Robert Holmes
Are our critiques of the point and click adventure game puzzles valid? What do the sequels change or improve from the original? Is there a different adventure game out there that we should try? Come let us know what you think on our community discord server! | |||
02 May 2022 | Bonus 1: Splinter Cell: Chaos Theory Co-op | 00:49:47 | |
For all of our complaints, we did enjoy Splinter Cell: Chaos Theory. While it failed to maximise its different elements into a creative challenge, its core gameplay is just as good as it was in the first title. So when we remembered that an entire coherent Co-op campaign was released alongside the main game, it seemed like an excellent opportunity for us to suit up and demonstrate our brilliant stealth chops to one another. We were hoping we would breeze through it in a few hours, particularly after we had complained so profusely about how easy the original game was. Things didn’t go quite as we expected. Grab a cup of hot chocolate and get comfy as we laugh and curse our way through the trials and tribulations of Splinter Cell: Chaos Theory Co-op. On this episode, we discuss:
We answer these questions and many more on this special bonus episode of Retro Spectives! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another — Rakuzo’s guide on reddit to get Chaos Theory Co-op working — What was your experience like playing the Co-op of this game? Did you find the end of mission 4 as frustrating as we did? What other Co-op games should we play? Come let us know what you think on our community discord server! | |||
23 Sep 2019 | Episode 19 - Diablo | 01:30:57 | |
Diablo 1 laid the groundwork for the action-RPG genre way back in 1996. We have Diablo to thank for genre staples like colour-coded loot, elite mobs and town-portal scrolls. But since then, ARPGS have evolved into incredibly complex beasts, with sprawling skill trees, crafting systems and character customisation that makes Diablo 1 look quaint in comparison. But is high-complexity necessarily better than a game which is simple and refined? Are more realistic graphics with their anti-aliasing and 3D Graphics better than basic yet haunting hallways? Has Diablo 1 stood the test of time, or is it better left forgotten as a relic of the ARPG genre? In this episode, we discuss:
We answer these questions, and many more, on the 19th episode of the Retro Spectives Podcast! | |||
22 Jun 2020 | Episode 38: Lunar: Silver Star Story Complete | 01:58:02 | |
Lunar: The Silver Star is a tale of love and adventure which has been remade more than most games in history. First released in 1992 for the SEGA CD, it has existed in one form or another on different consoles, handhelds and even phones. Most agree that the definitive version is the original PlayStation’s Lunar: Silver Star Story Complete, the version we played for the podcast this fortnight. Alex dreams of becoming the next Dragon Master, one of the storied heroes of legend, but he has a long way to go before attaining those dreams. For now, Alex is simply content with exploring a forgotten dragon’s cave in search of treasure. Join Pat and James as they put Lunar to the test, finding out if it truly stood the test of time. On this episode, we discuss:
We answer these questions and many more on the 38th episode of the Retro Spectives Podcast! --- We guested over on Will and Drew’s Gaming Retrospective! Each week Will and Drew talk video games and the game industry, or they interview idiots like us! Listen in to part 1 and part 2 of our interview where we talk Dark Souls, Fighting Games and the games that defined us and our gaming philosophies! Will and Drew’s website can be found here! --- Enjoy the show? Did you find Pat’s take a little..controversial? Or even stupid? Take the argument to us directly on our community discord server! We’ll be sure to respond in kind! | |||
08 Nov 2021 | Episode 74: Jet Set Radio | 01:18:24 | |
From the very moment Jet Set Radio released, it wowed its audience. It blew people away with its at the time revolutionary cell shaded graphics, and boasts an undeniably funky soundtrack, with bangers like Yellow Bream and Recipe for the Perfect Afro. Adding graffiti tagging to the gameplay of Tony Hawk’s Pro Skater? It seemed like a match made in heaven, and all done in incredible style. But have the sands of time been kind to Jet Set Radio, or just the opposite? We have seen endless iteration in the skating genre, and today we tend to demand tighter control. Does Jet Set Radio provide a gameplay experience that matches its swagger, or is it simply a case of style over substance? On this episode, we discuss:
We answer these questions and many more on the 74th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Jet Set Radio OST: Hideki Naganuma, Various Artists
Is Jet Set Radio Future (or Sunset Overdrive) worth playing, or is the original the best? Are the controls something that takes time to master, or are they intrinsically flawed? And are these truly the worst half pipes in the history of gaming? Come let us know what you think on our community discord server! | |||
15 Mar 2021 | Episode 57: Streets of Rage 2 | 01:41:05 | |
Pat and James are joined by special guest Drew Koscelek of the WDGR Podcast to discuss and argue whether Streets of Rage 2 has truly stood the test of time. When it was first released in 1992 for the Sega Genesis, it blew everyone away with its gorgeous graphics, vibrant soundtrack, and its fast and fluid gameplay. Even today, many consider it to be one of the best in its genre. Beat ‘em ups were hugely popular in the late 80s and early 90s, a fixture of the arcade scene and dominating the home console market in the early 90s. But as time went by, they began to fade from view into total obscurity, only appearing here and there as curios like Scott Pilgrim. The release of Streets of Rage 4 to widespread critical acclaim reminded everyone that the genre still has a lot to offer. But for all the success of Streets of Rage 4, is Streets of Rage 2 still worth playing today? Have the 28 years in between the two games made the original titles redundant, a shadow of what the modern titles offer? Or does Streets of Rage 2 still have what it takes to be fun to play? Is it a classic that has truly stood the test of time? On this episode, we discuss:
We answer these questions and many more on the 58th Episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Streets of Rage 2 OST: Yuzo Koshiro, Motohiro Kawashima --- Our special guest for the episode was Drew Koscelek of the WDGR Podcast! Each and every episode they discuss video games as two people who have no time to play video games. They’re currently running a March Madness video game franchise draft that you can participate in, so please do go check them out! You can also join their discord server to join the conversation. --- Is Streets of Rage 2 really the best in the series, or is the remake of 1 even better? Did we misunderstand something about how you’re meant to play the game co-op? What are brawlers from other franchises worth playing now that we’ve got our feet wet? Come let us know what you think on our | |||
24 Feb 2019 | Episode 4 - Castlevania Symphony of the Night | 00:58:49 | |
Castlevania: Symphony of the Night is a game that served as direct inspiration for titles like Dark Souls and Hollow Knight despite being released in 1997. Its influence can be seen not only in these games, but in the entire genre of metroidvania. Has Symphony of the Night stood the test of time or does it wallow in the shadow of those it inspired? On today’s episode, we answer this question by examining the following:
If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
28 Aug 2023 | Episode 110: Metal Gear Solid | 01:31:21 | |
It feels like Metal Gear Solid barely needs an introduction. First released in 1998 for the playstation, it launched Hideo Kojima into the western spotlight and has been credited as a foundational game in the stealth genre. It combined a cinematic presentation with a larger than life cast of villains that somehow never broke through how seriously the game seemed to take itself. There was an attention to detail here that blew people’s minds upon release, not only in the level of interactivity but also the many easter eggs and secrets scattered throughout the game. But for all its critical acclaim, and its renowned legacy, is Metal Gear Solid still a fun game to play today? Every single entry in the series innovated in a big way, and Metal Gear Solid was the first 3D title to come out. Were pundits at the time just wowed by what was essentially a glorified tech demo, or is Metal Gear Solid still a worthy title to play to this day? On this episode we discuss: Stealth Metal Gear Solid is credited for the revitalisation and popularization of the stealth genre. But just how good is the stealth gameplay here really? Is it as good as the later games in the series, and how does it hold up in comparison to its contemporaries like Thief? Story The Metal Gear Solid series is famous for its batshit insane storytelling, wacky villains and twists and turns. How well does the first game execute on its story, and how does it use cutscenes and codec calls to reveal character’s personalities and philosophies? Action Metal Gear Solid isn’t just a stealth game, and features a heavy dose of action particularly towards the end of the game. How well realised are the action setpieces compared to the stealth? We answer these questions and many more on the 110th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Metal Gear Solid OST: Maki Kirioka, Kazuki Muraoka, Togo Project
Which Metal Gear game is your favourite? Are the original Metal Gear 1 and 2 worth playing today? Do you prefer to play the game with or without the radar? Come let us know what you think, and recommend us games to play on our community discord server! You can support the show monetarily on our Buy me a Coffee page. | |||
31 Aug 2020 | Episode 43: The Operative: No One Lives Forever | 01:31:37 | |
First released in the year 2000 for windows, The Operative: No One Lives Forever (NOLF) was widely praised as the best FPS released since Half Life. The game openly celebrates the Spy genre, feeling like a bizarre amalgamation of James Bond, Get Smart and Austin Powers. Monolith Productions was struggling with giving the game a unique identity until they struck on the idea of making the lead character a woman. Enter Cate Archer, dryly sarcastic, witty and deadly, but surrounded by the blatant sexism of the 60s, with everyone questioning her abilities and blaming her emotions whenever things go wrong. Cate Archer tackles the obstacles in front of her with aplomb, sneaking around enemy bases and shooting anyone who happens to stop her. But can the gameplay of this mostly forgotten relic hold up all these years later? Is the story really that fascinating or just a glorified homage? On this episode we discuss:
We answer these questions and many more on the 43rd episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another NOLF OST: Guy Whitmore --- To play NOLF on a modern PC, completely free: First, download NOLF GOTY edition at this link. Remember to activate the included widescreen fix. Then, download and install the NOLF Moderniser patch at this link! Enjoy your varied menu options and 60 FPS! --- Are there any hilarious conversations between guards that we missed? Is this a better stealth game than we give it credit for? Doe NOLF 2 do the original proud? Let us know what you think on our text based community discord server! | |||
01 Aug 2022 | Episode 91: Rez | 00:50:57 | |
Rez, first released in 2001 for the Dreamcast and PS2, is many things. It's a rail shooter, heralded as one of the greats of a now mostly dead genre. It's a visual assault on the senses, with its pulsating neon wireframes and insanely animated boss fights. It's an audio hallucinatory trip, with musical beats emanating from every killed enemy, and every shot fired rapping like a snare drum. It is, in short, an experience unlike any other. But for all its uniqueness, is Rez a game worth your time to play today? Or does it only survive in our memories on novelty alone? On this episode, we discuss:
— Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Rez OST: Various Artists — Wassily Kandinsky’s Wikipedia Page — Is the VR version of Rez worth playing through? What Rail shooter should we play next? Is track 3 really the worst of the bunch? Come let us know what you think on our community discord server! | |||
02 Oct 2023 | Episode 111: Rollercoaster Tycoon 2 | 01:19:02 | |
Rollercoaster Tycoon 2 was a staple of many people’s PC desktop screens back in the early 2000s. Nestled in between the big hitters like Warcraft 3 and Diablo 2 you would find this odd game that straddled the line between simulation and video game. Developed by Infogrames Interactive, it saw Chris Sawyer continue the work he put into the first game, with more rides and tools to tweak your park to whatever specifications you desired. Rollercoaster Tycoon 2 features over a hundred attractions, a plethora of themes and a roller coaster physics system that is completely ludicrous in terms of detail. But in the pursuit of building a sandbox sim, did Chris Sawyer forget to add a compelling video game to the mix? Or is this just ultimately an empty and lifeless recreation of rides going round in circles for all eternity? On this episode, we discuss:
We answer these questions and many more on the 111lth episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Rollercoaster Tycoon 2 OST: Allister Brimble
Do you know how to build the mighty roller coasters that we struggled so much with? Are there actually that many differences between the first three games, or are they all essentially identical? What other management style games would you like to see us play? Come let us know what you think on our community discord server If you’d like to support the show monetarily, please check out our Buy me a Coffee Page! | |||
16 Dec 2019 | Episode 25: Armored Core | 01:12:19 | |
From Software is amongst the most critically acclaimed software developers of all time. Since 2009’s Demon’s Souls, they’ve released nothing but incredible titles and Dark Souls 2. But long before Hidtaka Miyazaki joined the company, From was mainly known for a completely different series: Armored Core. First released in 1997 for the Playstation 1, Armored Core was an immediate hit, letting players fly around and destroy other enormous robots in short and intense bursts. But is it still a joy to play, with the advent of better control schemes and more refined graphics? Does Armored Core do its descendants proud in being a brilliant title? On this episode, we discuss:
We answer these questions, and many more, on the 25th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
07 Nov 2022 | Episode 97: The Chronicles of Riddick: Escape from Butcher Bay | 01:15:17 | |
The Chronicles of Riddick, when it first released in 2004, was the definition of mediocre sci-fi schlock. Riddick, played by Vin Diesel, came across as a generic edgelord, and it seemed to lean into special effects and spectacle over anything more substantial. It's a direction that didn’t play well with critics, nor with the fans of the previous entry, Pitch Black. So it was to everyone’s surprise when a videogame set in this same world was released to widespread critical acclaim. Vin Diesel, under his macho exterior, was secretly a bit of a geek, and was heavily involved in the development. Critics praised just about every aspect of this short and tightly-made prison-escape, from the visuals, to the stealth, to the characterisation. But were those critics simply wowed by the glossiness of a cinematic FPS? Are the individual gameplay mechanics in Riddick actually fun in their own right? Or is this just another mid-2000’s hybrid FPS game that is better off forgotten? On this episode, we discuss:
We answer all these questions and more on the 97th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Riddick OST: Gustaf Grefburg — Is it worth watching the third Riddick movie, or is it just more of the same? Are there any other obvious influences we forgot to mention outside of repeatedly calling out Half Life? Is Dark Athena as bad as the reviews suggest? Come let us know what you think on our community discord server! | |||
10 Jan 2022 | Episode 78: Celeste | 01:58:50 | |
Celeste is not your average platformer. When it was released in 2018, it took the world by storm, delighting casual players and speedrunners alike. Its levels were divided into screens reminiscent of Super Meat Boy, featuring fast and frequent death with extremely frequent checkpoints. It had a simple, but warming and competently written story, a rarity for the platforming genre. And while it might appear simple at first glance, the mechanics at play here unfold deeper and deeper the more you seek to master what the game has to offer. We round out our second Xmas special with a detailed breakdown of everything that makes Celeste tick - the music, the story, the gameplay mechanics and much more. Is Celeste really the new high watermark for 2D platformers, overthrowing the old guard like Mario and Sonic? Or have we just been bewitched by something new and unusual? On this episode, we discuss:
We answer these questions and many more on the 78th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Celeste OST; Farewell OST: Lena Raine — Maddy’s Article on Madeline being canonically trans Game Maker's Toolkit on why Celeste feels good to play Twitter thread detailing a lot of hidden game feel design choices — Enjoy the show? Are we right to claim that Celeste is the greatest platformer of all time? Got any games that you’d like to see us review? Come let us know what you think on our community discord server! | |||
08 Apr 2019 | Episode 7 - Ape Escape | 01:05:58 | |
Ape Escape was a defining platformer of the Playstation 1 era, notably being the very first to require a dualshock controller to play. It truly pushed the limits of that controller, incorporating the joysticks in a way no game has done since. You journey through each level, trying to capture apes and send them back to the zoo where they belong - no-one tell PETA about the game. Do the innovative controls and basic gameplay loop of capturing monkeys hold up to this day, or is it just plain monkey-ing around? In this week’s episode, we discuss:
Find out the answers to these questions, and many more, in this week’s episode of Retro Spectives! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
07 Jun 2021 | Episode 63: DOOM II | 01:58:09 | |
Doom II came hot on the coattails of Doom, releasing just 10 months after the first game took the world by storm. Billed as a sequel, it resembled an expansion pack far more, introducing only a handful of enemies and one new weapon. Despite this, Doom II was massively successful at launch, and introduced all the pieces for the enormous Doom modding community that continues to thrive to this day. But is it enough to introduce so little and still expect the gameplay experience to be fresh? Could a game only in development for such a short time deliver consistently good level design? Or will Doom II end up being remembered more for what it introduced than the substantial experience of actually playing it? On this episode, we discuss:
We answer these questions and many more on the 63rd episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Doom II OST: Bobby Prince --- Did you enjoy Doom II more than Doom I? Are we over rating The Plutonia Experiment? Do you have any custom WADS to suggest? Come and join the discussion on our community discord server! | |||
26 Dec 2022 | Episode 99: Metroid Prime | 01:33:21 | |
The Metroid games are certified classics for a reason. Super Metroid, in particular, is responsible for inventing an entire genre, with a shockingly tight design that puts all other games of its era to shame. The 90s came and went without seeing a 3D metroid game, but in 2002 we finally saw the release of Metroid Prime. Could it possibly capture the magic of what made the 2D games great? Well, according to the reviews of the time, it did that, and more. Metroid Prime received close to universal acclaim, with everything from its graphical presentation to its enemy design to its power ups being declared worthy of its predecessor; a resoundingly successful conversion and evolution of the concept of a Metroidvania. But 20 years have passed since the release of Metroid Prime. And while the genre of 3D metroidvanias remains mostly barren, there have been other fantastic games to come in its wake - Supraland, Antichamber and Outerwilds, Prey and of course, Dark Souls. Does Metroid Prime, with its focus on exploration and platforming, still hold up today? Or are its mechanics and world outdated, primitive and undercooked? On this episode, we discuss:
We answer these questions and many more on the 99th episode of the Retro Spectives Podcast! | |||
10 Feb 2020 | Episode 29: Heroes of Might and Magic III | 02:06:10 | |
First released in 1999, Heroes of Might and Magic 3 is widely considered to be one of the best turn based strategy games ever made. To this day it has a fanatical online following who strive to understand all the intricacies of the title. There are layers upon layers of complexity on display here, from the economic management to troop compositions and how you manage your various heroes. But is it still fun to play today? The strategy genre has had 20 years to refine itself into something a lot more sophisticated. There are millions of different takes on 4x strategy games, from Endless Space to Civilization. And that’s to say nothing of the other 4 Heroes titles that have come out since then. Has this third entry in the series, more than 20 years later, actually stood the test of time? In this episode, we discuss:
We answer these questions, and many more, on the 29th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
22 Apr 2019 | Episode 8 - Silent Hill 2 | 01:20:18 | |
Silent Hill 2 holds a special place in many people’s hearts. Its held up as a poster child for both its oppressive atmosphere and the multi-layered and surreal tale it tells, of the town and the people that have been drawn to it. It tried to tell a story quite different from the conspiracy driven Resident Evil or the demon invasion of Doom 3. Is Silent Hill 2’s psychological horror as scary as ever? Does the gameplay of collecting keys and solving puzzles contribute to the atmosphere? In this week’s episode, we explore:
Find out what we really think on the 8th, and longest so far, episode of Retro Spectives! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
30 Jan 2023 | Episode 100: Pathologic 2 | 02:24:30 | |
The original Pathologic has long been regarded as a cult classic. Obtuse, frustrating, boring and unfriendly, it nonetheless captured people’s imaginations with its densely woven storytelling and mystical dialogue. It was a game that came at the art form from a completely different direction from what everyone else was doing, but was ultimately limited by its fairly simple gameplay. Pathologic 2 aimed to solve the gameplay problem. Ice Pick Lodge, with a wagon full of kickstarter money, wanted to refine the spirit of the first game and realise their dream of death and suffering. Combat, looting, infection, trading, potion making, the UI and much much more have all been expanded upon dramatically to give the player too much to do, and not enough time to do it. But did all these radical changes to the gameplay come at the cost of the story? Is only having the Haruspex playthrough instead of all 3 characters still a meaningful experience? Has Pathologic 2 achieved everything that the first game was striving for? Join us on our special 100th episode of Retro Spectives Podcast as we discuss a game that refused to bend to progress, and instead carved its own path through the gaming landscape On this episode, we discuss:
We answer these questions and many more on th1 100th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Pathologic 2 OST: Vasily Kashnikov, Theodor Bastard
A big thank you to everyone who has stuck with us through 100 episodes of reviewing and discussing classic games. The whole reason doing this podcast is fun is because you’re there listening, and both Pat and James deeply appreciate you for it. If you haven’t done so already, we’d love it if you'd swing by and say hi on our community discord server. | |||
11 Oct 2021 | Episode 72: Star Fox 64 | 01:10:38 | |
Once upon a time there was a genre known as the Rail Shooter. Before developers had mastered free traversal in 3D spaces, they instead popped players on a fixed rail and took them through a series of linear shootouts. Many consider Star Fox 64 to be one of the highpoints of the genre, seeming to set the stage for many more to come. As time went on they started to disappear entirely though, only occasionally rearing up with titles like Panzer Dragoon and Kid Icarus. The question is, did the genre deserve to die? Can a rail shooter possibly be as fun as a fully 3D one, or is it just a relic to be appreciated with nostalgia? Star Fox 64 has an incredible legacy of meme history, but is it still fun to play today? On this episode, we discuss:
--- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Star Fox 64 OST: Hajime Wakai, Koji Kondo --- What was your least favourite level of Star Fox 64, and why was it that stupid underwater level? Are there any other rail shooters we should play? Is Star Fox 64 the best Star Fox game? Come let us know what you think on our community discord server! | |||
13 Sep 2021 | Episode 70: Space Channel 5 | 01:10:41 | |
In Space Channel 5, you take the role of space journalist Ulala as she uses interpretative dances to fight aliens, rescue hostages and defeat her fellow colleagues. If that sounds absurd, that’s because it's yet another weird game that James has chosen. The game was first released in 1999 for the Sega Dreamcast, and took a while to find success, but eventually developed a cult following. Its retro futuristic presentation delighted the senses, and lurking underneath it was a surprisingly hardcore rhythm game. With virtually no visual indicators of what to do, and no feedback for failing to hit notes, its difficulty even forced many people away. But does this all add up to a delightful experience all these years later? With rhythm games now a mainstream genre, can the quaint stylings of Space Channel 5 still possibly hold up? Or is Ulala yet another journalist who deserves to go the way of the Radio Star? On this episode, we discuss:
We answer these questions and many more on the 70th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Space Channel 5 OST: Naofumi Hataya Space Channel 5 OST with lyrics --- Emulator that we both used to play Space Channel 5 --- Are you an expert at rhythm games? Does Part 2 change anything significant gameplay wise, or does it just expand on what was present in the first? Are there any other rhythm games that we should try? Come let us know what you think on our community discord server! | |||
19 Jul 2021 | Episode 66: Phoenix Wright: Ace Attorney | 01:43:31 | |
The Ace Attorney franchise adds a twist to visual novels that has rarely been replicated. Instead of having you as a passive participant in the story, or making decisions through dialogue trees, you instead gather clues and cross examine witnesses to get to the truth. Its eclectic cast of characters all have some deeper truth to hide, and it's up to you to get to the bottom of it as you defend your client from the rapid passage of justice. But just how well crafted are the murder mysteries that you unravel? Do you really feel like a defence lawyer as you gradually crack the case? And just how well does the gameplay of investigating and cross examining match up with the format of a visual novel? On this episode, we discuss:
We answer these questions and many more on the 66th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Ace Attorney: Phoenix Wright OST: Masakazu Sugimori & Akemi Kimura --- Next episode, we’ll be joined by Chris Durston, author and host of the Philosophiraga Podcast to play Prince of Persia: The Sands of Time! Each episode Chris takes a philosophical concept and breaks it down using video games as examples. It's a fantastic show if you’ve got an interest in philosophy but have always been put off by how complicated it all seems to be. --- Do the later Ace Attorney games dramatically change or evolve on the formulae of the first? What other games (apart from Paradise Killer) have taken inspiration from the series? Do you prefer the meta heavy later cases, or the more isolated self contained ones? Come let us know what you think on our community Discord Server! | |||
24 May 2021 | Episode 62: Resident Evil Remake | 01:53:47 | |
When you hear the term ‘survival horror’, you can’t help but think of Resident Evil. Back in 1996, Resident Evil blew everyone’s minds, combining traditional point and click adventure puzzles with tense and strategic zombie combat. Six years later, in 2002, the game received a remake for the GameCube that many consider to be one of the best ever. The pre-rendered visuals of the Spencer Mansion elevated the atmosphere to a truly horrifying place, even as you collected gems for jewellery boxes. But for all that it changed, in terms of level layout, item distribution and graphical fidelity, this is one remake that kept the essential gameplay the same. It kept the fixed camera angles, the tank controls and even the absurdly limited inventory. It doubled down on the essential design choices of the original, instead of making it more convenient to control and play. Did this decision lead to the best way to experience Resident Evil 1, or does its design seem clunky and outdated, a relic of another age? On this episode, we discuss:
We answer these questions and many more on the 62nd episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another REmake OST: Shusaku Uchiyama --- Is the REmake the best version of Resident Evil 1, or should we have played a different one? If we play another Resi game, which one should we play? Does the story get cheesier or more grounded as the series progresses? Let us know what you think on our community discord server! | |||
23 Nov 2020 | Episode 49: Warhammer 40,000: Dawn of War | 01:17:44 | |
In 2004, Relic brought the tabletop game Warhammer 40,000 to life with its real time strategy game Dawn of War. Fans of the franchise adored it, and it brought in entire legions of new zealots ready to die for the glory of the Emperor. Dawn of War went on to feature three expansion packs, one superb sequel, and another sequel probably best left forgotten. With so many games and fans around the world, the success of this bold experiment is unquestionable. But how fun an experiment is it to play today? Is it really possible to fully capture the spirit of the models, the lore, and the gameplay in an entirely different genre? Is Dawn of War’s campaign still fun to play today? On this episode, we discuss:
We answer these questions and many more on the 49th episode of the Retro Spectives Podcast!
Looking to play Dawn of War? Find a widescreen fix here
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Dawn of War OST: Jeremy Soule
Is Warhammer 40k Dawn of War’s gameplay more sophisticated than we give it credit for? Is there a particular expansion we should try that will blow our minds? Have we completely butchered and misunderstood the lore? Let us know on our community text based discord server! | |||
09 Jan 2023 | Episode 99.5 M4ilB4g | 02:34:39 | |
When we started this podcast nearly 4 years ago, we did so with a clear goal in mind. We wanted to play, review and critique games of the past from a perspective free of nostalgia. As the gaming industry grew, games changed, for both better and worse - and it is worthwhile to examine all those creaky and dust covered titles to see what has been forgotten. Sometimes mechanics truly are outdated, sometimes modern games have done it better - but not always. And discovering when an old game offers something unique because of what they supposedly lack has been an incredible experience. Over these 4 years we have slowly gathered a community of listeners that has similar feelings, or can at least appreciate this perspective. We are forever grateful for you listening to our show, for sending us tweets and for conversing on our discord server. The least we can do is give back to you with an opportunity to ask questions of us once a year, not just about old games but about anything. So welcome one and all to our reprisal of the Mailbag episode, with M4ILB4G. Grab a beverage and settle in as we answer our discord listener’s burning questions. And while you’re at it, make sure to drop by and join our discord server if you haven’t already. There’s no Retro Spectives without you, and we appreciate you all deeply. On this episode, we discuss:
We answer these questions and many, many more on the 99.5th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Medivo from Jazz Jackrabbit: River of Despair from The Binding of Isaac: Jonathan Evans, Matthias Nicol Bossi, Ridiculon | |||
04 Jan 2021 | Episode 52: 2020 Wrap up - Lost Threads and Tangents | 01:37:31 | |
2020 saw Pat and James play through another 23 retro games, ranging from the delightful insanity of Katamari Damacy to the far more lukewarm Lord of the Rings: The Two Towers. We played a lot of stealth games, had our fair share of mental breakdowns over what each of us saw as terrible games (Pat and James, respectively), and even got to finally talk about none other than Dark Souls. Within the margins of our game reviews, however, were many potential conversations ended prematurely, many argumentative tangents unaired. Sometimes an interesting discussion won’t fit in the constraints of a single episode, and sometimes we get too mad in the moment to actually express ourselves coherently. Here then, are the bits and pieces that wouldn’t fit; a revisiting of what we consider the most interesting threads of discussion that we weren’t able to get into during the episode. On this episode, we discuss:
We answer these questions, and many more, on the 52nd episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Katamari Damacy OST: Asuka Sakai - Que Sera Sera Super Mario World OST: Koji Kondo - Athletic --- Day Z or the Unexpected Virtue of Ignorance --- Have a game suggestion for us to play in 2021? Did we give the games this year enough credit for their soundtracks? Are you one of those filthy defenders of removing skill based matchmaking? Whoever you are, and whatever degenerate gaming beliefs you hold, we would be delighted if you stopped by our discord server to continue the discussion in a somewhat civil manner! | |||
27 Sep 2021 | Episode 71: Pathologic | 02:21:51 | |
Back in 2005, a Russian studio called Ice Pick Lodge decided to continue the fine tradition of dark and dreary slavic storytelling with Pathologic, a survival horror game quite like any other. It received critical acclaim in Russia, but was largely unknown in the West, at least until a series of articles on Rock Paper Shotgun shone a spotlight on its existence. It is one of the most divisive games ever made. People praise it, people despise it, and many more seem to love and hate it at the same time. More confusing is the fact that the very things that some cite as problems are the exact reason others adore it. It's even a difficult game to describe or pin down, leaving its very nature something of a whispered mystery, even in the face of the many survival games that came in its wake. Well, no more shall the game remain inscrutable. We break down and discuss the gameplay, storytelling and atmosphere of Pathologic in excruciating detail, as newcomers to the game. Can it possibly still stand up in the face of a modern cross examination, or is its status hugely overblown? On this episode, we discuss:
We answer these questions and many more on the 71st episode of the Retro Spectives Podcast! ---
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Pathologic OST: Andriesh Gandrabur
Is the gameplay of Pathologic really quite that bad? What hidden aspects of the story completely slipped our notice (I’m sure there were many). Does Pathologic 2 improve upon the things we perceived as flaws, or is it just more of the same? Come let us know what you think on our community discord server! | |||
13 Nov 2023 | Episode 113: Blood | 01:20:38 | |
Blood, first released in 1997 by Monolith Studios, was the middle child of the big three Build Engine games, sandwiched in between Duke 3D and Shadow Warrior. Its combination of gory horror-inspired visuals combined with action filled FPS gameplay was a huge hit at the time of release, but has slowly faded in many people’s memories. Both Quake and Half Life loom larger in most people’s memories than Blood, and the question must be asked: why? Is there a good reason that Blood has become one of the dark horses of the boomer FPS genre, known mainly to connoisseurs of the genre? Or has the quality of 2.5D shooters been massively overstated? On this episode, we discuss: Weapons
Level Design
Aesthetics and Presentation
We answer these questions and many more on the 113th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Blood OST: Daniel Bernstein, Guy Whitmore
Retro Hangover Duke 3D podcast featuring Pat!
Does Blood truly have the best shotgun in any video game? To support the show monetarily, check out our Buy me a Coffee Page! | |||
09 Nov 2020 | Episode 48: Super Metroid | 01:19:58 | |
The Metroidvania genre has a long and complicated history, but the game that invented the modern model is without a doubt Super Metroid. Released in 1994 for the Super Nintendo, it blew critics away with its smooth gameplay, open level design and incredible boss battles. While previous metroid games had similar open ended level structure, it was Super Metroid that refined it into the smooth progression and pacing that we take for granted today. But does Super Metroid still hold up today in the face of the many advancements made in the genre over the past 25 years? The genre has seen a renaissance in the last 5-10 years, particularly in the indie sphere, headlined by Hollow Knight and Ori. Can the original possibly hope to stand strong when compared side by side to these masterpieces? On this episode, we discuss:
We answer these questions and many more on the 48th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Super Metroid OST: Minako Hamano
Is there another Metroid game we should play? Were there more diverse routes to explore the world than we gave Super Metroid credit for? Come let us know what you think on our community discord server! | |||
26 Oct 2020 | Episode 47: Thief 2: The Metal Age | 01:34:19 | |
The first Thief game was widely beloved, and critically acclaimed, but not entirely free of criticism. The gawking masses loved sneaking around the mansions of the wealthy, but were not too hot on the descending into caves filled with Zombies and Burricks. For the 2000 release of Thief 2, Looking Glass Studios decided to make some changes. Thief 2 takes place in the metal age, a steampunk inspired transformation that sees The City covered in factories, security cameras and ever vigilant automatons, patrolling back and forth. Gone are the monsters, pushed to the outskirts of society or hunted to extinction. Gone are the long and confusing tomb robbing missions, replaced with more mansions and other more mundane locations where nobility dwell. The world has changed. But is it ultimately for the better? Or has Thief 2 lost the magic that made Thief 1 so special? On our very first sequel episode, we discuss:
We answer these questions and many more on the 47th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Thief 2 OST: Eric Brosius
We highly recommend you listen to our episode on Thief Gold here before listening to our episode on Thief 2! We draw a lot of comparisons and assume that you know the basics of what the game is like! When you play Thief 2 should you install t2fix, which you can find here. This fixes a lot of bug and scripting issues while keeping the fundamental gameplay intact.
Did you enjoy Thief 1 more than Thief 2? Should we play Deadly Shadows or The Dark Mod? Are there any other secret stealth gems that we’ve neglected and should check out? Come let us know on our text based community discord server! | |||
05 Sep 2022 | E93: Blade Runner | 01:17:50 | |
Blade Runner is one of the most exceptional and influential works of science fiction to ever grace the silver screen. It brought the works of Phillip K Dick to life from its opening shots of geysers of flame erupting in the shadow of the Tyrell Corporation’s Egyptian skyscrapers. The technology might be fantastical and the world transformed, but the people of the city were the same, and Blade Runner knows it. To this day it is considered one of the best explorations and examinations of humanity, even if its slow pacing and flat characters might be off putting for some. 15 years after the release of the movie saw the release of the point and click adventure game of the same name. Blade Runner (1997) follows the journey of Ray Mcoy in a parallel side story to Deckard, as he investigates bombings, hunts down replicants, and otherwise gets tangled up in something far beyond his simple job. It was released to widespread critical acclaim, with reviewers both praising both its detailed environments and dynamic gameplay. But 25 years later, point and click adventure games are a dead artform, cursed and largely forgotten. Blade Runner itself got a shot in the arm with its sequel, and for many that’s the only exposure they have to this world. Is it possible, all these years later, that this game could possibly still hold up today? On this episode, we discuss:
— Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Blade Runner OST: Frank Klepacki — Which piece of Blade Runner media do you think is best - the book, one of the first movie cuts, or the sequel? Is the gameplay of Blade Runner more sophisticated and clever than we gave it credit for? Is there another modern game that uses the systems present here? Come let us know what you think and join the conversation on our ! | |||
11 Mar 2024 | Episode 117: Final Fantasy VII | 02:43:07 | |
Final Fantasy VII is a landmark title not only for the JRPG genre, but for all video games. First released in 1997 and developed by Square, it took the format of the previous games and brought them to life with 3D models and environments. Featuring an ambitious and creative setting, a complicated plot with intrigue and a seemingly deep and engaging combat system, the game seemed to be firing on all cylinders. Critics and fans alike adored the game to pieces, and even today there are legion's of players who will cite Final Fantasy VII as their favourite game of all time. But how has time truly treated this once overwhelmingly impressive title? Our ability to construct graphical setpieces goes far beyond what was possible in 1997. Combat systems have come a long way, developed into something far more sophisticated. And are the characteristics and story really as impressive as they were when the game first released? On this week’s episode, we discuss:
We answer these questions and many, many more on the 117th episode of the Retro Spectives Podcast! Intro Musicc: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Final Fantasy VII OST: Nobuo Uematsu
How did our thoughts on FF7 stack up to your own personal experience? Is FF7 the best final fantasy game, or does it rank middle of the road? What JRPG should we tackle next? Come let us know what you think on our community discord server! | |||
25 May 2020 | Episode 36: Freelancer | 01:33:08 | |
Freelancer was meant to be the chosen one. Announced in 1999 by Chris Roberts (of star citizen fame), it seemed to promise complex factional interactions, a cinematic storyline and engaging dogfighting all in one accessible package. But as time went on, and Chris Roberts moved into more of a consultancy role, the exact nature of Freelancer was revealed as something not quite as ambitious as what was previewed. So what is it like to play Freelancer today? Can a reduced version of what was envisioned still produce a meaningful and fun gameplay experience? Or is it just a hollow shell of a game, best left forgotten in the wake of modern titles like Star Citizen? On this episode, we discuss:
We answer these questions and many more on the 36th episode of the Retro Spectives Podcast! --- Does Freelancer have places worth exploring that we didn’t find? Are there any essential mods that drastically change the experience for the better, or did we nail it? Let us know what you think, and what exactly we got wrong on right, on our community discord server! | |||
09 Mar 2020 | Episode 31: Sonic the Hedgehog | 01:06:26 | |
When Sonic the Hedgehog was first released in 1991 it blew everyone's minds. Featuring gorgeous graphics, fast paced gameplay and an iconic mascot, Sega finally had a title that could compete with Mario. Sonic the Hedgehog was the reason to own a Sega Genesis, on a console that had otherwise failed to impress. But how well has the original Sonic held up by today’s standards? We’ve made vast strides in refining 2D platformers in the past 30 years, not only in the Sonic franchise, but across the board. Can the original really stand up to the test of time? Is Sonic The Hedgehog still a game worth playing today? On this episode, we discuss:
We answer these questions, and many more, on the 31st episode of the Retro Spectives Podcast! --- | |||
09 Sep 2019 | Episode 18 - Cave Story+ | 01:14:39 | |
Back in 2004, the Indie gaming scene as we understand it today was non-existent. If you were an independent game developer you were more likely to be at home on ad-infested websites like Newgrounds than on the shelf at your local game store. Daisuke "Pixel" Amaya changed all that with Cave Story. He showed the world that a one person project (entirely free!) could stand alongside the best games out there and paved the way for countless independent studios. But how fun is it to play today, all these years later? Modern indie titles have access to funding through kickstarter and a wealth of experience to draw upon from successful indie studios. Just how well does Cave Story compare to modern offerings? On this episode, we discuss:
We answer these questions, and many more on the 18th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
24 Jan 2022 | Episode 79: Splinter Cell Chaos Theory | 01:47:03 | |
Splinter Cell: Chaos Theory comes with a weighty legacy. Many consider this 2005 game to be the best stealth game of all time, edging out even games like Metal Gear Solid and Thief. Chaos Theory builds on the first two games in the series, introducing smarter AI, slightly more open level design and a unique hacking tool built to fit the cyber themed story that the game tries to tell. When we played Splinter Cell 1, we both really enjoyed the experience. And on paper, Chaos Theory does everything that the first does and much more. Does this all add up to a game that improves on the basic, yet refined gameplay experience that Splinter Cell 1 gave us? Or is it just a bunch of different features that look good on a box (or in a review)? On this episode, we discuss:
We answer these questions and many more on the 79th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Splinter Cell: Chaos Theory OST - Amon Tobin --- Make sure you check out our episode on Splinter Cell 1 for more stealth gaming goodness! — Are we on to something with our opinions on Chaos Theory, or are we completely mad? Are there any other major stealth games we haven’t covered that you’d like to see us explore? Is Chaos Theory really the best in the series, or was it just the best at the time it was released? Come let us know what you think on our community discord server! | |||
25 Apr 2022 | Episode 85: Star Wars: Republic Commando | 01:28:05 | |
Star Wars: Republic Commando received good press when it first released back in 2005. Instead of playing as a Jedi, you play as a stormtrooper, albeit a gifted and specially trained one. You lead missions with your 4 troop squad set during the height of the Clone Wars, taking down enemy artillery, investigating derelict spacecraft and doing reconnaissance on contested worlds. It was considered a fresh and well executed fusion of the broader fantastical world of Star Wars with the more frontline perspective more common to Call Of Duty. But can a tactical first person shooter built to run on the original Xbox still be enjoyable to play today? Do the character and story moments feel boring and generic in the face of the hundreds of military shooters that have come out since? Is Star Wars: Republic Commando a hidden gem, or does it deserve the moniker of being yet another 7/10 game? On this episode, we discuss:
— Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Star Wars: Republic Commando OST: Jesse Harlin — Star Wars: Republic Commando fix mod. ThaBeasts Diddy Kong Racing Video. — Is Star Wars: Republic Commando the diamond in the rough that everyone says it is? How do you think it compares to the Jedi Knight series? Which Star Wars game should we play next? Join the conversation and let us know what you think on our community discord server! | |||
28 Nov 2022 | Episode 98: Resident Evil 4 | 01:51:10 | |
When Resident Evil first came out in 1996, it wrote the book on what 3D survival horror was meant to be. Fixed camera angles, a creepy atmosphere, tank controls and bizarrely themed puzzles - these were now synonymous with the genre, whether you liked it or not. And for the most part, people liked it very much indeed, with its mainline sequels (and a couple of the spinoffs) sticking to and refining what made the original so compelling. It's no surprise then that Resident Evil 4 was released to some degree of controversy. It takes elements of the originals that many might view as sacred and throws them out the window. It introduced (we don’t talk about Dead Aim) the third person camera angle, adjusted the tank controls to something a lot more smooth, and was more interested in throwing 20 enemies at you at once than tightly restricting your bullet count. The story gave up any pretence of being anything scary, and Leon Kennedy returns as a badass action hero instead of a vulnerable rookie. But for all its radical changes, the game received astoundingly good reviews on release, and is still a fan favourite all these years later. Does Resident Evil 4 deserve the praise of being a kickass action game that in many ways has never been topped? Or has everyone been wowed by the move away from the classic controls and camera in favour of the new hotness? On this episode, we discuss:
We answer all these questions and more on the 98th level of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Resident Evil 4 OST: Shusaku Uchiyama — Our Resident Evil REmake Episode Resident Evil 4 Remake Trailer — Is there a spinoff to the main Resi games that is secretly better than the two we’ve already played? Is there another survival horror series in its entirety that we’ve been neglecting? What did you think of the adaptive difficulty of Resi 4? Come let us know what you think on our community discord server! | |||
06 Jul 2020 | Episode 39: Hitman: Codename 47 | 01:19:37 | |
Stealth games have a long and varied history. Amongst others exist the purist Thief, the story driven Metal Gear, and the slick secret agent stylings of Splinter Cell. But in the year 2000, Hitman: Codename 47 challenged stealth conventions by letting players freely walk around in hostile territory...provided they had the right disguise. With a heavy emphasis on puzzle-solving, the game wanted players to think laterally and come up with a plan to achieve the perfect assassination. But how successful was it at achieving this goal? In modern times, titles such as Dishonored, Metal Gear Solid V and even Hitman’s reboot provide varied platforms for dynamic stealth gameplay. Does Codename 47’s take on an action/stealth/puzzle hybrid hold up today, or does it just feel like a confused and clunky mess? On this week’s episode, we ask ourselves:
We answer these questions and many more on the 39th episode of the Retro Spectives Podcast! Playing Hitman in its vanilla state is not recommended! --- Are there solutions to some assassinations we were too dumb to solve? Which Hitman game should we play next? Are the Jungle levels really as bad as we think? Let us know over on our text-based community discord server | |||
18 Nov 2019 | Episode 23 - Halo: Combat Evolved | 01:36:16 | |
On the 15th of November, 2001, the Xbox launched with a tremendous bang. Not since Super Mario World for the SNES had a launch title been so well regarded. Halo invented, and went on to define how console FPS games should be made - limited weapons, regenerating health, slight auto-aim - Halo made these the industry standard. Halo was seen as a masterpiece - not just for its single player campaign, but for its fun couch co-op mode and competitive multiplayer. But has Halo actually stood the test of time, 18 years later? With a million sequels to its name, and the Masterchief Collection delivering a remaster of the games, is it just a nostalgic trip to visit the grandfather of console FPS? Or does it stand up strong alongside its peers, and show the world that Halo is a true classic? On this episode, Patrick, James and special guest Cameron Boozarjomehri of the Sweating the Small Stuff Podcast discuss:
We answer these questions, and many more, on the 23rd episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
08 Apr 2024 | Episode 118: Hitman Bloodmoney | 01:39:05 | |
Hitman: Blood Money, first released in 2006 by Eidos, is considered by many to be the best Hitman game ever made. After the first few games played around with novel ideas and concepts to mixed success, Blood Money honed in on the formulae of specific, small and dense environments filled with ‘accidental’ scripted opportunities to murder your target. Gone are the long and slow walking through the linear levels of Silent Assassin. You no longer have the weird and confusing systems of Codename: 47, where you only sometimes had to think outside the box. What we get here is a more focused experience - 12 playgrounds puzzle murders. But in focusing on these specifics, has Blood Money left behind something meaningful from the previous games? And while it built the groundwork for what the modern games would become, does it execute on it with the same finesse? Has Hitman: Blood Money truly stood the test of time, or does it just play like an awkward middle child?
Level Design
Execution(s)
We answer these questions and many more on the 118th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Hitman: Blood Money OST - Jesper Kyd
Is Hitman: Blood Money truly the best Hitman game? Just how good are the modern hitman games, should we play them? What’s your favourite level? Come let us know what you think or recommend us a new game on our community discord server! If you would like to support the show monetarily, you can buy us a coffee here! | |||
05 Jul 2021 | Episode 65: Megaman 2 | 01:30:07 | |
Megaman 2, first released way back in 1988, quickly became one of the series’ most beloved entries. The game featured a radical new style of progression, letting you tackle any of its eight stages in any order that you please. Players around the world got stuck in, figuring out their own crazy paths through the game and its eight robot masters. But is an innovative progression system enough to make a game enjoyable? Is it possible to balance nine special weapons, and should you even try? Megaman 2 crams a lot of ideas together, but does it still add up to a fun game to play today? On this episode, we discuss:
We answer these questions and many more on the 65th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Megaman 2 OST: Takasi Tateishi --- Have you beaten Megaman 2 without save states? Do you have a recommended ‘most fun’ pathway through the game that you stick to, or do you improvise for every playthrough? What Megaman game should we play next? Come let us know what you think, and join the discussion on our community discord server! | |||
01 Jan 2024 | Episode 115: Mailbag 5 | 02:33:22 | |
It's that time of year again! For most of our episodes, our format is identical - we play a game, then discuss and review it. Once a year, however, we take a break from the format at christmas time for our Mailbag episodes. These are some of our favourite episodes to do - we take a break from the norm for some offbeat discussion about games both old and new. Thank you to everyone who submitted questions on our discord server. As always, having you all to listen is exactly what makes the show worthwhile and we’re very grateful for your support. So please, grab a cup of cocoa and relax as we answer those burning questions that are on everyone’s minds! On this episode, we discuss:
We answer these questions and many more on the 115th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another — If you have any more questions or have suggestions for games for us to play, please swing by our community discord server! If you would like to support the show monetarily, we have a Buy Me a Coffee page! | |||
07 Dec 2020 | Episode 50: Dark Souls | 02:25:32 | |
Patrick and James have a problem. Almost every single episode, they’ve brought up Dark Souls. Level design? Not as good as Dark Souls. Combat System? Not as good as Dark Souls. Even when they’re playing racing games like F-Zero GX or 2D platformers like Cave Story, the comparisons still come thick and fast. So, for this very special 50th episode of the podcast, we’ve decided to review and discuss Dark Souls, the yardstick by which we’ve praised and criticised so many other games. The impact that Dark Souls had on the video game industry as a whole cannot be questioned. From Software went from the weird Armored Core guys to one of the most prominent video game companies today. But is Dark Souls still fun to play today? Or has it’s darksign been eclipsed by the many Souls-likes that have come in its wake? On this episode, we discuss:
We answer these questions and many more on the 50th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Dark Souls OST: Motoi Sakuraba --- Was there a part of Dark Souls that we didn’t praise enough? Are you one of those dirty Dark Souls 2 apologists that we keep ragging on? Are you secretly hoping we never talk about this game ever again? We would love to hear what you have to say on our | |||
01 Mar 2021 | Episode 56: Aquanox | 01:39:40 | |
Back in 1996, Archimedean Dynasty (AD) took the concept of a space sim and moved it underwater. It built a complex geopolitical dystopian world, thrust you in the cockpit of a complex machine and tasked you with discovering and solving a mystery that threatened all of humanity. Aquanox picks up 5 years after the events of AD, where the fragile peace and cooperation between factions is on the brink of falling to pieces. Genetic manipulation runs wild, tensions are high, and the Western government is meddling in scientific experiments that have the potential to threaten the whole world. You once again play as Emerald ‘Deadeye’ Flint, making credits and maybe even saving the world along the way. Aquanox streamlines a lot of the unintuitive and complex aspects of AD. The scope of the world is dramatically reduced, exclusively focusing on the Pirate and Western factions. The UI is simpler to understand, draw distance has been improved, and the spaces you fight in simplified. Even the presentation has been changed, with talking heads appearing on your radio instead of clicking around locations on the station map. Does this all add up to a modern and more enjoyable submersible fighter? Or has something been lost in its attempts at modernising AD? On this episode, we discuss:
We answer these questions and many more on the 56th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Aquanox OST: Kai Rosencranz --- --- Have we been blinded by our love of Archimedean Dynasty? Does Aquanox 2 solve the issues we’ve listed, or is it more of the same? Is Aquanox: Deep Descent really as bad as everyone says? Let us know what you think on our text based community discord server! | |||
16 Mar 2023 | Episode 102: Homeworld | 01:28:30 | |
Relic Entertainment has a long history of innovating in the RTS space. Both Company of Heroes and Dawn of War are much beloved and respected titles that could hold their heads high even when compared to other goliaths like Warcraft, Red Alert or Age of Empires. But in many ways it was their very first game as a company that pushed the conventions in a weirder direction than anything else. This debut title was called Homeworld. Homeworld is an RTS set in true three dimensional space, with fleets of ships able to attack from any direction. It features a unique yet bizarrely suited control scheme and UI to fit this space, with orientation being determined around units rather than a fixed camera. Its broader gameplay structure has you keep resources and ships between missions, rather than resetting to base building with each new map. And while its story has a simple premise, it has a lot more dedicated lore around the edges than most games released at the time. But does strange and bizarre and innovative necessarily translate to an enjoyable experience today? RTS games are close to dead nowadays as is - does throwing all these conventions out the window even make sense? Is Homeworld a unique and underappreciated classic, or has it been forgotten for a reason? On this episode, we discuss:
Macro Strategy.
Fleet Composition.
We answer these questions and many more on the 102nd episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Homeworld OST: Paul Ruskay — We played with the Homeworld Splendor Mod. Highly recommended, since the game probably won’t even work without it! — Is using salvage drones as much as we did truly the optimal strategy? Did you get more use out of cloaking and mine laying? Does Homeworld 2 do anything to address our criticisms of the first game? Come let us know what you think on our community discord server! If you’d like to support the show, please check out our Buy Me a Coffee page! | |||
29 Jul 2019 | Episode 15 - Thief Gold | 01:44:13 | |
Stealth games trade away much of the action in action games in order to achieve a much greater feeling of suspense. From hiding in the shadows to observing a patrolling guard, mastery is obtained through the art of patient planning. Back in 1998, Looking Glass Studios released Thief: The Dark Project , a game where you were terrible at killing but great at hiding and well, being a thief. Released to critical acclaim, Thief quickly rose to prominence and forever cemented the stealth genre’s place in the market. But can Thief hold up to the spotlight over two decades later, or has it been overshadowed by more modern takes on the genre? On this episode, we discuss:
We answer these questions, and many, many more (seriously, it's a super long episode) on the 15th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
20 Jul 2020 | Episode 40: Earthworm Jim | 01:02:36 | |
Earthworm Jim hit the Sega Genesis with an almighty impact when it smashed into release in 1994. Inspired by the success of Sonic The Hedgehog, Shiny Entertainment wanted to bring their own anthropomorphic mascot into the forefront - a humble earthworm. Struck by a falling alien super suit, Jim somehow grows and occupies it rather than being crushed to dust. Now he has to go on an adventure to beat the bad guys, kill the evil queen with the big but, and rescue Princess Whats-Her-Name. The game dazzles with naturalistic illustrations that you platform off. It revels in its offbeat tone, with each level wackier than the last. Novelty is worn with pride on both of its sleeves, and it refuses to dwell on any concept for longer than needed. But does all of this add up to a fun and engaging experience for its 3 hour run time? Or does it just feel like a disconnected mess? On this episode, we discuss:
We answer these questions and many more on the 40th episode of the Retro Spectives Podcast!
Is Earthworm Jim the greatest platformer ever? Is it overrated garbage? Is a coherent identity irrelevant in the face of groovy style? Let us know what you think on our text based community discord server!
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30 May 2022 | Episode 87: Ečstatica | 00:58:15 | |
Before we had Resident Evil and Silent Hill, we had Ecstatica. First released in 1994 for MS DOS, Ecstatica blew critics away at the time of its release with its stunning ellipsoid based character models and realistic environments. You play as a simple traveller stopping in town to water their horse - which turns out to be the worst decision they could have made. Within seconds of setting foot inside this village you are immediately beset by horrors and demons, witness scenes of sadism and torture, and must struggle to even stay alive. But while at the time of release the graphics were stunning, the gameplay innovative, and the atmosphere chilling, can we truly say that’s the case today? Do Ellipsoids really stand up to scratch close to 30 years later? And can the primitive gameplay possibly hold a candle to all the innovations in resource and inventory management that define survival horror today? On this episode, we discuss:
We answer these questions and many more on the 87th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Ecstatica OST: Andrew Spencer — Does Ecstatica have any more hidden interactions that we missed? Is the sequel any better, or is it more of the same? Are there any other survival horror games that we should check out? Come let us know what you think on our community discord server! | |||
29 Aug 2021 | Episode 69: Panzer General | 01:21:20 | |
When Panzer General first released in 1994, it revolutionised the war gaming genre. It was more accessible, easier to understand and more cleanly illustrated than any other war game to come before it. Portraying many historical battles of World War 2 (while also indulging in a few ‘what if’ scenarios), it was an instant hit amongst grizzled veterans and newcomers to the genre alike. But is what was approachable and revolutionary in 1994 possibly still strike the right chords more than 25 years later? Can a game with no characters and no real storytelling draw us in? Can the relatively inexperienced Pat and James possibly get into and dominate the battlefields of a war game they’ve barely played? On this episode, we discuss:
We answer these questions and many more on the 69th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Panzer General OST: Doug Brandon --- Panzer General is abandonware, which means its the excellent price of zero dollars. There are a few different ways to access it, but I recommend using a DOS version since early Windows builds can be complete nightmares to get working. First step is to download DOSBOX. It's a DOS emulator that runs Panzer General with no issues. You can download it here. Second step is to download Panzer General. Just use the top link on this page. To run the game, all you need to do is drag the Panzer General.bat onto the emulator icon. You can also launch it manually within DOSBOX, but it's far easier just to click and drag. Finally, make sure you download and read the manual located here. IIt explains most of the mechanics in the game, but I’m sure there’s one or two things missing. Most importantly, it has a detailed breakdown on exactly what to do in the tutorial, down to explaining how to split up your units to take multiple objectives and the order of attack. --- How does Panzer General compare to the many war games that came after it? Which war game should we play next? Are there strategic or tactical depths to this game that we missed? Come let us know on our community discord server! Whether you’ve got a game to suggest, an opinion to share, or simply want to play alongside us each fortnight we’d love if you’d drop by! | |||
29 Mar 2021 | Episode 58: Vampire: The Masquerade – Bloodlines | 01:51:11 | |
Vampire: The Masquerade - Bloodlines’ launch was almost doomed to failure. Sandwiched in between Halo 2, Half Life 2, Metal Gear Solid 3 and World of Warcraft (amongst others), the weird vampire first person rpg was left out in the cold, selling a mere 80,000 copies during its initial release. The poor sales and mixed critical reception spelled doom for Troika Games, and Bloodlines ended up being the last game the studio ever made. But as time went on, more and more people continued to revisit the dark and seedy world of Bloodlines. It developed a cult following, garnering praise for its atmosphere, quests, characterisation and dialogue. Many considered it a masterpiece, deeply unappreciated and ignored by happenstance. It was considered endlessly re-playable, and every time it was mentioned online, someone would open up their library and reinstall it. So is Vampire The Masquerade - Bloodlines a world worth visiting and spending time in? Or are its followers blinded by their love of the game to the point where they ignore its flaws? On this episode, we discuss:
We answer these questions and many more on the 58th episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Vampire: The Masquerade - Bloodlines OST: Rik Schaffer --- If you play with the GOG version, the light install of the unofficial patch is already included. If you play on the Steam version, make sure you download and install the unofficial patch after purchase. You will have the option to install either the light bux fix or the full restoration mod. --- Which was your favourite character in Bloodlines? Is the gameplay more sophisticated and varied than we experienced? Is it worth replaying the game for those insane Malkavian dialogue lines or to sneak around the sewers as a Nosferatu? Let us know what you think on our community discord server, and we’ll be delighted to argue with you about it! | |||
30 Dec 2019 | Episode 26: Mail Bag | 01:41:17 | |
Over the past year, the Retro Spectives Podcast has started to see a small community of gamers join up to our discord server. We talk old video-games, new video games, and tend to get into a lot of arguments over exactly which ARPGS suck and why. As we end this year, we thought it would be fun to open up our mailbag for questions from these users. And they all delivered with some fantastic questions! We got to talk in depth about games and their mechanics, both from the show and 2019. We got to revisit old arguments and even got into entirely new ones! Thanks to everyone who submitted questions, keep ‘em coming! On this episode, we discuss:
We answer these questions from our listeners, and many more on the 26th episode of the Retro Spectives Podcast! We’ll see you in a fortnight to conclude our 2019 wrap up with our GOTY episode! | |||
13 Apr 2020 | Episode 33: Tribes Vengeance | 01:22:05 | |
The Tribes series has always delivered a unique and high octane multiplayer experience, with players zipping along at breakneck speed across massive maps. The combination of jetpacking, skiing, and terrible weapons led to a fast paced kind of fun that you can have nowhere else. In 2004 Irrational Games, of System Shock 2 fame, decided to change things up and delivered a full fledged single-player campaign alongside its multiplayer offerings in the form of Tribes Vengeance. But can Tribes Vengeance hang with its multiplayer brethren? Is transposing the mechanics of a multiplayer shooter into a single player experience really the recipe for a good campaign? Or is it simply another multiplayer shooter with a fancy tutorial? On this episode, we discuss:
We answer these questions and many more on the 33rd episode of the Retro Spectives Podcast! Tribes Revengeance Download Page Official links to Tribes: Vengeance are unfortunately dead. The 100% FREE unofficial fan repack works great though! --- If you enjoyed the episode then come and join us on our discord server! Whether you want to hang out, suggest a new game for us to play, or simply call us idiots for our terrible opinions, we’d love for you to drop by! | |||
03 Jun 2024 | E120: System Shock 2 | 01:55:24 | |
System Shock 2 is considered by many to be the finest immersive sim ever made. Released in 1999 in a coventure by Looking Glass Studios and Irrational Games, it sought to combine the classic 3D dungeon crawling of the original with pen and paper inspired RPG systems. While resource management and exploration were still a key part of the experience, you were now restricted in what you could initially do by those RPG stats - and it was only towards the end game that your character would feel truly strong. Perhaps most obvious were the changes from the more abstract environments to something that felt real - this was a real place that had a disaster befall it, not just a series of rooms and corridors stapled together. But are those things that were so revolutionary back in 1999 actually that impressive today? Nowadays we have semi-spiritual successors like Bioshock which mimicked environmental storytelling. We have Prey and Deus Ex with far more expansive RPG systems. Has System Shock 2 stood the test of time, or does it even offer something unique, when compared to the games of the present? How does System Shock 2 tell its story to the player? Do its many audio logs combine into a complete and understandable narrative, or is it just a lot of standing still and being bored while a voice actor spouts nonsense at you? Level Design Does System Shock 2’s systems complement its level design, or get in its way? Does the non-linearity of the levels represent the apex of the game, or are they just confusing messes? RPG Systems How well designed are the RPG aspects of System Shock 2? Do they allow the player the creative expression to make a unique character that tackles problems in their own way? How well do they work over the full runtime of the game? We answer these questions and many more on the 120th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another System Shock 2 OST: Eric Brosius, Ramin Djawadi — — Is System Shock 2 still the best and brightest immersive sim, or has it been eclipsed by new games? Should we finally play Deus Ex? What other games in the genre are we yet to play and need to? Come let us know what you think on our community discord server!
You can support the show monetarily on our Buy Me a Coffee Page. | |||
15 Feb 2021 | Episode 55: Syberia | 01:19:01 | |
Released in 2002, Syberia saw critical acclaim on release for its wistful and surrealist atmosphere. You play as Kate Walker, an American lawyer sent to finalise the purchase of a clockwork toy factory. But things are never quite that simple, and you end up having to journey across Europe via windup train, following in the footsteps of mechanical genius Hans and interacting with the brilliant devices he has created. Along the way you meet a strange bunch of people, and do a lot of pointing and clicking to solve puzzles and otherwise overcome obstacles in your way. But can Syberia still possibly hold up all these years later? Is the point and click genre dead and buried for a reason, or can Syberia’s charming and atmospheric world prove otherwise? On this episode, we discuss:
We answer these questions, and many more, on the 55th episode of the Retro Spectives Podcast! --- Guide showing how to get French language with English subtitles --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Syberia OST: Nicholas Varley, Dimitri Bodiansky and Inon Zur | |||
27 Jan 2020 | Episode 28: Katamari Damacy | 01:05:12 | |
In 2004, an insane man named Keita Takahashi was given an enormous bucket of money and was told he could make a video-game with it. He decided to make a game about God getting drunk and destroying each and every star. The obvious fix for this silly mistake was for his son to roll up objects on Earth into a sticky ball using something called a Katamari, which he could then turn into stars...somehow. And that's the entire game of Katamari Damacy. You roll things up into your Katamari, allowing it to grow and roll up increasingly larger objects. You go from hoovering up paperclips and thumbtacks, to soda cans and dog bowls and eventually even chairs and fence posts! After that, well...it starts to get a little out of hand. But for all its novelty and weirdness, is Katamari Damacy actually a fun game to play? On this episode, we discuss:
We answer these questions and many more on the 28th Episode of the Retro Spectives Podcast!
If you enjoyed the episode then come and join us on our discord server! Whether you want to hang out, suggest a new game for us to play, or simply call us idiots for our terrible opinions, we’d love for you to drop by! | |||
12 Apr 2021 | Episode 59: Hitman 2: Silent Assassin | 02:05:25 | |
Hitman: Codename 47 was a bold experiment. It sought to create a stealth game like any other, where you could hide in plain sight. It wanted to make planning a perfect murder to function like a puzzle, instead of having the player rely on lightning fast reflexes. And for the most part, it was a dismal failure. It was a fascinating curio, but a miserable trial to endure, one that Pat and James complained about at length. Hitman 2: Silent Assassin, released two years later in 2002, massively expands on everything in the first game. There are saves, a real time map, a revamped shooting system, a new suspicion meter, crouching, increased draw distance and a first person mode, just to name a few of its new features. It immediately feels like a completely different kind of experience from the first. But can the expansion really fix the fundamental flaws that seem to lie at the heart of the Hitman experience? Can you actually have assassinations work as a puzzle game without it being frustrating? Or were the early entries in the series more of a miss than a hit? On this episode, we discuss:
We answer these questions and many more on the 59th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Hitman 2 SA OST: Jesper Kyd
Link to black screen and widescreen fix for Hitman 2: Silent Assassin.
Are there more secret ways to go about assassinations that we were not able to figure out? Is Blood Money the best in the entire early game series? Is At The Gates really as bad as everyone seems to think? Come let us know our our community discord server! | |||
25 Oct 2021 | Episode 73: Star Wars Episode I: Racer | 01:12:56 | |
Star Wars: Podracer launched with a bang. It wasn’t the first Star Wars game, but it promised something that the world had been waiting for 16 years: a new movie. With only a few short segments of the film at their disposal, the in-house LucasArts Team designed a racing game - aiming to not only replicate the environments, but even the imaginary physics of the vehicles. The fact that they produced something uncannily similar to the pod racing scene from the movie is worthy of celebration in and of itself. But can it hold up all these years later? While it was released to fairly spectacular praise, there were some that damned it as just another F-Zero knockoff. And while there were many F-Zero titles released throughout the years, there’s only one Podracer. Does Star Wars: Podracer still provide an entertaining, lightning in a bottle racing experience today? Or are you better off spending your time shitposting over on r/prequelmemes? On this episode, we discuss:
We answer these questions and many more on the 73rd episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Star Wars Episode 1 OST: John Williams
Are there any other high speed racing games that can hold a torch to F-Zero or Podracer? Are there any cool shortcuts or crazy mechanics we missed? Are you mad about our opinions on the Star Wars movies? Come let us know what you think on our community discord server! | |||
28 Sep 2020 | Episode 45: The Lord of the Rings: The Two Towers | 01:08:04 | |
The Lord Of The Rings is unquestionably the most impactful fantasy work ever written. And in 2001, Peter Jackson did what many thought was impossible, bringing Tolkien’s vision to the big screen in an enormously successful way. The movies were cultural phenomenons, praised by critics and fans alike, and for many is the definitive adaptation of the works of Tolkien. With the success of the movie game companies were galvanised to create a video game based on it. Tolkien heavily inspired fantasy role playing games, of course, but this was an opportunity to capture the imagination of thousands of movie watchers. In fact, the game we played this fortnight - The Lord of The Rings: The Two Towers - was released several weeks before the movie, filled with footage and interviews that was only available from the game itself. Many people have fond childhood memories of this third person action rpg brawler. But was Two Towers actually a well crafted video game that really complimented the movies, and made you feel like Aragorn, Legolas and Gimli? Or was it a cheap and nasty job, cashing in on fans and their hype for one of the best movie series ever made? On this episode, we discuss:
--- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another LOTR: The Two Towers Soundtrack - Howard Shore --- Is Lord of the Rings: The Return of the King a worthy sequel to this game? Are we wrong in our criticisms? You can suggest new games for us to play or tell us exactly why we’re wrong on our text based community discord server! | |||
18 Jan 2021 | Episode 53: Civilization IV: Beyond the Sword | 01:34:26 | |
The Civilization series is one of the most consistently successful 4x titles throughout video game history. It saw its first entry way back in 1991, and would continue to refine its history spanning empire building over the years. Perhaps the most well regarded of them was Civilization IV: Beyond The Sword, a standalone expansion pack for Civ IV that promised the deepest and most complex strategy up to that date. Civilisation V, however, seemed to break from a lot of what defined the main series up to that point. Unit stacking, global happiness and the removal/replacement of the civics system saw fans outraged. But with time (and more expansion packs) the love for Civ V’s systems grew, and it quickly became the most popular Civ game ever. But were all the changes that were made actually improvements over the systems present in Civilization IV? Was the game changed for the better? Were they sidegrades, or even worse, downgrades? On this episode, we discuss:
We answer these questions and many more on the 53rd episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Civ IV OST: Various Composers (see under each video in playlist)
Civilization IV BUG mod (recommended)
Did we misunderstand anything fundamental about how the combat system works? Does one unit per tile lead to more sophisticated combat encounters than we gave it credit for? What 4x title should we tackle next? Come let us know our our community discord server! | |||
13 Jan 2020 | Episode 27: The Best Games of Our First Year | 02:08:30 | |
In 2019 we played a lot of games. Some of them were brilliant classics that easily stood the test of time. Others were mediocre and outdated, and deservedly forgotten. Most of them, however, fall somewhere in between - excelling in certain areas while failing in others. On this episode, we seek to highlight the absolute best aspects of these games...but also the worst, most soul crushing parts. Which game had the best graphics? Which game had the worst music? What was the most soul crushing individual moment? These are the highs and lows of Season 1 of the Retro Spectives Podcast. On this episode, we discuss:
We answer these questions and many more on the 27th episode of the Retro Spectives Podcast!
If you enjoyed the episode then come and join us on our discord server! Whether you want to hang out, suggest a new game for us to play, or simply call us idiots for our terrible opinions, we’d love for you to drop by! | |||
13 Dec 2021 | Episode 76: Super Street Fighter 2 Turbo | 01:40:23 | |
When Street Fighter 2 first released in arcades in 1991, it single handedly revolutionised the fighting game genre. It introduced shocking concepts like letting you select more than one character! And for the very first time combinations of attacks could be strung together while the enemy player was still stunned (which, hilariously, was a bug). Its characters essentially defined the archetypes and set the baseline for how characters should be designed. This was the Mario or the Doom of the fighting genre. A few years, and many revisions later, we got the final version of Street Fighter 2 - Super Street Fighter 2 Turbo. It doubled the character roster, introduced supers, added extra moves, and included many different balance changes to keep its competitive spirit alive. To this day, there is still a small community that enjoys throwing down using Fightcade. But we’re now more than 25 years from the release of this iconic title. What once was incredible is now assumed. This is a game with no training mode and a single player mode that may as well not exist. This is a game with a paucity of mechanics compared to any number of modern titles. This is a game which has 3 more entries in the series, let alone considering other contenders like Guilty Gear or Tekken. Can it be possible that its worth playing today? On this episode, we discuss:
We answer these questions and many more on the 76th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Super Street Fighter 2 Turbo OST: Isao Abe Syun Nishigaki — Special thanks to everyone who played some Street Fighter 2 with us this week! It was a lot of fun talking about and complaining about Street Fighter with you all. If you’d like to play in future community games, or simply want to join the discussion, you can find our discord server here! | |||
02 Aug 2021 | Episode 67: Prince of Persia: The Sands of Time | 01:33:48 | |
Prince of Persia: The Sands of Time took a beloved 2D platformer and transformed it into something spectacular. Building on the Prince’s athletic jumps, the Prince could now wallrun, leap between ropes and swing with the best of them. Most brilliant of all was the ability to rewind time, undoing mistakes that would have spelled instant death in any of the previous titles. Combined with his acrobatic combat, the Prince became an instant hit, and it served as the foundation for 3 more sequels and yet another reboot. We’re joined by special guest Chris Durston of the Philosophiraga Podcast to discuss and argue whether this take on platforming and combat is still enjoyable today. Is running sideways on a wall and climbing ledges anywhere near as fancy and fun as it used to be? Or has the Prince simply failed to stand the test of the Sands of Time? On this episode, we discuss:
We answer these questions and many more on the 67th episode of the Retro Spectives Podcast! --- Chris Durston is an author, and host of the Philosophiraga Podcast. His podcast takes complicated philosophical ideas, and breaks them down using video games as a medium. Intimidating concepts like Immaterialism and Empiricism are explained through the lens of Final Fantasy and Ace Attorney - and all of a sudden it stops being so hard to understand. We highly recommend you check out an episode, and we of course would like to point to the one all about Rationalism and Dark Souls. --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another POP: The Sands of Time OST: Stuart Chatwood --- Are you higher on the combat in Prince of Persia: Sands of Time than we were? Should we check out the PSP title in the series, The Forgotten Sands? Are there other modern games that have properly built on and improved on the platforming in this game, or is it really as unique as we claim? Let us know what you think on our community discord server! | |||
06 May 2024 | E119: Gran Turismo 4 | 01:33:36 | |
Over the years, we’ve played games from pretty much every genre under the sun, but there is one that is notably missing - the racing sim. We’ve dabbled with arcade racers like Burnout 3, and have played several kart racers - Diddy Kong and F-Zero GX to name a couple. But this is the first time we’re trying to learn how to actually drive a racing card under somewhat realistic conditions. And what better game to start with than the highly lauded Gran Turismo 4? It boasts hundreds of hours of gameplay, and you’d be hard pressed to find a racing sim fan who hasn’t at least heard of it. There are an endless number of cars, tracks and conditions, and it's the kind of racing game that requires you to do tutorials on how to brake and turn simple corners before you get to the actual racing part. So with all that in mind, just how good a video game is Gran Turismo 4? What does it offer to someone who knows nothing about cars, and wants to go round a track really fast? Is this a fun and engaging time, or is it a bland and dry simulator, for the ultra-enthusiasts only? Tutorials
Mechanics
Tuning and Upgrading
We answer these questions and many more on the 119th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Gran Turismo 4 OST: Various Artists
Is Gran Turismo 4 the best racing sim of its era, or is there a better retro equivalent? How have modern racing sims changed from the formulae of the original? Are there any racing sims with a gentler learning curve when it comes to tuning your car? Come let us know what you think on our community discord server! | |||
03 Aug 2020 | Episode 41: Splinter Cell | 01:33:04 | |
In Splinter Cell you play as Sam Fisher, an ex Navy Seal brought out of retirement by the NSA to combat the growing threat of cyber terrorism. Unlike your typical gung-ho hero, Sam operates stealthily, silently and entirely by himself on the field - He is the splinter supported by an extensive cell of a support team. To be successful in this game you must gather intelligence, operating entirely in the shadows, because if a gunfight breaks out you’re in huge trouble. Splinter Cell took its cues from titles like Deus Ex, Metal Gear Solid and Thief but still managed to create its own flavour of stealth. But in the wake of modern stealth games like Dishonored, can this title from 2002 still be considered a strong contender? Or does it come across as quaint and outdated? On this episode, we discuss:
We answer these questions and many more on the 41st episode of the Retro Spectives Podcast! --- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Splinter Cell OST: Amon Tobin --- To fix spotlights/enemy torches not showing up: 1. Right click on splinter cell 2. Click properties 3. Click "set launch options..." 4. Enter "-shadowmode=projector" in the text field 5. Click OK 6. Click Close 7. Start the game --- Does Splinter Cell get even better, or is the first entry in the series the best? Is the story quietly brilliant and there’s something that we missed? Do you prefer M+K or a game pad for your stealth games? Come let us know what you think on our text based community discord server! | |||
17 Jun 2019 | Episode 12 - Pokémon Snap | 00:53:08 | |
Pokémon Snap was released at the height of pokémania in 1999. It offered to people’s imaginations a way to see Pokemon in full 3d in their natural environments, instead of poorly rendered sprites on the screen. It also offered a gentler, more exploratory experience - here, ‘capturing’ a pokémon means getting a great photograph, not enslaving it to use in pit fights. Does Pokémon Snap’s on-rails and slow paced gameplay get to the core of the Pokémon experience, or is it a boring snoozefest? On this episode, we discuss:
Find out if Pokémon Snap is still fun to play all these years later on the 12th episode of the Retro Spectives Podcast! | |||
20 Mar 2025 | E128: Baldur's Gate | 02:45:57 | |
In 1998 Bioware changed the gaming landscape with Baldur’s Gate, a Dungeons and Dragons inspired adventure. Taking cues from second edition D&D and the many stories written about it, Bioware wrote a low level adventure that jammed everything they could find inside it. They attempted to copy mage spells directly from the manual, and even added in famous characters like Drizzt. Exploration
Combat
Character Customisation
We answer these questions and many more on the 128th episode of the Retro Spectives Podcast?
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Baldurs Gate OST - Michael Hoenig
Are you meant to eventually multiclass everyone to a mage in DND? Is Sanctuary really as overpowered as it seems? When will you play Baldur’s Gate 2, you pair of sniveling cowards? Come let us know what you think on our community discord server! You can support the show monetarily on our Buy me a Coffee Page! | |||
02 Dec 2019 | Episode 24: Viewtiful Joe | 01:04:17 | |
Long before PlatinumGames was revolutionising the 3D brawler space with titles like Devil May Cry 3, Bayonetta and Metal Gear Rising: Revengeance, they worked on a title called Viewtiful Joe. Taking cues from comic books, power rangers and superhero films, it's a cel shaded stylistic beat ‘em up that makes an average Joe the hero of its tale. Joe must use his movie inspired superpowers to kick ass, defeat evil and save the girl! But how fun is it to play all these years later? Has the 2D beat ‘em up genre been entirely eclipsed by its 3D brethren? Is Viewtiful Joe still a Viewtiful game, or does it hide poor gameplay behind is panache? On this episode, we discuss:
We answer these questions, and many more, on the 24th episode of the Retro Spectives Podcast! | |||
27 Dec 2021 | Episode 77: Mailbag 3: With a Vengeance | 02:07:46 | |
It's Mailbag time! In this episode, Pat and James continue the Christmas tradition of answering listener questions in their third annual Mailbag episode. We want to say a special thank you to everyone in our discord community, both for the questions and just being with us over the years. When we started the podcast we always hoped that something like this would happen, but realising it is something else all together. You are all the reason we continue to record episode after episode - it makes it all worthwhile. So grab a cocoa, snuggle up and listen in as we ramble, philosophise, and criticise our way through the mailbag! On this episode, we discuss:
We answer these questions and many more on the 77th episode of the Retro Spectives Podcast! – Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Storvki Main: Andriesh Gandrabur Be Careful: Mieko Ishikawa – If you’re enjoying the show, we’d love it if you'd rate us, drop a review, or join up to our community discord server! We take listener suggestions for games, host game nights for our multiplayer titles, and we love criticising and discussing all video games, old or new. | |||
11 May 2020 | Episode 35: System Shock | 01:43:10 | |
In 1994 the immersive sim genre was born with the release of System Shock. Developed by Looking Glass Technologies, it set the standard for gameplay and story structures for future games in the genre such as Thief, Deus Ex, Bioshock or Prey. So begins your journey on board the Citadel Space Station, as you try to thwart the evil Shodan and piece together what exactly happened in the 6 months that you were asleep. But for all its innovation more than 25 years ago, is System Shock still a fun game to play today? Its User Interface has more in common with a flight sim than a first person shooter. Enemy hitboxes are literal rectangular boxes that extend far beyond their model. And while the game is in first person, it requires you to constantly switch into point and click adventure mode to interact with the world. On this episode, we discuss:
In order to answer these questions, Pat and James are joined by special guest Nick from the Salt City Gamescast who was very excited to come along to argue, discuss and complain about the game! Has System Shock stood the test of time? Tune in to find out! --- Is System Shock your favourite game in the immersive sim genre? Do you unironically like the music? Is the UI really that bad? We’d love to hear what you think, good or bad, and maybe even get into a deeper discussion with you - let us know your thoughts on our community discord server! | |||
05 Jun 2023 | Episode 106: Unreal | 01:08:05 | |
Unreal was the Crysis of its time. It pushed PCs to their absolute limits, with its advanced shader effects and enormous levels. It featured AI that was far beyond the stilted and simplistic enemies that people were used to. It built an alien world that managed to straddle the line between the more abstract early era shooter and what the build engine games were doing. And it was all wrapped up in a succinct 10 hour campaign, that eschewed genre staples like door keys and fodder enemies. Unreal seemed to represent a true evolution of the FPS genre. But unfortunately for Unreal, there was another FPS that was released in 1998. And that was Half Life. Half Life went on to become the dominant FPS in a way not seen since Doom, and Unreal’s legacy would lie more in its ongoing arena multiplayer than its initial single player efforts. But does Unreal actually deserve to be forgotten? Was there something magical and unique about its design that elevated it above its boomer shooter peers? Or was it instead ultimately just a shallow tech showcase, with no real substance beneath all of its glitter? On this episode, we discuss: Aesthetics.
Level Design.
Combat.
We answer these questions and many more on the 106th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Unreal OST: https://www.youtube.com/watch?v=w8hkDjVYXQY&t — Is there more to the combat of Unreal than we’re giving it credit for? Are there any mods which improve the fundamental Unreal experience? What is it about the level design that’s so special, and are there any other games that have built upon it? Come let us know what you think on our community discord server! If you’re enjoying the show, you can support us on our Buy me a Coffee Page! | |||
11 Feb 2025 | E127: Ghost Trick: Phantom Detective | 01:26:43 | |
The Ace Attorney games were an insane success, far beyond what Capcom could have predicted. After 4 mainline games in the series though, it was time for something new, and creator Shu Takumi refused to do anything normal. With a desire to explore characters in a far deeper way than was possible with Ace Attorney, he decided the only way to go about this was to have the main character be a ghost. But with the Indie revolution churning out puzzle games like crazy, does Ghost Trick still stand out as an amazing game today? Do its characters still thrill and excite? Or is this style of storytelling and gameplay bloated and obsolete?
Story
Gameplay
We answer these questions and many more on the 127th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Ghost Trick OST: Masakazu Sugimori
Is Ghost Trick just another Ace Attorney Game? Is it just another Hitman game? Or is it truly unique? Come let us know what you think on our community discord server!
You can support the show monetarily on our Buy Me A Coffee Page! | |||
18 Jul 2022 | Episode 90: Sly 2: Band of Thieves | 01:40:42 | |
Sly 2: Band Of Thieves released at a special time in 3D platforming history: the GTA era. In much the same way that Ubisoft would eventually set the (dismal) standard for open worlds, Grand Theft Auto 3 went on to define how 3d action games should be made. The three big platforming names of the PS2 - Jax and Daxter, Ratchett and Clank, and of course, Sly Cooper, all radically shifted their macro level design in the wake of GTA’s popularity. What does that mean? It means we’ve got an open world, instead of the more linear levels of Sly 1. It means that we’ve now got 3 playable characters to spice things up instead of just playing as Sly. And it means that we’re moving the focus away from platforming to instead give players a hundred different things to do - minigames galore! But does this wide and splashy approach to a platformer yield a more compelling experience than the more focused and restrained platformers that came before it? Or did GTA make Sly 2 take a turn for the worse? On this episode, we discuss:
We answer these questions and many more on the 90th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Sly 2 OST: Peter McConnel — Listen to Pat’s appearance on the Retro Hangover Podcast for Duke 3D here! — Use Bobtff under interlacing settings in your emulator for the cleanest visuals | |||
11 Dec 2023 | Episode 114: Age of Mythology | 01:33:36 | |
Ensemble Studios blew the world away with Age of Empires way back in 1997. It took a different approach to the RTS formulae than Westwood or Blizzard, and was rewarded heavily for it. Being able to advance your entire civilization's technology level was a heady drug, and balancing the varied needs of your economy with a well rounded army was strategically engaging. After releasing a sequel and pumping out a couple of expansions they decided to try to add something genuinely new to the formulae. So just a few years later, in 2002, we got the spinoff Age of Mythology. It was extremely well received on release - while the teching to later ages was still there, Age of Mythology expanded the role of heroes, added more factional diversity, had a wide range of mythical units to complement your army, and even added god powers that could make or break the tide of battle. It seemed to just be Age of Empires++, a more fun and flavoured take on what made everything in the original great. But does adding mythical units with no active abilities compare to the caster units in Starcraft? Does the extreme focus on macroing an economy up with its slower pace combat make the game tedious? Does Age of Mythology truly stand side by side with the other RTS giants, or is it fated to become a forgotten spinoff, just one game to litter the RTS graveyard? On this episode, we discuss:
We answer these questions and many more on the 114th episode of the Retro Spectives Podcast! - Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Age of Mythology OST: Stephen Rippy, Kevin Mcmullan - Pat guested on the Nostalgia Goggles Podcast to review and discuss Starcraft! - Is Age of Mythology better than Age of Empires 2, or just different? Are there modern RTS games that you have played that have eclipsed Starcraft 2 or Warcraft 3? Which RTS game should we play next? Come let us know what you think on our community discord server! Next episode we’re doing our annual mailbag, so if you have any questions we’d love if you’d drop by! - If you enjoy the show and want to support us monetarily, please check out our Buy me a Coffee Page! | |||
23 Aug 2022 | Episode 92: Fire Emblem Path of Radiance | 02:13:50 | |
Fire Emblem: Path of Radiance, as the ninth game in the series, did not radically alter the formula that made the series what it is. Take one pinch of tactics, mix liberally with some RPG mechanics and bake together into a cohesive fantasy world, and at the end of it you’ll have a Fire Emblem game. It did, however, introduce some new features and changes that did make it stand out. Released for the Gamecube in 2005 and developed by Intelligent Systems, Path of Radiance was the first 3D Fire Emblem game. It changed the magic system, introduced a new species (the Laguz), and perhaps most importantly of all had a ‘Base’ where you could regroup and make conversations happen between your different soldiers. Bonus Experience was introduced, where completing chapters quickly or pursuing additional objectives could give you a nice bump towards levelling up. It's easy to see why Path of Radiance is so well regarded - it introduced many mechanics that have since become genre staples. But for all that it introduced, exactly how enjoyable and well developed are the RPG/Tactics systems in the game? Does the story actually hold up as a well told military fantasy story? Or is this just yet another iteration of an outdated and tired concept, with nothing to offer over modern tactics/rpg titles? On this episode, we discuss:
We answer these questions and many more on the 92nd episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Fire Emblem: Path of Radiance OST: Yoshito Hirano, Saki Haruyama, Naoko Mitome, Atsushi Yoshida, Kanako Teramae — Are we wrong about the vulnerability of certain units warping the strategy? Is the concept of the Fire Emblem better embedded than we thought? Which Fire Emblem game do you think would suit us best, that we should play next? Come let us know what you think, recommend us a game, or simply be part of the conversation on our community discord server! |