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Innhold levert av Patrick Arthur. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av Patrick Arthur eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.
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Silver Linings with The Old Gays


1 Our Chosen Family: "The gay community is much bolder today." 33:19
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What’s the secret to lasting friendships? How does queer community show up through the ebbs and flows of life? And what’s the REAL story behind the “YMCA” song? In the first episode of Silver Linings, The Old Gays dive into an essential part of queer life: chosen family. They discuss the vital love, support, and sense of belonging that community provides, especially during life's toughest moments. They open up about what “queer” means to them, how chosen family has impacted their lives, and how to maintain close bonds over time–including their love for each other! “We’ve come a long way, baby.” Family isn’t just what you’re born with; it’s the people who show up, shape you, and stick around. See omnystudio.com/listener for privacy information.…
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Innhold levert av Patrick Arthur. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av Patrick Arthur eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.
Are classic games deserving of their praise? Or have the unwashed masses been blinded by nostalgia? On the Retro Spectives Podcast, we tell you why you're wrong about the games you love.
…
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133 episoder
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Innhold levert av Patrick Arthur. Alt podcastinnhold, inkludert episoder, grafikk og podcastbeskrivelser, lastes opp og leveres direkte av Patrick Arthur eller deres podcastplattformpartner. Hvis du tror at noen bruker det opphavsrettsbeskyttede verket ditt uten din tillatelse, kan du følge prosessen skissert her https://no.player.fm/legal.
Are classic games deserving of their praise? Or have the unwashed masses been blinded by nostalgia? On the Retro Spectives Podcast, we tell you why you're wrong about the games you love.
…
continue reading
133 episoder
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×Third person cover based shooters were all the rage in the late 2000s. Unveiled in 2003 in Killswitch and later popularised with Gears of War, they became an essential part of most third person action games. Coming in 2010, Vanquish sought to revolutionise this paradigm by giving the player an omnidirectional slide boost to move around the battlefield in an attempt to energise its plodding pacing. And, broadly speaking, it was a resounding success. People loved the faster pace, the bullet time, the enemy design and the more action orientated dodging of enemies. And even though it didn’t sell as well as many other similar games, it developed a huge cult following of people who are still wildly holding on for a sequel to this day. But is Vanquish still as refreshing and innovative as it was back in 2010? Are bullet time and moving around quickly really all that impressive. Can this fast and furious take on third person shooters truly break out of the straitjacket that the genre insists upon? On this episode, we discuss: Weapons Vanquish provides you a wide range of weapons to murder robots, from the more conventional shotguns and sniper rifles to grav cannons and lock on lasers. How fun are these to use, and how well does the weapon upgrade system work in balancing your arsenal? Enemy Design Vanquish enemies are mostly robots of different varieties. Do these serve as compelling foes, from the lowliest grunt to the huge mech-like Argus? Or are they boring to fight against, an endless wave of repetitive drones? Cover Vanquish is, at its heart, a third person shooter. Does it do enough to incentivise you to play into the throbbing heart of intense action and brinkmanship, or do you end up ducking behind cover and taking potshots at enemies as you slowly whittle them away? We answer these questions and many more on the 130th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Vanquish OST : Erina Niwa, Masafumi Takada — How aggressively did you play Vanquish? What is god hard mode, and does it drastically change the experience? How would you rank Vanquish compared to other Platinum Games titles? Come let us know what you think on our community discord server ! You can support us monetarily on our Buy me a Coffee page…
Video games usually place you in the role of the plucky adventurer. You are the wizard, the warrior, or the rogue, and it's your duty (and often destiny) to save the world. On your journey, one of the most important things to do is to acquire more powerful gear to make your character stronger. But who exactly are you buying that gear from? Enter: Recettear. First released in 2007 (and later 2010 in a global english localisation), Reccetear places you in the role of an 8 year old girl tasked with running an adventurer’s item shop in order to pay back a very suspicious loan. You hire adventurers to go on dungeon runs, and you strive to buy low and sell high in an attempt to pay back ever increasing debts. On release this concept was entirely novel, and that novelty turned it into a smash success. But how does this game really work under the hood? Is Reccetear only a good game thanks to its charming presentation and unique concept, or is this actually an enjoyable and engaging video game? On this episode, we discuss: Shopkeeping Recettear’s item stocking and selling revolves around multiple mechanics, some of which are very deviously hidden from the player. Combo selling chains and customer loyalty has to be balanced against extracting the maximum possible profit from your customers. How well explained are these mechanics? Are they balanced? Does the balancing act become too much to handle as the game progresses? Dungeoneering Ask anyone - the dungeon arpg gameplay in Recettear is almost universally despised. No review is complete without bemoaning this part of the experience. But are they really that bad? We dive deep and explore what doesn’t work about these dungeons, and more surprisingly, what does. Presentation Reccetear’s presentation is simple. Items get snapped onto predetermined locations, selling items is a series of fast menus popping off in succession, and moving around town is as simple as selecting a location. Does this simplicity of UI navigation lead to a crisp and clean experience, or is it ultimately too restrictive and limiting for the player? We answer these questions and many more on the 129th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Reccetear OST : sarumotto , Araibear, ni_ya, m_box Are the mechanics behind Reccetear really as exploitable as we described? Are the dungeons worse than we thought? What other games in the shopkeeper genre would you recommend? 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!…
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. It was exactly what the fans had been waiting for. Not only were they able to see everything come to life, the game used the radical real time with pause system, allowing combat to flow far more freely than other turn- based games before it. Fights were fast and frequently deadly, adding a thrill to RPG combat, even if it came at the cost of precision and control. But CRPGs are now a dime a dozen. Not only are there later games in the series, Baldur’s Gate now has to compete against Pathfinder, Warhammer and Divinity, to name a few. With all the advancements in tech, in UIs, in skill systems, can the original Baldur’s Gate really compete? Has it stood the test of time, or has it been made obsolete by the wave of modern RPGS that came in its wake? On this episode, we discuss: Exploration Much of the early-mid game of Baldur’s Gate 1 is spent exploring the environment around the towns and keeps that are dotted around the Sword’s Coast. Is this exploration enjoyable to engage with intrinsically, and does it provide enough extrinsic rewards to motivate you to continue? Combat Baldur’s Gate’s combat is scrappy, disorganised and messy. There is a high level of vulnerability on both sides, spells have unclear areas of effect, and high rolls can produce instant-death in many circumstances. Does this combat system lead to dynamic and novel encounters that allow for tactical depth, or does it just encourage reloading until you get the outcome that you want? Character Customisation Baldur’s Gate is a very complex game under the hood, but those calculations, and level up decisions are mostly hidden from the player. Does the game give sufficient options to the player to customise their character with skill choices and gear, or is it all predetermined the moment you first select your character? 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!…

1 E127: Ghost Trick: Phantom Detective 1:26:43
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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. Whether that made sense or not, in 2010 we finally saw the release of Ghost Trick, a game that is so wrapped up in mystery that it's almost impossible to spoil all of its revelations. The quirky characters, pacing and comedy of Ace Attorney was preserved, but it was replaced with entirely new gameplay mechanics with you manipulating the environment in subtle ways to change the outcome of deadly events. It was an undeniably unique and beautiful game, and one that had even better critical acclaim than even Ace Attorney. 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? On this episode, we discuss: Presentation How does the music, characters and animation come together to create the feeling and atmosphere of Ghost Trick? Is this just another Ace Attorney game, or is it something fundamentally different? Story Ghost Trick goes to great lengths to ensure the player is following the story, with reiteration and flashbacks being core parts of its narrative. Is this too much, or is the story so complex that it needs this to keep people engaged? Is Ghost Trick meant to be played chapter by chapter, or binged for longer sessions? Gameplay Ghost Trick’s objects are all manipulated and affected in unique ways, instead of being reused and acting consistently. How does this affect the puzzle design? Is is better to have unique objects that need to be understood, or repeated objects to better understand a broader puzzle solution? 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!…
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. You play as Jake Logan, a freelancing mercenary, who quickly gets caught up in the midst of a fight for independence. A megacorporation has been given the legal rights to mine on the Fringe, and you have to decide whether to help them invade and conquer this space for profits, or defend the native population. And you do this all by flying your spaceship round and blowing shit up, as freelancers tend to do. Do its gameplay and story combine into a compelling experience? Has Tachyon the Fringe stood the test of time, and is it worth strapping in to play a space sim? Or did this genre die for a reason? On this episode, we discuss: Story The initial presentation of the corporation Galspan and the defending natives, the Bora, seems to lack any kind of nuance. Galspan is fairly obviously evil and the natives are fighting the good fight. Does the dual split narrative reveal a deeper and more compelling story where both sides have a point, or is this a simple tale of good versus evil? Level Design The level design of Tachyon is a series of arenas connected by fast travel portals, not a big empty space. This allows you to quickly get to where you need to go, but is there a cost for giving the player such rapid convenience? How immersive does space feel if you barely move through it? Combat Tachyon spices up the usual space arcade fighter by adding a strafe/slide function and giving you the ability to shift energy around between your systems. Is this enough to elevate the action combat to brilliant fun, or is it just an endless series of repetitive battles? 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.…
With another year done and dusted, Pat and James crack open another batch of listener questions. After curveballs like Killer 7 and Deadly Premonition , these should be a breeze. Right ..? On this episode, we discuss: What are the best - and worst - smelling video game levels? Can you tell us the story of how y’all met and decided to start this podcast? Was the fear of Baldur’s Gate 2 something you both developed as children? Or did you just become cowards as grown men? We answer these questions and many more on Mailbag 6 of the Retro Spectives Podcast! - A huge shoutout to everyone who submitted questions this year, this episode wouldn’t have been possible without you. - Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Annihilation - The Alien : Ben Salisbury & Geoff Barrow Cosmo Dreamer - Stage 8 : DOVA-SYNDROME - Think we were completely off the mark with some of our questions? Or do you have an even better answer of your own? 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!…
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? On this episode, we discuss: The Suit. Crysis’s key feature is a powerful exoskeleton that lets you switch between 4 modes - Strength, Armor, Speed and Stealth. Just how well does the game push these suit modes in terms of engaging gameplay? Are they balanced, and more importantly, are they fun to use? The Guns. 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? The level design. 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? We answer these questions and many more on the 124th episode of the Retro Spectives Podcast! 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+). This can be fixed using the below link, which James used for this https://github.com/ccomrade/c1-launcher 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!…
After their magnum opus that was Resident Evil 1, Capcom were not going to sit on their heels. Coming out just two years after the first in 1998, Resident Evil 2 sought to have everything the original had and much, much more. It connected its two character’s stories in far more meaningful ways, increased the size of each player's inventory (and their respectives arsenals) and had more cinematic and explosive moments to show the player. And boy did it do well! It received universal critical acclaim, with everything from its graphical fidelity to its voice acting considered above and beyond the original. Many players consider this to be the best Resident Evil game to this day. But in the wake of the 2019 remake, and a longform view of what eventually became of the franchise - is Resident Evil 2 really all that its cracked up to be? Do more zombies and more action automatically equal a better game? Does more inventory slots, disappearing corpses and a more linear cinematic progression bode well from a gameplay sense? How does Resident Evil 2 compare to its other offerings, and is it worth playing today? On this episode we discuss: Story Resident Evil 2 presents its story in a very interesting way - two overlapping but distinct perspectives in Leon and Claire. Does this experimental storytelling work, and how invested were we in its fundamentally B grade plot? Level Design Resident Evil 2s police station brings back most of what made the mansion so incredible, with its distinct spaces and looping level design. How does it compare to the original, and how enjoyable is it when you move away from the Police Station Survival Resident Evil 2 takes away the need to burn corpses, gives you more ammo and gives you more inventory slots. What impact does this have on the tension of survival, and how different is the focus on tactical exploration? We answer these questions and many more on the 123rd episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Resident Evil 2 OST : Masami Ueda, Shusaku Uchiyama, Syun Nishigaki Which Resident Evil game is truly the best? What were your experiences like playing the original games back in the day? Are there any other survival horror games that come close to this franchise? 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.…
The Legend of Zelda is perhaps the most iconic video game series of all time. Boasting 19 mainline entries, and an endless swathe of critical acclaim and awards, it's hard to find someone who hasn’t at least heard of the action/adventure story of Link and Zelda. It all began back in 1986 with the release of the first game for the Famicom in Japan. The game begins immediately with an open ended structure, giving the player multiple paths to follow, and an open world to explore. You explore and fight, get stronger and overcome challenges, and discover secrets along the way. It might sound inconsequential, but on release Zelda was breathtakingly audacious in its design, with its non-linearity and enormous world. But is it still an impressive title today? Non-linearity and open worlds are par for the course now. And while Zelda has been massively influential, that just means there have been thousands of attempts at refining and improving over what the original game offered. Has The Legend of Zelda truly stood the test of time, or is it simply just a historical landmark? On this episode, we discuss: Exploration and Secrets Zelda, like many games of its era, boasts a huge manual, complete with a partially filled map to get you started on uncovering its many secrets. Is the process of exploring and finding secrets enjoyable, or is its reputation as obtuse and frustrating to figure out justified? Progress and keys Zelda is stunningly non-linear, with most of the gameworld immediately accessible if you know what you’re doing. Does the design of giving the player more utility and power through their progress instead of straight up keys lead to a more engaging open world? Or does the metroidvania formulae do it better? Combat Just how enjoyable is the moment to moment gameplay of Zelda? Enemies can be fast and furious, and the game wil often sling a lot of projectiles at you. Does the game give you the tools to skillfully deal with the obstacles in your way, or is it just about hit trading and tanking through damage? We answer these questions and many more on the 122nd episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Zelda OST : Koji Kondo The full manual can be found here What other games have been heavily inspired by Zelda that we completely blanked on? What were your experiences exploring the world for the first time? What Zelda 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!…
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: Presentation and Style 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.…
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? On this episode we discuss: Storytelling 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 — RSD Mods for System Shock 2 — 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.…
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? On this episode, we discuss: Tutorials In what ways does GT4 attempt to teach the player the basics of learning to drive your car on the race track? Does it do enough to explain the why or does it just focus on the how? Mechanics Just how fun is it to race around the tracks? Does the difficulty of taking corners and controlling steering end up being frustrating and repetitive, or is there a kind of satisfaction to be found here? Tuning and Upgrading GT4 features an incredible number of different cars to choose from, upgrade options for them, and a bevy of ways to tune them to perform in different ways. How good is the game at delivering this information to the player so that they make informed choices? 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 ! You can support us monetarily on our Buy me a Coffee page…
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? On this episode, we discuss: Story Hitman: Blood Money is ostensibly a more gritty game than the first two - but is this actually the case? Does the gameplay end up pushing the overall tone towards something less serious and slightly more goofy, or does the darker story portrayed in cutscenes keep it grounded? Level Design How does the level design of Blood Money craft and guide the overall experience? How does it use visual direction to create a sense of place, and does it compare favourably to the levels earlier in the series? Execution(s) How enjoyable is it to discover and execute the various scripted deaths on every level? Are these fun puzzles to figure out through trial and error, or does this lead to a sense of frustration as you wait around with no idea what to do? 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!…
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? Has Final Fantasy VII truly stood the test of time? On this week’s episode, we discuss: Final Fantasy VII’s cinematic set pieces fuse and random battles, cutscenes, in-game cutscenes, exploration, minigames and music in a continuous flow. Is this a compelling way to do story telling, or does it just come across as quaint? The characters of Final Fantasy VII are notoriously underwritten, with their dialogue being just flat out bad and uninteresting, or is there something special lurking underneath? The combat present is a complicated mix of summons, magic, materia, mazes and random encounters. How does it all stack up when you put it all together? We answer these questions and many, many more on the 117th episode of the Retro Spectives Podcast! Intro Music c : 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! Support the show monetarily on our Buy me a Coffee Page!…
Rain World is a game that was released to very mixed reviews. With a whopping 59 on Metacritic, it was panned for its controls, difficulty, tedium and general obtuseness. But take a gander at the community reviews and you get a very different picture. The thing is, Rain World can at times be all the things that its critics hate so much that they give it a lower score than your generic AAA Ubisoft game that comes out every 6 months. It controls nothing like Mario. It kills you frequently and uncaringly. Its checkpointing and karma systems do force you towards a kind of repetition, and its refusal to explain anything does mean you have to experiment to understand the world in front of you. But does a different philosophical approach to game design really deserve this kind of heat? Is Rain World’s expectation that you learn by doing, instead of gradually ramping up difficulty with careful tutorializing, really that bad? Is it, perhaps, that the very thing many critics loathe about the game, exactly what makes Rainworld truly shine? On this special 116th episode of the Retro Spectives Podcast, we play the cult classic Rain World, and do our best to cut to the heart of what it’s all about. On this episode, we discuss: What is the fundamental gameplay loop of Rain World actually like? Rain World is a game that resists easy definition or explanation, shrouded in mystery and misunderstandings. We break down what our experiences of actually playing the game was, from start to finish. How well do Rain World’s many systems gel together? Are the Karma Gates that bar your progress from region to region an essential part of this system, or do they sometimes force the player into a cycle of tedious repetition? What did we think of Rain World’s story? How does Rain World deliver its lore to the player, and was there perhaps a more effective way to get the details of the story across? We answer these questions and many more on the 116th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Rain World OST : James Therrien What were your experiences like playing Rain World? Did you like how the story was delivered or was it just too much? What modern 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! The Ancients of Rainworld’s solution to everything…
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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: What are Pat and James’ top 5 favourite games of all time? What is an opinion on video games that you have always wanted to defend but that nobody has ever asked about? Has doing the podcast changed your opinions in any significant way? 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!…
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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: Age of Mythology doubles down on the economic focus of Ensemble Studio games, adding faith as an additional resource alongside food, wood and gold. Is it fun trying to optimise your economy, or does this come at the cost of more high octane battles? Many RTS campaigns suffer the issue of every mission boiling down to building a max population army, then attack moving into the enemy, destroying everything in your wake. Does Age of Mythology succumb to this problem, or does it have a solution? How enjoyable is the combat of Age of Myhology? Do the autocasting abilities of myth units and heroes allow for your to micro them effectively? Does the relatively low lethality of units make fights exciting? 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!…
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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 Blood has a quirky roster of weapons, including a flare gun as pistol, an aerosol can with a lighter, and a voodoo doll sniper. Are these weapons just silly gimmicks, or do they all serve their purpose as part of your arsenal? Level Design Bloods level design is, for the most part, compact and filled with secrets joining levels together. Does this create a coherent sense of place, or does the abundance of tunnels just turn the level into an awkward mess? Aesthetics and Presentation Blood’s story is very barebones, but is filled to the brim with references to 80s and early 90s horror films. Can a reverence for a genre of film carry an aesthetic, or is this just a case of Borderlands syndrome where its all references and no substance? 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? Are there any boomer shooters which you think are better than Blood? What modern game best captures what Blood is all about? Come let us know what you think on our community discord server! To support the show monetarily, check out our Buy me a Coffee Page!…
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1 Episode 112: Metal Gear Solid 2: Sons of Liberty 2:11:22
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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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1 Episode 111: Rollercoaster Tycoon 2 1:19:02
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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: Intrinsic Rewards. Does Rollercoaster Tycoon 2 do enough to incentivise the player with extrinsic gameplay rewards? Are the intrinsic rewards of seeing your park grow and come together enough to make the game a worthwhile use of your time? UI/UX. How good is the UI for managing your park and specifically for building roller coasters? How well does the game teach the player how best to run their park? Visuals. How good does the game look? Is there more to the low pixel graphics that meets the eye, and what’s the difference between a new untouched park and one that has grown to completion? 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!…
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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.…
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In the 90’s turn based strategy and tactics games were everywhere, but by the turn of the millennium the RTS genre was stealing its thunder. So it was a surprise to most when in 2001 Advance Wars seemingly came out of nowhere and presented a tight and refined dose of tactics to the Western world. Its jovial and enthusiastic tone won over a lot of people, but what really stood out was just how robust its systems seemed to be, promising deep tactical options far beyond what first met the eye. Advance Wars seemingly ticked all the right boxes. It appealed to newcomers and veterans alike, it had a charming presentation, and it seemed balanced enough to make its multiplayer battles something worth pursuing. Why is it then, that we’ve seen no more Advance Wars games in over a decade? Why did games of its ilk seemingly die out in the mainstream, relegated to indie spin offs like War Groove? Does Advance Wars have something special about it worth playing all these years later, or does its stripped back design make it an ultimately boring and lackluster experience? On this episode, we discuss: Aesthetics and Presentation Advance Wars shies away from the horrors of war with its story and aesthetic, with beautifully drawn sprites and a narrative that is more about squabbling friends than armies clashing to the death. Does this work in the game’s favour, or is it impossible to tell a war story without getting into the awful realities of violence? UI and Learning Curve Advance Wars has a very clean UI, and gives the player a lot of information at their fingertips to make the best decisions. Does this make the game too easy to the point where it plays itself, or does this clarity of information let the player learn the relative strengths of units at a rapid pace? Strategy and Balance Just how well balanced is Advanced Wars, and does it really matter? To what degree to you get to delve into the full strategic possibilities on show here within the playtime of Advance War’s campaign? We answer these questions and many more on the 109th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Advance Wars OST : Taishi Senda You can check out the competitive online Advance Wars community (AWBW) here! Is the new game+ of Advance Wars really as brutally difficult as its reputation suggests? In what way do the sequels change the core gameplay (if they change it at all?) Which faction leader is the best? Come let us know what you think, or recommend us a game to play on our community discord server ! You can support the show monetarily on our Buy Me a Coffee Page !…
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!…
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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. Luigi’s mansion has a fixed camera in the tradition of survival horror games, but gives us a weird blend of regular and tank controls. Does this control scheme work in a game where the action can be far more frantic than slowly shooting zombies in the head? Puzzles. Luigi’s Mansion’s ghosts are not willing to be compressed into paintings without putting up a bit of resistance first. How enjoyable is it to solve the puzzle of what these gallery ghosts require? Atmosphere. Is Luigi’s Mansion, by its refusal to engage with the more horrifying elements of ghosts, shooting itself in the foot? Was there a lack of narrative punch to the identities and personalities of the ghosts because of the G rated theme? 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? 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!…
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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. On the surface, from a modern perspective, Unreal looks kind of ugly, with its low-res stretched textures. But it combines this with a haunting OST, varied level design and a color palette that brings its scenes to life. Is the famed atmosphere of Unreal as alien and immersive as it is claimed to be? Level Design. Unreal has a curious blend of massive open ended architecture fused with ultimately linear level design. Does getting rid of key doors in favour of switches lead to the player getting lost in the maze, or is there something deeper and more clever at work here? Combat. Unreal boasts some very advanced AI for its primary enemy combatant: The Skaarj. They dodge roll your rocket blasts, maintain distance against close range weapons, and are generally a massive nuisance to deal with. But the number of enemies you actually fight at once is low, and the game is even lower on enemy variety. Just how fun is the combat gameplay of Unreal? 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!…
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1 Episode 105: Gabriel Knight: Sins of the Fathers 1:15:32
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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 ! You can support the show on our Buy me a Coffee page!…
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Arkane Studios was founded with a dream: to create a sequel to the highly revered grandfather of immersive sims Ultima Underworld . Unfortunately for them, they couldn’t quite secure the rights to the IP, and instead decided to make a game that was evocative of the original in every way. Enter Arx Fatalis , a game that was released to widespread critical acclaim, but unfortunately for Arkane suffered commercially. It wasn’t until the far more action orientated release of Dark Messiah of Might and Magic that Arkane started to see more widespread appeal. But did the original Arx Fatalis deserve to go under the radar? It features an unusual magic system where players have to inscribe runes on their screen to create spells. Its level design is a complicated web of caverns layered on top of one another with secrets galore connecting them together. And its quest design is almost puzzle-like in structure, requiring players to have their wits about them to actually progress through the game. Does this all add up to a dream game for immersive sim purists, or is it just a messy and janky homage to a much greater game? On this episode, we discuss: Level Design. How easy is it to navigate the labyrinthian caverns that make up most of the world of Arx Fatalis? Is it easy to get lost in the web, or are objectives always clear despite the lack of quest markers? Combat. How enjoyable is the combat in Arx Fatalis? How does melee combat stack up against other first person fantasy RPGs like Skyrim? Does spellcasting give you a different approach to combat like in Dark Messiah? Puzzles. Arx Fatalis features some fairly involved puzzles in its dungeons, like the crypt or mysterious Hall of Illusions. How well are these puzzles integrated into the regular gameplay and interface? Does the game make full use of your utility spellcasting options to create the most interesting puzzles possible? We answer these questions and many more on the 104th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Arx Fatalis OST : Kemal Amarasingham , Simon Amarasingham Arx Fatalis Libertatis Mod Join the conversation and recommend us games to play on our community discord server ! You can support the show on our Buy me a Coffee Page !…
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1 Episode 103: Professor Layton and the Curious Village 59:43
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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. How compelling is the story that exists in the webbing in between all of the puzzles? Does its light and charming tone suit the seemingly dark mysteries that surround the curious village? Puzzles. What did we think of the puzzles in the game? Is there enough variety in puzzle types? Can you logically push through most puzzles? Are the ‘gotcha’ puzzles that require lateral thinking unfair, or an essential part of the Layton experience? Hints. Is it possible to get stuck and unable to progress when things get too hard? Are the hints that are available to the player reasonable without giving too much away? 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 !…
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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: Story. The Kushan fleet is a professional military force. They speak in clipped tones, don’t disobey orders, and keep their emotions in check. Does Homeworld suffer from its lack of characterisation and cultural identity, or are they simply acting like a sophisticated navy should? Macro Strategy. Homeworld’s strategic imperatives are driven by the decision to have the campaign be a single continuous journey, with resources and ships carrying over from mission to mission. Does this create a tense and immersive experience as you closely monitor your losses? Does this force you down a narrower strategic path? Fleet Composition. To what degree do you need to balance the various ship types in order to create a balanced and effective fleet? Is there a meaningful difference between different ship classes? How important is it to micromanage your forces? 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!…
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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 Buy Me a Coffee page.…
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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: Story. How has the story of Pathologic 2 changed, and is it for the better? The dialogue is more grounded and the politics de-emphasised in favour of more intimate character moments. Does this make the game more immersive, or has something ephemeral been lost along the way? Gameplay. How does the gameplay of Pathologic 2 actually work? We dig deep to wrap our minds around every part of this game's complex web of systems. Suffering . Is there meaning to be found in humanity's struggles for survival? Or does this game's portrayal of suffering pale in comparison to the agony of looting those same park bins once again? 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 .…
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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: Remakes and remasters. Are they an exciting way to re-experience classics of the past? Do they provide a way for new players to get into old games they wouldn’t have otherwise? Or are they soulless cash grabs, stifling creativity and pushing the original games out of the spotlight? Re-living games for the first time. If we had the opportunity to play any game or series blind again, which one would it be? What kind of experience is best suited to experiencing something fresh for the first time? Making a game of our own. If we could develop or write our own video game, what would we do and how would we do it? Are there any lessons you’ve learned from doing the pod that you would be eager to integrate into the game? 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…
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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: Metroid Prime tells its minimalist story entirely through text you read while scanning logs and objects in the environment. Not a single line of dialogue is spoken throughout the entire game. Does this constant breaking of action to scan and read lines of text immersion-breaking, or does it suck you into its world even deeper? Metroid Prime, as an “action-adventure” title, touches on many types of gameplay - combat, puzzles, platforming and exploration. Is this a balanced package, or does it do some of these things better than others? What did we think of Metroid Prime’s level design, both on a micro and macro level? How well does this level design facilitate both the moment to moment gameplay and the broader cohesive worldbuilding? We answer these questions and many more on the 99th episode of the Retro Spectives Podcast!…
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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: Resident Evil 4 features many, many different kinds of cinematic set pieces as you traverse from village, to castle and finally military outpost. Does this constant focus on setpieces get boring in favour of focusing on the more essential moment to moment combat? How well does Resi 4 execute on its vision of a more tactical and involved take on third person combat? Does its control scheme, camera angles and enemy AI work in harmony, or is there tension between all three preventing it from coming together? Resident Evil 4 has a different take on level structure, with strictly linear macro level design and far more expansive tactical spaces on each level. Is there a problem with linear level design, and to what degree are you encouraged to make the most of its larger spaces? 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 HD Project 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 !…
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1 Episode 97: The Chronicles of Riddick: Escape from Butcher Bay 1:15:17
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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: Structure. To this day, Escape from Butcher Bay’s non-conventional structure continues to impress modern audiences. Did it impress us? Stealth, shooting and investigation. Individually, these are sub-par. So what’s Riddick’s secret that brings these together into something special. Characterisation. Is Vin Diesel’s beloved character simply a generic action hero, or is there more to him than meets the eye? As a prequel, does Butcher Bay limit Riddick’s potential for development? Or does it set up Pitch Black’s captivating final moments. 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 !…
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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: Drill Dozer uses an elaborate UI to help the player time the shifting of their gears. Does this deliver the information to the player in a helpful way, or could more have been done with a subtler implementation? Does Drill Dozer try to dazzle the player with new concepts and novelty, or is this more an experience about refining your understanding of its core mechanics? Is it, impossibly, both? Drill Dozer features a flying level, a water level, and a stealth level. Which of these were our favourites? (the answer may surprise you…) 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 !…
Mega Man X, first released in 1993 and developed by Capcom, is a certified Super Nintendo classic. Widely considered to be one of the strongest entries in the entire expanded Mega Man franchise, it took the classic formulae of running and gunning and turned it up to 11. The graphics were more colourful and detailed, the music got bumped up a notch, and the arsenal available was wider than ever before. X even had expanded movement options, and the slide/dash of the game is wildly influential in its own right. But are all these changes from the original series for the better? The dash massively improves your ability to move through the stages with ease, but has the platforming and enemy threat been ramped up to match? The more zoomed in perspective helps better appreciate the graphical fidelity, but does that restrict the range and tactical fidelity of encounters? In changing and expanding on everything, has what makes the original games so great been accidentally left in the dust? On this episode, we discuss: What do we think of the boss battles of Mega Man X? How well do the attacks match the capabilities of the player? Do the bosses having weaknesses to specific weapons detract from the overall experience? Is Mega Man X even a platformer any more? Or is it just a straight up action game? What did we think of the abilities and weapon power ups of Mega Man X? Are they all useful in the right situation, or is it just one or two useful weapons with a lot of gimmicky side options? We answer these questions and many more on the 95th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Megaman X OST : Setsuo Yamomoto — Is Mega Man X the best of the X games? Is Mega Man Zero worth us trying, and if so, which one is the best to play? What other cool level/item interactions exist that we completely missed? Come let us know what you think or suggest a new game for us to play on our community discord server !…
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1 E94: Peter Jackson's King Kong: The Official Game of the Movie 1:18:07
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Peter Jackson made history with the release of the Lord of the Rings trilogy, but as far as he was concerned he was just getting warmed up. A mere two years later saw him remaking King Kong , with the marketing department splashing his name all over the place so there could be no doubt that this was indeed a Peter Jackson film. Like with the LOTR hack and slash games, a video game was developed at the same time as the film with the actors reprising their roles, and it even released a few weeks before the movie premiered. It's an adaptation of the film, a weird retelling of events that focuses on the gameplay experience rather than spend an hour wandering around a boat as a slow romance blossoms. Developers Ubisoft Montpelier wanted to bring Kong Island to life, from the giant monkey to the dinosaurs, so it’s not long before you’re spearing insects and other native wildlife. Does King Kong accurately capture the spirit of dense and haunted Kong Island? Does the focus on telling a cinematic story clash with the gameplay of shooting and spear throwing? Or does King Kong, in trying to unite these ideas, fail to make the most of its medium? On this episode, we discuss: King Kong was praised by critics on release for its gorgeous graphics, minimalistic UI and reactive sound effects. Have these elements held up in the wake of modern advancements in cinematic storytelling in video games? King Kong boasts some fascinating gameplay systems - the spreading of fire, how your spear interacts with bait, and the way animals eat each other in a deadly ecosystem. In what ways does King Kong utilise these systems to create a deeper gameplay experience? How well does King Kong capture the aesthetic and spirit of the movie? To what degree does Jack Black carry the story? We answer these questions and many more on the 94th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another King Kong OST : Chance Thomas King Kong Widescreen and FOV fix This only works with the ‘Gamer Edition’ of King Kong, not the regular version The excellent Nintendo DS version that we didn’t play for some reason How does the King Kong movie (2005) stand up when compared to the other King Kong films? Are the other versions on different consoles worth playing (particularly the gba one)? Did you find Jack Black as hilarious as we did? Come let us know what you think on our community discord server !…
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: How well does Blade Runner capture the atmosphere of the movie? In what way does it use sound, audio and animation to convert high resolution film to a low resolution, voxel based video game? Blade Runner’s story is extremely dynamic, with clues, identities and even entire scenes playing out completely differently for each playthrough. Does this come across as confusing and incoherent, or is this a brilliant type of storytelling that should never have been retired? Blade Runner is a point and click adventure game that barely features puzzles. Does stripping this feature fix what makes this genre rotten to the core, or has it been replaced with something far worse? We answer these questions and many more on the 93rd episode of the Retro Spectives Podcast! — 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 community discord server !…
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1 Episode 92: Fire Emblem Path of Radiance 2:13:50
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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: How well structured and realistic is the structural world building in Fire Emblem: Path of Radiance? Is this a believable fantasy world with realistic factional conflict, or a nonsensical grab bag of moustache twirling villains and monotone heroes? How well developed are the RPG systems in Fire Emblem? To what degree can you customise the units under your command, and how emotionally invested does the storytelling allow when your character roster is so large? Is Path of Radiance a good tactics game at its core? Does the game provide deep tactical decision making and tossing up opportunity cost, or do the RPG systems override and restrict the possibilities open to the player? 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 !…
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: In what ways does Rez deliver its audio-visual experience? Is there something special about its fusion of audio and animation, or is it just another bland rendition of cyberspace? How good is the music of Rez, and how much control do you as the player have over the music? Is the player in sync with the melody, or does the game not give enough tools to the player to immerse themselves wholly in the soundtrack? What is the gameplay actually like in Rez? Is it fun to actually shoot down the enemies on screen? Or does its simplicity undermine the experience by becoming tedious? We answer these questions and many more on the 91st episode of the Retro Spectives Podcast! — 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 !…
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1 Episode 90: Sly 2: Band of Thieves 1:40:42
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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: In what ways does Sly 2 utilise its open world, both narratively and mechanically? Is it there just for the sake of it, or does it more than justify its existence? Has the storytelling and atmosphere of Sly 2 improved over Sly 1? Does the move away from a more abstracted type of platforming actually matter? Does Sly 2 delight with its focus on novel minigames, or does this come at the cost of deeper and more engaging mechanical gameplay? 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…
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Retro Spectives

By 1999, when Gorky 17 released, the genre of tactics games was definitely well trod. X-COM , Final Fantasy Tactics , Jagged Alliance - these were all heavy hitters, and many consider them to still be masterpieces to this day. But the Polish developers at Metropolis Software were not to be cowed, and set out to put their own spin on sequentially murdering monsters on rigid tiles. Unlike other tactics games, this would be a short and tight game, clocking in at 10 hours. Unlike other tactics games, it took cues from survival horror games such as Resident Evil, both in presentation and in its seemingly strict resource management. Encounters were made immediately meaningful and challenging, and the notion of grinding to gain an advantage was almost entirely tossed away - a seemingly odd decision in what was ostensibly a tactics RPG. But did these slavs bite off more than they could chew in trying to craft a tactics game in the shadow of what came before? Is it actually possible to balance the tight resource deprivation of survival horror with tactical manoeuvring? Or does Gorky 17 just play like a mish mash of different cliches, struggling to present anything unique to justify playing it? On this episode, we discuss: Are the resources provided to the player over the course of the game well balanced? Or does Gorky 17 have a fundamental issue with its item economy that leads to radically different experiences from the early to late game? Does the absolutely bizarre RPG progression systems in this game actually make sense, or are they as nonsensical as they appear? Does veterancy with weapons round out the base system? How well constructed are the tactical battles of Gorky 17? Are there meaningful decisions to be made in your fights, or are these combat puzzles too easy to solve? We answer these questions and many more on the 89th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Gorky 17 OST : Adam Skorupa — Are the sequels to Gorky 17 actually any good, or were we slagging them off for good reason? What other tactics games are worth our time to play? Should games be able to be effectively bricked if you make too many wrong decisions? Come let us know what you think on our community discord server !…
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Retro Spectives

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: How does the economy of Tyrian 2000 work? Does tying credits to score achieved make Tyrian more about power gaming than your intrinsic skill at piloting your ship? Tyrian 2000 allows you to freely swap out pieces of kit with no penalty to your credits. Is this an instance where free re-specs should be celebrated, or is there a cost to allowing such freedom? What is the focus of the moment to moment gameplay of Tyrian 2000? Is this a game about avoiding damage, or maximising your damage output? 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 !…
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: Ecstatica sees you attacked and chased by monsters within seconds of you starting the game. Is this a good gameplay experience, or should there have been a more gradual ramp up of horror? How deep are the combat and puzzle mechanics in Ecstatica? Are they enjoyable, terrible, or functionally non-existent? Do the graphics of Ecstatica hold up today? Do the fixed camera angles detract or add to the immersion of the experience? 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 !…
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