Explore every episode of the podcast Retro Spectives
| Title | Pub. Date | Duration | |
|---|---|---|---|
| E124: Crysis | 09 Sep 2024 | 01:15:50 | |
But can it run Crysis? This was the motto that surrounded every single PC build for literal years after the release of the game in 2007. Crytek were not satisfied with what they had achieved with Far Cry in 2004, and decided to push graphical hardware to its absolute limits with their brand new and shiny game. And boy, did they succeed, with a poorly optimised but breathtakingly gorgeous game. Even better, there was an entire video game attached to this graphical showcase, promising open ended tactical engagements over massive levels, far removed from corridor brawling. You have cool suit powers that switch between modes, on the fly weapon modification, and a wide array of guns (and vehicles) to wreak havoc on those pesky North Koreans. And if there are aliens, well, the United States of kick ass will just have to murder them as well. It seems like an incredible game on paper, even today when we have more open world games than you can shake a stick at. But for all that Crysis is vaunted for its massive leap forward in graphical technology, just how good a game is it to actually play? Are the suit powers really that interesting in the face of the many RPG systems that tend to overlap FPS games today? And is fighting those aliens all its cracked up to be? Is Crysis worth your time to play today, or is it better remembered? How fun is the gunplay in Crysis? The game features a fairly typical roster of assault rifles, submachine guns and shotguns, but has weapon modification on the fly with a simple menu. Does this do enough to spice up the gunplay and keep things interesting? Crysis features (mostly) semi-open world level design, with bespoke objectives. Does this give you the freedom to approach them in the way you want, and does it maintain this philosophy for the entire run time of the game? Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Crysis OST: Inon Zur
The original version of the game, available on GOG, will fail to start on modern operating systems (Windows 10+).
Do you know what the gameplay differences are between Crysis 1 and the remastered version? Do you think that Crysis is better than the Far Cry games that came afterwards? When are we going to play Far Cry 2? Come let us know what you think on our community discord server! If you would like to support the show monetarily, you can buy us a coffee here! | |||
| E123: Resident Evil 2 | 30 Jul 2024 | 01:08:35 | |
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: 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. | |||
| Episode 114: Age of Mythology | 11 Dec 2023 | 01:33:36 | |
Ensemble Studios blew the world away with Age of Empires way back in 1997. It took a different approach to the RTS formulae than Westwood or Blizzard, and was rewarded heavily for it. Being able to advance your entire civilization's technology level was a heady drug, and balancing the varied needs of your economy with a well rounded army was strategically engaging. After releasing a sequel and pumping out a couple of expansions they decided to try to add something genuinely new to the formulae. So just a few years later, in 2002, we got the spinoff Age of Mythology. It was extremely well received on release - while the teching to later ages was still there, Age of Mythology expanded the role of heroes, added more factional diversity, had a wide range of mythical units to complement your army, and even added god powers that could make or break the tide of battle. It seemed to just be Age of Empires++, a more fun and flavoured take on what made everything in the original great. But does adding mythical units with no active abilities compare to the caster units in Starcraft? Does the extreme focus on macroing an economy up with its slower pace combat make the game tedious? Does Age of Mythology truly stand side by side with the other RTS giants, or is it fated to become a forgotten spinoff, just one game to litter the RTS graveyard? On this episode, we discuss:
We answer these questions and many more on the 114th episode of the Retro Spectives Podcast! - Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Age of Mythology OST: Stephen Rippy, Kevin Mcmullan - Pat guested on the Nostalgia Goggles Podcast to review and discuss Starcraft! - Is Age of Mythology better than Age of Empires 2, or just different? Are there modern RTS games that you have played that have eclipsed Starcraft 2 or Warcraft 3? Which RTS game should we play next? Come let us know what you think on our community discord server! Next episode we’re doing our annual mailbag, so if you have any questions we’d love if you’d drop by! - If you enjoy the show and want to support us monetarily, please check out our Buy me a Coffee Page! | |||
| Episode 26: Mail Bag | 30 Dec 2019 | 01:41:17 | |
Over the past year, the Retro Spectives Podcast has started to see a small community of gamers join up to our discord server. We talk old video-games, new video games, and tend to get into a lot of arguments over exactly which ARPGS suck and why. As we end this year, we thought it would be fun to open up our mailbag for questions from these users. And they all delivered with some fantastic questions! We got to talk in depth about games and their mechanics, both from the show and 2019. We got to revisit old arguments and even got into entirely new ones! Thanks to everyone who submitted questions, keep ‘em coming! On this episode, we discuss:
We answer these questions from our listeners, and many more on the 26th episode of the Retro Spectives Podcast! We’ll see you in a fortnight to conclude our 2019 wrap up with our GOTY episode! | |||
| Episode 25: Armored Core | 16 Dec 2019 | 01:12:19 | |
From Software is amongst the most critically acclaimed software developers of all time. Since 2009’s Demon’s Souls, they’ve released nothing but incredible titles and Dark Souls 2. But long before Hidtaka Miyazaki joined the company, From was mainly known for a completely different series: Armored Core. First released in 1997 for the Playstation 1, Armored Core was an immediate hit, letting players fly around and destroy other enormous robots in short and intense bursts. But is it still a joy to play, with the advent of better control schemes and more refined graphics? Does Armored Core do its descendants proud in being a brilliant title? On this episode, we discuss:
We answer these questions, and many more, on the 25th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 24: Viewtiful Joe | 02 Dec 2019 | 01:04:17 | |
Long before PlatinumGames was revolutionising the 3D brawler space with titles like Devil May Cry 3, Bayonetta and Metal Gear Rising: Revengeance, they worked on a title called Viewtiful Joe. Taking cues from comic books, power rangers and superhero films, it's a cel shaded stylistic beat ‘em up that makes an average Joe the hero of its tale. Joe must use his movie inspired superpowers to kick ass, defeat evil and save the girl! But how fun is it to play all these years later? Has the 2D beat ‘em up genre been entirely eclipsed by its 3D brethren? Is Viewtiful Joe still a Viewtiful game, or does it hide poor gameplay behind is panache? On this episode, we discuss:
We answer these questions, and many more, on the 24th episode of the Retro Spectives Podcast! | |||
| Episode 23 - Halo: Combat Evolved | 18 Nov 2019 | 01:36:16 | |
On the 15th of November, 2001, the Xbox launched with a tremendous bang. Not since Super Mario World for the SNES had a launch title been so well regarded. Halo invented, and went on to define how console FPS games should be made - limited weapons, regenerating health, slight auto-aim - Halo made these the industry standard. Halo was seen as a masterpiece - not just for its single player campaign, but for its fun couch co-op mode and competitive multiplayer. But has Halo actually stood the test of time, 18 years later? With a million sequels to its name, and the Masterchief Collection delivering a remaster of the games, is it just a nostalgic trip to visit the grandfather of console FPS? Or does it stand up strong alongside its peers, and show the world that Halo is a true classic? On this episode, Patrick, James and special guest Cameron Boozarjomehri of the Sweating the Small Stuff Podcast discuss:
We answer these questions, and many more, on the 23rd episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 22 - Vagrant Story | 04 Nov 2019 | 01:50:40 | |
Vagrant Story is one of the dark horses of the JRPG genre. Its exposition-light storytelling is rooted in Shakespearean dialogue rather than adolescent chosen ones. Its RPG systems are complex, but you have essentially zero control over character customisation. A rhythm mini-game forms the heart of its combat, but you’ll spend the majority of your time playing sorting through menus. This is Vagrant Story, a mish-mash of genres and ideas, another game that defies easy explanation. But does this all come together into an enjoyable whole? Are Vagrant Story’s individual parts strong, and do they complement one another? Has Vagrant Story stood the test of time, or was it a botched experiment, best left in the dungeons of the city of Lea Monde? On this episode, we discuss:
Find out the answers to these questions and many more on Episode 22 of Retro Spectives! | |||
| Episode 21 - Call of Duty | 21 Oct 2019 | 01:29:01 | |
Back in the early 2000s, World War 2 shooters were in vogue. The broader gaming audience had moved on from the more abstract settings of Quake or Doom, and were demanding real world locations, guns and lethality. Call of Duty wasn’t the first, nor the last of these - but at the time of release it was praised for its bombastic, cinematic action-thriller feel. Before Half Life 2 or Far Cry, Call of Duty was the king of PC FPS shooters. But how well does it hold up, all these years later? With a staggering 15 entries alone in the Call of Duty franchise, can the original hope to compete with over a decade of (debatable) innovation? On this episode, we discuss
We answer these questions, and many more, on the 21st episode of the Retro Spectives Podcast! | |||
| Episode 20 - The Lost Vikings | 07 Oct 2019 | 00:51:21 | |
What happens when you fuse two different genres together? Sometimes you discover something special, like action-rpgs, which go on to become a dominant force in the industry at large. But there are other combinations that have struggled to reach that kind of prominence. Way back in 1992, Blizzard tried to make a side-scrolling puzzle/platformer called The Lost Vikings, a game where the player takes control of 3 vikings in turn, all with unique strengths and weaknesses. Only by working as a team can they overcome the many challenges in their way. Does this lead to a compelling gameplay experience, or is Blizzard right to have never remade this game, giving them only cameo appearances in other more successful titles? On this episode, we discuss:
We answer these questions, and many more, on the 20th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 19 - Diablo | 23 Sep 2019 | 01:30:57 | |
Diablo 1 laid the groundwork for the action-RPG genre way back in 1996. We have Diablo to thank for genre staples like colour-coded loot, elite mobs and town-portal scrolls. But since then, ARPGS have evolved into incredibly complex beasts, with sprawling skill trees, crafting systems and character customisation that makes Diablo 1 look quaint in comparison. But is high-complexity necessarily better than a game which is simple and refined? Are more realistic graphics with their anti-aliasing and 3D Graphics better than basic yet haunting hallways? Has Diablo 1 stood the test of time, or is it better left forgotten as a relic of the ARPG genre? In this episode, we discuss:
We answer these questions, and many more, on the 19th episode of the Retro Spectives Podcast! | |||
| Episode 18 - Cave Story+ | 09 Sep 2019 | 01:14:39 | |
Back in 2004, the Indie gaming scene as we understand it today was non-existent. If you were an independent game developer you were more likely to be at home on ad-infested websites like Newgrounds than on the shelf at your local game store. Daisuke "Pixel" Amaya changed all that with Cave Story. He showed the world that a one person project (entirely free!) could stand alongside the best games out there and paved the way for countless independent studios. But how fun is it to play today, all these years later? Modern indie titles have access to funding through kickstarter and a wealth of experience to draw upon from successful indie studios. Just how well does Cave Story compare to modern offerings? On this episode, we discuss:
We answer these questions, and many more on the 18th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 17 - Psychonauts | 26 Aug 2019 | 01:18:44 | |
Originally released for the PlayStation 2, Psychonauts achieved its status as a cult classic through bizarre Tim Burton-esque visuals and a novel approach to environmental story telling. Bursting at the seams with Double Fine's eccentric sense of humour, Psychonauts tells the story of Razputin, a young psychic who runs away from the circus in order to prove the worth of his oft-maligned abilities. In order to answer this, Pat and James ask themselves:
Find out in this fortnight's episode of Retro Spectives! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 113: Blood | 13 Nov 2023 | 01:20:38 | |
Blood, first released in 1997 by Monolith Studios, was the middle child of the big three Build Engine games, sandwiched in between Duke 3D and Shadow Warrior. Its combination of gory horror-inspired visuals combined with action filled FPS gameplay was a huge hit at the time of release, but has slowly faded in many people’s memories. Both Quake and Half Life loom larger in most people’s memories than Blood, and the question must be asked: why? Is there a good reason that Blood has become one of the dark horses of the boomer FPS genre, known mainly to connoisseurs of the genre? Or has the quality of 2.5D shooters been massively overstated? On this episode, we discuss: Weapons
Level Design
Aesthetics and Presentation
We answer these questions and many more on the 113th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Blood OST: Daniel Bernstein, Guy Whitmore
Retro Hangover Duke 3D podcast featuring Pat!
Does Blood truly have the best shotgun in any video game? To support the show monetarily, check out our Buy me a Coffee Page! | |||
| Episode 16 - Policenauts | 12 Aug 2019 | 01:27:02 | |
Before Metal Gear Solid, there was Policenauts. A buddy-cop meets science-fiction adventure about drugs, women and the vastness of space. While it was released to critical acclaim, it only truly came to the west in 2009 when a fan translation patch was released for english speaking audiences. Even since then however, Policenauts has floundered in Metal Gear’s shadow; never truly breaking into mainstream appeal. Is this obscurity well deserved? Or has this gem been hidden for far too long? To answer this, we ask ourselves:
Find out the answers to these questions and many more on the 16th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 15 - Thief Gold | 29 Jul 2019 | 01:44:13 | |
Stealth games trade away much of the action in action games in order to achieve a much greater feeling of suspense. From hiding in the shadows to observing a patrolling guard, mastery is obtained through the art of patient planning. Back in 1998, Looking Glass Studios released Thief: The Dark Project , a game where you were terrible at killing but great at hiding and well, being a thief. Released to critical acclaim, Thief quickly rose to prominence and forever cemented the stealth genre’s place in the market. But can Thief hold up to the spotlight over two decades later, or has it been overshadowed by more modern takes on the genre? On this episode, we discuss:
We answer these questions, and many, many more (seriously, it's a super long episode) on the 15th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 14 - Kirby - Nightmare in Dreamland | 15 Jul 2019 | 00:51:20 | |
Kirby’s Nightmare in Dreamland is a remake of the 1993 NES classic Kirby’s Adventure. It features updated graphics, a new set of minigames and an even easier difficulty than the original. You float around this idyllic platformer, stealing enemies abilities as you conquer the evil denizers of Kirby’s dream. But is it fun to play today, despite the almost complete lack of challenge? On this episode, we ask:
Listen in to find the answers to these questions and many more on the 14th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 13 - Max Payne | 01 Jul 2019 | 01:13:29 | |
Max Payne’s story was incredibly fresh on its release in 2001. Taking its cues from neo-noir cinema, it pitted you against the real life monsters of our world instead of demons or aliens. It liberally lifted environments, dialogue and ideas from the wave of crime films that popped up in the 80’s and flourished over the next 20 years. This extends even to the gameplay - clearly inspired by John Woo action films and was the first game to feature the now commonplace bullet-time feature from the Matrix. Do the stylistic trappings and influences make Max Payne boring and forgettable, or does it’s self aware irony elevate it into something brilliant? On this episode, we question:
Listen in to find the answers to these questions and many more on the 13th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 12 - Pokémon Snap | 17 Jun 2019 | 00:53:08 | |
Pokémon Snap was released at the height of pokémania in 1999. It offered to people’s imaginations a way to see Pokemon in full 3d in their natural environments, instead of poorly rendered sprites on the screen. It also offered a gentler, more exploratory experience - here, ‘capturing’ a pokémon means getting a great photograph, not enslaving it to use in pit fights. Does Pokémon Snap’s on-rails and slow paced gameplay get to the core of the Pokémon experience, or is it a boring snoozefest? On this episode, we discuss:
Find out if Pokémon Snap is still fun to play all these years later on the 12th episode of the Retro Spectives Podcast! | |||
| Episode 11 - Tony Hawk's Pro Skater | 04 Jun 2019 | 00:26:43 | |
Tony Hawk's Pro Skater blew everyone away in 1999 with its take on skating - the environments seemed crisp, the physics were unreal and it had a wonderful trick system tying it all together. But just how good is this dinosaur of extreme sports if we play it today? Join Patrick as he soliloquises on whether Tony Hawk's has stood the test of time! On this Episode, Patrick asks:
Join me, listen in and find out in Patricks very questionable solo debut! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 10 - Megaman Battle Network 3 | 20 May 2019 | 01:34:28 | |
Certain games defy easy description or understanding. They unite so many disparate ideas, many of which feed into one another, that explaining it in one sentence is both a simplification and completely obtuse. And this is Megaman Battle Network 3. Its a card game - but it's also an action game. Its like pokemon - except you have no overarching goal or objective at the start of the game. Its an RPG - but you can beat the game barely touching that stuff if you’re good enough at rhythm games! So, what exactly is Megaman Battle Network 3, and do all these elements come together into a complete package? In this episode, we explore:
Find out the answers to these questions (particularly the last one) in the 10th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 9 - Quake | 06 May 2019 | 01:14:40 | |
Quake is one of the most influential shooters ever made. While its contemporaries like Duke Nukem and Blood were dabbling in the illusion heavy 2.5D, Quake chose instead to feature fully 3D models and environments. It introduced true vertical spaces, encouraged the use of the mouse to aim and forced players to manage distance far more actively. But does its gameplay hold up all these years later, or has it been eclipsed by refinements taken by more modern shooters? In this week’s episode, we explore:
Find out if Quake has truly stood the test of time in the 9th episode of the Retro Spectives Podcast! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 8 - Silent Hill 2 | 22 Apr 2019 | 01:20:18 | |
Silent Hill 2 holds a special place in many people’s hearts. Its held up as a poster child for both its oppressive atmosphere and the multi-layered and surreal tale it tells, of the town and the people that have been drawn to it. It tried to tell a story quite different from the conspiracy driven Resident Evil or the demon invasion of Doom 3. Is Silent Hill 2’s psychological horror as scary as ever? Does the gameplay of collecting keys and solving puzzles contribute to the atmosphere? In this week’s episode, we explore:
Find out what we really think on the 8th, and longest so far, episode of Retro Spectives! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 7 - Ape Escape | 08 Apr 2019 | 01:05:58 | |
Ape Escape was a defining platformer of the Playstation 1 era, notably being the very first to require a dualshock controller to play. It truly pushed the limits of that controller, incorporating the joysticks in a way no game has done since. You journey through each level, trying to capture apes and send them back to the zoo where they belong - no-one tell PETA about the game. Do the innovative controls and basic gameplay loop of capturing monkeys hold up to this day, or is it just plain monkey-ing around? In this week’s episode, we discuss:
Find out the answers to these questions, and many more, in this week’s episode of Retro Spectives! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 112: Metal Gear Solid 2: Sons of Liberty | 23 Oct 2023 | 02:11:22 | |
Metal Gear Solid 2 was easily the most hotly anticipated game for the Playstation 2. The first game had blown everyone away, and the jaw-dropping graphics of previews combined with the quality of the animation in cutscenes seemed almost too good to be true. Luckily for fans everywhere, MGS 2 appeared to live up to its wild expectations, getting almost universally glowing reviews. It seemed that MGS 2 had expanded upon the first game in every single way, including having an even more convoluted story. But for all its praise, there were hints of critique and backlash around the edges if you looked hard enough. The change of protagonist definitely pissed a lot of people off, and opinion was divided over whether the ending was brilliant or just a self indulgent mess of ideas awkwardly stapled together. So is Metal Gear Solid 2 still a game worth playing today? Or are there flaws in this acclaimed classic that have been long forgotten? On this episode we discuss: Gameplay. In what ways has the core mechanics of sneaking around a complex changed from Metal Gear Solid 1 to 2? Are these differences meaningful in changing how you engage with the game, or are they just surface level changes with murdering enemies at range with a silenced pistol still being the best approach? Characterisation. One of the most memorable parts of the original Metal Gear Solid was its wacky roster of villains, all with their own questionably fantastical super powers. Does MGS 2 continue this proud tradition, or are the enemy bosses in the game lacklustre in comparison? Story. To call Metal Gear Solid 2’s story complicated is a massive understatement. To what degree does it manage to hold together its threads of conspiracy, philosophy and free will? Does it all come together in a cohesive whole, or is it just a load of nonsense? We answer these questions and many more on the 112th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Metal Gear Solid 2 OST: Harry Gregson-Williams, Norihiko Hibino
What was your favourite part of Metal Gear Solid 2? Does Fortune get as much hate as she deserves, or should she get even more? Which stealth game should we play next? Come let us know what you think on our community discord server! You can support the show monetarily on our Buy me a Coffee Page!
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| Episode 6 - F-Zero GX | 25 Mar 2019 | 01:05:10 | |
F-Zero GX is a Gamecube classic that sought to turn the challenge of the racing genre all the way to 11. It's a game where braking is actively discouraged, and if your speed ever drops below 1000km/h you’ve made a serious mistake. It combines this insane pace with gravity defying tracks that bend and twist in on themselves creatively. Does F Zero GX’s refined racing formulae stand up to modern day criticism, or is it just too difficult? In this week’s episode, we discuss:
Find out the answers to these questions, and many more, in this week’s episode of Retro Spectives! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 5 - Red Alert 2 | 10 Mar 2019 | 00:47:19 | |
Red Alert 2 proposes a question that every military nut wants answered: What would happen if the Soviet Union invaded the United States of America? Except the Soviet Union has mind control technology and trained giant killer squids, while the United States relies on Albert Einstein to develop weapons of mass destruction for them. Does Red Alert 2 represent the apex of the genre, or is it just another boring base builder? In today’s episode, we ask ourselves:
Find out the answers to these questions, and many more on episode 5 of Retro Spectives! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 4 - Castlevania Symphony of the Night | 24 Feb 2019 | 00:58:49 | |
Castlevania: Symphony of the Night is a game that served as direct inspiration for titles like Dark Souls and Hollow Knight despite being released in 1997. Its influence can be seen not only in these games, but in the entire genre of metroidvania. Has Symphony of the Night stood the test of time or does it wallow in the shadow of those it inspired? On today’s episode, we answer this question by examining the following:
If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 3 - Prince of Persia: Warrior Within | 06 Feb 2019 | 00:57:53 | |
Prince of Persia: Warrior Within was a stark departure from its prequel in terms of aesthetic. What was originally a whimsical adventure turned into a dark and edgy romp. But it also gained a far more sophisticated combat system and tried to build on its inspired platforming mechanics. Does it succeed in bringing these elements together, or is it all edge with no substance? In today’s episode, we look at:
All these and more, in the third episode of Retro Spectives! If you enjoyed the show and would like to continue the conversation then feel free to head on over to our Discord which you can find here or on our website. Thanks for listening!
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| Episode 2 - Banjo-Kazooie | 06 Feb 2019 | 00:57:10 | |
When Banjo-Kazooie came out, it bucked the trend of 3d platformers. It had no interest in really testing your platforming chops, honed from hundreds of hours of playing Super Mario 64. It didn’t want to put you through a gauntlet of combat challenges. It simply presented a series of beautiful and detailed worlds for you to explore to your hearts content. On this week’s episode, Pat and James ask:
Join us as we figure out if Banjo-Kazooie has stood the test of time! If you enjoyed the show and would like to continue the conversation, feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 1 - DOOM | 05 Feb 2019 | 00:40:09 | |
In this inaugural cast of Retro Spectives, Pat and James seek the truth by breaking down the following questions:
We answer these questions and more on the very first episode of Retro Spectives!
If you enjoyed the show and would like to continue the conversation then feel free to head on over to our Discord which you can find here or on our website. Thanks for listening! | |||
| Episode 111: Rollercoaster Tycoon 2 | 02 Oct 2023 | 01:19:02 | |
Rollercoaster Tycoon 2 was a staple of many people’s PC desktop screens back in the early 2000s. Nestled in between the big hitters like Warcraft 3 and Diablo 2 you would find this odd game that straddled the line between simulation and video game. Developed by Infogrames Interactive, it saw Chris Sawyer continue the work he put into the first game, with more rides and tools to tweak your park to whatever specifications you desired. Rollercoaster Tycoon 2 features over a hundred attractions, a plethora of themes and a roller coaster physics system that is completely ludicrous in terms of detail. But in the pursuit of building a sandbox sim, did Chris Sawyer forget to add a compelling video game to the mix? Or is this just ultimately an empty and lifeless recreation of rides going round in circles for all eternity? On this episode, we discuss:
We answer these questions and many more on the 111lth episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Rollercoaster Tycoon 2 OST: Allister Brimble
Do you know how to build the mighty roller coasters that we struggled so much with? Are there actually that many differences between the first three games, or are they all essentially identical? What other management style games would you like to see us play? Come let us know what you think on our community discord server If you’d like to support the show monetarily, please check out our Buy me a Coffee Page! | |||
| Episode 110: Metal Gear Solid | 28 Aug 2023 | 01:31:21 | |
It feels like Metal Gear Solid barely needs an introduction. First released in 1998 for the playstation, it launched Hideo Kojima into the western spotlight and has been credited as a foundational game in the stealth genre. It combined a cinematic presentation with a larger than life cast of villains that somehow never broke through how seriously the game seemed to take itself. There was an attention to detail here that blew people’s minds upon release, not only in the level of interactivity but also the many easter eggs and secrets scattered throughout the game. But for all its critical acclaim, and its renowned legacy, is Metal Gear Solid still a fun game to play today? Every single entry in the series innovated in a big way, and Metal Gear Solid was the first 3D title to come out. Were pundits at the time just wowed by what was essentially a glorified tech demo, or is Metal Gear Solid still a worthy title to play to this day? On this episode we discuss: Stealth Metal Gear Solid is credited for the revitalisation and popularization of the stealth genre. But just how good is the stealth gameplay here really? Is it as good as the later games in the series, and how does it hold up in comparison to its contemporaries like Thief? Story The Metal Gear Solid series is famous for its batshit insane storytelling, wacky villains and twists and turns. How well does the first game execute on its story, and how does it use cutscenes and codec calls to reveal character’s personalities and philosophies? Action Metal Gear Solid isn’t just a stealth game, and features a heavy dose of action particularly towards the end of the game. How well realised are the action setpieces compared to the stealth? We answer these questions and many more on the 110th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Metal Gear Solid OST: Maki Kirioka, Kazuki Muraoka, Togo Project
Which Metal Gear game is your favourite? Are the original Metal Gear 1 and 2 worth playing today? Do you prefer to play the game with or without the radar? Come let us know what you think, and recommend us games to play on our community discord server! You can support the show monetarily on our Buy me a Coffee page. | |||
| Episode 109: Advance Wars | 07 Aug 2023 | 01:13:16 | |
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:
UI and Learning Curve
Strategy and Balance
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! | |||
| Episode 108: Bad Mojo | 17 Jul 2023 | 00:58:07 | |
Power fantasies are the norm for video games. We play them to blow off steam, to escape into another world where we can let our worries drop away. But Pulse Entertainment wanted to do things a little differently when they developed Bad Mojo in 1996. They wanted to put the player in the little brown shell of a cockroach. You play as Roger Samms, who, on the verge of embezzling a million dollars, gets transformed into a roach. You crawl around the disgusting tenancy where you live, feebly pushing small objects in an attempt to get back to your real self. Your options are limited, and the world is a very scary place with spiders, cats and deadly poison everywhere you go. Does Bad Mojo, with its undeniably gross aesthetic and limited perspective bring it all together into a cohesive video game? Or is this just a buggy mess?
On this episode, we discuss: Aesthetics. Bad Mojo has a very unique look and feel, thanks in large part to its 3D scanning of dead animals. Has its visual design held up to this day? Story. This game comes from the glory days of the FMV sequence, long before professional actors had become commonplace in the gaming world. Does the amateurish acting here hurt the immersiveness of Bad Mojo, or does it just give it a different feel? Controls. Bad Mojo has an extremely simple control scheme, with you only controlling the roach with the directional arrow keys. Does this limit the possible depth of puzzle design, or is this a case of simpler being better? We answer all these questions and many more on the 108th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Bad Mojo OST: Xorcist
Have you played any other games where you’re absolutely tiny in a regular world? Are there any other games out there which share something similar to Bad Mojo’s aesthetic? Is this the worst voice acting you’ve ever heard? Let us know what you think on our community discord server! You can support the show monetarily on our Buy Me A Coffee page! | |||
| Episode 107: Luigi's Mansion | 26 Jun 2023 | 00:53:32 | |
Luigi’s Mansion was the cornerstone of the Nintendo Gamecube’s launch in 2001. It sold more copies than any other launch title, received positive critical acclaim, and occupied prime place in every promo gaming machine in gaming and electronic shops everywhere. The game promised a charming take on a haunted mansion, quite unlike Resident Evil that had come before it. You take control of Luigi, searching for Mario after he goes missing when he supposedly wins a free mansion. You don’t have much to help you in your quest to find Mario in this haunted mansion - a flashlight and a vacuum cleaner and what little wits you can gather are all Luigi has to arm himself against the many ghosts that occupy its walls. It's a tried and true blend of action, adventure, and puzzle solving, but wrapped up in a very unique way. But is Luigi’s Mansion still a compelling title to play all these years later? Does the simplicity of the formulae grow stale even with its short run time? And can we really do a G-rated take on ghosts and still find it interesting? On this episode, we discuss: Controls.
Puzzles.
Atmosphere.
We answer these questions and many more on the 107th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Luigi’s Mansion OST: Kazumi Totaka
Do the later Luigi’s Mansion games build on the gameplay of the first to produce a deeper and more compelling experience? Did you enjoy catching the 50 Boos more than we did? Is there an R rated take on this genre, and if so, where can we play it? If you’d like to support the show, please check out our Buy me a Coffee page! | |||
| Episode 106: Unreal | 05 Jun 2023 | 01:08:05 | |
Unreal was the Crysis of its time. It pushed PCs to their absolute limits, with its advanced shader effects and enormous levels. It featured AI that was far beyond the stilted and simplistic enemies that people were used to. It built an alien world that managed to straddle the line between the more abstract early era shooter and what the build engine games were doing. And it was all wrapped up in a succinct 10 hour campaign, that eschewed genre staples like door keys and fodder enemies. Unreal seemed to represent a true evolution of the FPS genre. But unfortunately for Unreal, there was another FPS that was released in 1998. And that was Half Life. Half Life went on to become the dominant FPS in a way not seen since Doom, and Unreal’s legacy would lie more in its ongoing arena multiplayer than its initial single player efforts. But does Unreal actually deserve to be forgotten? Was there something magical and unique about its design that elevated it above its boomer shooter peers? Or was it instead ultimately just a shallow tech showcase, with no real substance beneath all of its glitter? On this episode, we discuss: Aesthetics.
Level Design.
Combat.
We answer these questions and many more on the 106th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Unreal OST: https://www.youtube.com/watch?v=w8hkDjVYXQY&t — Is there more to the combat of Unreal than we’re giving it credit for? Are there any mods which improve the fundamental Unreal experience? What is it about the level design that’s so special, and are there any other games that have built upon it? Come let us know what you think on our community discord server! If you’re enjoying the show, you can support us on our Buy me a Coffee Page! | |||
| Episode 105: Gabriel Knight: Sins of the Fathers | 18 May 2023 | 01:15:32 | |
When Gabriel Knight: Sins of the Fathers first released in 1993, it was not a crack commercial hit. It did however instantly earn itself widespread critical acclaim, with reviewers praising its dark and disturbing story, foreboding atmosphere, and incredible voice acting. The game brought the setting of 90’s Louisiana to life, with all the colonial baggage and real life voodoo history integrated into every little crevice of its world. But can Gabriel Knight truly get over the ultimate sin of being a point and click adventure game? Can voodoo be taken seriously after Monkey Island spent so much time satirising the concept? Is this game as scary or intense all these years later? Or has the passage of time left the narrative of Gabriel Knight without any bite? On this episode, we discuss: Aesthetics. We played two different versions of Gabriel Knight - the original, and the 2014 remake. Is one of these clearly better than the other, or do they each have their strengths and weaknesses? Story. How does the narrative unravel in Gabriel Knight? Is having a slow burn story a good way to keep the player invested? How does structuring the game into days affect how the story is told? Gameplay. How logical are Gabriel Knight’s puzzles? Does having the game split into days affect the clarity of what you’re meant to accomplish each day? Does the game avoid the fundamental issues that Pat and James have with the genre?
We answer these questions and many more on the 105th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another GK 1993 OST: Robert Holmes GK 2014 OST: Robert Holmes
Are our critiques of the point and click adventure game puzzles valid? What do the sequels change or improve from the original? Is there a different adventure game out there that we should try? Come let us know what you think on our community discord server! | |||
| E122: The Legend of Zelda | 08 Jul 2024 | 01:09:44 | |
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:
Progress and keys
Combat
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! | |||
| Episode 104: Arx Fatalis | 26 Apr 2023 | 01:29:19 | |
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
Join the conversation and recommend us games to play on our community discord server! | |||
| Episode 103: Professor Layton and the Curious Village | 03 Apr 2023 | 00:59:43 | |
Puzzles are like crack cocaine for their very special audience. Whether it be a crossword, a logic problem, or even a riddle, unravelling them shoots a heavy dose of endorphins directly to the brain. It is therefore no surprise that Professor Layton and the Curious Village was such a resounding success upon release, taking advantage of the portability of the 3DS before smartphones were a given for the general populace. Combining a charming and relaxed atmosphere with an onslaught of different puzzle types, it was so successful that not only did it have many, many sequels, it even had a spinoff with Ace Attorney. People fell in love with everything the game had to offer, right down to its devious trickery. But has this formula of puzzles with a light story attached truly stood the test of time? Is this better or worse than the point and click adventure games that defined the puzzle genre in the 90s? Or is Professor Layton just a dull and repetitive ripoff of Sherlock Holmes? On this episode, we discuss: Story.
Puzzles.
Hints.
We answer these questions and many more on the 103rd episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Professor Layton OST: Tomohito Nishiura
Is there more to the story of Professor Layton and the Curious Village than we thought? Is there another game in the series that is an absolute must play? Which was your favourite puzzle? Come let us know what you think on our community discord server!
If you enjoy the show, please consider supporting us on our Buy Me a Coffee Page! | |||
| Episode 102: Homeworld | 16 Mar 2023 | 01:28:30 | |
Relic Entertainment has a long history of innovating in the RTS space. Both Company of Heroes and Dawn of War are much beloved and respected titles that could hold their heads high even when compared to other goliaths like Warcraft, Red Alert or Age of Empires. But in many ways it was their very first game as a company that pushed the conventions in a weirder direction than anything else. This debut title was called Homeworld. Homeworld is an RTS set in true three dimensional space, with fleets of ships able to attack from any direction. It features a unique yet bizarrely suited control scheme and UI to fit this space, with orientation being determined around units rather than a fixed camera. Its broader gameplay structure has you keep resources and ships between missions, rather than resetting to base building with each new map. And while its story has a simple premise, it has a lot more dedicated lore around the edges than most games released at the time. But does strange and bizarre and innovative necessarily translate to an enjoyable experience today? RTS games are close to dead nowadays as is - does throwing all these conventions out the window even make sense? Is Homeworld a unique and underappreciated classic, or has it been forgotten for a reason? On this episode, we discuss:
Macro Strategy.
Fleet Composition.
We answer these questions and many more on the 102nd episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Homeworld OST: Paul Ruskay — We played with the Homeworld Splendor Mod. Highly recommended, since the game probably won’t even work without it! — Is using salvage drones as much as we did truly the optimal strategy? Did you get more use out of cloaking and mine laying? Does Homeworld 2 do anything to address our criticisms of the first game? Come let us know what you think on our community discord server! If you’d like to support the show, please check out our Buy Me a Coffee page! | |||
| Episode 101: Fable | 20 Feb 2023 | 01:26:06 | |
Before Todd Howard’s promises about the climbability of mountains was Peter Molyneux and Fable, a game which promised a level of interactivity never seen before in an RPG. Have children (that could continue your legacy when you died), plant a tree and see it grow, and dynamic rivalries with other heroes - Fable was going to have it all. Instead we got something far simpler in scope and ambition. There were hints or shadows of something more grandiose, properties could be bought, reputation existed, and you could fart in people’s faces. But for all that it seemed to miss on its promises, Fable was still a widely beloved title when it released in 2004. People loved its childlike sense of charm and wonder, and the freedom with which you could customise your character. So where, then, does the truth lie? Is Fable a game that’s fantastic precisely because of its limited scope, letting it focus down on the fun? Or is it’s mish-mash of seemingly novel mechanics at odds with how shallow they are, both in and of themselves and how they interact with others? On this episode, we discuss: Story. Fable’s story is a lighthearted and at times comedic retelling of a generic hero’s journey. To what degree is this a sincere attempt to tell a story, and do its satirical elements clash with its rather menacing villains? Systems. Fable lets you immediately put skill points into anything from the very beginning of your journey. Is this flat levelling structure better or worse than the far more common skill trees common to action RPGS? Fluff. Fable 1 has many different mechanical systems that are wrapped around the core gameplay - marriage, property ownership, reputation and gestures (to name a few). Do these systems integrate well together and add to the depth of the worldbuilding, or are they simply funny and ultimately irrelevant novelties? We answer these questions and many more on the 101st episode of the Retro Spectives Podcast! -- Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Fable OST: Russel Shaw, Danny Elfman -- Thanks once again to everyone who has taken the time to listen to us discuss these great games. If you haven’t already, come say hi on our Discord Server’s text chat and let us know if there are any great titles you think we should play. Anything 15 years or older and under 20 Hours long is always seriously considered :) And if you would like to support the show then you can do so on our | |||
| Episode 100: Pathologic 2 | 30 Jan 2023 | 02:24:30 | |
The original Pathologic has long been regarded as a cult classic. Obtuse, frustrating, boring and unfriendly, it nonetheless captured people’s imaginations with its densely woven storytelling and mystical dialogue. It was a game that came at the art form from a completely different direction from what everyone else was doing, but was ultimately limited by its fairly simple gameplay. Pathologic 2 aimed to solve the gameplay problem. Ice Pick Lodge, with a wagon full of kickstarter money, wanted to refine the spirit of the first game and realise their dream of death and suffering. Combat, looting, infection, trading, potion making, the UI and much much more have all been expanded upon dramatically to give the player too much to do, and not enough time to do it. But did all these radical changes to the gameplay come at the cost of the story? Is only having the Haruspex playthrough instead of all 3 characters still a meaningful experience? Has Pathologic 2 achieved everything that the first game was striving for? Join us on our special 100th episode of Retro Spectives Podcast as we discuss a game that refused to bend to progress, and instead carved its own path through the gaming landscape On this episode, we discuss:
We answer these questions and many more on th1 100th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Pathologic 2 OST: Vasily Kashnikov, Theodor Bastard
A big thank you to everyone who has stuck with us through 100 episodes of reviewing and discussing classic games. The whole reason doing this podcast is fun is because you’re there listening, and both Pat and James deeply appreciate you for it. If you haven’t done so already, we’d love it if you'd swing by and say hi on our community discord server. | |||
| Episode 99.5 M4ilB4g | 09 Jan 2023 | 02:34:39 | |
When we started this podcast nearly 4 years ago, we did so with a clear goal in mind. We wanted to play, review and critique games of the past from a perspective free of nostalgia. As the gaming industry grew, games changed, for both better and worse - and it is worthwhile to examine all those creaky and dust covered titles to see what has been forgotten. Sometimes mechanics truly are outdated, sometimes modern games have done it better - but not always. And discovering when an old game offers something unique because of what they supposedly lack has been an incredible experience. Over these 4 years we have slowly gathered a community of listeners that has similar feelings, or can at least appreciate this perspective. We are forever grateful for you listening to our show, for sending us tweets and for conversing on our discord server. The least we can do is give back to you with an opportunity to ask questions of us once a year, not just about old games but about anything. So welcome one and all to our reprisal of the Mailbag episode, with M4ILB4G. Grab a beverage and settle in as we answer our discord listener’s burning questions. And while you’re at it, make sure to drop by and join our discord server if you haven’t already. There’s no Retro Spectives without you, and we appreciate you all deeply. On this episode, we discuss:
We answer these questions and many, many more on the 99.5th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Medivo from Jazz Jackrabbit: River of Despair from The Binding of Isaac: Jonathan Evans, Matthias Nicol Bossi, Ridiculon | |||
| Episode 99: Metroid Prime | 26 Dec 2022 | 01:33:21 | |
The Metroid games are certified classics for a reason. Super Metroid, in particular, is responsible for inventing an entire genre, with a shockingly tight design that puts all other games of its era to shame. The 90s came and went without seeing a 3D metroid game, but in 2002 we finally saw the release of Metroid Prime. Could it possibly capture the magic of what made the 2D games great? Well, according to the reviews of the time, it did that, and more. Metroid Prime received close to universal acclaim, with everything from its graphical presentation to its enemy design to its power ups being declared worthy of its predecessor; a resoundingly successful conversion and evolution of the concept of a Metroidvania. But 20 years have passed since the release of Metroid Prime. And while the genre of 3D metroidvanias remains mostly barren, there have been other fantastic games to come in its wake - Supraland, Antichamber and Outerwilds, Prey and of course, Dark Souls. Does Metroid Prime, with its focus on exploration and platforming, still hold up today? Or are its mechanics and world outdated, primitive and undercooked? On this episode, we discuss:
We answer these questions and many more on the 99th episode of the Retro Spectives Podcast! | |||
| Episode 98: Resident Evil 4 | 28 Nov 2022 | 01:51:10 | |
When Resident Evil first came out in 1996, it wrote the book on what 3D survival horror was meant to be. Fixed camera angles, a creepy atmosphere, tank controls and bizarrely themed puzzles - these were now synonymous with the genre, whether you liked it or not. And for the most part, people liked it very much indeed, with its mainline sequels (and a couple of the spinoffs) sticking to and refining what made the original so compelling. It's no surprise then that Resident Evil 4 was released to some degree of controversy. It takes elements of the originals that many might view as sacred and throws them out the window. It introduced (we don’t talk about Dead Aim) the third person camera angle, adjusted the tank controls to something a lot more smooth, and was more interested in throwing 20 enemies at you at once than tightly restricting your bullet count. The story gave up any pretence of being anything scary, and Leon Kennedy returns as a badass action hero instead of a vulnerable rookie. But for all its radical changes, the game received astoundingly good reviews on release, and is still a fan favourite all these years later. Does Resident Evil 4 deserve the praise of being a kickass action game that in many ways has never been topped? Or has everyone been wowed by the move away from the classic controls and camera in favour of the new hotness? On this episode, we discuss:
We answer all these questions and more on the 98th level of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Resident Evil 4 OST: Shusaku Uchiyama — Our Resident Evil REmake Episode Resident Evil 4 Remake Trailer — Is there a spinoff to the main Resi games that is secretly better than the two we’ve already played? Is there another survival horror series in its entirety that we’ve been neglecting? What did you think of the adaptive difficulty of Resi 4? Come let us know what you think on our community discord server! | |||
| Episode 97: The Chronicles of Riddick: Escape from Butcher Bay | 07 Nov 2022 | 01:15:17 | |
The Chronicles of Riddick, when it first released in 2004, was the definition of mediocre sci-fi schlock. Riddick, played by Vin Diesel, came across as a generic edgelord, and it seemed to lean into special effects and spectacle over anything more substantial. It's a direction that didn’t play well with critics, nor with the fans of the previous entry, Pitch Black. So it was to everyone’s surprise when a videogame set in this same world was released to widespread critical acclaim. Vin Diesel, under his macho exterior, was secretly a bit of a geek, and was heavily involved in the development. Critics praised just about every aspect of this short and tightly-made prison-escape, from the visuals, to the stealth, to the characterisation. But were those critics simply wowed by the glossiness of a cinematic FPS? Are the individual gameplay mechanics in Riddick actually fun in their own right? Or is this just another mid-2000’s hybrid FPS game that is better off forgotten? On this episode, we discuss:
We answer all these questions and more on the 97th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Riddick OST: Gustaf Grefburg — Is it worth watching the third Riddick movie, or is it just more of the same? Are there any other obvious influences we forgot to mention outside of repeatedly calling out Half Life? Is Dark Athena as bad as the reviews suggest? Come let us know what you think on our community discord server! | |||
| Episode 96: Drill Dozer | 24 Oct 2022 | 01:08:49 | |
Gamefreak, on the rarest of occasions, takes a break from toiling away in the Pokemon mines. And when they do, sometimes they strike gold. Such was the case with Drill Dozer, first released in 2005 to mostly favourable reviews. As time ticked on, however, many began to look back on it with increasing fondness, and it's not hard to find those who consider it one of the best games ever released for the Gameboy Advance. You play as Jill, pilot of the Drilldozer: a short and squat mech that harnesses the power of its drill arms to destroy and unravel any and all obstacles in its path. It's a game that commits to it’s concept to a fault, with the world and everything around it shaped by those drills and what your mech is capable of. In a world where 2D platformers are a dime a dozen, Drill Dozer can’t help but stand out - even if its box art was doing it no favours. But does this all come together holistically to be an enjoyable game to play today? And can a single-concept platformer avoid the dirge of repetitiveness that curses so many titles? On this episode, we discuss:
We answer these questions and many more on the 96th episode of the Retro Spectives Podcast! — Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Drill Dozer OST: Go Ichinose Satoshi Nohara — Thanks to Electric Maestro from our discord server for suggesting Drill Dozer! If you have any feedback to give, recommendations for us to play, or simply want to join the conversation, don’t hesitate to drop by and join our community discord server! | |||
| E121: Killer 7 | 21 Jun 2024 | 02:20:23 | |
Killer7 is one weird game. Developed in tandem by Grasshopper Manufacture and Capcom and first released in 2005, its very existence as a game defies description. Within moments of starting, you’re placed into a world with talking bondage ghosts, a TV channel that drains your blood, and abstract puzzles that would fit right into Resident Evil. Combine this with a cinematic third person slow rail shooter and you might have just a taste of what Killer7 is all about, but the truth is that you’re just scratching the surface of this enigma of a video game. Killer7 has a diehard cult following, not just for its presentation and aesthetic, but for its incredibly deep and confusing story. But for all its fans, what is the experience of playing Killer7 actually like? Is there an enjoyable game underneath all of its layers? Or are they merely disguising something that's all flash and no sizzle? On this episode, we discuss: Killer7 is absolutely dripping in style. From the broader minimalistic cell shaded environments to something as simple as the way characters reload their weapons, there’s a unique vibe to this game that is hard to describe. Does the glamour eventually wear off, or does its presentation remain compelling for the full game runtime? Combat and Pacing Killer7’s combat is most reminiscent of something like House of the Dead, with zombie-like enemies and a first person static shooting style. Does it match the frantic pace and tension of a light gun game, or does giving the player total control of the rail movement lead to something more plodding? Story What exactly is Killer7 trying to say? There are layers and layers of story here, from identity issues, to geopolitics, to conspiracy and control. Is this a compelling and understandable story? Does it make sense? Does it even need to make sense? We answer these questions and many more on the 121st episode of the Retro Spectives Podcast!
We are joined by special guest Dave Jackson of the Tales from the Backlog Podcast! He reviews interesting games that would otherwise sit on your shelf, with a focus on having spoiler free discussion initially for people who are on the fence. He also hosts A Top 3 Podcast, where he and friends rank the top 3 of a given thing each episode. Check it out!
Intro Music: KieLoBot - Tanzen K Outro Music: Rockit Maxx - One point to another Killer7 OST: Masafumi Takada
Did you find that Killer7 was all that it was cracked up to be? Do you have any idea what’s going on with the story? Are there other Suda51 games that are worth playing? Come let us know what you think on our community discord server! You can support the show monetarily on our Buy Me a Coffee Page. | |||