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Retro Spectives

Retro Spectives

rspodcast.net

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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Top 10 Retro Spectives Episodes

Goodpods has curated a list of the 10 best Retro Spectives episodes, ranked by the number of listens and likes each episode have garnered from our listeners. If you are listening to Retro Spectives for the first time, there's no better place to start than with one of these standout episodes. If you are a fan of the show, vote for your favorite Retro Spectives episode by adding your comments to the episode page.

Retro Spectives - Episode 114: Age of Mythology
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12/11/23 • 93 min

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!

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Intro Music: KieLoBot - Tanzen K

Outro Music: Rockit Maxx - One point to another

Age of Mythology OST: Stephen Rippy, Kevin Mcmullan

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Pat guested on the Nostalgia Goggles Podcast to review and discuss Starcraft!

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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!

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If you enjoy the show and want to support us monetarily, please check out our Buy me a Coffee Page!

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Retro Spectives - Episode 99.5 M4ilB4g

Episode 99.5 M4ilB4g

Retro Spectives

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01/09/23 • 154 min

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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Retro Spectives - Episode 111: Rollercoaster Tycoon 2
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10/02/23 • 79 min

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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Retro Spectives - Episode 106: Unreal

Episode 106: Unreal

Retro Spectives

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06/05/23 • 68 min

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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Retro Spectives - Episode 105: Gabriel Knight: Sins of the Fathers
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05/18/23 • 75 min

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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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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Retro Spectives - Episode 100: Pathologic 2
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01/30/23 • 144 min

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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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!

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Retro Spectives - E93: Blade Runner

E93: Blade Runner

Retro Spectives

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09/05/22 • 77 min

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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Retro Spectives - E125: Mailbag 6

E125: Mailbag 6

Retro Spectives

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12/29/24 • 174 min

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!

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A huge shoutout to everyone who submitted questions this year, this episode wouldn’t have been possible without you.

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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

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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!

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FAQ

How many episodes does Retro Spectives have?

Retro Spectives currently has 131 episodes available.

What topics does Retro Spectives cover?

The podcast is about Playstation, Leisure, Video, Games, Retro, Discussion, Retro Gaming, Reviews, Podcasts, Video Games and Review.

What is the most popular episode on Retro Spectives?

The episode title 'Episode 110: Metal Gear Solid' is the most popular.

What is the average episode length on Retro Spectives?

The average episode length on Retro Spectives is 91 minutes.

How often are episodes of Retro Spectives released?

Episodes of Retro Spectives are typically released every 14 days.

When was the first episode of Retro Spectives?

The first episode of Retro Spectives was released on Feb 5, 2019.

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