Retro Spectives

Retro Spectives

By rspodcast.netLeisureVideo GamesGames
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Retro Spectives episodes

  • Episode 44: Kingdom Under Fire: The Crusaders

    Kingdom Under Fire: The Crusaders is a difficult game to explain. It was first released for the original Xbox in 2004 by the Korean Studio Phantagram, and tries to fuse real-time strategy with action RPG brawling. 

    All controlled with a gamepad.  

    You take control of two fantastical factions engaged in a religious war, trying to outmatch your opponents with both skilful tactical maneuvers and Dynasty Warriors-esque button mashing across four campaigns.

    But just how well do all these separate elements come together?  Does this unique take on the real-time strategy genre have something meaningful to offer? Or is it simply a regression of a classic formula?

    On this episode, we discuss:

    • Can an RTS be enjoyable to play on a console?  In what ways does Kingdom Under Fire’s control scheme work within the limitations of a gamepad, and is it enough to make the gameplay experience a smooth one?
    • How well executed is the Dynasty Warriors-style action brawling?  Is it engaging to play?  Would a more complicated system have detracted from the overall experience?
    • Can we draw comparisons to other titles in evaluating Kingdom Under Fire?  Or is it just too unique to criticise through analogy?

    We answer these questions and many more on the 44th episode of the Retro Spectives Podcast!

    ---

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Kingdom Under Fire: The Crusaders OST: Chuck Mitchell

    ---

    Is Kingdom Under Fire worse than the original?  Are there any tactical tricks that we missed that would make this game’s challenges easier to overcome?  Is there more to the story than we give it credit for?  Let us know what you think on our text based community discord server!

    1 hr 33 min
  • Episode 43: The Operative: No One Lives Forever

    First released in the year 2000 for windows, The Operative: No One Lives Forever (NOLF) was widely praised as the best FPS released since Half Life.  The game openly celebrates the Spy genre, feeling like a bizarre amalgamation of James Bond, Get Smart and Austin Powers.  Monolith Productions was struggling with giving the game a unique identity until they struck on the idea of making the lead character a woman.  Enter Cate Archer, dryly sarcastic, witty and deadly, but surrounded by the blatant sexism of the 60s, with everyone questioning her abilities and blaming her emotions whenever things go wrong.

    Cate Archer tackles the obstacles in front of her with aplomb, sneaking around enemy bases and shooting anyone who happens to stop her.  But can the gameplay of this mostly forgotten relic hold up all these years later?  Is the story really that fascinating or just a glorified homage?

    On this episode we discuss:

    • Can you have a story that features both ridiculous satire and a serious threat to the world?  How does NOLF balance these two seemingly opposed tones?
    • Do you need to have a wide variety of tools at your disposal to make stealth gameplay engaging?  Or is a silenced gun all you need if the other elements work?
    • Will we ever get tired of pressing hidden switches to unveil secret passages and world domination maps?

    We answer these questions and many more on the 43rd episode of the Retro Spectives Podcast!

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    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    NOLF OST: Guy Whitmore

    ---

    To play NOLF on a modern PC, completely free:

    First, download NOLF GOTY edition at this link.  Remember to activate the included widescreen fix.

    Then, download and install the NOLF Moderniser patch at this link!  Enjoy your varied menu options and 60 FPS!

    ---

    Are there any hilarious conversations between guards that we missed?  Is this a better stealth game than we give it credit for?  Doe NOLF 2 do the original proud?  Let us know what you think on our text based community discord server!

    1 hr 32 min
  • Episode 42: Dark Messiah of Might and Magic

    First released in 2006 by the now famous Arkane Studios, Dark Messiah of Might and Magic was considered a niche hit on release.  Making use of the revolutionary physics of the source engine, it turned combat into an environmental puzzle of kicking, throwing objects and creating small patches of fiery death.

    But is a first-person physics-based brawler still a fun thing to play today?  A trip through Half Life 2 showing off the same see-saw puzzle 8 times comes across as quaint - has Dark Messiah suffered the same fate?  Or is its blend of magic, stealth and general physical hijinks still a novel and exciting experience all these years later?

    On this episode, we discuss:

    • What is the best way to actually play Might and Magic?  Swordplay, Magic, Stealth or just repeatedly mashing the ‘F’ key to kick enemies?
    • How dark is the ‘dark messiah’ of the story?  Does pitting inferno against necromancers lead to satisfying evil, or is this secretly a generic story of good versus evil in disguise?
    • How many bugs can possibly exist inside a single 10 hour game?  We’ve devoted an entire section of this review recalling the many, many issues we had with the game.  

    We answer these questions and many more on the 42nd episode of the Retro Spectives Podcast!

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    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Dark Messiah OST: : ‎Sascha Dikiciyan‎; ‎Cris Velasco

    ---

    Is Dark Messiah of Might and Magic a more deep game than we give it credit for?  Are there any mods that fix the glaring issues with the stealth systems in the game?  Is it a wyrm, or is it a worm?  Let us know what you think on our text based community discord server!

    1 hr 41 min
  • Episode 41: Splinter Cell

    In Splinter Cell  you play as Sam Fisher, an ex Navy Seal brought out of retirement by the NSA to combat the growing threat of cyber terrorism.  Unlike your typical gung-ho hero,  Sam operates stealthily, silently and entirely by himself on the field - He is the splinter supported by an extensive cell of a support team.

    To be successful in this game you must gather intelligence, operating entirely in the shadows, because if a gunfight breaks out you’re in huge trouble.  Splinter Cell took its cues from titles like Deus Ex, Metal Gear Solid and Thief but still managed to create its own flavour of stealth.  But in the wake of modern stealth games like Dishonored, can this title from 2002 still be considered a strong contender?  Or does it come across as quaint and outdated?

    On this episode, we discuss:

    • Splinter Cell has extremely linear level design, even more so than something like MGS 3.  Can a stealth game still effectively function when the level design is so structurally straight-forward?
    • What’s the best way to control your characters in stealth games?  A mouse and keyboard, or a game-pad, and why?
    • The story of Splinter Cell features a complicated multi-factional struggle for control of Georgia.  Does its story still hold up, or does it come across as inaccurate in the face of modern geopolitics, where cyber-terrorism is a very real threat today?

    We answer these questions and many more on the 41st episode of the Retro Spectives Podcast!

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    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Splinter Cell OST: Amon Tobin

    ---

    To fix spotlights/enemy torches not showing up:

    1. Right click on splinter cell

    2. Click properties

    3. Click "set launch options..."

    4. Enter "-shadowmode=projector" in the text field

    5. Click OK

    6. Click Close

    7. Start the game

    ---

    Does Splinter Cell get even better, or is the first entry in the series the best?  Is the story quietly brilliant and there’s something that we missed?  Do you prefer M+K or a game pad for your stealth games?  Come let us know what you think on our text based community discord server!

    1 hr 34 min
  • Episode 40: Earthworm Jim

    Earthworm Jim hit the Sega Genesis with an almighty impact when it smashed into release in 1994.  Inspired by the success of Sonic The Hedgehog, Shiny Entertainment wanted to bring their own anthropomorphic mascot into the forefront - a humble earthworm.  Struck by a falling alien super suit, Jim somehow grows and occupies it rather than being crushed to dust.  Now he has to go on an adventure to beat the bad guys, kill the evil queen with the big but, and rescue Princess Whats-Her-Name.

    The game dazzles with naturalistic illustrations that you platform off.  It revels in its offbeat tone, with each level wackier than the last.  Novelty is worn with pride on both of its sleeves, and it refuses to dwell on any concept for longer than needed.  But does all of this add up to a fun and engaging experience for its 3 hour run time?  Or does it just feel like a disconnected mess?

    On this episode, we discuss:

    • Can the lack of a coherent theme or identity be a theme in and of itself?  Is zaniness and weirdness worth celebrating or is it just inconsistent nonsense?
    • How good are the essential platforming mechanics of Earthworm Jim?  Is having strong fundamentals more important than the many new ideas that are thrown your way?
    • How hard is Earthworm Jim?  Does a high level of difficulty mesh well with a constant string of new mechanics?  Should you use save states?

    We answer these questions and many more on the 40th episode of the Retro Spectives Podcast!

     

    Is Earthworm Jim the greatest platformer ever?  Is it overrated garbage?  Is a coherent identity irrelevant in the face of groovy style?  Let us know what you think on our text based community discord server!

     

    1 hr 3 min
  • Episode 39: Hitman: Codename 47

    Stealth games have a long and varied history.  Amongst others exist the purist Thief, the story driven Metal Gear, and the slick secret agent stylings of Splinter Cell.  But in the year 2000, Hitman: Codename 47 challenged stealth conventions by letting players freely walk around in hostile territory...provided they had the right disguise. With a heavy emphasis on puzzle-solving, the game wanted players to think laterally and come up with a plan to achieve the perfect assassination.

    But how successful was it at achieving this goal?  In modern times, titles such as Dishonored, Metal Gear Solid V and even Hitman’s reboot provide varied platforms for dynamic stealth gameplay.  Does Codename 47’s take on an action/stealth/puzzle hybrid hold up today, or does it just feel like a confused and clunky mess?

    On this week’s episode, we ask ourselves:

    • Is Hitman’s narrative deftly woven into the experience or does it feel shoehorned into a series of unrelated escapades?
    • Does it pay dividends to take a focus on perfection to its logical extreme? Or is Hitman too unforgiving for the average player.
    • How much joy is there to have in the exploration, puzzle solving and execution stages of Hitman’s missions?  Are some parts more enjoyable than others?

    We answer these questions and many more on the 39th episode of the Retro Spectives Podcast!

    ---

    Playing Hitman in its vanilla state is not recommended!
    If you wish to give the game a go then  take a look at these easy fixes to vastly improve the experience!

    • Link to the steam community guide
    • Link to the PC Gaming Wiki

    --- 

    Are there solutions to some assassinations we were too dumb to solve?  Which Hitman game should we play next?  Are the Jungle levels really as bad as we think?  Let us know over on our text-based community discord server
     

    1 hr 20 min
  • Episode 38: Lunar: Silver Star Story Complete

    Lunar: The Silver Star is a tale of love and adventure which has been remade more than most games in history.  First released in 1992 for the SEGA CD, it has existed in one form or another on different consoles, handhelds and even phones.  Most agree that the definitive version is the original PlayStation’s Lunar: Silver Star Story Complete, the version we played for the podcast this fortnight.

    Alex dreams of becoming the next Dragon Master, one of the storied heroes of legend, but he has a long way to go before attaining those dreams. For now, Alex is simply content with exploring a forgotten dragon’s cave in search of treasure.
    But what begins as a simple adventure with his friends quickly spirals into a series of events far more dangerous than Alex could ever have imagined. 

    Join Pat and James as they put Lunar to the test, finding out if it truly stood the test of time.
    Is a whimsical adventure filled with simple romance and turn-based combat a recipe for the ages?  Or have we moved beyond this style of storytelling, leaving Lunar in the dust?

    On this episode, we discuss:

    • What exactly constitutes grinding?  Can a game which scales to your level even have it?
      Pat and James disagree.
    • Have stories about a bunch of teens going on an adventure worn out their welcome, or can charming characters save an otherwise simple narrative?
    • How enjoyable is managing health and mana throughout extended engagements?  Are turn based battles better with a fully healed party?

    We answer these questions and many more on the 38th episode of the Retro Spectives Podcast!

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    We guested over on Will and Drew’s Gaming Retrospective!  Each week Will and Drew talk video games and the game industry, or they interview idiots like us!  Listen in to part 1 and part 2 of our interview where we talk Dark Souls, Fighting Games and the games that defined us and our gaming philosophies!

    Will and Drew’s website can be found here!

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    Enjoy the show?  Did you find Pat’s take a little..controversial?  Or even stupid?  Take the argument to us directly on our community discord server!  We’ll be sure to respond in kind!

    1 hr 59 min
  • Episode 37: Castlevania

    Pat and James go back in time further than they’ve ever been before and play the original Castlevania!  First released in 1986, it was the beginning of a legacy that has seen metroidvanias, 3d brawlers and most recently a hit anime series.  You play as Simon Belmont, equipped with his iconic whip, as he battles through horror movie monsters to reach the top of Count Dracula’s castle and slay him like the vampire scum he is.  It was a hit on release and fans loved its hard as nails gameplay and cheesy horror themes.

    But how fun is Castlevania to play today?  Platformers have seen more than 30 years of careful refinement.  Boss fights are far more sophisticated  And the NES is hardly the high point of graphical fidelity.  Is Castlevania still an enjoyable experience all these years later, or was it simply a good game at the time of its release?

    On this episode, we discuss:

    • How important is smooth movement in a 2D platformer?  Castlevania has very restricted jumping, with no air control or height/length variance.  Is this intrinsically flawed, or has the game been designed around these restrictions?
    • Castlevania requires a good amount of memorisation to get through it's dangerous levels.  Does this reliance on memorisation versus reaction based systems lead to an equally fun experience?
    • Is Castlevania too hard, or are Pat and James filthy casuals?  And will Pat ever shut up about that one boss fight?

    We answer these questions and many more on the 37th episode of the Retro Spectives Podcast!

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    Is Castlevania really as difficult as Pat and James claim?  Are the graphics better than we give them credit for?  Is there a particular song on the soundtrack we should have paid more attention to?  Come let us know what you think on our community discord server!

    1 hr 6 min
  • Episode 36: Freelancer

    Freelancer was meant to be the chosen one.  Announced in 1999 by Chris Roberts (of star citizen fame), it seemed to promise complex factional interactions, a cinematic storyline and engaging dogfighting all in one accessible package.  But as time went on, and Chris Roberts moved into more of a consultancy role, the exact nature of Freelancer was revealed as something not quite as ambitious as what was previewed.

    So what is it like to play Freelancer today?  Can a reduced version of what was envisioned still produce a meaningful and fun gameplay experience?  Or is it just a hollow shell of a game, best left forgotten in the wake of modern titles like Star Citizen?

    On this episode, we discuss:

    • Does Freenlancer’s mysterious and intriguing story of factional conflict get the payoff it sorely deserves?
    • How much freelancing do you actually do as a freelancer, and is it as enjoyable to pursue as the main questline?
    • Do long travels doing nothing through space bring the star system to life, or is it just wasting our precious time?-

    We answer these questions and many more on the 36th episode of the Retro Spectives Podcast!

    ---

    Does Freelancer have places worth exploring that we didn’t find?  Are there any essential mods that drastically change the experience for the better, or did we nail it?  Let us know what you think, and what exactly we got wrong on right, on our community discord server!

    1 hr 34 min
  • Episode 35: System Shock

    In 1994 the immersive sim genre was born with the release of System Shock.  Developed by Looking Glass Technologies, it set the standard for gameplay and story structures for future games in the genre such as Thief, Deus Ex, Bioshock or Prey.  
    As an unnamed hacker, you awake on a space station after a long cryosleep only to find the halls littered with bodies and the walls smeared with blood.

    So begins your journey on board the Citadel Space Station, as you try to thwart the evil Shodan and piece together what exactly happened in the 6 months that you were asleep.

    But for all its innovation more than 25 years ago, is System Shock still a fun game to play today?  Its User Interface has more in common with a flight sim than a first person shooter.  Enemy hitboxes are literal rectangular boxes that extend far beyond their model.  And while the game is in first person, it requires you to constantly switch into point and click adventure mode to interact with the world.  
    Does System Shock do the immersive sim genre proud, or does the experience come across as outdated and clunky?

    On this episode, we discuss:

    • How well does System Shock handle worldbuilding?  Do its terse audio logs add to the gameworld, or do they leave it feeling lifeless and gamey?
    • How enjoyable are its shooting mechanics? Is it wrong to compare System Shock to a game like Doom?
    • Is the user interface hot garbage that deserves to be burned to the ground, or does it secretly give the player greater control over its economy of information?

    In order to answer these questions, Pat and James are joined by special guest Nick from the Salt City Gamescast who was very excited to come along to argue, discuss and complain about the game!

    Has System Shock stood the test of time? Tune in to find out!

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    Is System Shock your favourite game in the immersive sim genre?  Do you unironically like the music?  Is the UI really that bad?  We’d love to hear what you think, good or bad, and maybe even get into a deeper discussion with you - let us know your thoughts on our community discord server!

    1 hr 44 min

About Retro Spectives

From the publisher's feed

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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