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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!
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!
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!
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!
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!
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!
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!
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!
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!
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!
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!
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.
While Psychonauts may have mesmerised its audience back in 2005, does this big brained adventure still have what it takes today, or is this one circus act best left avoided?
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!
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!
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!
Link to the Windows 10 Thief Fix here!
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