Retro Spectives

Retro Spectives

By rspodcast.netLeisureVideo GamesGames
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Retro Spectives episodes

  • Episode 74: Jet Set Radio

    From the very moment Jet Set Radio released, it wowed its audience.  It blew people away with its at the time revolutionary cell shaded graphics, and boasts an undeniably funky soundtrack, with bangers like Yellow Bream and Recipe for the Perfect Afro.  Adding graffiti tagging to the gameplay of Tony Hawk’s Pro Skater?  It seemed like a match made in heaven, and all done in incredible style.

    But have the sands of time been kind to Jet Set Radio, or just the opposite?  We have seen endless iteration in the skating genre, and today we tend to demand tighter control.  Does Jet Set Radio provide a gameplay experience that matches its swagger, or is it simply a case of style over substance?

    On this episode, we discuss:

    • In what ways does Jet Set Radio establish its identity as a 90’s punk themed graffiti skater?  Is it consistent in tone and execution, or is it just skin deep?
    • How fun is it to skate around the streets of Neo-Tokyo?  Does it provide a fast and fluid experience like Tony Hawk’s, or does it play more like a stop and start platformer?
    • How enjoyable is it to battle and skirt around the foes in your way?  Do the police, military and rival gangs add to the fun of skating and tagging, or are they just annoying nuisances?

    We answer these questions and many more on the 74th episode of the Retro Spectives Podcast!

     

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Jet Set Radio OST: Hideki Naganuma, Various Artists

     

    Is Jet Set Radio Future (or Sunset Overdrive) worth playing, or is the original the best?  Are the controls something that takes time to master, or are they intrinsically flawed?  And are these truly the worst half pipes in the history of gaming?  Come let us know what you think on our community discord server!

    1 hr 19 min
  • Episode 73: Star Wars Episode I: Racer

    Star Wars: Podracer launched with a bang.  It wasn’t the first Star Wars game, but it promised something that the world had been waiting for 16 years: a new movie.  With only a few short segments of the film at their disposal, the in-house LucasArts Team designed a racing game - aiming to not only replicate the environments, but even the imaginary physics of the vehicles.  The fact that they produced something uncannily similar to the pod racing scene from the movie is worthy of celebration in and of itself.

    But can it hold up all these years later?  While it was released to fairly spectacular praise, there were some that damned it as just another F-Zero knockoff.  And while there were many F-Zero titles released throughout the years, there’s only one Podracer.  Does Star Wars: Podracer still provide an entertaining, lightning in a bottle racing experience today?  Or are you better off spending your time shitposting over on r/prequelmemes?

    On this episode, we discuss:

    • How does the meta-structure of earning credits to spend on upgrading your vehicle influence the challenge of trying to beat races?  Is it better to have non-mechanical ways to succeed, or does this rob you of a sense of accomplishment?
    • Is it better to have a track structure that feels like it blends into the environment, or are races more enjoyable on sterile and purpose built tracks?
    • How do the boosting and repair mechanics add to the tension of Podracer?  Is an internal cooldown on a boost more or less enjoyable than tying a boost metre to a recharge item or length of track?

    We answer these questions and many more on the 73rd episode of the Retro Spectives Podcast!

     

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Star Wars Episode 1 OST: John Williams

     

    Are there any other high speed racing games that can hold a torch to F-Zero or Podracer?  Are there any cool shortcuts or crazy mechanics we missed?  Are you mad about our opinions on the Star Wars movies?  Come let us know what you think on our community discord server!

    1 hr 13 min
  • Episode 72: Star Fox 64

    Once upon a time there was a genre known as the Rail Shooter.  Before developers had mastered free traversal in 3D spaces, they instead popped players on a fixed rail and took them through a series of linear shootouts.  Many consider Star Fox 64 to be one of the highpoints of the genre, seeming to set the stage for many more to come.  As time went on they started to disappear entirely though, only occasionally rearing up with titles like Panzer Dragoon and Kid Icarus.

    The question is, did the genre deserve to die?  Can a rail shooter possibly be as fun as a fully 3D one, or is it just a relic to be appreciated with nostalgia?  Star Fox 64 has an incredible legacy of meme history, but is it still fun to play today?

    On this episode, we discuss:

    • How does the structure of Star Fox 64 impact its pacing and storytelling?  How do the short runs and branching pathways compare to a more traditional linear campaign where you experience all the content in one playthrough?
    • How do the linear rail shooting sections of Start Fox compare to the more open ‘All Range Mode’ where you can actually turn left and right?  
    • What did we think about the boss design?  How fun are they to fight mechanically, and how does the visual design factor into the experience of shooting them to pieces?


    We answer these questions and many more on the 72nd episode of the Retro Spectives Podcast!

    ---

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Star Fox 64 OST: Hajime Wakai, Koji Kondo 

    ---

    What was your least favourite level of Star Fox 64, and why was it that stupid underwater level?  Are there any other rail shooters we should play?  Is Star Fox 64 the best Star Fox game?  Come let us know what you think on our community discord server!  

    1 hr 11 min
  • Episode 71: Pathologic

    Back in 2005, a Russian studio called Ice Pick Lodge decided to continue the fine tradition of dark and dreary slavic storytelling with Pathologic, a survival horror game quite like any other.  It received critical acclaim in Russia, but was largely unknown in the West, at least until a series of articles on Rock Paper Shotgun shone a spotlight on its existence. 

    It is one of the most divisive games ever made.  People praise it, people despise it, and many more seem to love and hate it at the same time.  More confusing is the fact that the very things that some cite as problems are the exact reason others adore it.  It's even a difficult game to describe or pin down, leaving its very nature something of a whispered mystery, even in the face of the many survival games that came in its wake.

    Well, no more shall the game remain inscrutable.  We break down and discuss the gameplay, storytelling and atmosphere of Pathologic in excruciating detail, as newcomers to the game.  Can it possibly still stand up in the face of a modern cross examination, or is its status hugely overblown?

    On this episode, we discuss:

    • How does Pathologic use its interweaved narrative to create a sense of mystery, and were we right to pick different characters to experience different parts of a greater whole?
    • What is the brick and mortar gameplay of Pathologic like?  Is it harrowing, bleak and punishing?  Or simply tedious and uninspired?
    • How do the characters in Pathologic manipulate you to their own ends?  Is there any room to manipulate them back, or are you destined to only be a pawn?

    We answer these questions and many more on the 71st episode of the Retro Spectives Podcast!

    ---

     

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Pathologic OST: Andriesh Gandrabur

     

    Is the gameplay of Pathologic really quite that bad?  What hidden aspects of the story completely slipped our notice (I’m sure there were many).  Does Pathologic 2 improve upon the things we perceived as flaws, or is it just more of the same?  Come let us know what you think on our community discord server!

    2 hr 22 min
  • Episode 70: Space Channel 5

    In Space Channel 5, you take the role of space journalist Ulala as she uses interpretative dances to fight aliens, rescue hostages and defeat her fellow colleagues.  If that sounds absurd, that’s because it's yet another weird game that James has chosen.

    The game was first released in 1999 for the Sega Dreamcast, and took a while to find success, but eventually developed a cult following.  Its retro futuristic presentation delighted the senses, and lurking underneath it was a surprisingly hardcore rhythm game.  With virtually no visual indicators of what to do, and no feedback for failing to hit notes, its difficulty even forced many people away.

    But does this all add up to a delightful experience all these years later?  With rhythm games now a mainstream genre, can the quaint stylings of Space Channel 5 still possibly hold up?  Or is Ulala yet another journalist who deserves to go the way of the Radio Star?

    On this episode, we discuss:

    • How does Space Channel 5 use its presentation to immerse you in its world?  Does it feel like you’re a character moving through locations, or is it simply a movie that plays in the background?
    • Does Space Channel 5’s music suit the rhythmic gameplay?  It draws on heavy melodic music, but so much of the gameplay is focused on the beat.  Is this a problem, or just part of its charm?
    • Should memorisation be an important part of rhythm games, or should you be able to just react to what's coming next?  Pat and James disagree on this one, but James has the gall to bust out a literal psychology paper to attempt to prove his point.

    We answer these questions and many more on the 70th episode of the Retro Spectives Podcast!

    ---

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Space Channel 5 OST: Naofumi Hataya

    Space Channel 5 OST with lyrics

    ---

    Emulator that we both used to play Space Channel 5

    ---

    Are you an expert at rhythm games?  Does Part 2 change anything significant gameplay wise, or does it just expand on what was present in the first?  Are there any other rhythm games that we should try?  Come let us know what you think on our community discord server!

    1 hr 11 min
  • Episode 69: Panzer General

    When Panzer General first released in 1994, it revolutionised the war gaming genre.  It was more accessible, easier to understand and more cleanly illustrated than any other war game to come before it.  Portraying many historical battles of World War 2 (while also indulging in a few ‘what if’ scenarios), it was an instant hit amongst grizzled veterans and newcomers to the genre alike.

    But is what was approachable and revolutionary in 1994 possibly still strike the right chords more than 25 years later?  Can a game with no characters and no real storytelling draw us in?  Can the relatively inexperienced Pat and James possibly get into and dominate the battlefields of a war game they’ve barely played?

    On this episode, we discuss:

    • How meaningful is it that the battles of Panzer General are historical battles instead of fantasy battles?  Can historical context provide a meaningful hook of engagement in the absence of characters or story beats?
    • How does the strategic layer of Panzer General actually function?  What degree of decision making do you have on a macroscale to affect the outcome of a battle?  Are these decisions enjoyable and varied?
    • How does the more zoomed in tactical layer of Panzer General work?  How easy is it to read and understand unit attack and defence values?  What tactical configurations brought us the most success?

    We answer these questions and many more on the 69th episode of the Retro Spectives Podcast!

    ---

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Panzer General OST: Doug Brandon

    ---

    Panzer General is abandonware, which means its the excellent price of zero dollars. There are a few different ways to access it, but I recommend using a DOS version since early Windows builds can be complete nightmares to get working. 

    First step is to download DOSBOX. It's a DOS emulator that runs Panzer General with no issues. You can download it here.

    Second step is to download Panzer General. Just use the top link on this page.  To run the game, all you need to do is drag the Panzer General.bat onto the emulator icon. You can also launch it manually within DOSBOX, but it's far easier just to click and drag. 

    Finally, make sure you download and read the manual located here. IIt explains most of the mechanics in the game, but I’m sure there’s one or two things missing. Most importantly, it has a detailed breakdown on exactly what to do in the tutorial, down to explaining how to split up your units to take multiple objectives and the order of attack.

    ---

    How does Panzer General compare to the many war games that came after it?  Which war game should we play next?  Are there strategic or tactical depths to this game that we missed?  Come let us know on our community discord server!  Whether you’ve got a game to suggest, an opinion to share, or simply want to play alongside us each fortnight we’d love if you’d drop by!

    1 hr 22 min
  • Episode 68: Pikmin

    We return once more to the strange and esoteric world of console RTS games with Pikmin!  First released for the Gamecube in 2001, it combines strategy, resource management and puzzle solving into a truly unique game.  You play as Captain Olimar, peacefully vacationing in space until an asteroid collides with his spaceship.  He crashes to the ground, pieces of his ship scattering across the land, and no apparent way to get them back to repair his ship.  Luckily for him the Pikmin are more than willing to be turned into slave labour to retrieve all those missing parts and murder the natural wildlife.

    But just how good can an RTS hybrid possibly be without a traditional RTS control scheme?  Do puzzles, resource management and a tight time limit actually work in tandem with one another?  Is Pikmin actually fun to play, or is it more tedious busywork as you stand around watching things happen?

    On this episode, we discuss:

    • Is Pikmin designed as a game to be enjoyed for a first time playthrough, or does it flourish with repeat playthroughs?  Is Pikmin more about exploration and discovery, or optimisation and efficient time management?
    • Why does a puzzle game have a strict time limit of 13:30 minutes per day?  Should the game have no time limit, or should it be structurally shifted to longer yet fewer days?
    • How enjoyable is the combat in Pikmin?  Are enemies intrinsically fun to fight, or are they better treated as obstacles to be avoided and distracted?

    We answer these questions and many more on the 68th episode of the Retro Spectives Podcast!

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    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Pikmin OST: Hajime Wakai

    ---

    [Link to mouse and keyboard control scheme for Dolphin Emulator](https://www.reddit.com/r/Pikmin/comments/csapnb/pikmin_on_mouse_and_keyboard_is_here/)

    Remember to manually bind the + and - keys when setting up the control scheme.  This gives you a map button, and the menu button to end each day early.

    ---

    Does Pikmin have less busywork than we give it credit for once you better understand the game?  What is the best time you’ve ever got to beat Pikmin?  Do either of the sequels change or improve on the things we criticised?  Let us know what you think on our community discord server!  Join the conversation, recommend us a game to play or play alongside us!

    1 hr 16 min
  • Episode 67: Prince of Persia: The Sands of Time

    Prince of Persia: The Sands of Time took a beloved 2D platformer and transformed it into something spectacular.  Building on the Prince’s athletic jumps, the Prince could now wallrun, leap between ropes and swing with the best of them.  Most brilliant of all was the ability to rewind time, undoing mistakes that would have spelled instant death in any of the previous titles.  Combined with his acrobatic combat, the Prince became an instant hit, and it served as the foundation for 3 more sequels and yet another reboot.

    We’re joined by special guest Chris Durston of the Philosophiraga Podcast to discuss and argue whether this take on platforming and combat is still enjoyable today.  Is running sideways on a wall and climbing ledges anywhere near as fancy and fun as it used to be?    Or has the Prince simply failed to stand the test of the Sands of Time?

    On this episode, we discuss: 

    • How does Prince of Persia tell its story?  Does it have significant story beats, or is all the heavy lifting done through its characters and their interactions?
    • What is it that makes the platforming of the Prince of Persia games special?  How does it compare to more traditional 3D platforming like in Mario 64 or Banjo Kazooie?
    • What did we think about the combat system?  Is it better or worse than the far more complicated one found in Warrior Within?

    We answer these questions and many more on the 67th episode of the Retro Spectives Podcast!

    ---

    Chris Durston is an author, and host of the Philosophiraga Podcast.  His podcast takes complicated philosophical ideas, and breaks them down using video games as a medium.  Intimidating concepts like Immaterialism and Empiricism are explained through the lens of Final Fantasy and Ace Attorney - and all of a sudden it stops being so hard to understand.  We highly recommend you check out an episode, and we of course would like to point to the one all about Rationalism and Dark Souls.

    ---

    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    POP: The Sands of Time OST: Stuart Chatwood

    ---

    Are you higher on the combat in Prince of Persia: Sands of Time than we were?  Should we check out the PSP title in the series, The Forgotten Sands?  Are there other modern games that have properly built on and improved on the platforming in this game, or is it really as unique as we claim?  Let us know what you think on our community discord server!

    1 hr 34 min
  • Episode 66: Phoenix Wright: Ace Attorney

    The Ace Attorney franchise adds a twist to visual novels that has rarely been replicated.  Instead of having you as a passive participant in the story, or making decisions through dialogue trees, you instead gather clues and cross examine witnesses to get to the truth.  Its eclectic cast of characters all have some deeper truth to hide, and it's up to you to get to the bottom of it as you defend your client from the rapid passage of justice.  

    But just how well crafted are the murder mysteries that you unravel?  Do you really feel like a defence lawyer as you gradually crack the case?  And just how well does the gameplay of investigating and cross examining match up with the format of a visual novel?

    On this episode, we discuss:

    • Phoenix Wright: Ace Attorney is zany, exciting and at times, rather silly.  How does this affect the enjoyment of the humour, and the gravitas of its more dramatic moments?
    • As the game continues, meta plot elements arise, and the individual cases you pursue start to become part of a larger picture.  Does this add a deeper and more enjoyable layer to the story, or does it detract from the strength of the individual cases?
    • Are the limited key frames that depict the characters in Ace Attorney (and visual novels in general) fundamentally poor, or stylistically dashing?  Pat and James strongly disagree.

    We answer these questions and many more on the 66th episode of the Retro Spectives Podcast!

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    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Ace Attorney: Phoenix Wright OST: Masakazu Sugimori & Akemi Kimura

    ---

    Next episode, we’ll be joined by Chris Durston, author and host of the Philosophiraga Podcast to play Prince of Persia: The Sands of Time!  Each episode Chris takes a philosophical concept and breaks it down using video games as examples.  It's a fantastic show if you’ve got an interest in philosophy but have always been put off by how complicated it all seems to be.

    ---

    Do the later Ace Attorney games dramatically change or evolve on the formulae of the first?  What other games (apart from Paradise Killer) have taken inspiration from the series?  Do you prefer the meta heavy later cases, or the more isolated self contained ones?  Come let us know what you think on our community Discord Server!

    1 hr 44 min
  • Episode 65: Megaman 2

    Megaman 2, first released way back in 1988, quickly became one of the series’ most beloved entries.  The game featured a radical new style of progression, letting you tackle any of its eight stages in any order that you please.  Players around the world got stuck in, figuring out their own crazy paths through the game and its eight robot masters. 

    But is an innovative progression system enough to make a game enjoyable?  Is it possible to balance nine special weapons, and should you even try?  Megaman 2 crams a lot of ideas together, but does it still add up to a fun game to play today?

    On this episode, we discuss:

    • How open ended is Megaman 2’s level progression really?  Are some routes more encouraged than others, and is there true creativity to be found here?
    • How well designed are the bosses of Megaman 2?  Does a boss need to be complex to be enjoyable?  How well equipped is the player to deal with these challenges?
    • Are older games improved through the use of savestates? Or is Megaman 2 better played the way the creators intended?

    We answer these questions and many more on the 65th episode of the Retro Spectives Podcast!

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    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Megaman 2 OST: Takasi Tateishi

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    Have you beaten Megaman 2 without save states?  Do you have a recommended ‘most fun’ pathway through the game that you stick to, or do you improvise for every playthrough?  What Megaman game should we play next?  Come let us know what you think, and join the discussion on our community discord server!

    1 hr 31 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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