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Ys: The Oath in Felghana is a remake of a beloved NES title - Ys III: Wanderers From Ys. Oath takes the essential story beats of the original, but the gameplay has received a radical transformation, in almost every way. The original 2D sidescrolling has been expanded into the realm of 3D, and even swaps to a full-on isometric view in parts of the dungeons and most boss fights. Healing items drop from enemies instead of being inventory items, attacks combo and stunlock enemies, and platforming is now a significant part of the experience. The game now plays like a mixup between Diablo and Furi, with fast combat and a light RPG touch.
But can this curious blend still be fun to play all these years later? Do the RPG systems add anything substantial to the experience, or is it just leftover baggage from the original game? And can boss fight design more than 15 years old possibly stand up to Pat and James’ modern standards?
On this episode, we discuss:
We answer these questions and many more on the 64 episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Oath OST: Mieko Ishikawa and Yukihiro Jindo (Arrangement)
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Is Ys: Oath of Felghana the best of the entire Ys series, or are we neglecting the early era classics? Are our criticisms of the RPG systems justified, or do we just need to git gud? What is your favourite or least favourite boss, and do you agree with our selections? Come join the discussion, and let us know what you think on our community discord server!
Doom II came hot on the coattails of Doom, releasing just 10 months after the first game took the world by storm. Billed as a sequel, it resembled an expansion pack far more, introducing only a handful of enemies and one new weapon. Despite this, Doom II was massively successful at launch, and introduced all the pieces for the enormous Doom modding community that continues to thrive to this day.
But is it enough to introduce so little and still expect the gameplay experience to be fresh? Could a game only in development for such a short time deliver consistently good level design? Or will Doom II end up being remembered more for what it introduced than the substantial experience of actually playing it?
On this episode, we discuss:
We answer these questions and many more on the 63rd episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Doom II OST: Bobby Prince
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Did you enjoy Doom II more than Doom I? Are we over rating The Plutonia Experiment? Do you have any custom WADS to suggest? Come and join the discussion on our community discord server!
When you hear the term ‘survival horror’, you can’t help but think of Resident Evil. Back in 1996, Resident Evil blew everyone’s minds, combining traditional point and click adventure puzzles with tense and strategic zombie combat. Six years later, in 2002, the game received a remake for the GameCube that many consider to be one of the best ever. The pre-rendered visuals of the Spencer Mansion elevated the atmosphere to a truly horrifying place, even as you collected gems for jewellery boxes.
But for all that it changed, in terms of level layout, item distribution and graphical fidelity, this is one remake that kept the essential gameplay the same. It kept the fixed camera angles, the tank controls and even the absurdly limited inventory. It doubled down on the essential design choices of the original, instead of making it more convenient to control and play. Did this decision lead to the best way to experience Resident Evil 1, or does its design seem clunky and outdated, a relic of another age?
On this episode, we discuss:
We answer these questions and many more on the 62nd episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
REmake OST: Shusaku Uchiyama
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Is the REmake the best version of Resident Evil 1, or should we have played a different one? If we play another Resi game, which one should we play? Does the story get cheesier or more grounded as the series progresses? Let us know what you think on our community discord server!
When Fallout first released in 1997 it bucked the trend of what people came to expect from an RPG. There were no swords or bows, no magic or elves - Fallout wanted to give people something different. It fused the grim and unforgiving world of Mad Max with a retro-futuristic alternative history of Earth, where humanity ascended to dazzling heights before being blown to pieces by nuclear weapons.
You play as the Vault Dweller, born and raised in a community fallout shelter. Everything was going fine and dandy until the chip controlling the purification of water broke - and with no engineers alive who helped design it, that’s a serious problem. You get told to go out into the world to get another functioning water chip...but the world isn’t a friendly place, and you may run into one or two problems along the way.
We’re joined by special guest Chris Worthington of the Retro Asylum Podcast to discuss and argue whether Fallout has truly stood the test of time! Fallout dazzled the world with its innovations and storytelling - an open ended narrative, a turn based tactics system with guns, and a world so bleak and unforgiving that even The Walking Dead is envious. But do we now take these things for granted with all the evolutions in the RPG space? Is Fallout just a primitive and barely functional shell of a video game, or does it still have something valuable to offer?
On this episode, we discuss:
We answer these questions and many more on the 61st episode of the Retro Spectives Podcast!
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It was our absolute pleasure to be joined by fellow podcaster Chris Worthington for our discussion on Fallout. He’s the host of two podcasts, both of which you should check out!
Retro Asylum - The UK’s No. 1 Retro Gaming Podcast (circa 2013). Chris and pals discuss classic video games and consoles of the 80’s and 90’s, with the occasional dabble into pop culture and interviews with industry figures. It's a celebration of retro gaming, with episodes doing deep dives into what makes a game or console special. You can join their discord server here!
Playthrough - A community play along podcast that explores new and ‘middle aged’ games. Each episode the hosts play through a chunk of a game, and then do a blow by blow breakdown of their experience. There are a fantastic selection of games already in their backlog, including Metroid Prime and Disco Elysium. Join their discord server and play along!
Chris has kindly asked us to continue our Fallout journey with Fallout 2 on the Retro Asylum podcast later this year, so keep your eyes peeled for that!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Fallout OST: Mark Morgan, The Inkspots
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When you play Fallout 1, make sure you install Fallout Fixt. It includes a full restoration patch, but we recommend the purist download for your first playthrough and somebody, anybody - please play UnderRail. Pat is begging you.
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Are there hidden aspects of the dialogue system that we never stumbled upon? Does the combat have hidden depths to it that we were too dumb to understand? Is a 1 AGI run even possible? Let us know what you think on the Retro Spectives community discord server! We love discussing (and arguing about) games, both old and new, and would love to have you join us.
When Another World was first released in 1991, it blew everyone’s minds. The lengthy cutscene that introduced the game and the cinematic quality of its presentation was close to unheard of. It fused dynamic and lethal laser combat with the rotoscoped platforming that was seen in Prince of Persia. And it did it all in a time and place utterly unlike Earth, bringing to life a setting that truly felt like Another World.
But 30 years have passed since Another World’s debut. The features that were once revolutionary wouldn’t even make a footnote on the back of the game box. Instant death and trial and error are now dirty words, and action and puzzles very rarely combine well together. Has Another World, the vision of a single person, kept up with all the innovations and modernisations of adventure platformers? Or is it outdated and frustrating, making a mockery of its once forward thinking design?
On this episode, we discuss:
We answer these questions and many more on the 60th Episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Another World OST: Jean-François Freitas
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Are we heretics for criticising this sacred cow of video game history? Does the Caves/Palace sections make more sense than we’re giving it credit for? Does the spiritual sequel Flashback solve the problems we had with Another World? Let us know what you think on our community discord server!
Hitman: Codename 47 was a bold experiment. It sought to create a stealth game like any other, where you could hide in plain sight. It wanted to make planning a perfect murder to function like a puzzle, instead of having the player rely on lightning fast reflexes. And for the most part, it was a dismal failure. It was a fascinating curio, but a miserable trial to endure, one that Pat and James complained about at length.
Hitman 2: Silent Assassin, released two years later in 2002, massively expands on everything in the first game. There are saves, a real time map, a revamped shooting system, a new suspicion meter, crouching, increased draw distance and a first person mode, just to name a few of its new features. It immediately feels like a completely different kind of experience from the first.
But can the expansion really fix the fundamental flaws that seem to lie at the heart of the Hitman experience? Can you actually have assassinations work as a puzzle game without it being frustrating? Or were the early entries in the series more of a miss than a hit?
On this episode, we discuss:
We answer these questions and many more on the 59th episode of the Retro Spectives Podcast!
Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Hitman 2 SA OST: Jesper Kyd
Link to black screen and widescreen fix for Hitman 2: Silent Assassin.
Are there more secret ways to go about assassinations that we were not able to figure out? Is Blood Money the best in the entire early game series? Is At The Gates really as bad as everyone seems to think? Come let us know our our community discord server!
Vampire: The Masquerade - Bloodlines’ launch was almost doomed to failure. Sandwiched in between Halo 2, Half Life 2, Metal Gear Solid 3 and World of Warcraft (amongst others), the weird vampire first person rpg was left out in the cold, selling a mere 80,000 copies during its initial release. The poor sales and mixed critical reception spelled doom for Troika Games, and Bloodlines ended up being the last game the studio ever made.
But as time went on, more and more people continued to revisit the dark and seedy world of Bloodlines. It developed a cult following, garnering praise for its atmosphere, quests, characterisation and dialogue. Many considered it a masterpiece, deeply unappreciated and ignored by happenstance. It was considered endlessly re-playable, and every time it was mentioned online, someone would open up their library and reinstall it.
So is Vampire The Masquerade - Bloodlines a world worth visiting and spending time in? Or are its followers blinded by their love of the game to the point where they ignore its flaws?
On this episode, we discuss:
We answer these questions and many more on the 58th episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Vampire: The Masquerade - Bloodlines OST: Rik Schaffer
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If you play with the GOG version, the light install of the unofficial patch is already included.
If you play on the Steam version, make sure you download and install the unofficial patch after purchase. You will have the option to install either the light bux fix or the full restoration mod.
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Which was your favourite character in Bloodlines? Is the gameplay more sophisticated and varied than we experienced? Is it worth replaying the game for those insane Malkavian dialogue lines or to sneak around the sewers as a Nosferatu? Let us know what you think on our community discord server, and we’ll be delighted to argue with you about it!
Pat and James are joined by special guest Drew Koscelek of the WDGR Podcast to discuss and argue whether Streets of Rage 2 has truly stood the test of time. When it was first released in 1992 for the Sega Genesis, it blew everyone away with its gorgeous graphics, vibrant soundtrack, and its fast and fluid gameplay. Even today, many consider it to be one of the best in its genre.
Beat ‘em ups were hugely popular in the late 80s and early 90s, a fixture of the arcade scene and dominating the home console market in the early 90s. But as time went by, they began to fade from view into total obscurity, only appearing here and there as curios like Scott Pilgrim. The release of Streets of Rage 4 to widespread critical acclaim reminded everyone that the genre still has a lot to offer.
But for all the success of Streets of Rage 4, is Streets of Rage 2 still worth playing today? Have the 28 years in between the two games made the original titles redundant, a shadow of what the modern titles offer? Or does Streets of Rage 2 still have what it takes to be fun to play? Is it a classic that has truly stood the test of time?
On this episode, we discuss:
We answer these questions and many more on the 58th Episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Streets of Rage 2 OST: Yuzo Koshiro, Motohiro Kawashima
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Our special guest for the episode was Drew Koscelek of the WDGR Podcast! Each and every episode they discuss video games as two people who have no time to play video games. They’re currently running a March Madness video game franchise draft that you can participate in, so please do go check them out! You can also join their discord server to join the conversation.
WDGR Website
WDGR Twitter
WDGR Discord Server
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Is Streets of Rage 2 really the best in the series, or is the remake of 1 even better? Did we misunderstand something about how you’re meant to play the game co-op? What are brawlers from other franchises worth playing now that we’ve got our feet wet? Come let us know what you think on our
community discord server!
Back in 1996, Archimedean Dynasty (AD) took the concept of a space sim and moved it underwater. It built a complex geopolitical dystopian world, thrust you in the cockpit of a complex machine and tasked you with discovering and solving a mystery that threatened all of humanity.
Aquanox picks up 5 years after the events of AD, where the fragile peace and cooperation between factions is on the brink of falling to pieces. Genetic manipulation runs wild, tensions are high, and the Western government is meddling in scientific experiments that have the potential to threaten the whole world. You once again play as Emerald ‘Deadeye’ Flint, making credits and maybe even saving the world along the way.
Aquanox streamlines a lot of the unintuitive and complex aspects of AD. The scope of the world is dramatically reduced, exclusively focusing on the Pirate and Western factions. The UI is simpler to understand, draw distance has been improved, and the spaces you fight in simplified. Even the presentation has been changed, with talking heads appearing on your radio instead of clicking around locations on the station map.
Does this all add up to a modern and more enjoyable submersible fighter? Or has something been lost in its attempts at modernising AD?
On this episode, we discuss:
We answer these questions and many more on the 56th episode of the Retro Spectives Podcast!
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Aquanox OST: Kai Rosencranz
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Link to Aquanox Mouse Fix
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Have we been blinded by our love of Archimedean Dynasty? Does Aquanox 2 solve the issues we’ve listed, or is it more of the same? Is Aquanox: Deep Descent really as bad as everyone says? Let us know what you think on our text based community discord server!
Released in 2002, Syberia saw critical acclaim on release for its wistful and surrealist atmosphere. You play as Kate Walker, an American lawyer sent to finalise the purchase of a clockwork toy factory. But things are never quite that simple, and you end up having to journey across Europe via windup train, following in the footsteps of mechanical genius Hans and interacting with the brilliant devices he has created. Along the way you meet a strange bunch of people, and do a lot of pointing and clicking to solve puzzles and otherwise overcome obstacles in your way.
But can Syberia still possibly hold up all these years later? Is the point and click genre dead and buried for a reason, or can Syberia’s charming and atmospheric world prove otherwise?
On this episode, we discuss:
We answer these questions, and many more, on the 55th episode of the Retro Spectives Podcast!
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Guide showing how to get French language with English subtitles
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Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Syberia OST: Nicholas Varley, Dimitri Bodiansky and Inon Zur
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