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Retro Spectives

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Retro Spectives
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  • E128: Baldur's Gate
    In 1998 Bioware changed the gaming landscape with Baldur’s Gate, a Dungeons and Dragons inspired adventure.  Taking cues from second edition D&D and the many stories written about it, Bioware wrote a low level adventure that jammed everything they could find inside it.  They attempted to copy mage spells directly from the manual, and even added in famous characters like Drizzt. It was exactly what the fans had been waiting for.  Not only were they able to see everything come to life, the game used the radical real time with pause system, allowing combat to flow far more freely than other turn- based games before it.  Fights were fast and frequently deadly, adding a thrill to RPG combat, even if it came at the cost of precision and control.But CRPGs are now a dime a dozen.  Not only are there later games in the series, Baldur’s Gate now has to compete against Pathfinder, Warhammer and Divinity, to name a few.  With all the advancements in tech, in UIs, in skill systems, can the original Baldur’s Gate really compete?  Has it stood the test of time, or has it been made obsolete by the wave of modern RPGS that came in its wake?On this episode, we discuss:ExplorationMuch of the early-mid game of Baldur’s Gate 1 is spent exploring the environment around the towns and keeps that are dotted around the Sword’s Coast.  Is this exploration enjoyable to engage with intrinsically, and does it provide enough extrinsic rewards to motivate you to continue?CombatBaldur’s Gate’s combat is scrappy, disorganised and messy.  There is a high level of vulnerability on both sides, spells have unclear areas of effect, and high rolls can produce instant-death in many circumstances.  Does this combat system lead to  dynamic and novel encounters that allow for tactical depth, or does it just encourage reloading until you get the outcome that you want?Character CustomisationBaldur’s Gate is a very complex game under the hood, but those calculations, and level up decisions are mostly hidden from the player.  Does the game give sufficient options to the player to customise their character with skill choices and gear, or is it all predetermined the moment you first select your character? We answer these questions and many more on the 128th episode of the Retro Spectives Podcast? Intro Music: KieLoBot - Tanzen KOutro Music: Rockit Maxx - One point to anotherBaldurs Gate OST - Michael Hoenig Are you meant to eventually multiclass everyone to a mage in DND?  Is Sanctuary really as overpowered as it seems?  When will you play Baldur’s Gate 2, you pair of sniveling cowards?  Come let us know what you think on our community discord server!You can support the show monetarily on our Buy me a Coffee Page!
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  • E127: Ghost Trick: Phantom Detective
    The Ace Attorney games were an insane success, far beyond what Capcom could have predicted.  After 4 mainline games in the series though, it was time for something new, and creator Shu Takumi refused to do anything normal.  With a desire to explore characters in a far deeper way than was possible with Ace Attorney, he decided the only way to go about this was to have the main character be a ghost.  Whether that made sense or not, in 2010 we finally saw the release of Ghost Trick, a game that is so wrapped up in mystery that it's almost impossible to spoil all of its revelations.  The quirky characters, pacing and comedy of Ace Attorney was preserved, but it was replaced with entirely new gameplay mechanics with you manipulating the environment in subtle ways to change the outcome of deadly events.  It was an undeniably unique and beautiful game, and one that had even better critical acclaim than even Ace Attorney.But with the Indie revolution churning out puzzle games like crazy, does Ghost Trick still stand out as an amazing game today?  Do its characters still thrill and excite?  Or is this style of storytelling and gameplay bloated and obsolete?On this episode, we discuss:PresentationHow does the music, characters and animation come together to create the feeling and atmosphere of Ghost Trick?  Is this just another Ace Attorney game, or is it something fundamentally different?StoryGhost Trick goes to great lengths to ensure the player is following the story, with reiteration and flashbacks being core parts of its narrative.  Is this too much, or is the story so complex that it needs this to keep people engaged?  Is Ghost Trick meant to be played chapter by chapter, or binged for longer sessions?GameplayGhost Trick’s objects are all manipulated and affected in unique ways, instead of being reused and acting consistently.  How does this affect the puzzle design?  Is is better to have unique objects that need to be understood, or repeated objects to better understand a broader puzzle solution?We answer these questions and many more on the 127th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen KOutro Music: Rockit Maxx - One point to anotherGhost Trick OST: Masakazu Sugimori Is Ghost Trick just another Ace Attorney Game?  Is it just another Hitman game?  Or is it truly unique?  Come let us know what you think on our community discord server! You can support the show monetarily on our Buy Me A Coffee Page!
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  • E126: Tachyon: The Fringe
    Space Sims used to be a vibrant and well populated genre.  Back in the 90s they command shelf real estate, right next to the latest and greatest RTS and Point and Click Adventure games.  Coming at the tail end of this era was Tachyon: The Fringe, released in 2000 by Novalogic games, well known for their regular flight sims and the Delta Force series. You play as Jake Logan, a freelancing mercenary, who quickly gets caught up in the midst of a fight for independence.  A megacorporation has been given the legal rights to mine on the Fringe, and you have to decide whether to help them invade and conquer this space for profits, or defend the native population.  And you do this all by flying your spaceship round and blowing shit up, as freelancers tend to do.  Do its gameplay and story combine into a compelling experience?  Has Tachyon the Fringe stood the test of time, and is it worth strapping in to play a space sim?  Or did this genre die for a reason?On this episode, we discuss:StoryThe initial presentation of the corporation Galspan and the defending natives, the Bora, seems to lack any kind of nuance.  Galspan is fairly obviously evil and the natives are fighting the good fight.  Does the dual split narrative reveal a deeper and more compelling story where both sides have a point, or is this a simple tale of good versus evil?Level DesignThe level design of Tachyon is a series of arenas connected by fast travel portals, not a big empty space.  This allows you to quickly get to where you need to go, but is there a cost for giving the player such rapid convenience?  How immersive does space feel if you barely move through it?CombatTachyon spices up the usual space arcade fighter by adding a strafe/slide function and giving you the ability to shift energy around between your systems.  Is this enough to elevate the action combat to brilliant fun, or is it just an endless series of repetitive battles? We answer these questions and many more on the 126th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen KOutro Music: Rockit Maxx - One point to anotherTachyon: The Fringe OST: Tom Hays  How well did Tachyon: The Fringe’s multiplayer work back in its heyday?  Does Freelancer really do what Tachyon was trying to do but better? Are there any other space sims that you think are genuinely better than both?  Come let us know what you think on our community discord server!  You can support the show monetarily on our Buy Me a Coffee Page.
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  • E125: Mailbag 6
    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!-A huge shoutout to everyone who submitted questions this year, this episode wouldn’t have been possible without you. -Intro Music: KieLoBot - Tanzen KOutro Music: Rockit Maxx - One point to anotherAnnihilation - The Alien: Ben Salisbury & Geoff BarrowCosmo Dreamer - Stage 8: DOVA-SYNDROME-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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  • E124: Crysis
    But can it run Crysis?  This was the motto that surrounded every single PC build for literal years after the release of the game in 2007.  Crytek were not satisfied with what they had achieved with Far Cry in 2004, and decided to push graphical hardware to its absolute limits with their brand new and shiny game.  And boy, did they succeed, with a poorly optimised but breathtakingly gorgeous game.  Even better, there was an entire video game attached to this graphical showcase, promising open ended tactical engagements over massive levels, far removed from corridor brawling.You have cool suit powers that switch between modes, on the fly weapon modification, and a wide array of guns (and vehicles) to wreak havoc on those pesky North Koreans.  And if there are aliens, well, the United States of kick ass will just have to murder them as well.  It seems like an incredible game on paper, even today when we have more open world games than you can shake a stick at.But for all that Crysis is vaunted for its massive leap forward in graphical technology, just how good a game is it to actually play?  Are the suit powers really that interesting in the face of the many RPG systems that tend to overlap FPS games today?  And is fighting those aliens all its cracked up to be?  Is Crysis worth your time to play today, or is it better remembered?On this episode, we discuss:The Suit.Crysis’s key feature is a powerful exoskeleton that lets you switch between 4 modes - Strength, Armor, Speed and Stealth.  Just how well does the game push these suit modes in terms of engaging gameplay?  Are they balanced, and more importantly, are they fun to use?The Guns.How fun is the gunplay in Crysis?  The game features a fairly typical roster of assault rifles, submachine guns and shotguns, but has weapon modification on the fly with a simple menu.  Does this do enough to spice up the gunplay and keep things interesting?The level design.Crysis features (mostly) semi-open world level design, with bespoke objectives.  Does this give you the freedom to approach them in the way you want, and does it maintain this philosophy for the entire run time of the game?We answer these questions and many more on the 124th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen KOutro Music: Rockit Maxx - One point to anotherCrysis OST: Inon Zur The original version of the game, available on GOG, will fail to start on modern operating systems (Windows 10+). This can be fixed using the below link, which James used for this https://github.com/ccomrade/c1-launcher Do you know what the gameplay differences are between Crysis 1 and the remastered version?  Do you think that Crysis is better than the Far Cry games that came afterwards?  When are we going to play Far Cry 2?  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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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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