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Retro Spectives

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Retro Spectives
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  • E129: Recettear
    Video games usually place you in the role of the plucky adventurer.  You are the wizard, the warrior, or the rogue, and it's your duty (and often destiny) to save the world.  On your journey, one of the most important things to do is to acquire more powerful gear to make your character stronger.  But who exactly are you buying that gear from?Enter: Recettear.  First released in 2007 (and later 2010 in a global english localisation), Reccetear places you in the role of an 8 year old girl tasked with running an adventurer’s item shop in order to pay back a very suspicious loan.  You hire adventurers to go on dungeon runs, and you strive to buy low and sell high in an attempt to pay back ever increasing debts.On release this concept was entirely novel, and that novelty turned it into a smash success.  But how does this game really work under the hood?  Is Reccetear only a good game thanks to its charming presentation and unique concept, or is this actually an enjoyable and engaging video game?On this episode, we discuss:ShopkeepingRecettear’s item stocking and selling revolves around multiple mechanics, some of which are very deviously hidden from the player.  Combo selling chains and customer loyalty has to be balanced against extracting the maximum possible profit from your customers.  How well explained are these mechanics?  Are they balanced?  Does the balancing act become too much to handle as the game progresses?DungeoneeringAsk anyone - the dungeon arpg gameplay in Recettear is almost universally despised.  No review is complete without bemoaning this part of the experience.  But are they really that bad?  We dive deep and explore what doesn’t work about these dungeons, and more surprisingly, what does.PresentationReccetear’s presentation is simple.  Items get snapped onto predetermined locations, selling items is a series of fast menus popping off in succession, and moving around town is as simple as selecting a location.  Does this simplicity of UI navigation lead to a crisp and clean experience, or is it ultimately too restrictive and limiting for the player?We answer these questions and many more on the 129th episode of the Retro Spectives Podcast! Intro Music: KieLoBot - Tanzen KOutro Music: Rockit Maxx - One point to anotherReccetear OST: sarumotto, Araibear, ni_ya, m_box Are the mechanics behind Reccetear really as exploitable as we described?  Are the dungeons worse than we thought?  What other games in the shopkeeper genre would you recommend?  Come let us know what you think on our community discord server!If you’d like to support the show, please check out our Buy Me a Coffee page!
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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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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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