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Retro Spectives

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Retro Spectives
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142 Episoden

  • Retro Spectives

    E140: Castlevania: Aria of Sorrow

    02.07.2026 | 1 Std. 14 Min.
    Castlevania: Aria of Sorrow sits tucked away in the middle of 30 different Castlevania games.  First released for the Gameboy Advance in 2003, it takes strong inspiration from Symphony of the Night - yet is running on far weaker hardware.  It introduced the Soul System - where killing enemies grants you their powers - a mechanic so ingrained into popular games today that it's almost ubiquitous.  You would be forgiven for thinking this is yet another Castlevania game.

    But it isn’t.  Many cite Aria of Sorrow as the best handheld Castlevania game, and some even have it as their absolute favourite.  Does Aria of Sorrow have some secret sauce that makes it so special, do all of its elements come together beautifully, or are people just remembering playing into the night while hiding their GBA under their bedsheets?

    On this episode, we discuss:

    Music.

    Music is important in most games, but especially so in Castlevania, which started to include music references in their game titles after SOTN.  How good is the music in Aria of Sorrow, and is it a good fit for the GBA hardware?

    Aesthetics.

    How well does Aria deliver a beautiful Castlevania game for the gba, from sprite work to animations?  What are the gameplay implications of having cleaner, less busy graphics?

    Souls.

    How dark are they?  But actually, how does this system function in terms of giving the player novelty versus usefulness?  Is it frustrating that souls don’t level and scale with the player, or is this an essential part of what makes them work?

    We answer these questions and many more on the 140th episode of the Retro Spectives Podcast!



    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Aria of Sorrow OST - Michiro Yamane
    Symphony of the Night OST - Michiro Yamane



    Was Aria of Sorrow one of the best Castlevania games you ever played, or just another one in the pack?  Were there any ridiculous secrets we missed?  What Metroidvania should we play next?    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!
  • Retro Spectives

    E139: Catherine

    14.04.2026 | 2 Std. 6 Min.
    Catherine is a game about relationships, infidelity and the shackles of love.

    It’s also a game about pushing blocks. Released in 2011 by Atlus, Catherine initially appears to be the odd duck in the Persona developer’s catalogue. Characters in their 30s, real-time gameplay and a sub-hundred hour runtime. But a deeper look reveals many familiar themes such as order, chaos and the great lengths players will go to for their in-game romantic interests. 

    But can a developer best known for their turn-based RPGs pivot to real-time puzzle action with ease?

    On this episode, we discuss:

    Story

    Catherine’s narrative tackles relationships in a way not often seen in video games.

    Does it have the writing pedigree to support its promiscuous themes?

    Or does the cast come across as shallow and two-dimensional?

    Presentation

    From sound design to visuals, Catherine oozes style and atmosphere.

    But does this commitment to symbolism come at the cost of a deeper narrative?

    Gameplay

    Does Catherine’s block-pushing gameplay compliment its steamy romantic narrative?

    Just how much depth can one game squeeze out of two simple rules?

    Are the game’s developers as clever as they claim in their 4th wall breaking epilogue?

    We answer these questions and many more on the 139th episode of the Retro Spectives Podcast!



    Intro Music: KieLoBot - Tanzen K

    Outro Music: Rockit Maxx - One point to another

    Catherine OST: Shoji Meguro



    What did you think of Catherine? Was there a particular ending you thought the best?
    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.
  • Retro Spectives

    E138: Frostpunk

    05.03.2026 | 1 Std. 31 Min.
    On the Retro Spectives Podcast we adore our survival games.  Every year when we do a cheat episode we find ourselves drawn to the games that force you to live on the edge.  Whether it's Pathologic, Rainworld or Resident Evil, we enjoy the pain and suffering of never having enough and managing those frustrating meters.  

    So it's no surprise that 11 Bit Studios 2018 smash hit Frostpunk caught our eye.  Combining the grim understated horror of the industrial revolution with a city builder was an inspired choice, and the endless freezing cold as your ultimate adversary feels relentless.  The game forces you to compromise on cold, hunger, sickness and your very morals in service of the city if you want to emerge out the other end.

    But for all its critical praise, how enjoyable is Frostpunk to actually play?  Are its ethical dilemmas actually as difficult to resolve as they initially appear?  And do its city management elements pale in comparison to its far more complex peers?

    On this episode, we discuss:

    Immersion.

    How well does Frostpunk sell its aesthetic to the player?  Is this a gritty and grounded story of survival, or fantastical mush?  How well does it connect players to the individual citizens in your city?

    Philosophy.

    Frostpunk lets you shape your city through its Book of Laws, a set of decisions that determine the degree to which you prioritise your citizen’s happiness versus the needs of the city.  How well does the game present these as complex moral dilemmas?

    Survival.

    Mechanically, Frostpunk is all about resource prioritisation.  Does Frostpunk offer meaningful decisions to the player with clear consequences, or do all roads lead to Rome?  How well does the game give you an opportunity to recover from bad decisions?

    We answer these questions and many more on the 138th episode of the Retro Spectives Podcast!

     

    If you’ve played Frostpunk and would like to share you stories of survival, or just fancy a good old fashioned chat, Come let us know what you think on our community discord server!

    You can also support the show monetarily on our buy me a coffee page!
  • Retro Spectives

    E137: Mailbag 7

    23.01.2026 | 2 Std. 27 Min.
    WIth the seventh year of the Retro Spectives Podcast officially done and dusted, it is once again time for our Mailbag Episode!  Every year we take the time to answer questions from our listeners about old games and new, our favourite beverages and the nature of the podcast itself.  Thank you so much to everyone who listens - you’re the reason we keep doing this all these years later.

    So, as is tradition, grab yourself a mug of hot cocoa and snuggle in to listen to us gasbagging about all kinds of gaming.

    We answer and discuss questions like:
    What gaming discussion/analysis content titillated you this year?

    If you had to execute one video game or fictional character on live tv/stream, who would it be?
    If you were suddenly made supreme emperor of Earth and could demand any game either be remade or get a sequel, and it would be made to your exact specifications, what game would that be and what would you change in the sequel/remake?

    We answer these questions and many more on the 137th episode of the Retro Spectives Podcast!


    Intro Music: KieLoBot - Tanzen K
    Outro Music: Rockit Maxx - One point to another

    Pat's link re horse race tests:
    www.youtube.com/watch?v=4GesBe0XY-U
  • Retro Spectives

    E136: Warcraft II: Tides of Darkness

    23.12.2025 | 1 Std. 25 Min.
    Warcraft II is one of the most influential RTS games of all time.  It brought the genre to the mainstream with insane sales, and set the standard for UI and tech trees for years to come.  Blizzard had cracked the code on what made RTS games tick, and it laid the groundwork for the classics that would come in its wake.
    But for all its influence, how much fun is Warcraft II to actually play today?  Does it suffer from its far more simplistic mechanics and mirrored factions, or is there something elegant and refined about a more stripped back and focused RTS?
    On this episode, we discuss:

    Presentation
    How well does Warcraft 2 sell its aesthetic and lore?  Do its cartoony graphics hold up well compared to RTS’s of today?  Are the responses of its units annoying or endearing?

    Macro
    Are the macro elements of Warcraft II well realised?  How does it balance building up your economy versus developing a standing army to take the battle to the enemy?  Are there diverse objectives or constraints to liven up the experience of building up your base?

    Micro
    How fun is it to micro your units in Warcraft II?  Do the lack of quality of life features like unit queuing, rally points and limited units per control group make the experience miserable?  Are there any units that stand out as affecting the flow of battle?

    We answer these questions and many more on the 136th episode of the Retro Spectives Podcast!


    Intro Music: KieLoBot - Tanzen K
    Outro Music: Rockit Maxx - One point to another
    Warcraft 2 OST: Glenn Stafford


    If you’d like more RTS discussion, Pat guested on the Nostalgia Goggles Podcast for Starcraft 1!  You can listen to that episode here.


    Was your experience playing Warcraft 2 back in the day radically different from our own?  Were there any strategies or tactics that we missed?  What other under the radar modern RTS games should we play?  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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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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