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Retronauts Episode 250: Loom
As Lucasfilm Games began to refine their philosophy of fairness, designer Brian Moriarty doubled down on this concept with his idea of a video game e…
6 years, 7 months ago
Retronauts Episode 249: Roguelikes—The Road to Spelunky
Finishing out our patron request series on roguelike role-playing games, Jeremy Parish, Bob Mackey, Jason Wilson, and John Harris explore latter-day …
6 years, 8 months ago
Retronauts Episode 248: Contra
Jeremy Parish, Bob Mackey, Ray Barnholt, and Shane Bettenhausen use the Konami Code to tackle the challenge of recapping the Contra series, just in t…
6 years, 8 months ago
Retronauts Episode 247: Classic gaming in Germany
We often talk about the U.S., Japan, and the U.K., but what about the rest of the world? Games journalist and historian Thomas Nickel takes time out …
6 years, 8 months ago
Retronauts Episode 246: Demon's Souls
In the past decade, developer From Software went from making poorly reviewed oddities to being one of the most important developers in our modern era…
6 years, 8 months ago
Retronauts Episode 245: Lemmings (With Mike Dailly)
Jeremy Parish teams up with the Retronauts East crew to discuss PC classic puzzle-action game Lemmings before jumping into a one-on-one interview wit…
6 years, 8 months ago
Retronauts Episode 244: The Secret of Monkey Island
Now that Retronauts has transitioned to deep dives of single titles over the past few years, it's about time to focus on a genre we rarely touch: adv…
6 years, 8 months ago
Retronauts Episode 243: Final Fantasy VIII
Continuing our journey through the Final Fantasy series, Kat Bailey joins Jeremy Parish and Bob Mackey to talk about what makes Final Fantasy VIII su…
6 years, 8 months ago
Retronauts Episode 242: Strider
Jeremy Parish, Bob Mackey, and Shane Bettenhausen paraglide into Kazakh S.S.R. to profess the glory of a game that remains indelibly cool even 30 yea…
6 years, 9 months ago
Retronauts Episode 241: The Return of Listener Comments Catch-Up
The curse of the podcaster means we usually have so much to say in our limited time that we often don't have space to let you get a word in edgewise.…
6 years, 9 months ago