CineScope

DF Retro

DF Retro Poster

DF Retro explores the technology, innovation and history of video games from the past, giving them a modern re-evaluation while exploring just how even the most simple video games helped pave the way for the most advanced current generation blockbuster. Hosted and produced by Digital Foundry's John Linneman.

Documentary
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30th May 2016 - 26th April 2020
Director
John Linneman
Writer
John Linneman
Top Cast
John Linneman
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Quake Sega Saturn Analysis: The Impossible Port Still
Quake Sega Saturn Analysis: The Impossible Port
30th May 2016

Episode 1

First in an occasional series where we take a look at some remarkable games from previous console eras. Here, John analyses Lobotomy Software's port of Quake. It shouldn't run on Sega Saturn, but somehow - it does.

Shenmue: A Game Ahead Of Its Time Still
Shenmue: A Game Ahead Of Its Time
5th June 2016

Episode 2

John revisits a genuine Dreamcast classic - Yu Suzuki's stunning Shenmue. But what made it so special, and what's the best way to play the game today?

Duke Nukem 3D: Come Get Some... Ports! Still
Duke Nukem 3D: Come Get Some... Ports!
3rd July 2016

Episode 3

DF Retro returns with a bang. This time, John takes a look at five different console ports of Duke Nukem 3D all ported by different studios. Does Duke hold up across all of them? Watch to find out.

The Birth Of Unreal Engine On Console Still
The Birth Of Unreal Engine On Console
10th July 2016

Episode 4

John tackles Unreal Tournament on consoles. As the very first set of console games powered by Unreal technology, Unreal Tournament for PlayStation and Dreamcast mark the beginning of an era.

Half-Life: The Shooter Redefined On PC, PS2 And Dreamcast Still
Half-Life: The Shooter Redefined On PC, PS2 And Dreamcast
17th July 2016

Episode 5

John takes a look back at Half-Life, one of the most influential shooters in history. What impact did it have on the industry, how were the console ports, and what's the best way to enjoy it today? They're waiting for you, in the test chamber.

Castlevania Symphony of the Night In-Depth Analysis Still
Castlevania Symphony of the Night In-Depth Analysis
23rd July 2016

Episode 6

John takes on Castlevania: Symphony of the Night. How did the game work on PlayStation and what went wrong with the Sega Saturn port? We seek the answer to this question and more within.

The Nintendo Launch Spectacular: NES/SNES/N64/GCN/Wii Still
The Nintendo Launch Spectacular: NES/SNES/N64/GCN/Wii
30th July 2016

Episode 7

As a new Nintendo system draws closer to launch, John takes a moment to look back at some of the most impressive launch titles to grace each of Nintendo's consoles. From the original NES to the Nintendo 64 all the way up to the Wii, it's all here and captured on original hardware.

Half-Life 2: The Shooter Evolved Still
Half-Life 2: The Shooter Evolved
6th August 2016

Episode 8

John returns to the world of Half-Life for a look at its sequel - Half-Life 2. We revisit Half-Life 2 across every major platform from its original PC release running on vintage hardware to the Japanese exclusive arcade game and, of course, the various console ports including the original Xbox version. We even take the time to check out a couple mods for good measure including the Cinematic Mod. So grab that crowbar and tune in for our biggest episode yet.

Rare's N64 Classics: GoldenEye and Perfect Dark Still
Rare's N64 Classics: GoldenEye and Perfect Dark
14th August 2016

Episode 9

John takes a look back are the classic Rare shooters for Nintendo 64 - GoldenEye 007 and Perfect Dark. These innovative classics helped shape an entire genre on consoles but do they stand the test of time? We take a look at each game's accomplishments and performance in 2016 in addition to removing Nintendo 64's default anti-aliasing for a sharper image.

Deus Ex is A PC Classic, But What About PlayStation 2? Still
Deus Ex is A PC Classic, But What About PlayStation 2?
28th August 2016

Episode 10

John takes a look back one of the greatest PC games of all time - Deus Ex. Then we jump over and examine its port on PlayStation 2 - a port which should never have worked out but somehow manages to play very well. We finish it all up with some mod recommendations so be sure to stick around till the end.

Ridge Racer 5 and Ridge Racer Type 4 PS2/PS1 Still
Ridge Racer 5 and Ridge Racer Type 4 PS2/PS1
3rd September 2016

Episode 11

John takes a trip to Ridge City for a weekend of racing action. We start with a look at PlayStation 2's first game which offers a wonderful blend of arcade racing, tight controls and a beautiful presentation. Then we move over to arguably the best racing game on the original PlayStation - Ridge Racer Type 4. We even take a quick look at the bonus disc included with the game for good measure.

MechWarrior 2: 31st Century Combat: DOS/Win95/3DFX/PS1/Saturn Still
MechWarrior 2: 31st Century Combat: DOS/Win95/3DFX/PS1/Saturn
11th September 2016

Episode 12

John steps back into the Activision classic MechWarrior 2: 31st Century Combat. We explore how the game looks in its various forms on PC and determine the best way to play it today. We also take a look at the completely different arcade style version of the game released on consoles.

MDK: Shiny Entertainment's PC Masterpiece Still
MDK: Shiny Entertainment's PC Masterpiece
18th September 2016

Episode 13

John returns to examine Shiny Entertainment's PC masterpiece. It's a PC game by console developers designed to push the limits of the platform circa 1997 and it does so with a look all its own. We take a look at the original software rendered versions alongside a couple different 3D accelerated versions before. Then we stack it all up against Neversoft's PlayStation 1 port of the game - one of the studio's first releases before striking gold with Tony Hawk's Pro Skater. Oh, and we discuss the best way to play MDK on a modern PC. All this and more is packed into this massive episode of DF Retro.

Daytona USA and Why Frame-Rate Has Always Mattered Still
Daytona USA and Why Frame-Rate Has Always Mattered
1st October 2016

Episode 14

The forecast is calling for blue blue skies. That's right, it's Daytona USA. At the time of its release, Daytona USA was the single most technically impressive game ever made and we explore each of the major iterations of the game. Daytona also helped illustrate just how important frame-rate is and was during this time. So join us as we fire up the game on Saturn, Dreamcast, the PC, and even the PlayStation 3.

Silent Hill 2: Horror Perfected on PS2/Xbox/PC/PS3 Still
Silent Hill 2: Horror Perfected on PS2/Xbox/PC/PS3
16th October 2016

Episode 15

John pays a visit to Silent Hill for a look at this fan favorite. Silent Hill 2 remains one of the most revered experiences on the PlayStation 2 but it was also a technical masterpiece in its day. With impressive visual techniques and a disturbing art style, Silent Hill 2 still holds up even now. It was also ported to a number of different platforms and John explores each of these ports including the much maligned Silent Hill HD Collection.

Origin Systems and the Crusader Series on PC/PS1/Saturn/PSP Still
Origin Systems and the Crusader Series on PC/PS1/Saturn/PSP
23rd October 2016

Episode 16

John explores one of the most important developers in PC gaming history - Origin Systems. From Ultima to Wing Commander, Origin produced a wide variety throughout its existence but today we're going to focus on the Crusader series. Created by Tony Zurovec, Crusader is an advanced isometric shooter which delivered striking SVGA graphics in a time when most PC games were still 320x200. We also explore its semi-sequel, No Regret, along with the console iterations of the original game.

Metroid Prime: First Person Action Redefined GC/Wii Still
Metroid Prime: First Person Action Redefined GC/Wii
30th October 2016

Episode 17

John revisits Retro Studios classic installment in the Metroid series. Now in first person, Retro and Nintendo manage to perfectly translate the essence of the Super NES classic into full 3D. Metroid Prime delivers some of the richest visuals on the GameCube all at a rock solid 60 frames per second. We follow up with a quick look at the Wii version of the game and check out Metroid Prime running on the PC using Dolphin Ishiiruka.

Tomb Raider Analysed on PS1/Saturn/DOS/Win95 Still
Tomb Raider Analysed on PS1/Saturn/DOS/Win95
13th November 2016

Episode 18

John returns to Lara Croft's original adventure, comparing the Saturn and PS1 versions, along with the various PC editions - and what's the best way to revisit this classic on today's hardware?

Shenmue 2: A Masterpiece Revisited Still
Shenmue 2: A Masterpiece Revisited
27th November 2016

Episode 19

John revisits Shenmue 2, checking out what made it special, how well it holds up today and the best way to play in the 21st century. Plus: all the Xbox vs Dreamcast graphics comparisons and performance tests you'll need.

Ico Revisited - The Ueda Collection: Part 1 Still
Ico Revisited - The Ueda Collection: Part 1
11th December 2016

Episode 20

To celebrate the arrival of The Last Guardian, Digital Foundry Retro revisits the Ueda Collection on PlayStation 2, starting with Ico.

Shadow of the Colossus Revisited - The Ueda Collection: Part 2 Still
Shadow of the Colossus Revisited - The Ueda Collection: Part 2
18th December 2016

Episode 21

John revisits Shadow of the Colossus, revealing early concept work, deep-diving into the brilliant technology, then moving on to the best way to play this PS2 classic today.