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Our Winter Classics Sale is up and running, offering you a great variety of gaming masterpieces up to 90% off. And while the Sale lasts until January 13th, 11 PM UTC, we’ve prepared some special additional content regarding our beloved classic titles.



We are incredibly happy that we got to talk with Digital Foundry’s John Linneman, who shared some more light about DF Retro beginnings, his and Digital Foundry’s appreciation of classic games as a whole, what he’d like to see regarding them in the future, and more!

And that’s not all! Together with Digital Foundry we’ve prepared a special collection of recommended retro games including amazing classic masterpieces alongside John Linneman’s DF Retro Game of the Year – Shadow Man – which you can get on a -35% discount during the Winter Classics Sale. If you are interested why Shadow Man was crowned by John, check out the video HERE.

Alright, now let’s cut to the chase. We hope you’ll enjoy the interview!


Shadow Man Remastered

Digital Foundry has been active since 2004. It’s safe to say that you are veterans of gaming journalism. Was the DF Retro part of the project there from the beginning? And what made you highlight this specific section?

I started with Digital Foundry back in 2013 and, at the time, most of our content was focused on the written word as opposed to video. While we produced some narrated YouTube content that year, it wasn't until 2015 that it became the primary focus. DF Retro was never part of the original plan but, as a retro gaming enthusiast, I regularly expressed interest in producing DF content focused on classic games. Unfortunately, there was concern that it wouldn't find much of an audience on the channel.

In 2016, however, a confluence of circumstances enabled me to give it a proper shot. You see, prior to E3 2016, there were rumors regarding Shenmue 3's potential appearance at the show following its announcement the prior year. In preparation for this, I decided to put together a retrospective on the original game with a Digital Foundry twist. I nearly completed the video earlier that year but we ended up sitting on it for a while awaiting any potential announcements. At this point, the content hadn't been christened DF Retro.


Quake

Fast forward to May 2016 - I finally got my hands on a copy of Quake for the Sega Saturn and was so floored by it that I tossed together a short video on a Saturday afternoon. Rich Leadbetter, founder and chief of Digital Foundry, liked the video and we decided to run with it. I appended “Retro” onto our logo graphic and away we went. The video did surprisingly well and Rich suggested rolling out the Shenmue video I had previously worked on under the DF Retro banner as well. The rest is history and I would continue to produce Retro focused content whenever possible. Ultimately, DF Retro is about showcasing and discussing the technology and history behind classic games. With modern technology becoming increasingly homogeneous, looking back is often more compelling which is what drives me to continue.

Acquiring and fixing classic titles is a big part of our platform and an idea that made GOG a reality in the first place. Digital Foundry shares our goal of making games last forever. Is there a specific philosophy standing behind it for you?

As a platform built around video content, DF Retro is designed to foster an appreciation for classic games while sharing our experiences with a broad audience. When presenting a game or series, I always ensure that video footage is captured directly from original hardware to preserve authenticity for those that may not have access to the original machines. This is also why we often feature off-screen footage showcasing CRT monitors in action - it's designed to better communicate what that experience may have looked like back in the day. When covering PC games, I especially love digging out period appropriate 3D accelerator cards to share their unique quirks with the world.

Most gamers obviously won't have access to this vintage hardware, however, which is where services such as GOG become so critical. I like to think that DF Retro allows people to see how games looked at the time of release while GOG enables people to actually play them on their own machines.


The Wheel of Time

Nostalgia. That’s a word frequently used when there’s a conversation about classic titles and what makes them so good. But we know there’s much more to it. Could you, in short of course, tell us what qualities retro titles have that distinguish them from modern games?

There is a sense these days that the countless decades of shared knowledge between developers have produced a set of “best practices” which have come to define so many games. You know, things ranging from basic control configurations to overall game structure and beyond - most people can pick-up a modern game and immediately get to grips with its controls and gameplay. Classic games, in comparison, have this almost “Wild West” philosophy driving their designs. Developers were figuring this stuff out as they went, often building their own unique technology to match and, as a result, no two games felt alike and few would hold your hand.

While the results could feel somewhat unpolished, when viewed through a modern lens, these games can challenge and delight players in unexpected ways. You can feel the ambitions of their developers trying to find new ways to deliver the intended experience - and that experience would differ significantly between every game.


System Shock 2

In recent years, there seems to be a trend of either remastering and remaking classic titles or implementing their style (pixel art, 2D, genres’ revival, etc.) to newer releases. Why do you think that is?

At this point, the generation that grew up playing video games are now building games themselves. It's only natural that some of these developers would harbor a desire to try their hand at creating something in the style of their favorite games. I wouldn't say it's a case of pure nostalgia, however, as there are both production and gameplay implications that are important to consider.

And lastly, what would you like to be done by a gaming community and industry regarding retro/classic titles in the future?

I would love to see new releases offer new features designed to help players understand the context and historical value behind the games. Finding ways to deliver insight either from the original developers or those with a deep appreciation could be amazing. Availability is the first step but I think there's a lot of potential here.

I'd also love to see additional work poured into optionally simulating aspects of the original experience. For instance, for a classic PC game, offering an enhanced version that runs well on modern hardware is most important but I'd love to see vintage graphics card simulation, for instance - the way a 3DFX Voodoo or PowerVR card displays classic games differs greatly from modern GPUs and it would be neat to see games embrace this. Basically a spin on the 'CRT Shaders' that have become popular when simulating console games designed for CRT monitors.

Of course, the community and developers themselves have already produced so many shining examples of restoration work and I'm in awe at the quality of many re-releases these days. Things are looking great for classic games on modern platforms.


Blade Runner

We’d like to thank John very much for talking with us and sharing all this interesting information. Make sure to visit Digital Foundry and check out their incredible works, as well as enjoy games recommended by them in this Collection. Here’s to classic games and making them last forever!
Push to the forum as some might want to read this there even without the pictures.
That was a really interesting interview for the guys at DF: I started watching their videos about newer games, but wile watching their DF retro videos I can see how much effort they put in there; they always try to test the games on all the available platform, like how they did with splinter cell, while also talking about all the innovations and tricks they used on the Xbox version.

Thanks John, the DF team and GOG for this awesome interview!
Post edited January 11, 2023 by pippo-san
You might want to actually link to that collection? Currently the link goes to https://www.gog.com/XXX/XXX :))
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Cavalary: You might want to actually link to that collection? Currently the link goes to https://www.gog.com/XXX/XXX :))
https://www.gog.com/partner/digital_foundry
Does The Wheel of Time have a singleplayer campaign? The product page reads like it doesn't?
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caz32: Does The Wheel of Time have a singleplayer campaign? The product page reads like it doesn't?
It does, there's a full-length campaign.
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Cavalary: You might want to actually link to that collection? Currently the link goes to https://www.gog.com/XXX/XXX :))
I thought that release wasn't coming until the 9th of June? Huh, early leak.
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caz32: Does The Wheel of Time have a singleplayer campaign? The product page reads like it doesn't?
What do you mean? It is clearly stated on the game page that it has singleplayer.
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Post edited January 11, 2023 by Tarhiel
Huzzah for the originals and oldschool hardware. Where are my CRT homies at!? Those remasters tend to take way too many artistic liberties. Good selection though.
Thanks for the interview! I'd never heard of Digital Foundry before, but I'll definitely be checking out some of their retro content.