The Retrograde: A Video Game Podcast · Andrew Bascom and Mikey Ehrenworth

Best Years in Gaming: 2000

July 23, 2024·1 hr 7 min·5 clips
Andrew says Cyberpunk 2077 feels like waiting for a fireworks factory that never arrives.
Hosts Andrew Baskin and Aaron Wirth revisit the year 2000 in gaming, a period they consider one of the greatest in the medium's history. The episode is part of their recurring series where they draft and discuss the best games from specific years. They begin by providing context on the gaming landscape of that year. The PlayStation 2 launched in March 2000 but sold 6.4 million units, fewer than the 7.8 million units sold by the PlayStation 1 that same year. The Game Boy led console sales with 18.8 million units, driven heavily by Pokémon. The bestselling game of 2000 was Pokémon Gold and Silver, moving 7.5 million copies, followed by Pokémon Red, Blue, and Yellow at 5.8 million. Final Fantasy IX sold 3.7 million units, while Tony Hawk's Pro Skater 1 sold 2.3 million despite its sequel releasing later that year. A surprising claim is that the PlayStation 2 faced international trade limits because governments feared its sophisticated processors could be repurposed for military applications like missile guidance. Microsoft acquired Bungie in 2000, which would later develop Halo. The hosts note that video games won 7 out of 20 BAFTA awards that year, a significant cultural recognition. They also reference the Dreamcast's disappointing sales of 2.3 million units, comparing unfavorably to the aging Nintendo 64. One memorable insight compares the open-world design of Cyberpunk 2077 to Grand Theft Auto and Saints Row, with Wirth finding its first-person driving to have a steep learning curve. Baskin describes a feeling of waiting for the "fireworks factory" moment in games that never arrives. They humorously connect the dystopian themes of Cyberpunk 2077 to real-world concerns about neural interface technology and brain hacking. The conversation shifts to the film *I Saw the TV Glow*, which they praise for its atmosphere and exploration of identity through fandom. In a tangent, they joke about the aggressive social media tactics of the Paralympics TikTok account using modern memes. The tone is highly conversational, digressive, and filled with improvised humor and personal anecdotes. Listeners who enjoy loose, comedic banter and nostalgic gaming discussions will appreciate this episode. Those seeking a tightly structured, focused analysis of 2000's game releases might find the frequent tangents frustrating.

As heard by us

A lively case for why 2000 still sits near the top of gaming years.

The Retrograde uses the year 2000 to argue, plainly and with some heat, that it was one of gaming's best years. Andrew Baskin and Aaron Wirth keep the discussion moving through sales figures, release timing, and names like Final Fantasy 9, Tony Hawk Pro Skater 2, Majora's Mask,…

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Why you'd press play

You want a 2000 gaming snapshot with sales figures, jokes, and loose banter.

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