by Steve
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Released in the US on 8/25/97 |
Today marks the 15th anniversary of the release of GoldenEye 007, one
of the greatest games ever made, and my favorite game of all time.
GoldenEye is the
number one selling N64 game in the United States, outselling Super
Mario 64, Mario Kart
64, and The Legend of
Zelda: Ocarina of Time. On this
historic day, I'd like to say a few words about this enduring icon of
the industry.
Development - Naivete, talent...and luck
When Nintendo was given the rights to
the Bond license, the film GoldenEye
was in production. The big N planned to create a video game tie-in
that would launch alongside the movie, and the project was entrusted
to the capable hands of Rare. To many gamers, Rare was the
company that could do no wrong, and they like to point to their
stellar record while under the wing of Nintendo. But as it turns out,
they actually had no idea how to approach the title, and development
was drawn out and rocky. Eight of the nine developers had never
worked on a game before, and the preliminary plan was to make it a 2D
platformer for the Super Nintendo. Remember, this was late 1994, and
Rare had just wrapped up development of Donkey Kong Country
weeks earlier. It isn't hard to understand why that format seemed so
attractive.
Fortunately,
Martin Hollis, the director and producer of the game, came up with
another idea. Rather than create a 2D SNES title, Hollis decided to
make it a 3D shooter for Nintendo's new 64-bit console, and he
intended to model it after Sega's popular arcade hit, Virtua
Cop. Like Virtua Cop,
GoldenEye would be an
on-rails shooter, where players would take aim at waves of enemies
while the CPU would handle movement. As development progressed, the
team made the decision to take it off rails and make it a full-blown
first-person shooter. Thank goodness!
In his
lengthy article, "The Making of GoldenEye," Hollis himself
refers to the development process as a "sloppy unplanned
approach," and relates how the team had to create the game on
sub-par hardware as there were no N64 dev kits at the time. They
literally had to guess what the new system would be capable of, and
even used a Sega Saturn controller for early playtesting. If Sega had
caught wind of that, it would have been quite embarrassing. For those
who wish to read more about the making of this legendary game, I will
provide a link to Hollis' article at the end of this feature, and it
makes for good reading. The development process sounds very chaotic,
and all I can say is, the fact that GoldenEye turned
out the way it did is nothing short of miraculous. As Hollis himself
says, "Looking back, there are things I would be wary of
attempting now, but as none of the people working on the code,
graphics, and game design had worked on a game before, there was this
joyful naivete." While the team who created the game are
undeniably talented, I don't think it would be a stretch to say that
luck played a major role in the development of this legendary game.
What's
noteworthy is that GoldenEye
was not released until 1997, two years after
the release of the film it was based on. In fact, the game hit store
shelves just months before the release of Tomorrow Never
Dies, the next Bond film.
Nintendo did not put unrealistic deadlines on the project and gave
the folks at Rare time to work their magic, rather than putting
ridiculous demands on them to ensure it would be released alongside
its namesake. Movie-based games, especially those based on the 007
series, would turn out a lot better if other license holders would
follow this example.
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Rare took full advantage of the Bond license, including gadgets from several different movies. |
Impact
Before
the release of GoldenEye,
first-person shooters and consoles didn't mix. While
Turok was definitely
an exception to the rule, it didn't leave a lasting impression.
GoldenEye on the other
hand, which came along roughly six months later, forever changed the
world of console shooters. Enemies that reacted based on hit
location, multiple objectives per level, different objectives for
each difficulty level, the importance of stealth over mindless
shooting...the list of features that are now standard for the FPS
genre is long.
Some
of these features weren't actually new. For example, enemies reacting
differently to being shot in different locations was something seen
in Virtua Cop, and the
idea of multiple objectives to complete in a single stage was taken
directly from Super Mario 64.
And yet, GoldenEye's
use of these and other ideas ended up being revolutionary because of
the way they were implemented. The one aspect of GoldenEye
that is by far the most influential and memorable is the multiplayer
mode, but even that was nothing new. PC gamers had been shooting at
each other for years, but Rare's first and only Bond game was the one
that introduced it to the masses and made it a staple of console FPS
games. GoldenEye
didn't introduce ideas so much as it perfected them.
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Multiplayer was the main attraction for many players. |
I have
many fond memories of playing rockets in the Stack, remote mines in
the Complex, and pistols in the basement. And who could forget the
strange allure of "Slappers only." No two people play
exactly alike, and the unpredictable nature of live opponents was
really what made the experience. From the second I first took aim at
my brothers and friends, I was hooked. Whereas blasting computer
controlled characters has its charm, taking on other people is
exponentially more satisfying and never gets old. While the combat
simulator of the game's spirtitual successor, Perfect Dark,
is arguably better, there's just something about GoldenEye
I find more appealing. Regardless of which title has the better mode,
the multiplayer experience is the main attraction for the majority of
Bond lovers, and the influence it had on the industry is almost
impossible to overstate. Like I said, GoldenEye wasn't
the first FPS to include multiplayer, but it was the first one to
really nail it.
With
it's spectactular single player and unforgettable multiplayer,
GoldenEye was the
complete package. And if it hadn't come along in that fateful August,
first-person shooters would not have evolved as quickly as they did.
How does it hold up?
Obviously,
the visuals haven't stood the test of time very well, but I think
they're just fine. While I would definitely like to see the canceled
HD version get released someday, I actually have no real problems
with the blocky-looking models and blurry textures. While the
framerate is a little on the low side, for the most part it's
adequate, and it's certainly not nearly as bad as people make it out
to be. Though it does hinder the gameplay at times, GoldenEye
rarely turns into a slideshow the way Perfect Dark
frequently does. The audio is
still great, and the soundtrack is perfect. What's not to love?
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The enemies can't see through glass, which gives you an advantage. |
I have read a lot of recent reviews for the game, written by professionals and amateurs alike. As you might expect, opinions are divided over how well the actual gameplay stands up. The AI is criticized by many, most notably the inability of enemies to look through glass or see over anything that can't be walked over. This is most noticeable in the first level, where you can literally walk around walls of glass and small concrete barriers just feet away from your adversaries while they remain completely oblivious to your presence. Another criticism of the AI is the way enemies don't notice what's happening to their comrades, making it possible to pick them off one by one in some situations without any of their buddies taking notice.
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This guy doesn't even notice his hat has been shot off. |
And
yet, as much as people criticize the enemies for being so clueless,
the fact remains: GoldenEye
is a hard game. Completing all 20 levels on 00 Agent is extremely
challenging, and the exploitable AI is what makes success possible.
It took me several dozen tries to beat the Control Center mission,
and the Aztec ruins gave me some problems as well, but I never became
frustrated. Knowing that the AI was fallible kept me going, and after
some trial and error I eventually emerged triumphant, completing the
entire game and unlocking all 23 cheats.
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The Control Center. Quite possibly the hardest stage in the game. |
Let me say this: if
the enemies were as smart as their modern day counterparts, the game
probably wouldn't be much fun and would rank as one of the hardest
games ever made. In my opinion, the AI doesn't hurt the game, it
helps it. I can think of plenty of newer games with some pretty
clueless baddies, yet they are given a free pass. I'm not going to
name names, I'm sure you can think of at least a dozen.
While this isn't a review, I still feel the need to give GoldenEye the score it deserves. Anyone who gives it less than a 9 has no business reviewing games.
The right way to play GoldenEye - Control Style 1.2, Auto-Aim Off
Aside
from the dated graphics and laughable AI, one of the things gamers
love to criticize are
the controls. The complaints are always the same:
"The C-buttons
are terrible for aiming up and down."
"If you want
to shoot accurately, you have to hold R."
"The auto-aim
is too generous."
"You can't
move while aiming with R."
It
kills me when I see this stuff. If you are one of these people, I
have something to tell you: You're
playing it wrong.
There
are eight different control schemes in GoldenEye 007.
The default control scheme is called "Control Style 1.1,"
where the analog stick makes Bond walk and turn, the left and right
C-buttons are used for strafing, and the up and down C buttons let
you look up or down. This setup is good for novice players, but it
has some serious issues.
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The default control scheme works okay in most situations, but it is not ideal. |
For
one thing, when you hold R to turn on the aiming crosshairs, the
y-axis of the analog stick goes from controlling movement to
controlling your vertical aim. That is awkward, to say the least. In
addition to this, the up and down C buttons are digital, giving you
no control over how quickly you tilt your head. To those of you who
say "the C buttons are terrible for aiming up and down," I
wholeheartedly agree with you. The bottom line is, if you use Control
Style 1.1 and you want to aim with accuracy, you have to hold R. To
put it bluntly, the default control scheme sucks.
Everyone
agrees that analog sticks are far better for precision aiming than
digital buttons, so if GoldenEye gave
you the option to use the analog stick for aiming 100% of the time,
the problem would be solved, right? As it turns out, the game gives
you that option. If you have never done so before, fire up the game
and switch to Control Style 1.2 right
now. Control
Style 1.2 is exactly the same as the default control scheme except
the functions of the analog stick's y-axis and the up and down C
buttons are reversed. The C-buttons, all four of them, are used
purely for moving. And the analog stick is used purely for aiming,
100% of the time...and it works brilliantly.
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Take a good look. That's perfection. |
If
this control scheme sounds familiar, it ought to. It's the same setup
used by Turok:
Dinosaur Hunter,
only ten times better. The amount of precision Rare managed to
achieve with the analog stick is unparalleled - you can shoot out
cameras from 100 yards away like it's nothing. It really is that
good. And when you hold R to steady the camera, it allows for even
greater accuracy.
You will find yourself picking off distant enemies with ease. You
won't even need a sniper rifle, a pistol will suffice. And best of
all, there is no awkward change of functions when you hold the R
button. It's flawless. But there is one thing that keeps this control
scheme from perfection: auto-aim.
Most
players will tell you the auto-aim is too generous. But is it really?
Well, yes and no. On the one hand, it automatically trains the gun on
anyone standing within a wide portion of the screen. A very
wide
portion of the screen. On the other hand, it doesn't instantly lock
on to your opponent, which isn't good when some enemies are masters
of the quick draw. Sometimes you'll have two enemies onscreen and
you'll kill one, then get shot by the other because the gun took too
long to point itself at him. Worse yet, even when the auto aim does
lock on to an enemy, it always aims for the chest. Unless you're
playing on Agent, the easiest difficulty, that is not a kill shot. It
takes two body shots to down a foe on 00 Agent, meaning you will use
twice as much ammo as you should. When holding R, you can override
the auto-aim, but that is not efficient. If you want to beat the game
on the hardest difficulty setting, you'll need to be able to pull off
headshot after headshot, and the cold hard truth is, auto-aim is a
hindrance. The solution: turn
off auto-aim.
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It takes two body shots to kill a guy on 00 Agent. Auto-aim is a liability. |
If
you already use Control Style 1.2 with auto-aim off, you know how
awesome it is. It is easily the best setup, and I believe it's the
only right way
to play GoldenEye.
To this day, I have yet to find a game with a control scheme I like
better, and I've played TimeSplitters
2
and TimeSplitters:
Future Perfect, two
other amazing games created by former members of Rare's GoldenEye
team. As much as I love splitting time, 007
is still golden for me.
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The first level of TimeSplitters 2. Look familiar? |
As
for the complaint that you can't move while aiming with R, that's not
really true. When holding R, you can use the C buttons to duck and
lean from side to side. Actually, "lean" isn't the word for
it, it's more like instantaneously warping a few feet to the right or
left. If you use cover properly when holding R, the C buttons provide
all the movement you need. A lot of modern games have cover systems
that render you immobile, and they often require
you to employ said systems to survive. GoldenEye's
ducking
and lean
techniques are pretty much an early version of such a cover system.
I
have one more thing to add before moving on. Four of the control
schemes allowed you to use two N64 controllers simultaneously for
dual analog control. When using any of these four control schemes,
you can actually strafe as far to the left or right as you want to while holding R.
However, due to the placement of the A and B buttons, these setups
aren't really practical. Nevertheless, GoldenEye
was the first FPS to feature dual analog control. This game was ahead
of its time.
Closing Comments
GoldenEye
007 is
widely regarded as one of the greatest games of all time, and for
good reason. After reading more about its development, it doesn't
seem to be as innovative as everyone thinks it is. As I pointed out
earlier, many of its most-revered features had been seen before in
other games. Rare's gem is a perfect example of how greatness is
measured not by ideas, but how they are executed. It rightly deserves
the praise it received, and it is a must-have for any fan of
Nintendo, first-person shooters, or video games in general. Those who
are trying to break into the world of game design would do well to
study it diligently.
There
have been a lot of other truly great first-person shooters in the
years since GoldenEye's
release, many of which were created by members of the game's
development team. I had originally planned on writing about the
legacy of this masterpiece, but I decided it isn't necessary. There
are already a ton of people who have elaborated on it, and I'm sure
you can find a wealth of information on the subject yourself.
Just
a few more things. After creating GoldenEye,
the key members of the team worked on Perfect
Dark before
leaving to create the sublime TimeSplitters
series. If you have ever longed for a sequel to GoldenEye,
I recommend you check those games out. I think they're the closest we'll ever
get.
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The cancelled HD version of GoldenEye 007. More on this next time. |
Thanks
for stopping by to read about a truly great title, which is still my
favorite game of all time. And remember:
Control Style 1.2, auto-aim off.
Sources
The Making of GoldenEye 007 - by Martin Hollis
One Last Martini to GoldenEye- Article on the cancellation of GoldenEye XBLA - MundoRare
-GoldenEye 007 XBLA screenshot courtesy of MundoRare. Used under Attribution-ShareAlike Unported 3.0 license.
This game is amazing, but the new one sucks. The one we have today is a Cod clone :(
ReplyDeleteGood article. I use the standard control 1.1 scheme. Me and my bro are in our twenties now but we decided to dig out the N64 and goldeneye and proceeded to stack with pistols.
ReplyDeleteI love the controls and always have. They give me no problems whatsoever, maybe I am just use to it. Same with my brother. Then again we never got any other consoles after the N64, we kind of grew out of them so we were never really exposed that much to modern FPS (although we have both played COD at friends and enjoyed it and got to grips with it).
I find the Goldeneye controls terrific. I could see my brother say on those balconys in the middle room of stack as I'm on the floor. I will just use the down button on the C pad to move the gun up to point at him. I'm so used to the controls (from excessive playing in my early teenage years) that I don't need to use the R button to aim, as I can tell where the bullet is going to go with pretty darn good accuracy just by looking where the barrel is.
Thanks for the compliment.
DeleteControl Style 1.1 works well most of the time, but I couldn't imagine beating the game on the hardest difficulty with it. Everyone has their preferences, and I suppose that given enough time, most players can master various control schemes for the same game. I suggest you give Control Style 1.2 a second chance if you haven't already.
Stack is an awesome multiplayer map. Just the right mix of large rooms, hallways and hidden passages to keep things interesting. Then again, all the maps are pretty good. I've also gotten really good at aiming without the R button, but I still use it every now and then, especially to take advantage of cover, leaning out every few seconds to fire off a few rounds. Such a great game.
Thanks for visiting!
Hi Steve!
ReplyDeleteWe share the same love for this game!
It's nice to see some comments from someone that really knows the game!
Look, have you ever tried to play online with an emulator?
I'm thinking to buy a n64 controller for pc (or an adapter) and have some nostalgic fun again!