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An Oral History of ‘GoldenEye 007’ on the N64

melmagazine.com

11–20 of 97 posts

Re: An Oral History of ‘GoldenEye 007’ on the N64

#11
post #5
post #3

> What emerged was a masterpiece that changed the industry and set many standards still seen in first-person shooters today. Erm, what? Quake already existed at that point. I always thought Goldeneye was poor compared to Quake, which was really mind blowing at the time.

Quake had a very basic gameplay compared to golden eye, espacially regarding level design and the diversity in weaponery.

Plus Goldeneye had the advantage of not being entirely brown.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#12
post #4

> will be the game’s 21st birthday, allowing Bond to finally taste one of his revered cocktails Legal drinking age is 18 in the UK, I'm amazed it's as high as 21 in the US.

It was 18 for a while during the 70’s. But kids were getting drunk and crashing and dying like crazy, so Ronald Reagan raised the drinking age back to 22 in the 1980’s with the threat of cutting highway funding to states that did not comply.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#13
post #3

> What emerged was a masterpiece that changed the industry and set many standards still seen in first-person shooters today. Erm, what? Quake already existed at that point. I always thought Goldeneye was poor compared to Quake, which was really mind blowing at the time.

Quake was nice tech, but Goldeneye blew it out of the water in terms of gameplay and content. I always thought Quake felt like a very long tech demo more so than a game.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#14
post #4

> will be the game’s 21st birthday, allowing Bond to finally taste one of his revered cocktails Legal drinking age is 18 in the UK, I'm amazed it's as high as 21 in the US.

Drunk driving movements throughout the 1970's and 1980's are responsible for this regulation. Groups like MADD: Mothers Against Drunk Driving fought hard to change the way things were. Organizations involving people with relatives that passed away as a result of a drunk driving accident, which was frighteningly common back then.

During high school, and prior to attending Driver's Ed classes, we had an assembly organized by various local chapters of anti-drunk driving groups, where a guy in his late 20's spoke about being amputated below the waist, because when he drove into a large tree, the engine block rebounded through the dashboard, and onto his pelvis, coming home from the bar one night. People talk about how prior to automotive safety standards developed in the 1990's (air bags, anti-lock brakes) cars were absolute death traps, and I believe it.

That movement achieved some of its goals with those laws, and receded during the 1990's when broader programs encompassing drugs and social diseases were more normalized.

I think it makes sense, because in the United States, people find some amount of identity in the cars they own, which seems to be less intense throughout Europe, where driving absolutely everywhere isn't as ingrained into daily life and culture.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#15
post #8
post #7

Earlier quoted context omitted.

> Unlike Quake, Goldeneye focus was objectives-based Which also wasn't groundbreaking. Plenty of games were objective based, going back to the 8 bit era. A game like Exile [1] on the BBC Micro was easily as complex as Goldeneye, if not more so. The control aspect alone of Goldeneye was awful. As a game it always felt forced and 'clunky' to me, compared to the smoothness and elegance of Quake. [1] https://www.youtube.…

Goldeneye wasn’t ground breaking, but it was the first real playable, good, FPS on console. And it was a blast to play. It also did things right. Had a decent story, had good level design, great gameplay for console. Without it, FPS on console might not have happened. Though some would argue that would be a good thing.

Good summary except the last hyperbole. There's no way FPS doesn't happen on console even if GoldenEye was absent.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#16
post #3

> What emerged was a masterpiece that changed the industry and set many standards still seen in first-person shooters today. Erm, what? Quake already existed at that point. I always thought Goldeneye was poor compared to Quake, which was really mind blowing at the time.

Most my memories of Goldeneye involve having 4 people stuffed on a couch, cheap beer, pretending we weren't looking at each other's screens.

Quake was a blast, but we weren't all in the same room, let alone the same couch.

I don't think comparing the games themselves directly really encompasses the difference in the playing experience.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#18
post #7
post #6

Earlier quoted context omitted.

Unlike Quake, Goldeneye focus was objectives-based, where you had to do more than reach the end of the level, and based its difficulty system upon it instead of simply making enemies stronger. I must admit that GoldenEye is a bit slow-paced compared to Quake, but I partly blame the N64 controller for that. They still managed to make a great-looking for its time with the hardware resources they had.

> Unlike Quake, Goldeneye focus was objectives-based Which also wasn't groundbreaking. Plenty of games were objective based, going back to the 8 bit era. A game like Exile [1] on the BBC Micro was easily as complex as Goldeneye, if not more so. The control aspect alone of Goldeneye was awful. As a game it always felt forced and 'clunky' to me, compared to the smoothness and elegance of Quake. [1] https://www.youtube.…

It was far from a perfect game that's for sure, but it combines the elements of FPS, mission objectives, great level design (you might want to read how they managed to get some textures to fit the limited memory of the N64), a compelling story (that wasn't an exact replica of the movie, too many games make that mistake), couch/splitscreen multiplayer along with cheats you could unlock by being good at speedrunning.

All together, those made a great game for its time.

Re: An Oral History of ‘GoldenEye 007’ on the N64

#20
One of the best aspects of GoldenEye multiplayer was social, real social, not in the “stream on twitch” kind of way. You had to all be in the same room, and you could yell and scream at each other, hear people’s reactions, other people could watch, share a few pizzas, and it just brought everyone together. These days everyone can be in their own room in different locations, and even with voice chat it’s just not the same. It really was the social aspect that made it amazing.
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