> So we showed them we had all the Bonds… Well, soon after that we got a memo saying we couldn’t have all the Bonds, because only the GoldenEye actors had signed off on the digital rights to their likeness to be used in games, not the older movies. > > Edmonds: So in order to represent Sean Connery, Roger Moore or Timothy Dalton in the game we would have needed to do a deal with their individual agents to get the rig…
An Oral History of ‘GoldenEye 007’ on the N64
61–70 of 97 posts
Re: An Oral History of ‘GoldenEye 007’ on the N64
#62Earlier quoted context omitted.
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.
Speaking of the Jaguar, check out Alien vs. Predator for a console FPS that was years ahead of its time.
Re: An Oral History of ‘GoldenEye 007’ on the N64
#63> 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
#64Re: An Oral History of ‘GoldenEye 007’ on the N64
#65One 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…
The rise of cheap internet is what ushered this away. Even the original GE devs saw it coming. Perfect Dark, the followup using the same team and engine, was originally slated to ship with a modem and RJ-11 jack in the cartridge.
Re: An Oral History of ‘GoldenEye 007’ on the N64
#66Earlier 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.
I think FPS domination was inevitable on all platforms, no single title could have stopped it.
Re: An Oral History of ‘GoldenEye 007’ on the N64
#67One 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…
A few of my friends and I still get together every now and then, have pizza, sometimes drink, and play videogames together, only now it's from across the US using video and voice chat.
Whether it's super smash bros, overwatch, or any number of silly/stupid steam games that someone picked up for a few dollars one day, that "social" aspect is still right there waiting for you just the same as it was, but now you have MANY more options of games to play, and ways to play them.
Re: An Oral History of ‘GoldenEye 007’ on the N64
#68One 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…
Re: An Oral History of ‘GoldenEye 007’ on the N64
#69> 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.
Re: An Oral History of ‘GoldenEye 007’ on the N64
#70> 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.
I had the original 3dfx card just to play Quake, but there were a number of things that still impressed me about Goldeneye. - It ran on a console and not a $1000 PC. - The game managed to go beyond what had been done in Doom and Quake, and actually have cutscenes that tell a story. Some of the cutscenes were super cinematic — especially for their time. - Four player splitscreen was a hoot.
You didn't need a 3D card to play Quake, its software renderer was amazing in its own right. In fact, I much preferred the aesthetics of the software renderer over the blur-fest of the bilinear filtering on the 3dfx cards.