Forcing players down straight lines with big, glowing arrows over the "objectives" just isn't the same. We do need newer shooters like GE though, with an emphasis on diverse objectives and challenging speedrun-oriented gameplay. It's like how no matter how many 3D platformers are made, none will ever recapture the magic Super Mario 64 had in 1996. Still, there is a genuinely-classic feeling to Goldeneye that no other FPS has ever had. Nowadays, I think Perfect Dark and the first two Timesplitters are superior to Goldeneye. It's pathetic that not even later AAA games like Halo: CE and Half-Life 2 had this feature, because it's a little touch that goes a long way towards having great combat mechanics. Goldeneye was one of the first FPSes where your first shot was actually accurate. I get frustrated playing newer games where enemies react like statues to my attacks when Rare perfected this art 20 years ago. You need to see it at 60FPS for full effect: The enemies move more fluidly than a lot of PC games from 1997-2002 thanks to the primitive mo-cap technology. Goldeneye still has some of the best hit detection and animations ever seen in an FPS. Even though it was made early in the FPS genre's evolution, it got so much right that it's actually shocking-even moreso when you realize it was made for a limited cartridge-based console by a team of 8 people with only one of them having ever worked on a game previously. I don't know if there's a way that Rare could remake the game that doesn't infringe on the existing version.In retrospect, Goldeneye is a game where the parts are greater than the sum of the whole. Nintendo hold the rights to GoldenEye 007, the N64 game program. Be wonderful if one of them was the high res mode of the N64, but with a faux raster line, final render pass. Whether Rare have done something clever with upping the detail of the character models and the textures, maybe providing several graphics opinions. I certainly had a problem with it on the N64, given that I felt it was pushing to the hardware too far and slowdown was to the detriment of gameplay, sense of immersion in the world and moments of intense action. PD should be great on XBLA, given that it'll hopefully run at 60fps. They probably want a cut, being the publisher they are, but does Microsoft want to concede such a demand if it's been made. If PD does well on XBLA, maybe they'll push things a little further with the various parties involved in this issue, which has to include Activision you would think. That Bond license they signed back then only had a limited lifespan, one that would cover them for the duration that they expected to publish and sell the game at retail. In a sense, Nintendo doesn't own Goldeneye's rights, unlike DK or Starfox, it wasn't their IP. Umm, because they don't own the rights to Perfect Dark? So I don't agree at all that PD improved on Goldeneye in almost every way, I think that is total bollocks.īut perhaps TWIN STICKS have caused FPSes to be not as good as Goldeneye. The villa!Īctually that one was the best level, the rest were MEH. the crash site, the building at the start. I'm hard pressed to remember many of the level in PD, the plane, the Airport. I once masturbated over the bit where Joanna Dark is on the floor in a lift, I think she'd been drugged, you could nearly see her knickers. No, I liked Perfect Dark but even Pefect Dark lost something that made Goldeneye so great, there's no level in PD I can remember playing again and again, just for fun. No, for me PD was a big let down, I remember getting an erection reading the previews about how they had employed an architect to design the buildings in real life and in the end the building ended up being about three floor of identical rooms. It's coming to Xbox Live this winter if you're interested. Ramone, did you enjoy Perfect Dark then? It improved on Goldeneye in almost every way.
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