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One thing that Goldeneye still does better than most other games

nkarafo

Member
...is the precision of the shots and the extremely small hit-boxes.

One annoying thing in FPS games (and most other games with shooting mechanics really) is when the hit boxes are large or the collision detection doesn't cover objects correctly. One very common thing that still happens all the time for me is when i try to shoot through a very small gap or corner and my sights are clearly away from the walls or other obstacles, yet my bullet still hits an invisible wall that exists around them because collision detection isn't as precise. It's as if the bullet is so large that it needs to be several centimeters away from an object or else it hits said object.

In Goldeneye there is no such issue. It's so precise that the bullets can go through gaps as small as a single pixel wide. And it's not like walls lack collision detection. You still hit the wall if you are just one pixel off the gap. I would say it's unrealistically precise since in real life there would be no way for bullets to go through such narrow gaps without hitting somewhere (i assume, i'm not an expert).

Here's an example of this:

Untitled.png


Through that hair-line gap there is the head of a soldier on the other side. It's exactly where i'm aiming. If my hands are steady enough and shoot without moving the sight, the bullet will go through that gap and kill him. If i move the sight just one or two pixels in the door or the wall on the other side, the bullet will be stopped accordingly.

I used to do these "precision shots" many times through the whole game as i was trying to go through levels undetected. I don't think i ever played another shooter where i could do something similar successfully.
 

dc89

Member
TIL this.
Quite cool when you think about it. I'd have never thought about trying this when I was playing the game back in the day
 

Moose Biscuits

It would be extreamly painful...
I really like the aiming system in Goldeneye. Holding a button to unlock the aimpoint for precise shots is a smart idea, since then it allows you to map aim to the stick position directly instead of moving your position of aim by panning your view.
 
It also has paintball mode.
RIP paintball mode.

Also you can shoot out all those individual lights in bunker. Which game can I do that in now!?
 

nkarafo

Member
Also you can shoot out all those individual lights in bunker. Which game can I do that in now!?
Haha, i did this all the time. A few of these lights could even cause the corridors to turn a bit darker. But only a few. Most didn't do that. I thought it was pretty weird they decided to only give this property to only a few of the lights. Or maybe they just forgot/gave up on it midway through creating the level.


Goldeneye still has one of the best grenade launchers in gaming.
Now that you mentioned it, i wonder if i can shoot grenades through these gaps...


I really like the aiming system in Goldeneye. Holding a button to unlock the aimpoint for precise shots is a smart idea, since then it allows you to map aim to the stick position directly instead of moving your position of aim by panning your view.
I agree. I like how the screen is locked in position. And i also like how Bond's wrist/weapons move as you move the sight around. Although this system might feel awkward using a controller, for many gamers today.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
GoldenEye still does plenty of things better than most other games.

I'm honestly surprised that adding additional objectives on higher difficulties didn't catch on.
 
I agree, i miss shooting different parts of the body and seeing the reaction.

Shoot a leg, an arm... reactions are different. This should be in every shooter and we're talking a game that was made in the 90's here...
 

Santar

Member
the-10-video-game-franchises-that-need-a-next-gen-reboot.jpg


Another thing Goldeneye does masterfully is hit reactions on the enemies.
They react differently no matter where you shoot them and have a huge amount of different animations and ways to die depending on where hit.
It really adds to the feel of the combat when enemies reacts so well.
It's a shame no other game has really managed to replicate this to Goldeneyes level.
 

KJRS_1993

Member
It was the additional objectives the harder difficulty you select puts Goldeneye from good to brilliant for me personally.
The Control mission was crazy difficult.

Shame it hasn't aged so well.
 
Thank you for reminding me of this. It is super frustrating in games not being able to shoot through gaps you would expect to. I have become so used to it I almost forgot about the days of angling shots like you have in your image. Man...I love GoldenEye so much.
 

MilkyJoe

Member
I agree, i miss shooting different parts of the body and seeing the reaction.

Shoot a leg, an arm... reactions are different. This should be in every shooter and we're talking a game that was made in the 90's here...

Up the arse was funny, also loved the blood stain on the hit area.
 

SomTervo

Member
VR shooters have this level of precision. All the ones I've played, anyway.

If the gun's muzzle can fit through, you can shoot through, and your own sense of spacial awareness is the only obstacle.
 
I also still think it has the best health bar (well, and PD/TimeSplitters) in FPS games. Unlike the vague strawberry jam or the useless bar in the corner which you can't look down towards, at all times you know exactly how much health you have without taking your eyes off the crosshair, yet it's not distracting.
 
All the scientists in facility would die when I played that game just so could see them react to the gunshot placement. Always start with the hand. Disappointing how few shooters built upon that.
 
Yeah I love that about goldeneye. Both goldeneye and perfect dark do a lot of things better than more modern games. It's a shame some of those things didn't become more standard.
 

stn

Member
Its a shame that the controls have not aged gracefully. It can difficult to make precision shots.
 

Shifty

Member
Hm, I wonder if Goldeneye does hitscan traces from the camera instead of the gun itself like in modern games. I'd have thought a lot of those shots wouldn't work in that sort of situation.

I'm honestly surprised that adding additional objectives on higher difficulties didn't catch on.

Same here. That feature was such a good idea.
 

Skulldead

Member
GoldenEye still does plenty of things better than most other games.

I'm honestly surprised that adding additional objectives on higher difficulties didn't catch on.

this, that was clearly the best feature of the game, the objective were fun and the varieties was amazing.
 

Red Devil

Member
the-10-video-game-franchises-that-need-a-next-gen-reboot.jpg


Another thing Goldeneye does masterfully is hit reactions on the enemies.
They react differently no matter where you shoot them and have a huge amount of different animations and ways to die depending on where hit.
It really adds to the feel of the combat when enemies reacts so well.
It's a shame no other game has really managed to replicate this to Goldeneyes level.

I liked making their hats fly off.
 

Dizzy-4U

Member
Goldeneye 64 has my favorite weapon I've ever used in any video game ever.

DD44 Dostovei

400px-Goldeneye_007_N64_DD44_Dostovei_Watch.jpg
Yep, love that gun.

These days i play it in RetroArch, using some nice shaders, increased frame rate and proper dual analog controls. It plays fine for me.
I still use the 1964 Goldeneye mod. I want to switch to the retroarch core but 4 players splitscreen flickers like crazy. It works fine for everything else though.
 

RaffAO

Member
Goldeneye was a dead end for a lot of details that make even later PC shooters look simplistic in some respects. You can tell that they didn't really know what kind of game they were making for much of the development, so weren't hugely influenced by the precedents that were being set elsewhere. That and they didn't give a damn about the framerate being terrible.
 

daTRUballin

Member
Its a shame that the controls have not aged gracefully. It can difficult to make precision shots.

I can still play the game just fine with the original default controls and still play modern FPS's just fine. Shame most gamers can't adapt to both playstyles. /shrug

Also, inb4 Synth comes in to downplay Goldeneye's achievements.

:p
 

SmokedMeat

Gamer™
Rage has the best hit reactions I've ever seen.

As for the topic I remember the actual aiming being very unwieldy. Unless I'm confusing it with Jet Force Gemini.
 

low-G

Member
VR shooters have this level of precision. All the ones I've played, anyway.

If the gun's muzzle can fit through, you can shoot through, and your own sense of spacial awareness is the only obstacle.

I was gonna say just this, basically. It's super important in VR, and it makes action way more amazing.

One VR game that gets it wrong sometimes is the Serious Sam First & Second Encounter ports.

Another game that does it right most of the time is the CounterStrike series. Lots of people shooting through the smallest cracks. Not at all realistic in that case though.
 

LakeEarth

Member
...is the precision of the shots and the extremely small hit-boxes.

One annoying thing in FPS games (and most other games with shooting mechanics really) is when the hit boxes are large or the collision detection doesn't cover objects correctly. One very common thing that still happens all the time for me is when i try to shoot through a very small gap or corner and my sights are clearly away from the walls or other obstacles, yet my bullet still hits an invisible wall that exists around them because collision detection isn't as precise. It's as if the bullet is so large that it needs to be several centimeters away from an object or else it hits said object.
I was playing Shadow of Mordor, and my arrows did exactly this. There would just be the end of an arrow sticking out of nothing mid-air.
 

Seiryoden

Member
I'm honestly surprised that adding additional objectives on higher difficulties didn't catch on.

It's one of my favourite things about the wonderful Black. Timesplitters 2 single-player had secondary objectives which served a similar purpose. Such a great mechanic, I'd love to see it return in something like Wolfenstein TNC.
 

jmizzal

Member
the-10-video-game-franchises-that-need-a-next-gen-reboot.jpg


Another thing Goldeneye does masterfully is hit reactions on the enemies.
They react differently no matter where you shoot them and have a huge amount of different animations and ways to die depending on where hit.
It really adds to the feel of the combat when enemies reacts so well.
It's a shame no other game has really managed to replicate this to Goldeneyes level.

yup amazing stuff for that time and we still dont get that in most of todays games
 

eshwaaz

Member
the-10-video-game-franchises-that-need-a-next-gen-reboot.jpg


Another thing Goldeneye does masterfully is hit reactions on the enemies.
They react differently no matter where you shoot them and have a huge amount of different animations and ways to die depending on where hit.
It really adds to the feel of the combat when enemies reacts so well.
It's a shame no other game has really managed to replicate this to Goldeneyes level.
This, and bloodstains would show up wherever the bullet hit. I cannot believe most modern games still don't even have that.
 

Screaming Meat

Unconfirmed Member
the-10-video-game-franchises-that-need-a-next-gen-reboot.jpg


Another thing Goldeneye does masterfully is hit reactions on the enemies.
They react differently no matter where you shoot them and have a huge amount of different animations and ways to die depending on where hit.
It really adds to the feel of the combat when enemies reacts so well.
It's a shame no other game has really managed to replicate this to Goldeneyes level.

Max Payne 3's system is pretty damn good. Enemies even react to shots near them, if I recall correctly.
 

lobdale

3 ft, coiled to the sky
One of this game's real triumphs was also how MEATY each shot felt. Weapon-appropriate firing sounds, but that crunch when they hit an enemy, every shot seemed meaningful and had weight, like people are saying with the limb-specific reactions. Enemies weren't just bullet sponges to overwhelm with fire power.
 

Number_6

Member
New objectives were mentioned, so I'll talk about multiplayer. Online took over, but I miss the sheer amount of options and control Goldeneye/Perfect Dark allowed in multiplayer.

I owned PD, rented Goldeneye. In PD, you had several game modes, choice of maps, choice of how to end the game (by time, by score, or combinations), choice of how the score is counted, handicaps, one-hit-kills, choice of various fun and wacky cheat modes, choice of how many weapons are in the match and which weapons, choice of where those weapons appear, choice of what music plays during the match, and you can pick one song or set a playlist.

You can choose to play as any humanoid character model in the entire game, and you can freely swap heads to bodies. You can play free-for-all, or pick teams. If you pick teams, it's not just two teams, but like, five or six? I remember red, blue, magenta, cyan, and yellow off the top of my head. And they don't have to be even. You have bots. But it's not just easy, medium, hard bots. You have an array of different bot personalities, each able to be set to one of five, maybe six different skill levels. You have bots that attack the winner, bots that are vengeful, bots that don't want to fight, bots that prefer to disarm, etc. And you can make the bots look like any humanoid character model in the game, and freely swap heads to bodies.

Most of these settings can be saved so that you don't have to reselect all your options every time you play. Some of my presets included a one-hit-kills game with periodic slow motion, a one-hour humans vs "perfect" bots game, games centered around using only remote mines, and of course some presets with my favorite weapons, basic deathmatch, and a variety of bots.

The game was amazing. Everything else seems barebones by comparison.
 
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