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One thing that Goldeneye still does better than most other games

Betty

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

I would LOVE to dip into that game now and then, but holy hell do those UNSKIPPABLE, SEIZURE INDUCING cutscenes absolutely ruin any chance of that happening.
 
Am I the only one who really likes how getting shot pulls you back a little? This is one reason I couldn't really get into other FPS. It feels like when two people meet they can just stand there and shoot til one goes down.
 
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

Loved that gun. When I was a kid I called it the 'DD4 Distover'. It was one of those situations where you know you're reading something incorrectly, but just continue to do it out of sheer laziness.
 

gafneo

Banned
The reason why it plays great is because it borrows from rail shooters like Virtua Cop. Was originally supposed to be on rails.
 

woopWOOP

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.
Yeah, the customization options for multiplayer was nuts.

Some time after when I replayed the game with a buddy, we discovered that bots on your team could be issued commands each by going deeper into the weapon selection menu ingame. You could have them do specific tasks like fetch the enemy's suitcase, defend your suitcase, attack a specific player, defend a specific player (they'd surround you like a couple of bodyguards) and have them hold the position and facing the direction you were at that time. I enjoyed having my sims hold position in a row on a high ground and gun down anything that came running by below them.

Vengesims with explosions was also stupid fun. Your team-sim would run into your explosion like an idiot, then blast you right in the face with a rocket launcher upon respawning as revenge. Good times, good times
 

Junahu

Member
Personally, I like how precise-aiming and moving are almost mutually exclusive. It puts an extreme amount of emphasis on finding safe areas to start aiming, which in turn makes stealth important.

There's also something really satisfying about stopping still in order to line up a shot, then either using the C-buttons to peek out of cover, or shooting a volley of bullets to lure an enemy toward your ambush.
 
Not to mention Goldeneye's fantastic level and mission design. Very few shooters today have multiple optional objectives. At best they have hidden collectibles. The last FPS campaign I played with truly great level design was Doom. (I haven't tried Wolfenstein TNO yet)
 
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.
Killzone series, Soldier of Fortune , Max Payne series, FEAR to name a few ... There are alot of games that did it right. Killzone 2 is my favorite to this day.
 
Do you remember playing multiplayer Bunker and having one dude sit outside by the Body Armor and just rain grenade launcher shots onto the roof? It was like the apocalypse for the players indoors lol

Hell yeah lol, same with Temple and the body armor, just banking nades around corners. That game was too fun at the time! Throwing knives, slaps only, proximity mines, etc.; it's all fun.
 
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.

That's what I thought this thread was going to be about. OP makes some good points that I hadn't thought about though.
 
Level design is another thing that GoldenEye does really well, it's good enough to make me ignore the rather different (but characteristic) and less polished gameplay.

The game design of GoldenEye holds up extremely well today, and there aren't many games that pull off the template it laid down as well as itself (Perfect Dark comes close).

I'm reminded of a good letter that was written into GameCentral on the subject "video game's best levels" over six years ago: http://metro.co.uk/2010/11/05/weekend-hot-topic-part-2-best-ever-levels-572068/#ixzz4OHAZF0YU

PazJohnMitch said:
The best designed level is the second bunker level on GoldenEye 007. Sure the game is no longer as playable as it once was but no first person shooter level since has been as well thought out.

Not even Rare’s own Perfect Dark or Free Radical’s TimeSplitters series have created something as brilliant.The level encapsulates the essence of choice. This is a word we have heard a lot recently in games but for a completely different reason. Currently we hear of choice in narrative but Bunker 2 had choice in gameplay.

Played on the hardest setting you were tasked to carry out multiple tasks within the level. Each of these tasks could be carried out in any order and the level had multiple routes through it. Do you wait until the guard comes with the key pass for the locked door or do you run and take out the turret?

The true genius of the level is its size; it is tiny by modern standards but that essentially means every square foot of space was put to use. There were no pointless rooms for decoration, there was no padding; it was and still is, level design perfection. The true test of the Wii-make will be how they handle this level. Will they realise its beauty is in its simple, small, intertwined design or will they undoubtedly turn it into a lifeless metropolis full of pointless corridors.

With the current obsession with big scripted set pieces we now have games that are linear corridors with a few choke points and impressive explosions. The gameplay has improved immensely in the years since GoldenEye but the actual level design was fallen away. Graphical fidelity is now far more important than careful game conscious design. There are no longer limits on level size, which is a shame as now we have levels which can be amazing the first time you play them but soon become boring. Others have huge lifeless areas you simply travel through to add scale. These are boring the first time and remove the desire to play the level again for fun.

I have never played any level more times than Bunker 2 and I doubt I ever will. They simply do not make them like they used to.

PazJohnMitch

The same GameCentral reader wrote about how MGS: Ground Zeroes reminded him of GoldenEye's best levels, which is telling as to how good they were at achieving what Rare wanted to do.
 

terrible

Banned
Battlefield (BF4 and now BF1) actually purposefully made it so that you hit things you are trying to shoot over in order to counter head glitching. They intentionally made the game worse. There are also stairs you can't shoot through and railings and light posts that seem to have hit boxes that are twice the size they should be, though those aren't intentional I don't think. Invisible walls or bullets that don't originate from your center point of view piss me off.
 

Cranster

Banned
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.
Perfect Dark say's hello.
 
I was really surprised the last time I played GoldenEye that I enjoyed the controls so much. The strafing mechanic makes it feel like you are playing Mario Kart and power sliding around corners.
 

nkarafo

Member
The same GameCentral reader wrote about how MGS: Ground Zeroes reminded him of GoldenEye's best levels, which is telling as to how good they were at achieving what Rare wanted to do.
Bunker 2 is also my favorite level in the game and everything he wrote in the quote is what i had in mind more or less.
 

Rookhelm

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


Came to the thread for this. It's an amazing idea.

And all the cheats you can earn and enable...and things like paintball mode, or whatever...so many amazing little things that never really went anywhere else
 

daTRUballin

Member
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.

In Perfect Dark, you can shoot almost literally any light in the game and the area gets darker. You could shoot out all the lights in a room and it'll be pitch black in the end lol. I assume it's just a feature that wasn't yet fully realized in Goldeneye and was improved in PD.
 

nkarafo

Member
Its a shame that the controls have not aged gracefully. It can difficult to make precision shots.
If you play the game using "1.2 solitare" setup it's pretty close to a modern dual analog setup. With emulation you can even set it up on a modern controller and use true analog in both sticks since the game supports that internally (the twin controllers option). It's like the developers knew dual analog is the way to go but there wasn't such a device on the console to support it.


In Perfect Dark, you can shoot almost literally any light in the game and the area gets darker. You could shoot out all the lights in a room and it'll be pitch black in the end lol. I assume it's just a feature that wasn't yet fully realized in Goldeneye and was improved in PD.
Yeah, PD added a lot of things missing from Goldeneye. The lighting effects you mention were great. And so were the reload animations (another thing missing in Goldeneye)
 

DarkTom

Member
Excellent point OP. I had not think too much about it but it is another point for Goldeneye and Perfect Dark, two of my favorite games ever.
 

SomTervo

Member
I would LOVE to dip into that game now and then, but holy hell do those UNSKIPPABLE, SEIZURE INDUCING cutscenes absolutely ruin any chance of that happening.

Literally every month or two i do a super hopeful Google search and pray that someone has modded Max Payne 3 on PC not to be an infuriating cutscene-ridden experience.

But nope, always just loads of texture mods...
 

Crazyorloco

Member
it's so odd that game developers didn't emulate what goldeneye and perfect dark did in regards to so many things. We have good FPS nowadays, but none I feel are as great as those two games still! I play one level in Call of Duty and I never want to replay it again. There's no reason to. It's the same objectives every difficulty level...and it's not as fun shooting the enemies in those games.

Am I the only one who really likes how getting shot pulls you back a little? This is one reason I couldn't really get into other FPS. It feels like when two people meet they can just stand there and shoot til one goes down.

Love it. Makes me feel like I'm really getting hit. Adds to the immersion.


A remake was in the works but nintendo decided to be a dick about it, I think.

I think it has more to do with the various licensing issues...like who even owns the bond license now that the activision one expired in 2013? I see a lot of people pinning the issue with Nintendo, but I have a good feeling they would love to rerelease this game. To me it's one of the top 5 FPSs of all time along with Perfect Dark.
 
Metal Gear Solid V, I think.

That actually makes sense, considering both games boil down to being not just run and gun games, MG has more James Bond in it's soul than it has COD

Splatoon OG


very cool at the bullet pricision, nice little tidbit

If paintball mode is always on, then it isn't a mode, it's the only setting :p


I think it has more to do with the various licensing issues...like who even owns the bond license now that the activision one expired in 2013? I see a lot of people pinning the issue with Nintendo, but I have a good feeling they would love to rerelease this game. To me it's one of the top 5 FPSs of all time along with Perfect Dark.

Actually, at the time of Porting the game to Xbox 360, Nintendo was in fact the last hurdle, and they said no.
 

Hale_C

Member
Can't remember if this was in Goldeneye or was a new feature in Perfect Dark, but I love the way you could repeatedly shoot enemies in the head while they went through a (sometimes quite protracted) death animation and their head would repeatedly smack back with each shot. It was grimly comical.
 

SirNinja

Member
I just like how awesome it is to shoot literally anything in that game. Shoot the wall, you got a patch of smoke and lots of debris particles flying every which way (impressive for 1997). Shoot things like chairs and crates, they explode. Should they? No, but it's awesome so fuck it.

And the cheats (remember back when those were a mainstay?) were amazing as well. Paintball, DK Mode, the fact that using All Guns gave you a tank cannon...so good. Not to mention the Enemy Rockets cheat; I can't say how many hours I've spent playing the game with just that cheat on, trying to beat levels like Train or Aztec with everyone using rocket launchers instead of their usual weaponry.

Goldeneye succeeded because it put fun first. Everything else was a distant second. Realism frequently went out the door in that game, and it was fucking glorious.
 

The Boat

Member
It takes a lot more work to do objective based difficulty, especially in designing levels, so it doesn't surprise me that it didn't catch on.
It's easier to make the enemies output more damage and have more health and call it a day. Most FPS are extremely dumbed down in most aspects nowadays, especially level design and there are very few shooters than compete with Goldeneye and Perfect Dark on level design.
 

nkarafo

Member
Can't remember if this was in Goldeneye or was a new feature in Perfect Dark, but I love the way you could repeatedly shoot enemies in the head while they went through a (sometimes quite protracted) death animation and their head would repeatedly smack back with each shot. It was grimly comical.
It was in Perfect Dark. In Goldeneye the heads didn't move like that.
 
I always appreciated how you could shoot out so many lights in Goldeneye and Perfect Dark, I wish you could do that in Rainbow 6 Siege.
 

nkarafo

Member
I just like how awesome it is to shoot literally anything in that game. Shoot the wall, you got a patch of smoke and lots of debris particles flying every which way (impressive for 1997).
Yes. And sometimes, while making these bullet holes, you could see a nice animated flame, i used to zoom in with the sniper and shoot a nearby surface just to see it.

I also loved the sound the bullets made as they ricochet.
 
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