Rellik
Member
Whoa, I thought Microsoft started the whole "Only For" logos on exclusives.
This post made me feel much older than the thread title.
Whoa, I thought Microsoft started the whole "Only For" logos on exclusives.
I remember two guys at school talking about it shortly before release and one of them said "It looks like just another Doom clone".
This post made me feel much older than the thread title.
At the time a comment like that made sense though.I remember two guys at school talking about it shortly before release and one of them said "It looks like just another Doom clone".
Feels like it too, if not older.
How is the 2010 remake/reimagining if I'm nostalgic for Goldeneye but would like to play a HD version? The Daniel Craig palette swap is dumb but doesn't bother me.
I mean... the N64 stick can either be left or right analog, depending on how you hold it.
Also:
Dual analog controls in FPS in 1997. Basically an older and bulkier version of the Wiimote+Nunchuck. But it's comfortable enough because of the shape of the controllers (you hold them from the middle so the weight is balanced). 2.2 "galore" scheme (fire+aim inverted) plays exactly like a modern dual analog shooter.
Personally the Daniel Craig part 900% turned me off. But the game was mediocre anyway.How is the 2010 remake/reimagining if I'm nostalgic for Goldeneye but would like to play a HD version? The Daniel Craig palette swap is dumb but doesn't bother me.
Type of feedback I was looking for. Thanks. It reviewed pretty well but I don't remember hearing anything about it at the time or in the years since.It's a COD clone that bears little mechanical similarity to the original. Play TimeSplitters 2 on Dolphin for a 60fps HD equivalent.
I loved the crosshair aiming.Hot take: The controls in this game were so bad I couldn't enjoy it.
How is the 2010 remake/reimagining if I'm nostalgic for Goldeneye but would like to play a HD version? The Daniel Craig palette swap is dumb but doesn't bother me.
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 Rares own Perfect Dark or Free Radicals 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
Just a solid console release at 480p and even just locked 30fps would be so great (obviously 60fps would be better), aka a Virtual Console level performance.
The only thing that really kills playability today for me is the framerate.
Maybe for an N64 mini Nintendo will finally sort out the licensing issues and the game will be released in a VC type form.
Type of feedback I was looking for. Thanks. It reviewed pretty well but I don't remember hearing anything about it at the time or in the years since.
Personally I must say, the only games that carried the level design torch from Goldeneye were Perfect Dark and most recently Hitman.
For me the best level in Goldeneye was and still is Facility. It condenses everything that is great about Goldeneye from start to finish. Stealth, multiple routes, randomised objective locations, great visual design and one of the hardest speed run requirements in the game.
It really laid out the basics for the game, while still being infinitely fun to replay later on.
It's also the first level I always try to recreate in level editors when possible.
I'd say it is one of the best Bond games post Goldeneye... kind of ironic. Can't speak for the 360 version, but the Wii game was tons of fun, and the pointer controls were second only to MW3 in terms of settings. It never reaches the level design genius of the original, but it's a very good modern Bond game in it's own right.
Just don't play it for nostalgia.
Whoa, I thought Microsoft started the whole "Only For" logos on exclusives.
Facility is great, love the atmosphere.
As for games carrying on the level design torch: Add Metal Gear Solid: Ground Zeroes to that list.
Paintball mode
Throwing oddjob's hat.
Mines.
Fantastic
I actually saw the movie years after playing the game, and during the facility scenes I was grinning like crazy. Even with the N64 limits they nailed the general feel of the location, actually managing to make it feel like a believable place.
I remember this was the first game with "objectives". They even added extra ones to the higher difficulties. Before Goldeneye, it was nothing but finding keys for doors. Such a great time to be gaming.
We switched between licence to kill, pistols only,on facility and temple, and proximity mines on complex/facility.Me and my mates played the multiplayer to death, License to kill all the way. I had a friend that always played as Ouromnov(?) and it took him months to work out that his huge hat made his head a massive hitbox. We were literally wearing out controllers with the amount we were playing.
Alternating between this and Mario Kart 64 Battle Mode (Block fort and Double deck only) was like an all day thing at weekends only ever stopping to order pizza. Great days.
We switched between licence to kill, pistols only,on facility and temple, and proximity mines on complex/facility.
The time we sunk into this mp huddled around the small ass TV in my room... Crazy