BigBoss007
Member
Also you can shoot out all those individual lights in bunker. Which game can I do that in now!?
Metal Gear Solid V, I think.
Also you can shoot out all those individual lights in bunker. Which game can I do that in now!?
It also has paintball mode.
RIP paintball mode.
Max Payne 3's system is pretty damn good. Enemies even react to shots near them, if I recall correctly.
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 lolGoldeneye still has one of the best grenade launchers in gaming.
Goldeneye 64 has my favorite weapon I've ever used in any video game ever.
DD44 Dostovei
Yeah, the customization options for multiplayer was nuts.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.
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.
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.
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
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.
A remake was in the works but nintendo decided to be a dick about it, I think.1080p60 Remake for Switch with online Multiplayer... *dreaming*
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
I'm honestly surprised that adding additional objectives on higher difficulties didn't catch on.
Perfect Dark say's hello.
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.
And here's the uncompressed version:Some of the best Bond music ever.... when the Bond beat drops, you really feel like him...
https://www.youtube.com/watch?v=0P6ORMCpZDU
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.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.
I'm honestly surprised that adding additional objectives on higher difficulties didn't catch on.
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.
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.
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.Its a shame that the controls have not aged gracefully. It can difficult to make precision shots.
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)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.
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.
A remake was in the works but nintendo decided to be a dick about it, I think.
Metal Gear Solid V, I think.
Splatoon OG
very cool at the bullet pricision, nice little tidbit
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.
still got the slickest interface in a FPS, and the best music to go along with it
It was in Perfect Dark. In Goldeneye the heads didn't move like that.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.
Still the best FPS ever made.
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 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).
Back in the days, I thought it would eventually become a standard... :