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GoldenEye - out now on Switch & Xbox


ras el hanout

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19 hours ago, Loik V credern said:

Reading about Goldeneye i went looking for a video with it having blood after the info they took it out on Nintendo's say. The most bizarre 'Nintendo thinks your game is too violent for kids' story for me is Rare changing the characters in Jet Force Gemini before the game's release, making them teenagers instead of 10 year olds. They just became taller and that was it.

 

 

The blood is too bright really and pointless. Like paint splatters, it looks crap. It doesn't matter, the blood through the clothes is more realistic and still satisfying. But watching that run through again reminded me of all the things i loved about the game, reminded me of how at the time something comes along that is unlike anything you've played before that it stands alone, you become sort of obsessed by it. Before Goldeneye for me was just Quake, Zero Tolerance, that's about it. Exhumed. Virtua Cop 2. There are things a game taps into that then is never tapped into again, Goldeneye was the first and last game honestly for me that impressed real danger of being shot, your health is precious, every hit you take matters, and you're always outnumbered. and it's the variation in enemy responses, look at that first encounter at 37 seconds, the second guard runs in circles before running towards you. You can aim quite easily but it's something that makes that impression when you first play it, especially with you in awe at what you think are the most realistic graphics you've ever seen. Because of the sound effects too bullets sting you, the way the orange sparks flash past you, they just nail the vulnerability of being shot at. The sound of Bond breathing, the health appearing, all this was not only completely new to me it was revelatory, a developer totally nailing something no other game previously had.

 

The absolute best example of Rare varying the guards response animations to throw you off (besides one kneeling) is at 1:14 when he opens the door and the far left guard does that bloody marching walk, just pause it as he opens the door, they're already aiming at him. It's a game where when you get good you can dance around the guards and make fun of their slow responses but you still have one guard aiming accurately that gets you. The way they walk towards you there still feels threathening to me after all these years, like you have to back out of it and sneak out again.

 

No other game did shooting as well, the enemies are tall, the thumps as the bullets connect is so satisfying. Even by Perfect Dark they lost this focus of the simplicity of corridors of tall human enemies doing all their individual animations waiting to be cleared. 1:46 is pure Goldeneye. Shoot a guy, see the bullet put a hole in the wall, turn around, pick up ammo, reload, go around the corner, two men stood on the same line, one 20 yards before the other, shoot the one behind but miss and catch the hat of the one in front, get his leg and luckily his body too so he's gone, the one behind is firing so close to you, you're exposed, another guard comes running in from the left then another by the guy at the back so you've got this now even more satisfying chunk of green bodies to fire into, knowing wherever you hit, leg, arm, they'll react. Then! Two more appear from the left, and bloody kneel, you clear the ones at the back but one of the left guards hits you, you retreat, reload, go back out and they haven't stopped. They don't stop just because you hide, they're still finishing their shooting animations, and it's just the joy of different enemies at different stages of their animations positioned in different spots, and then you calculating which order to take them in and where to place yourself. It's always different, and it always matters.

 

Anyway, that player in the video takes out the guys in the corridor then has to turn around and go back because he's vulnerable from behind too, before returning to the epic shoot out corridor where another guard appears, this time from the right who's no bother. And all you can see are all these bullet holes, smoke, a hat and dropped guns and it's as fun as first person shooting ever got for me. Wait, it doesn't even end. You turn to your left and go to open up the door and are being shot at again, sparks flying everywhere, guards coming at you from directly behind. Strafe back and spin around.

 

My thinking is that because the game was inspired by Virtua Cop and was going to be on rails and because the team was inexperienced they focussed on what really mattered. Stuff like Medal Of Honour and Call Of Duty was about the adventure, the set pieces. The approximation of realism in early 3D meant Rare made the enemies tall distinctly blocky things to shoot, in Call of Duty's soldiers are small, there's no variation in death animations, there's obviously no corridors of guards endlessly appearing from different directions, shooting is just an afterthought, you're not meant to enjoy it.

 

Halo always got the '15 seconds of fun' tag but really Goldeneye had it too. Shooting aliens with colourful guns as their shields flicker is not as satisfying as ploughing bullets into human bodies.

Pretty much exactly what I think too. Every FPS I've played since has been slightly disappointing. Perfect dark is close, but it's also a bit of a mess at times.

 

So are switch owners just getting an emulated version of the game with online play? No improved frame rate even?

 

I have the Xbox leaked remake, use it in an emu, it's very good. Bit buggy but totally playable. I'm guessing the new Xbox version is just a completed version of that?

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Not having played since but sunk countless hours into it back in 97, I know its going to be a major letdown and the reality of it versus my rose tinted remembrances is going to be a salutary lesson but God damn if I'm not excited to hear that silenced pistol again and start shooting guards in the balls.

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I got 20 points for completing the first mission that popped up in my mobile app but the achievement itself wouldn't appear. I think they're still hidden.

 

Edit: my game captures aren't being delivered to the mobile app either.

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Just now, Isaac said:

The Xbox version's default controls come with the most horrendous deadzone by default, but you can turn it completely off and then the handling is actually pretty decent.

You wanna try the Switch’s default setting, my brain! 

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4 minutes ago, Isaac said:

The Xbox version's default controls come with the most horrendous deadzone by default, but you can turn it completely off and then the handling is actually pretty decent.


Really? I’ve haven’t found any dead zones - nothing like compared to the game running on original hardware, which had acres. 
 

Out of interest what did you change?

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13 minutes ago, Popo said:


Really? I’ve haven’t found any dead zones - nothing like compared to the game running on original hardware, which had acres. 
 

Out of interest what did you change?

 

There is a deadzone setting in the controller options on the watch.

 

I reduced it to zero.

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I was playing the leaked Xbox 360 remaster last night, honestly it looks better than either of these. I wonder if part of the deal was that the new Xbox version couldn't look miles better than the switch.

 

I was also playing n64 version on retro arch. To be fair, these versions look better than that.

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