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GoldenEye 007 (1997 video game)

GoldenEye 007 is a 1997 first-person shooter video game developed by Rare and published by Nintendo for the Nintendo 64. Based on the 1995 James Bond film GoldenEye, the player controls the secret agent James Bond to prevent a criminal syndicate from using a satellite weapon. They navigate a series of levels to complete objectives, such as recovering or destroying objects, while shooting enemies. In a multiplayer mode, up to four players compete in several deathmatch scenarios via split-screen.

GoldenEye 007
North American box art
Developer(s)Rare[a]
Publisher(s)Nintendo
Director(s)Martin Hollis
Producer(s)Martin Hollis
Designer(s)Duncan Botwood
Programmer(s)
  • Mark Edmonds
  • Steve Ellis
Artist(s)
  • Karl Hilton
  • Adrian Smith
  • B. Jones
Composer(s)
SeriesJames Bond
Platform(s)Nintendo 64
Release
  • JP: 23 August 1997[1]
  • NA: 25 August 1997
  • UK: 7 November 1997
Genre(s)First-person shooter
Mode(s)Single-player, multiplayer

Development began in January 1995. An inexperienced team led by Martin Hollis developed GoldenEye 007 over two-and-a-half years. It was conceived as a side-scrolling platform game for the Super Nintendo Entertainment System, but evolved into a 3D shooter for the Nintendo 64 inspired by Doom (1993) and Virtua Cop (1994). Rare visited the GoldenEye set for reference, and Eon Productions and Metro-Goldwyn-Mayer allowed them to expand the game with sequences not featured in the film.

GoldenEye 007 was released in August 1997, almost two years after the release of the film but shortly before the release of its sequel Tomorrow Never Dies. It faced low expectations from the gaming media during development. However, it received critical acclaim and sold over eight million copies, making it the third-bestselling Nintendo 64 game. The game was praised for its visuals, gameplay depth and variety, and multiplayer mode. In 1998, it received the BAFTA Interactive Entertainment Games Award and four awards from the Academy of Interactive Arts & Sciences.

GoldenEye 007 demonstrated the viability of home consoles as platforms for first-person shooters, and signalled a transition from Doom-like shooters to a more realistic style. It pioneered features such as atmospheric single-player missions, stealth elements, and multiplayer console deathmatch. The game is considered one of the greatest video games ever made, with many of its elements, such as the Klobb gun, leaving an enduring impression in video game culture. A spiritual successor, Perfect Dark, was released in 2000, while a remake developed by Eurocom, GoldenEye 007, was released in 2010. The original game was rereleased in January 2023 on Xbox One via Xbox Game Pass by Xbox Game Studios and Nintendo Switch via Nintendo Switch Online + Expansion Pack by Nintendo.

Gameplay

 
When the player takes damage, red and blue bars are displayed on the game's HUD, representing Bond's health and armour levels respectively. Ammunition information is displayed at the bottom right corner.

GoldenEye 007 is a first-person shooter where the player takes the role of Secret Intelligence Service agent James Bond through a series of levels.[2] In each level, the player must complete a set of objectives while computer-controlled opponents try to hinder the player's progress.[3] Objectives range from recovering items to destroying objects, defeating enemies, or rescuing hostages. Some objectives may also require the player to use high-tech gadgets. For example, in one level, the player must use Bond's electromagnetic watch to acquire a jail cell key.[4] Although the player begins each level with a limited amount of supplies, additional weapons and ammunition can be acquired from defeated enemies.[5] There are no health-recovery items, but body armour can be acquired to provide a secondary health bar.[4]

The game features more than 20 weapons, including pistols, submachine guns, assault rifles, a sniper rifle, grenades, and throwing knives.[5] Most weapons have a finite magazine and must be reloaded after a certain number of shots.[6] Although each weapon has its own characteristics, ammunition is interchangeable between some weapon types. For example, pistols and submachine guns share the same ammunition.[5] Weapons inflict different levels of damage depending on which body part they hit. Head shots cause the most damage, while arm and leg shots inflict the least damage.[6] The Klobb, a submachine gun with a folding stock, possesses a high rate of fire and a wide bullet spread compared to other weapons, but is severely underpowered with a heavy recoil.[7] The Klobb can be dual-wielded for additional firepower.[8] Stealth is often encouraged, as frequent gunfire can alert distant guards and alarms can spawn enemies.[3] Certain weapons incorporate a suppressor or a telescopic sight to aid the player in killing enemies discreetly.[5]

Each level can be played on three difficulty settings: Agent, Secret Agent, and 00 Agent.[9] These affect aspects such as the damage enemies can withstand and inflict, the amount of ammunition available,[6] and the number of objectives that must be completed.[10] Two bonus levels can be unlocked by completing the game on Special Agent and then on 00 Agent.[9] The player may also replay previously completed levels within target times to unlock bonus cheat options such as infinite ammunition or invincibility.[11] Upon completing the game on the three difficulty settings, an additional mode is unlocked, allowing the player to customise the difficulty of a level by manually adjusting enemies' health, reaction times, aiming accuracy, and the damage they inflict.[9]

Multiplayer

GoldenEye 007 features a multiplayer mode where up to four players can compete in several deathmatch scenarios via split-screen.[3] These include Normal, You Only Live Twice, The Living Daylights, The Man With the Golden Gun, and Licence to Kill.[12] Normal is a standard mode where players score points by killing opponents. Players can be grouped in teams or compete individually.[12] You Only Live Twice gives players two lives before they are eliminated from the game, resulting in the last surviving player winning the match.[3] In Licence to Kill, players die from a single hit with any weapon.[13] Due to its high rate of fire and wide bullet spread, the Klobb is highly advantageous in this scenario.[8]

In The Man With the Golden Gun, a single Golden Gun, which is capable of killing opponents with one shot, is placed in a fixed location in the level. Once the Golden Gun is picked up, the only way to re-acquire it is by killing the player holding it.[13] In The Living Daylights, a flag is placed in a fixed location in the level, and the player who holds it the longest wins. The flag carrier cannot use weapons but can collect them to keep opponents from stocking ammunition.[12] Options such as the chosen level, characters to play as, weapons available, and game length can be customised for each scenario. Additional levels and characters can be unlocked as the player progresses through the single-player game.[12]

Plot

In 1986 Arkhangelsk, Soviet Union, MI6 has uncovered a secret chemical weapons facility at the Byelomorye Dam.[10] James Bond and fellow 00-agent Alec Trevelyan are sent to infiltrate the facility and plant explosive charges. During the mission, Trevelyan is shot by General Arkady Ourumov, while Bond escapes by commandeering an aeroplane.

Five years later in 1991, Bond is sent to investigate a satellite control station in Severnaya, Russia,[10] where programmer Boris Grishenko works.[14] In 1993, Bond investigates an unscheduled test firing of a missile in Kyrgyzstan, believed to be a cover for the launch of a satellite known as GoldenEye. This space-based weapon works by firing a concentrated electromagnetic pulse (EMP) at any Earth target to disable any electrical circuit within range. As Bond leaves the silo, he is ambushed by Ourumov and a squad of Russian troops. Ourumov manages to escape during the encounter.[10]

In 1995, Bond visits Monte Carlo to investigate the frigate La Fayette, where he rescues several hostages and plants a tracker bug on the Pirate helicopter before it is stolen by the Janus crime syndicate. Bond is then sent a second time to Severnaya, but during the mission, he is captured and locked up in the bunker's cells along with Natalya Simonova, a captive computer programmer unwilling to work with Janus.[14] They both escape the complex seconds before it is destroyed—on the orders of Ourumov—by the GoldenEye satellite's EMP. Bond next travels to Saint Petersburg, where he arranges with ex-KGB agent Valentin Zukovsky to meet the chief of the Janus organisation. This is revealed to be Alec Trevelyan—his execution by Ourumov in the Arkhangelsk facility was faked.[10]

Bond and Natalya escape from Trevelyan, but are arrested by the Russian police and taken to the military archives for interrogation. Eventually, Bond escapes the interrogation room, rescues Natalya, and communicates with Defence Minister Dimitri Mishkin, who has verified Bond's claim of Ourumov's treachery. Natalya is recaptured by General Ourumov, and Bond gives chase through the streets of St. Petersburg, eventually reaching an arms depot used by Janus. There, Bond destroys its weaponry stores and then hitches a ride on Trevelyan's ex-Soviet missile train, where he kills Ourumov and rescues Natalya. However, Alec Trevelyan and his ally Xenia Onatopp escape to their secret base in Cuba.[10]

Natalya accompanies Bond to the Caribbean. Surveying the Cuban jungle aerially, their light aircraft is shot down. Unscathed, Bond and Natalya perform a ground search of the area's heavily guarded jungle terrain but are ambushed by Xenia, who is quickly killed by Bond. Bond sneaks Natalya into the control centre to disrupt transmissions to the GoldenEye satellite and force it to burn up in the Earth's atmosphere. He then follows the fleeing Trevelyan through a series of flooded caverns, eventually arriving at the antenna of the control centre's radio telescope. Trevelyan attempts to re-align it in a final attempt to restore contact with the GoldenEye, but Bond destroys machinery vital to controlling the antenna and defeats Trevelyan in a gunfight on a platform above the dish.[10]

Development

Design

 
 
The geometry of some of the structures in the film (top) was recreated in the game (bottom).

GoldenEye 007 was developed by the British studio Rare and directed by Martin Hollis, who had previously worked as a second programmer on the coin-op version of Killer Instinct.[15] In November 1994, after Nintendo and Rare discussed the possibility of developing a game based on the upcoming James Bond film GoldenEye, Hollis told Tim Stamper, Rare's managing director, that he was interested in the project.[16] Due to the success of Rare's 1994 game Donkey Kong Country, GoldenEye 007 was originally suggested as a 2D platformer for the Super Nintendo Entertainment System.[17] However, Hollis proposed a 3D shooting game for the upcoming Nintendo 64 console.[16] He created a document with design ideas, including gadgets, weapons, characters, story digression from the film, and artificial intelligence (AI) that would react to the player.[16]

Rare named Sega's 1994 light gun shooter Virtua Cop, id Software's seminal 1993 first-person shooter Doom and the Nintendo 64 launch game Super Mario 64 as influences.[16] Features such as gun reloading, position-dependent hit reaction animations, penalties for killing innocent characters, and the aiming system that is activated with the R button of the Nintendo 64 controller were adopted from Virtua Cop.[16] The developers considered having players reload weapons by unplugging and re-inserting the Rumble Pak on the controller, but Nintendo opposed the idea.[17] The concept of several varied objectives within each mission was inspired by the multiple tasks in each stage of Super Mario 64.[18]

The team visited the studios of the GoldenEye film several times to collect photographs and blueprints of the sets.[17][19] Eon Productions and MGM, the companies that control the James Bond films, granted the team a broad licence,[20] and many levels were extended or modified to allow the player to participate in sequences not seen in the film.[16] Although the reference material was used for authenticity, the team was not afraid to add to it to help the game design.[17] John Woo films such as Hard Boiled influenced the visual effects and kinetic moments. Details such as bullet marks on walls, cartridge cases being ejected from guns, and objects exploding were part of the design.[16] Hollis wanted players to receive a lot of feedback from the environment when they shot.[20]

The team considered implementing both on-rails and free-roaming modes because they did not know how the Nintendo 64 controller would work,[16] and the game's gas plant location was modelled with a predetermined path in mind.[17] A modified Sega Saturn controller was used for some early playtesting.[17] The designers' initial priority was purely on the creation of interesting spaces; level design and balance considerations such as the placement of start and exit points, characters and objectives did not begin until this process was complete.[16] According to Hollis, this unplanned approach gave many levels a realistic and non-linear feel, with several rooms having no direct relevance to a level.[16]

Production

 
An SGI Onyx graphics workstation was used during the first stages of development.

Work on GoldenEye 007 began in January 1995[21] with a team hired by Hollis: programmer Mark Edmonds, background artist Karl Hilton, and character artist B. Jones.[20] Edmonds focused on creating a game engine that could render 3D graphics from art packages into Nintendo 64 data structures.[16] Hilton modelled levels based on the film material, while Jones constructed characters based on photos and costumes they had.[16] Since final Nintendo 64 specifications and development kits were not initially available to Rare, the team had to estimate the finalised console's capabilities using an SGI Onyx workstation and Nintendo's custom NINGEN development software.[16][19] In the following months, designer Duncan Botwood joined the team to construct the levels. The first year was spent producing art assets and developing the engine, which originally only allowed the player and enemies to move around a virtual environment.[16]

After the first year of development, Rare added more staff to the project. The first addition was designer David Doak, who helped with the level designs and worked on the AI scripting.[16] He explained how the stealth elements were implemented: "Whenever you fired a gun, it had a radius test and alerted the non-player characters within that radius. If you fired the same gun again within a certain amount of time, it did a larger radius test and I think there was a third even larger radius after that. It meant if you found one guy and shot him in the head and then didn't fire again, the timer would reset."[17] Windows throughout the game were programmed so that enemies cannot see through them. Though unrealistic, this encouraged the player to use windows to spy on enemies.[16]

Hollis hired a second programmer, Steve Ellies, six months later.[16] Although Ellies assisted the development team in many areas and programmed the cheat options, he was mostly responsible for implementing the multiplayer mode,[20] which was added roughly six months before release.[22] According to Doak, Ellies "sat in a room with all the code written for a single-player game and turned GoldenEye into a multiplayer game."[23] The team spent numerous late evenings playtesting it.[21] The multiplayer levels are based on single-player missions and some of them do not support four players because they were initially not designed to handle multiplayer action.[22] A firing range was modelled as an environment, but was not added.[20]

 
A variant of the Škorpion, which inspired the visual design of the Klobb

Because the team assumed they could use anything from the James Bond universe, the multiplayer mode features characters that appear in previous Bond films.[24] Actors who portrayed Bond in previous films were playable during development, but were removed because Rare was unable to get Sean Connery's permission to use his likeness.[25] Despite their fictional names, most weapons were modelled after real-world firearms such as the Walther PPK, the AK-47, and the FN P90. The Klobb was inspired by the Škorpion, a Czechoslovak submachine gun with a folding stock.[8] Its name was chosen to honor Ken Lobb, who was Rare's Nintendo-side producer and contact at the time. Another weapon, the DD44 Dostovei, was named after Doak's initials.[8] Adrian Smith, the game's third and last artist, who had already worked on some games at Rare,[16] was in charge of producing visual effects such as muzzle flashes and explosions. He mentioned the 1995 film Heat as an influence.[20]

The final Nintendo 64 hardware could render polygons faster than the SGI Onyx workstation the development team had been using. This helped the developers significantly, as some backgrounds rendered at 2 frames per second on the Onyx without even drawing enemies, objects, or Bond's gun.[16] However, the textures had to be cut down by half.[17] Hilton explained one method of improving performance: "A lot of GoldenEye is in black and white. RGB colour textures cost a lot more in terms of processing power. You could do double the resolution if you used greyscale, so a lot was done like that. If I needed a bit of colour, I'd add it in the vertex."[17] When Super Mario 64 was released in 1996, the 3D collision detection system was influential for Hollis because GoldenEye 007 was originally using a 2D method.[17]

The music was primarily composed by Graeme Norgate and Grant Kirkhope. Norgate previously penned the music of Blast Corps, while Kirkhope composed the music of Donkey Kong Land 2.[22] Robin Beanland, the game's third composer, only wrote the elevator music that can be heard in certain levels.[20] All the sound effects were created by Norgate and a lot of effort was put into combining and permuting sounds in different ways to create a satisfying feel.[20] According to Hollis, whenever the player shoots a gun, up to nine different sound effects will randomly trigger.[20] When the game was reviewed by Nintendo shortly before it was released, the company was slightly concerned about the amount of violence and gunplay. As a result, the team toned down the killing and added an end credits sequence that introduces all the non-player characters, giving the game a filmic sense.[18] The game received a Teen rating from the Entertainment Software Rating Board.[22]

GoldenEye 007 was released on a 96-megabit cartridge on 25 August 1997.[26][27] Although this was over a year and a half after the release of the GoldenEye film, the game benefited from publicity for the upcoming James Bond film Tomorrow Never Dies.[3] Every cartridge of the game contains a ZX Spectrum emulator with ten Rare developed games. This function was originally made as an experimental side project by Rare and was deactivated in the final version, but has since been unlocked through fan-made patches.[28] The development of GoldenEye 007 took more than two and a half years to complete and had a budget of US$2 million.[18]

Reception

Despite low expectations among the gaming media and an unsuccessful showing at the Electronic Entertainment Expo in Atlanta in 1997,[16][36] GoldenEye 007 received widespread acclaim from critics and was a commercial success.[29] In 1998, it sold approximately 2.1 million copies.[37] By 2001, it had sold over seven million copies worldwide.[38] Overall, GoldenEye 007 sold more than eight million units worldwide, making it the third-best-selling Nintendo 64 game, behind Super Mario 64 and Mario Kart 64.[16][39] According to a paper published on the website of the Entertainment Software Association, the game grossed $250 million worldwide.[40]

Graphically, GoldenEye 007 was praised for its varied and detailed environments,[3][30][32][41] realistic animations,[3][32][33][41] and special effects such as glass transparencies and lingering smoke.[3][2] Nintendo Power said the frame rate in multiplayer games was high,[34] while Electronic Gaming Monthly described it as somewhat choppy and sluggish.[30] The zoomable sniper rifle was praised as one of the most impressive and entertaining features,[30][31][42] with Edge describing it as a "novel twist"[3] and Jeff Gerstmann of GameSpot noting its ability to alleviate the distance fog.[32] The music was praised for its inclusion of the "James Bond Theme" and for adding ambience.[2][32][33][41] Some levels begin in lifts and feature transitions from elevator music to full soundtracks, which Gerstmann cited as an illustration of the attention to detail.[32]

The gameplay was highlighted for its depth and requiring more stealth and intelligence than earlier first-person shooters.[30][35][2][32][33][41] IGN's Doug Perry called GoldenEye 007 an immersive game which "blends smart strategy gameplay with fast-action gunmanship".[2] Similarly, Greg Sewart of Gaming Age remarked that players have "a bit of freedom as to what they want to do in any given situation, and what order the directives are completed in".[35] Reviewers also enjoyed the wide variety of weapons and the multi-objective-based missions, stating that they kept the game fresh.[30][35][3][2][33][41] The controls were praised for being more intuitive than Acclaim's earlier well-received Nintendo 64 first-person shooter Turok: Dinosaur Hunter,[2][43] though some found the cursor targeting difficult to master.[30][41] GameRevolution credited the gameplay for being realistic and different from other shooters, but also criticised the campaign for being badly paced. The publication noted that GoldenEye 007 "takes it for granted that you have already seen the movie" and that players may get stuck due to the game's lack of orientation.[31]

At the time, GoldenEye 007 was considered the best multiplayer game on the system,[30][2][33] "edging Mario Kart 64 by a hair" according to IGN.[2] Edge called it addictive and praised the originality of some of the scenarios such as You Only Live Twice.[3] GamePro said the multiplayer modes "will have you shooting your friends for the rest of the year",[41] while Next Generation highlighted the number of multiplayer options, calling GoldenEye 007 "a surprising killer app, if only for the smashing multiplayer options. The excellent single-player game backing it up makes it well worth buying indeed."[33] The game was also hailed for its accurate and detailed adaptation of the film,[3][30][32][2][41] with GamePro going so far as to call it "one of the best movie-to-game translations ever".[41] The ability to use numerous signature Bond gadgets and weapons was considered a particularly strong element in this regard.[3][30][2][41] Crispin Boyer of Electronic Gaming Monthly stated that Rare "has packed everything that's cool about 007 into this game."[30]

GoldenEye 007 received multiple year-end awards, including the BAFTA Interactive Entertainment Games Award in 1998,[44] and four awards from the inaugural AIAS Interactive Achievement Awards: Interactive Title of the Year, Console Game of the Year, Console Action Game of the Year, and Outstanding Achievement in Software Engineering; it was also nominated for Outstanding Achievement in Art/Graphics and Outstanding Achievement in Interactive Design.[45] Electronic Gaming Monthly named it both Most Addictive Game and Best Movie to Game in their 1998 Video Game Buyer's Guide,[46] and Game of the Year in their Editor's Choice Awards.[47] Rare won the BAFTA award for Best UK Developer.[44]

Legacy

Retrospective appraisal

GoldenEye 007 has been credited for proving that it is possible to create a "fun" first-person shooter experience on a home console in both single-player and multiplayer modes—when the game was released, the first-person shooter genre was primarily for PC games.[48] The game opened the genre to the console market,[48] and it has been credited for paving the way for the popularity of Halo and Call of Duty.[49] The game's introduction of a multiplayer deathmatch mode on a console is often credited for having revolutionised the genre,[50] with Edge stating that it set the standard for multiplayer console combat until it was surpassed by Halo: Combat Evolved in 2001.[51] GoldenEye 007 also introduced stealth elements that were unprecedented in first-person shooters.[17] The game's use of realistic gameplay, which contrasted with the approaches taken by Doom clones,[2] and its context-sensitive hit locations on enemies added a realism that was previously unseen in video games,[52] although the 1996 Team Fortress computer mod for Quake had previously introduced headshots.[53] Alongside Shiny Entertainment's 1997 third-person shooter MDK, GoldenEye 007 has been credited with pioneering and popularising the now-standard inclusion of scoped sniper rifles in video games.[42]

GoldenEye 007 is frequently cited as one of the greatest video games of all time. Shortly after its release in 1997, Electronic Gaming Monthly ranked GoldenEye 007 the 25th best console video game of all time, calling it "easily the best movie game, and, more importantly, the best first-person game ever."[54] In 1999, Next Generation editors placed GoldenEye 007 at No. 10 on their list of Top 50 Games of All Time, commenting, "Marrying Doom-style shooting with trademark Bond missions, GoldenEye is the perfect thinking-man's shooter."[55] In 2000, Computer and Video Games readers ranked GoldenEye 007 first place in the magazine's poll of 100 Greatest Games of All Time,[56] and fifth in a similar poll the following year.[57] In 2001, Game Informer ranked the game 16th on its list of Top 100 Games of All Time.[58] In 2004, Retro Gamer readers voted GoldenEye 007 as the 33rd greatest retro game, with editors calling it "easily the best Bond game to date."[59] In 2005, IGN editors ranked the game 29th on their list of Top 100 Games of All Time,[60] while readers placed it at seventh on a separate list.[61] In 2009, Official Nintendo Magazine ranked the game 55th on a list of greatest Nintendo games.[62]

Edge has featured GoldenEye 007 prominently in several "greatest game" lists. The game was ranked third in a staff-voted poll in 2000,[63] was included as one of the publication's top ten shooters in 2003,[36] and was placed at No. 17 in a staff, reader, and gaming industry-voted poll in 2007.[64] Although Edge awarded GoldenEye 007 a score of 9 out of 10 upon its release, the publication acknowledged in 2013 that the game should have received the highest score.[65] With its eight million copies sold, GoldenEye 007 was a significant contributor in helping the Nintendo 64 remain competitive against the PlayStation,[48] although Nintendo ultimately lost much of the market share.[66] GamePro called GoldenEye 007 the console killer app of the 1990s and the greatest licensed game from a film of all time,[67] while Nintendo Power considered the multiplayer mode one of the greatest multiplayer experiences in Nintendo history.[68]

In a retrospective analysis, Nintendo Life editor Mark Reece gave GoldenEye 007 eight out of ten, stating that although the multiplayer mode stands up well, its graphics, audio and "fiddly" aiming system are dated.[69] He noted that GoldenEye 007's approach to difficulty settings provides considerable replay value, but is a system rarely used in modern first-person shooters.[69] Writing for NME on the game's 20th anniversary, journalist Mark Beaumont highlighted the immersive graphics, aesthetic, location-based damage on enemies, and revolutionary multiplayer mode, stating that it "helped to introduce gaming as a group event".[70] In 2011, the game was selected as one of 80 games from the past 40 years to be placed in the Art of Video Games exhibit in the Smithsonian American Art Museum in Washington, DC.[71]

The Klobb

The Klobb has been retrospectively described by critics as a memorable aspect of the gameplay of GoldenEye 007, albeit for its negative traits; despite its high rate of fire, it deals a low amount of damage and is extremely inaccurate.[7][72][73][74][75] In a contemporaneous review, Edge remarked that the ability to dual-wield the Klobb is one of the most satisfying moments, and argued that it is likely to be remembered by players unlike the vast majority of video game weapons.[76] In their view, imperfection adds both realism and unpredictability to a game, and that the moments created by this were something that designers were beginning to realize were just as valuable as creating a "perfect" weapon.[8] Simon Parkin of Eurogamer noted the naming of the Klobb as one of the first times that issues arose over using real-life gun names for in-game weapons, as GoldenEye 007 was one of the first console games to feature 3D firearms.[77] Parkin noted that while the invented gun names were "acceptable in the fictional universe of James Bond", he emphasized that "for those games based around real armed forces, the inclusion of brand names was necessary to remain faithful to the source material."[77] The gun was included in the video game Too Human as "KLOBB", due to Ken Lobb's association with the game's developers, Silicon Knights.[78]

Rerelease

An Xbox Live Arcade (XBLA) remaster was in development at Rare for several months in 2008.[79] The remaster was set to add several new features, including online multiplayer and the ability to toggle between the original and updated graphics.[80] Though it reportedly needed only two more months of development before it was finished, the remaster was cancelled because Nintendo, MGM, and Microsoft, which acquired Rare in 2002, were unable to come to a licensing agreement.[81] According to Rare's Ross Bury, Mark Edmonds, and Chris Tilston, Rare began developing the remaster in late 2006, shortly after the Stamper brothers had left Rare and after the company had completed Perfect Dark Zero and Kameo. Microsoft had suggested that GoldenEye 007 would be appropriate for XBLA, leading Rare to start on the remaster prior to getting Nintendo's permission, believing it would not have been a problem because GoldenEye 007 was one of the most popular Nintendo 64 games. Rare had completed the conversion and removed most of the bugs before they learned that Nintendo had not cleared it. This halted development until negotiation on rights could be discussed, which ultimately fell through.[82][83] In January 2021, a full playthrough of a prototype of the XBLA version was streamed to YouTube, showcasing improved graphics running at 60 frames per second.[84] Later, a near-final playable ROM image of the XBLA game was leaked online from an unknown source.[85]

In January 2022, achievements for an Xbox One version of GoldenEye 007 were leaked. In June 2022, the same leaked achievements were seen on Xbox servers.[86] VGC and Eurogamer reported that the leaked achievements suggested an official release was imminent.[87][88] In September 2022, Nintendo and Rare announced the Nintendo 64 version would be rereleased on Xbox One and Xbox Series X/S through Xbox Game Pass, and on Nintendo Switch through the Nintendo Switch Online + Expansion Pack subscription service.[89][90] The Xbox version was remastered by Code Mystics and supports 4K resolution displays, but does not include any of the enhancements from the canceled XBLA remaster. The Switch release is playable in both the original 4:3 aspect ratio as well as widescreen, and is the only one to feature online multiplayer, via the Nintendo Switch Online emulator's built-in online multiplayer functionality.[91][80] Both versions were published by Rare on 27 January 2023.[92][91] Players who digitally purchased Rare's 2015 Xbox One compilation Rare Replay received the game for free.[93]

Related games

After GoldenEye 007 was released, Rare began development of a spiritual successor, Perfect Dark.[94] Using an upgraded version of the GoldenEye 007 game engine, Perfect Dark was released for the Nintendo 64 in 2000.[95] Although the game features a setting and storyline unrelated to James Bond, it shares many gameplay features, including a similar control scheme, mission objectives that vary with difficulty settings, and cheat options unlockable through quick level completions.[95] While Perfect Dark was still in development, Martin Hollis left Rare to work as a consultant on the development of the GameCube at Nintendo of America.[15] Other members of the GoldenEye 007 team also left the studio to form Free Radical Design.[96][23] The company developed the TimeSplitters series of first-person shooters. These games contain several references to GoldenEye 007, including the design of the health-HUD, the nature of the aiming system, and the Russian dam setting of the opening level of TimeSplitters 2.[97][98][99]

After forming a partnership with MGM in late 1998,[100] Electronic Arts published games based on then-recent James Bond films, Tomorrow Never Dies and The World Is Not Enough, as well as entirely original ones, including Agent Under Fire, Nightfire, Everything or Nothing and GoldenEye: Rogue Agent.[101] Although Nintendo considered the possibility of bringing GoldenEye 007 to the Wii's Virtual Console in 2006,[102] the game was never released for the platform due to legal issues involving the numerous licence holders with rights to the game and to the James Bond intellectual property.[103] In 2006, the James Bond game licence was acquired by Activision.[104][105] Activision published more games, including Quantum of Solace, Blood Stone and a 2010 remake of GoldenEye 007. The remake features Daniel Craig as the playable character, contemporary first-person shooter conventions, new level layouts, and online multiplayer.[106] Activision lost the James Bond game licence in 2014.[25]

In 2010, an independent development team released GoldenEye: Source, a multiplayer-only total conversion mod that runs on the Source engine.[107] GoldenEye 007 had initially been intended for inclusion in Rare Replay; a behind-the-scenes featurette for the compilation was produced, but was not released until being leaked in 2019.[25] A fan remake powered by Unreal Engine 4, GoldenEye 25, was in development and originally scheduled for a 2022 release in honour of the game's 25th anniversary, but it was retooled into an original property called S.P.I.E.S. after MGM sent a cease and desist letter to the developers.[108]

Notes

  1. ^ Xbox release developed by Code Mystics.

References

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External links

goldeneye, 1997, video, game, goldeneye, 1997, first, person, shooter, video, game, developed, rare, published, nintendo, nintendo, based, 1995, james, bond, film, goldeneye, player, controls, secret, agent, james, bond, prevent, criminal, syndicate, from, usi. GoldenEye 007 is a 1997 first person shooter video game developed by Rare and published by Nintendo for the Nintendo 64 Based on the 1995 James Bond film GoldenEye the player controls the secret agent James Bond to prevent a criminal syndicate from using a satellite weapon They navigate a series of levels to complete objectives such as recovering or destroying objects while shooting enemies In a multiplayer mode up to four players compete in several deathmatch scenarios via split screen GoldenEye 007North American box artDeveloper s Rare a Publisher s NintendoDirector s Martin HollisProducer s Martin HollisDesigner s Duncan BotwoodProgrammer s Mark Edmonds Steve EllisArtist s Karl Hilton Adrian Smith B JonesComposer s Graeme Norgate Grant Kirkhope Robin BeanlandSeriesJames BondPlatform s Nintendo 64ReleaseJP 23 August 1997 1 NA 25 August 1997UK 7 November 1997Genre s First person shooterMode s Single player multiplayerDevelopment began in January 1995 An inexperienced team led by Martin Hollis developed GoldenEye 007 over two and a half years It was conceived as a side scrolling platform game for the Super Nintendo Entertainment System but evolved into a 3D shooter for the Nintendo 64 inspired by Doom 1993 and Virtua Cop 1994 Rare visited the GoldenEye set for reference and Eon Productions and Metro Goldwyn Mayer allowed them to expand the game with sequences not featured in the film GoldenEye 007 was released in August 1997 almost two years after the release of the film but shortly before the release of its sequel Tomorrow Never Dies It faced low expectations from the gaming media during development However it received critical acclaim and sold over eight million copies making it the third bestselling Nintendo 64 game The game was praised for its visuals gameplay depth and variety and multiplayer mode In 1998 it received the BAFTA Interactive Entertainment Games Award and four awards from the Academy of Interactive Arts amp Sciences GoldenEye 007 demonstrated the viability of home consoles as platforms for first person shooters and signalled a transition from Doom like shooters to a more realistic style It pioneered features such as atmospheric single player missions stealth elements and multiplayer console deathmatch The game is considered one of the greatest video games ever made with many of its elements such as the Klobb gun leaving an enduring impression in video game culture A spiritual successor Perfect Dark was released in 2000 while a remake developed by Eurocom GoldenEye 007 was released in 2010 The original game was rereleased in January 2023 on Xbox One via Xbox Game Pass by Xbox Game Studios and Nintendo Switch via Nintendo Switch Online Expansion Pack by Nintendo Contents 1 Gameplay 1 1 Multiplayer 2 Plot 3 Development 3 1 Design 3 2 Production 4 Reception 5 Legacy 5 1 Retrospective appraisal 5 2 The Klobb 5 3 Rerelease 5 4 Related games 6 Notes 7 References 8 External linksGameplay Edit When the player takes damage red and blue bars are displayed on the game s HUD representing Bond s health and armour levels respectively Ammunition information is displayed at the bottom right corner GoldenEye 007 is a first person shooter where the player takes the role of Secret Intelligence Service agent James Bond through a series of levels 2 In each level the player must complete a set of objectives while computer controlled opponents try to hinder the player s progress 3 Objectives range from recovering items to destroying objects defeating enemies or rescuing hostages Some objectives may also require the player to use high tech gadgets For example in one level the player must use Bond s electromagnetic watch to acquire a jail cell key 4 Although the player begins each level with a limited amount of supplies additional weapons and ammunition can be acquired from defeated enemies 5 There are no health recovery items but body armour can be acquired to provide a secondary health bar 4 The game features more than 20 weapons including pistols submachine guns assault rifles a sniper rifle grenades and throwing knives 5 Most weapons have a finite magazine and must be reloaded after a certain number of shots 6 Although each weapon has its own characteristics ammunition is interchangeable between some weapon types For example pistols and submachine guns share the same ammunition 5 Weapons inflict different levels of damage depending on which body part they hit Head shots cause the most damage while arm and leg shots inflict the least damage 6 The Klobb a submachine gun with a folding stock possesses a high rate of fire and a wide bullet spread compared to other weapons but is severely underpowered with a heavy recoil 7 The Klobb can be dual wielded for additional firepower 8 Stealth is often encouraged as frequent gunfire can alert distant guards and alarms can spawn enemies 3 Certain weapons incorporate a suppressor or a telescopic sight to aid the player in killing enemies discreetly 5 Each level can be played on three difficulty settings Agent Secret Agent and 00 Agent 9 These affect aspects such as the damage enemies can withstand and inflict the amount of ammunition available 6 and the number of objectives that must be completed 10 Two bonus levels can be unlocked by completing the game on Special Agent and then on 00 Agent 9 The player may also replay previously completed levels within target times to unlock bonus cheat options such as infinite ammunition or invincibility 11 Upon completing the game on the three difficulty settings an additional mode is unlocked allowing the player to customise the difficulty of a level by manually adjusting enemies health reaction times aiming accuracy and the damage they inflict 9 Multiplayer Edit GoldenEye 007 features a multiplayer mode where up to four players can compete in several deathmatch scenarios via split screen 3 These include Normal You Only Live Twice The Living Daylights The Man With the Golden Gun and Licence to Kill 12 Normal is a standard mode where players score points by killing opponents Players can be grouped in teams or compete individually 12 You Only Live Twice gives players two lives before they are eliminated from the game resulting in the last surviving player winning the match 3 In Licence to Kill players die from a single hit with any weapon 13 Due to its high rate of fire and wide bullet spread the Klobb is highly advantageous in this scenario 8 In The Man With the Golden Gun a single Golden Gun which is capable of killing opponents with one shot is placed in a fixed location in the level Once the Golden Gun is picked up the only way to re acquire it is by killing the player holding it 13 In The Living Daylights a flag is placed in a fixed location in the level and the player who holds it the longest wins The flag carrier cannot use weapons but can collect them to keep opponents from stocking ammunition 12 Options such as the chosen level characters to play as weapons available and game length can be customised for each scenario Additional levels and characters can be unlocked as the player progresses through the single player game 12 Plot EditMain article GoldenEye Plot In 1986 Arkhangelsk Soviet Union MI6 has uncovered a secret chemical weapons facility at the Byelomorye Dam 10 James Bond and fellow 00 agent Alec Trevelyan are sent to infiltrate the facility and plant explosive charges During the mission Trevelyan is shot by General Arkady Ourumov while Bond escapes by commandeering an aeroplane Five years later in 1991 Bond is sent to investigate a satellite control station in Severnaya Russia 10 where programmer Boris Grishenko works 14 In 1993 Bond investigates an unscheduled test firing of a missile in Kyrgyzstan believed to be a cover for the launch of a satellite known as GoldenEye This space based weapon works by firing a concentrated electromagnetic pulse EMP at any Earth target to disable any electrical circuit within range As Bond leaves the silo he is ambushed by Ourumov and a squad of Russian troops Ourumov manages to escape during the encounter 10 In 1995 Bond visits Monte Carlo to investigate the frigate La Fayette where he rescues several hostages and plants a tracker bug on the Pirate helicopter before it is stolen by the Janus crime syndicate Bond is then sent a second time to Severnaya but during the mission he is captured and locked up in the bunker s cells along with Natalya Simonova a captive computer programmer unwilling to work with Janus 14 They both escape the complex seconds before it is destroyed on the orders of Ourumov by the GoldenEye satellite s EMP Bond next travels to Saint Petersburg where he arranges with ex KGB agent Valentin Zukovsky to meet the chief of the Janus organisation This is revealed to be Alec Trevelyan his execution by Ourumov in the Arkhangelsk facility was faked 10 Bond and Natalya escape from Trevelyan but are arrested by the Russian police and taken to the military archives for interrogation Eventually Bond escapes the interrogation room rescues Natalya and communicates with Defence Minister Dimitri Mishkin who has verified Bond s claim of Ourumov s treachery Natalya is recaptured by General Ourumov and Bond gives chase through the streets of St Petersburg eventually reaching an arms depot used by Janus There Bond destroys its weaponry stores and then hitches a ride on Trevelyan s ex Soviet missile train where he kills Ourumov and rescues Natalya However Alec Trevelyan and his ally Xenia Onatopp escape to their secret base in Cuba 10 Natalya accompanies Bond to the Caribbean Surveying the Cuban jungle aerially their light aircraft is shot down Unscathed Bond and Natalya perform a ground search of the area s heavily guarded jungle terrain but are ambushed by Xenia who is quickly killed by Bond Bond sneaks Natalya into the control centre to disrupt transmissions to the GoldenEye satellite and force it to burn up in the Earth s atmosphere He then follows the fleeing Trevelyan through a series of flooded caverns eventually arriving at the antenna of the control centre s radio telescope Trevelyan attempts to re align it in a final attempt to restore contact with the GoldenEye but Bond destroys machinery vital to controlling the antenna and defeats Trevelyan in a gunfight on a platform above the dish 10 Development EditDesign Edit The geometry of some of the structures in the film top was recreated in the game bottom GoldenEye 007 was developed by the British studio Rare and directed by Martin Hollis who had previously worked as a second programmer on the coin op version of Killer Instinct 15 In November 1994 after Nintendo and Rare discussed the possibility of developing a game based on the upcoming James Bond film GoldenEye Hollis told Tim Stamper Rare s managing director that he was interested in the project 16 Due to the success of Rare s 1994 game Donkey Kong Country GoldenEye 007 was originally suggested as a 2D platformer for the Super Nintendo Entertainment System 17 However Hollis proposed a 3D shooting game for the upcoming Nintendo 64 console 16 He created a document with design ideas including gadgets weapons characters story digression from the film and artificial intelligence AI that would react to the player 16 Rare named Sega s 1994 light gun shooter Virtua Cop id Software s seminal 1993 first person shooter Doom and the Nintendo 64 launch game Super Mario 64 as influences 16 Features such as gun reloading position dependent hit reaction animations penalties for killing innocent characters and the aiming system that is activated with the R button of the Nintendo 64 controller were adopted from Virtua Cop 16 The developers considered having players reload weapons by unplugging and re inserting the Rumble Pak on the controller but Nintendo opposed the idea 17 The concept of several varied objectives within each mission was inspired by the multiple tasks in each stage of Super Mario 64 18 The team visited the studios of the GoldenEye film several times to collect photographs and blueprints of the sets 17 19 Eon Productions and MGM the companies that control the James Bond films granted the team a broad licence 20 and many levels were extended or modified to allow the player to participate in sequences not seen in the film 16 Although the reference material was used for authenticity the team was not afraid to add to it to help the game design 17 John Woo films such as Hard Boiled influenced the visual effects and kinetic moments Details such as bullet marks on walls cartridge cases being ejected from guns and objects exploding were part of the design 16 Hollis wanted players to receive a lot of feedback from the environment when they shot 20 The team considered implementing both on rails and free roaming modes because they did not know how the Nintendo 64 controller would work 16 and the game s gas plant location was modelled with a predetermined path in mind 17 A modified Sega Saturn controller was used for some early playtesting 17 The designers initial priority was purely on the creation of interesting spaces level design and balance considerations such as the placement of start and exit points characters and objectives did not begin until this process was complete 16 According to Hollis this unplanned approach gave many levels a realistic and non linear feel with several rooms having no direct relevance to a level 16 Production Edit An SGI Onyx graphics workstation was used during the first stages of development Work on GoldenEye 007 began in January 1995 21 with a team hired by Hollis programmer Mark Edmonds background artist Karl Hilton and character artist B Jones 20 Edmonds focused on creating a game engine that could render 3D graphics from art packages into Nintendo 64 data structures 16 Hilton modelled levels based on the film material while Jones constructed characters based on photos and costumes they had 16 Since final Nintendo 64 specifications and development kits were not initially available to Rare the team had to estimate the finalised console s capabilities using an SGI Onyx workstation and Nintendo s custom NINGEN development software 16 19 In the following months designer Duncan Botwood joined the team to construct the levels The first year was spent producing art assets and developing the engine which originally only allowed the player and enemies to move around a virtual environment 16 After the first year of development Rare added more staff to the project The first addition was designer David Doak who helped with the level designs and worked on the AI scripting 16 He explained how the stealth elements were implemented Whenever you fired a gun it had a radius test and alerted the non player characters within that radius If you fired the same gun again within a certain amount of time it did a larger radius test and I think there was a third even larger radius after that It meant if you found one guy and shot him in the head and then didn t fire again the timer would reset 17 Windows throughout the game were programmed so that enemies cannot see through them Though unrealistic this encouraged the player to use windows to spy on enemies 16 Hollis hired a second programmer Steve Ellies six months later 16 Although Ellies assisted the development team in many areas and programmed the cheat options he was mostly responsible for implementing the multiplayer mode 20 which was added roughly six months before release 22 According to Doak Ellies sat in a room with all the code written for a single player game and turned GoldenEye into a multiplayer game 23 The team spent numerous late evenings playtesting it 21 The multiplayer levels are based on single player missions and some of them do not support four players because they were initially not designed to handle multiplayer action 22 A firing range was modelled as an environment but was not added 20 A variant of the Skorpion which inspired the visual design of the Klobb Because the team assumed they could use anything from the James Bond universe the multiplayer mode features characters that appear in previous Bond films 24 Actors who portrayed Bond in previous films were playable during development but were removed because Rare was unable to get Sean Connery s permission to use his likeness 25 Despite their fictional names most weapons were modelled after real world firearms such as the Walther PPK the AK 47 and the FN P90 The Klobb was inspired by the Skorpion a Czechoslovak submachine gun with a folding stock 8 Its name was chosen to honor Ken Lobb who was Rare s Nintendo side producer and contact at the time Another weapon the DD44 Dostovei was named after Doak s initials 8 Adrian Smith the game s third and last artist who had already worked on some games at Rare 16 was in charge of producing visual effects such as muzzle flashes and explosions He mentioned the 1995 film Heat as an influence 20 The final Nintendo 64 hardware could render polygons faster than the SGI Onyx workstation the development team had been using This helped the developers significantly as some backgrounds rendered at 2 frames per second on the Onyx without even drawing enemies objects or Bond s gun 16 However the textures had to be cut down by half 17 Hilton explained one method of improving performance A lot of GoldenEye is in black and white RGB colour textures cost a lot more in terms of processing power You could do double the resolution if you used greyscale so a lot was done like that If I needed a bit of colour I d add it in the vertex 17 When Super Mario 64 was released in 1996 the 3D collision detection system was influential for Hollis because GoldenEye 007 was originally using a 2D method 17 The music was primarily composed by Graeme Norgate and Grant Kirkhope Norgate previously penned the music of Blast Corps while Kirkhope composed the music of Donkey Kong Land 2 22 Robin Beanland the game s third composer only wrote the elevator music that can be heard in certain levels 20 All the sound effects were created by Norgate and a lot of effort was put into combining and permuting sounds in different ways to create a satisfying feel 20 According to Hollis whenever the player shoots a gun up to nine different sound effects will randomly trigger 20 When the game was reviewed by Nintendo shortly before it was released the company was slightly concerned about the amount of violence and gunplay As a result the team toned down the killing and added an end credits sequence that introduces all the non player characters giving the game a filmic sense 18 The game received a Teen rating from the Entertainment Software Rating Board 22 GoldenEye 007 was released on a 96 megabit cartridge on 25 August 1997 26 27 Although this was over a year and a half after the release of the GoldenEye film the game benefited from publicity for the upcoming James Bond film Tomorrow Never Dies 3 Every cartridge of the game contains a ZX Spectrum emulator with ten Rare developed games This function was originally made as an experimental side project by Rare and was deactivated in the final version but has since been unlocked through fan made patches 28 The development of GoldenEye 007 took more than two and a half years to complete and had a budget of US 2 million 18 Reception EditReceptionAggregate scoreAggregatorScoreMetacritic96 100 29 Review scoresPublicationScoreEdge9 10 3 Electronic Gaming Monthly9 38 10 30 Game Informer8 5 10 26 GameRevolutionA 31 GameSpot9 8 10 32 IGN9 7 10 2 N64 Magazine94 9 Next Generation 33 Nintendo Power9 10 34 Gaming Age9 1 10 35 Despite low expectations among the gaming media and an unsuccessful showing at the Electronic Entertainment Expo in Atlanta in 1997 16 36 GoldenEye 007 received widespread acclaim from critics and was a commercial success 29 In 1998 it sold approximately 2 1 million copies 37 By 2001 it had sold over seven million copies worldwide 38 Overall GoldenEye 007 sold more than eight million units worldwide making it the third best selling Nintendo 64 game behind Super Mario 64 and Mario Kart 64 16 39 According to a paper published on the website of the Entertainment Software Association the game grossed 250 million worldwide 40 Graphically GoldenEye 007 was praised for its varied and detailed environments 3 30 32 41 realistic animations 3 32 33 41 and special effects such as glass transparencies and lingering smoke 3 2 Nintendo Power said the frame rate in multiplayer games was high 34 while Electronic Gaming Monthly described it as somewhat choppy and sluggish 30 The zoomable sniper rifle was praised as one of the most impressive and entertaining features 30 31 42 with Edge describing it as a novel twist 3 and Jeff Gerstmann of GameSpot noting its ability to alleviate the distance fog 32 The music was praised for its inclusion of the James Bond Theme and for adding ambience 2 32 33 41 Some levels begin in lifts and feature transitions from elevator music to full soundtracks which Gerstmann cited as an illustration of the attention to detail 32 The gameplay was highlighted for its depth and requiring more stealth and intelligence than earlier first person shooters 30 35 2 32 33 41 IGN s Doug Perry called GoldenEye 007 an immersive game which blends smart strategy gameplay with fast action gunmanship 2 Similarly Greg Sewart of Gaming Age remarked that players have a bit of freedom as to what they want to do in any given situation and what order the directives are completed in 35 Reviewers also enjoyed the wide variety of weapons and the multi objective based missions stating that they kept the game fresh 30 35 3 2 33 41 The controls were praised for being more intuitive than Acclaim s earlier well received Nintendo 64 first person shooter Turok Dinosaur Hunter 2 43 though some found the cursor targeting difficult to master 30 41 GameRevolution credited the gameplay for being realistic and different from other shooters but also criticised the campaign for being badly paced The publication noted that GoldenEye 007 takes it for granted that you have already seen the movie and that players may get stuck due to the game s lack of orientation 31 At the time GoldenEye 007 was considered the best multiplayer game on the system 30 2 33 edging Mario Kart 64 by a hair according to IGN 2 Edge called it addictive and praised the originality of some of the scenarios such as You Only Live Twice 3 GamePro said the multiplayer modes will have you shooting your friends for the rest of the year 41 while Next Generation highlighted the number of multiplayer options calling GoldenEye 007 a surprising killer app if only for the smashing multiplayer options The excellent single player game backing it up makes it well worth buying indeed 33 The game was also hailed for its accurate and detailed adaptation of the film 3 30 32 2 41 with GamePro going so far as to call it one of the best movie to game translations ever 41 The ability to use numerous signature Bond gadgets and weapons was considered a particularly strong element in this regard 3 30 2 41 Crispin Boyer of Electronic Gaming Monthly stated that Rare has packed everything that s cool about 007 into this game 30 GoldenEye 007 received multiple year end awards including the BAFTA Interactive Entertainment Games Award in 1998 44 and four awards from the inaugural AIAS Interactive Achievement Awards Interactive Title of the Year Console Game of the Year Console Action Game of the Year and Outstanding Achievement in Software Engineering it was also nominated for Outstanding Achievement in Art Graphics and Outstanding Achievement in Interactive Design 45 Electronic Gaming Monthly named it both Most Addictive Game and Best Movie to Game in their 1998 Video Game Buyer s Guide 46 and Game of the Year in their Editor s Choice Awards 47 Rare won the BAFTA award for Best UK Developer 44 Legacy EditRetrospective appraisal Edit GoldenEye 007 has been credited for proving that it is possible to create a fun first person shooter experience on a home console in both single player and multiplayer modes when the game was released the first person shooter genre was primarily for PC games 48 The game opened the genre to the console market 48 and it has been credited for paving the way for the popularity of Halo and Call of Duty 49 The game s introduction of a multiplayer deathmatch mode on a console is often credited for having revolutionised the genre 50 with Edge stating that it set the standard for multiplayer console combat until it was surpassed by Halo Combat Evolved in 2001 51 GoldenEye 007 also introduced stealth elements that were unprecedented in first person shooters 17 The game s use of realistic gameplay which contrasted with the approaches taken by Doom clones 2 and its context sensitive hit locations on enemies added a realism that was previously unseen in video games 52 although the 1996 Team Fortress computer mod for Quake had previously introduced headshots 53 Alongside Shiny Entertainment s 1997 third person shooter MDK GoldenEye 007 has been credited with pioneering and popularising the now standard inclusion of scoped sniper rifles in video games 42 GoldenEye 007 is frequently cited as one of the greatest video games of all time Shortly after its release in 1997 Electronic Gaming Monthly ranked GoldenEye 007 the 25th best console video game of all time calling it easily the best movie game and more importantly the best first person game ever 54 In 1999 Next Generation editors placed GoldenEye 007 at No 10 on their list of Top 50 Games of All Time commenting Marrying Doom style shooting with trademark Bond missions GoldenEye is the perfect thinking man s shooter 55 In 2000 Computer and Video Games readers ranked GoldenEye 007 first place in the magazine s poll of 100 Greatest Games of All Time 56 and fifth in a similar poll the following year 57 In 2001 Game Informer ranked the game 16th on its list of Top 100 Games of All Time 58 In 2004 Retro Gamer readers voted GoldenEye 007 as the 33rd greatest retro game with editors calling it easily the best Bond game to date 59 In 2005 IGN editors ranked the game 29th on their list of Top 100 Games of All Time 60 while readers placed it at seventh on a separate list 61 In 2009 Official Nintendo Magazine ranked the game 55th on a list of greatest Nintendo games 62 Edge has featured GoldenEye 007 prominently in several greatest game lists The game was ranked third in a staff voted poll in 2000 63 was included as one of the publication s top ten shooters in 2003 36 and was placed at No 17 in a staff reader and gaming industry voted poll in 2007 64 Although Edge awarded GoldenEye 007 a score of 9 out of 10 upon its release the publication acknowledged in 2013 that the game should have received the highest score 65 With its eight million copies sold GoldenEye 007 was a significant contributor in helping the Nintendo 64 remain competitive against the PlayStation 48 although Nintendo ultimately lost much of the market share 66 GamePro called GoldenEye 007 the console killer app of the 1990s and the greatest licensed game from a film of all time 67 while Nintendo Power considered the multiplayer mode one of the greatest multiplayer experiences in Nintendo history 68 In a retrospective analysis Nintendo Life editor Mark Reece gave GoldenEye 007 eight out of ten stating that although the multiplayer mode stands up well its graphics audio and fiddly aiming system are dated 69 He noted that GoldenEye 007 s approach to difficulty settings provides considerable replay value but is a system rarely used in modern first person shooters 69 Writing for NME on the game s 20th anniversary journalist Mark Beaumont highlighted the immersive graphics aesthetic location based damage on enemies and revolutionary multiplayer mode stating that it helped to introduce gaming as a group event 70 In 2011 the game was selected as one of 80 games from the past 40 years to be placed in the Art of Video Games exhibit in the Smithsonian American Art Museum in Washington DC 71 The Klobb Edit The Klobb has been retrospectively described by critics as a memorable aspect of the gameplay of GoldenEye 007 albeit for its negative traits despite its high rate of fire it deals a low amount of damage and is extremely inaccurate 7 72 73 74 75 In a contemporaneous review Edge remarked that the ability to dual wield the Klobb is one of the most satisfying moments and argued that it is likely to be remembered by players unlike the vast majority of video game weapons 76 In their view imperfection adds both realism and unpredictability to a game and that the moments created by this were something that designers were beginning to realize were just as valuable as creating a perfect weapon 8 Simon Parkin of Eurogamer noted the naming of the Klobb as one of the first times that issues arose over using real life gun names for in game weapons as GoldenEye 007 was one of the first console games to feature 3D firearms 77 Parkin noted that while the invented gun names were acceptable in the fictional universe of James Bond he emphasized that for those games based around real armed forces the inclusion of brand names was necessary to remain faithful to the source material 77 The gun was included in the video game Too Human as KLOBB due to Ken Lobb s association with the game s developers Silicon Knights 78 Rerelease Edit An Xbox Live Arcade XBLA remaster was in development at Rare for several months in 2008 79 The remaster was set to add several new features including online multiplayer and the ability to toggle between the original and updated graphics 80 Though it reportedly needed only two more months of development before it was finished the remaster was cancelled because Nintendo MGM and Microsoft which acquired Rare in 2002 were unable to come to a licensing agreement 81 According to Rare s Ross Bury Mark Edmonds and Chris Tilston Rare began developing the remaster in late 2006 shortly after the Stamper brothers had left Rare and after the company had completed Perfect Dark Zero and Kameo Microsoft had suggested that GoldenEye 007 would be appropriate for XBLA leading Rare to start on the remaster prior to getting Nintendo s permission believing it would not have been a problem because GoldenEye 007 was one of the most popular Nintendo 64 games Rare had completed the conversion and removed most of the bugs before they learned that Nintendo had not cleared it This halted development until negotiation on rights could be discussed which ultimately fell through 82 83 In January 2021 a full playthrough of a prototype of the XBLA version was streamed to YouTube showcasing improved graphics running at 60 frames per second 84 Later a near final playable ROM image of the XBLA game was leaked online from an unknown source 85 In January 2022 achievements for an Xbox One version of GoldenEye 007 were leaked In June 2022 the same leaked achievements were seen on Xbox servers 86 VGC and Eurogamer reported that the leaked achievements suggested an official release was imminent 87 88 In September 2022 Nintendo and Rare announced the Nintendo 64 version would be rereleased on Xbox One and Xbox Series X S through Xbox Game Pass and on Nintendo Switch through the Nintendo Switch Online Expansion Pack subscription service 89 90 The Xbox version was remastered by Code Mystics and supports 4K resolution displays but does not include any of the enhancements from the canceled XBLA remaster The Switch release is playable in both the original 4 3 aspect ratio as well as widescreen and is the only one to feature online multiplayer via the Nintendo Switch Online emulator s built in online multiplayer functionality 91 80 Both versions were published by Rare on 27 January 2023 92 91 Players who digitally purchased Rare s 2015 Xbox One compilation Rare Replay received the game for free 93 Related games Edit After GoldenEye 007 was released Rare began development of a spiritual successor Perfect Dark 94 Using an upgraded version of the GoldenEye 007 game engine Perfect Dark was released for the Nintendo 64 in 2000 95 Although the game features a setting and storyline unrelated to James Bond it shares many gameplay features including a similar control scheme mission objectives that vary with difficulty settings and cheat options unlockable through quick level completions 95 While Perfect Dark was still in development Martin Hollis left Rare to work as a consultant on the development of the GameCube at Nintendo of America 15 Other members of the GoldenEye 007 team also left the studio to form Free Radical Design 96 23 The company developed the TimeSplitters series of first person shooters These games contain several references to GoldenEye 007 including the design of the health HUD the nature of the aiming system and the Russian dam setting of the opening level of TimeSplitters 2 97 98 99 After forming a partnership with MGM in late 1998 100 Electronic Arts published games based on then recent James Bond films Tomorrow Never Dies and The World Is Not Enough as well as entirely original ones including Agent Under Fire Nightfire Everything or Nothing and GoldenEye Rogue Agent 101 Although Nintendo considered the possibility of bringing GoldenEye 007 to the Wii s Virtual Console in 2006 102 the game was never released for the platform due to legal issues involving the numerous licence holders with rights to the game and to the James Bond intellectual property 103 In 2006 the James Bond game licence was acquired by Activision 104 105 Activision published more games including Quantum of Solace Blood Stone and a 2010 remake of GoldenEye 007 The remake features Daniel Craig as the playable character contemporary first person shooter conventions new level layouts and online multiplayer 106 Activision lost the James Bond game licence in 2014 25 In 2010 an independent development team released GoldenEye Source a multiplayer only total conversion mod that runs on the Source engine 107 GoldenEye 007 had initially been intended for inclusion in Rare Replay a behind the scenes featurette for the compilation was produced but was not released until being leaked in 2019 25 A fan remake powered by Unreal Engine 4 GoldenEye 25 was in development and originally scheduled for a 2022 release in honour of the game s 25th anniversary but it was retooled into an original property called S P I E S after MGM sent a cease and desist letter to the developers 108 Notes Edit Xbox release developed by Code Mystics References Edit ゴールデンアイ 007 Nintendo in Japanese a b c d e f g h i j k l m Perry Doug 25 August 1997 GoldenEye 007 Review IGN Archived from the original on 28 January 2007 Retrieved 28 August 2011 a b c d e f g h i j k l m n GoldenEye Edge No 48 Future Publishing August 1997 pp 76 78 Archived from the original on 3 April 2013 Retrieved 4 August 2013 a b Gadgets GoldenEye 007 Official Nintendo Player s Guide Nintendo Power Nintendo of America 1997 pp 12 13 ASIN B000B66WKA a b c d Weapons GoldenEye 007 Official Nintendo Player s Guide Nintendo Power Nintendo of America 1997 pp 10 11 ASIN B000B66WKA a b c Techniques GoldenEye 007 Official Nintendo Player s Guide Nintendo Power Nintendo of America 1997 pp 8 9 ASIN B000B66WKA a b Vincent Brittany 3 April 2014 What s the Klobb got to do got to do with GoldenEye 007 s design secrets Destructoid Retrieved 27 October 2020 a b c d e The story of GoldenEye 007 s most notorious gun The Klobb and its design secret Edge 4 April 2014 Archived from the original on 4 April 2014 Retrieved 4 April 2014 a b c d Weaver Tim December 1997 GoldenEye 007 N64 Magazine No 9 Future Publishing pp 38 47 a b c d e f g The Mission Files GoldenEye 007 Official Nintendo Player s Guide Nintendo Power Nintendo of America 1997 pp 16 95 ASIN B000B66WKA Keeling Justin December 1997 How to keep the British end up in GoldenEye 007 N64 Magazine No 10 Future Publishing pp 78 83 a b c d Rules of Engagement GoldenEye 007 Official Nintendo Player s Guide Nintendo Power Nintendo of America 1997 pp 98 101 ASIN B000B66WKA a b Gamer s Edge 004 Player Action Electronic Gaming Monthly No 98 Ziff Davis September 1997 p 100 a b Dossiers GoldenEye 007 Official Nintendo Player s Guide Nintendo Power Nintendo of America 1997 pp 14 15 ASIN B000B66WKA a b Jordan Jon 8 June 2007 The Restless Vision Of Martin Hollis The Man With The GoldenEye Gamasutra Archived from the original on 3 March 2016 Retrieved 23 January 2018 a b c d e f g h i j k l m n o p q r s t u Hollis Martin 2 September 2004 The Making of GoldenEye 007 Zoonami Archived from the original on 19 July 2014 Retrieved 19 July 2014 a b c d e f g h i j k Drury Paul 15 May 2011 The Making of Goldeneye NowGamer Archived from the original on 2 April 2012 Retrieved 26 August 2011 a b c Stuart Keith Webber Jordan Erica 26 October 2015 GoldenEye on N64 Miyamoto wanted to tone down the killing The Guardian Archived from the original on 25 January 2018 Retrieved 26 August 2011 a b GoldenEye 007 Development Nintendo 24 February 1998 Archived from the original on 24 February 1998 Retrieved 26 August 2011 a b c d e f g h i Martin Hollis August 2012 Classic Postmortem GoldenEye 007 Video Cologne Germany GDC Vault Archived from the original on 29 June 2017 Retrieved 20 January 2018 a b The Golden Touch Edge No 53 Future Publishing Christmas 1997 pp 78 80 a b c d The Rare Essentials N64 Magazine No 13 Future Publishing March 1998 pp 57 59 a b Desert Island Disks David Doak Retro Gamer No 6 Live Publishing July 2004 pp 41 45 ISSN 1742 3155 Archived from the original on 7 September 2005 Myers Quinn 22 August 2018 An Oral History of GoldenEye 007 on the N64 Melmagazine com Archived from the original on 29 October 2018 Retrieved 19 December 2019 a b c Machkovech Sam 8 November 2019 Goldeneye 007 s lost remaster emerges again via massive polished video leak Ars Technica Archived from the original on 14 December 2019 Retrieved 12 May 2020 a b Shaken Not Stirred Game Informer No 53 September 1997 Archived from the original on 9 September 1999 Retrieved 26 August 2011 Gelmis Joseph 1 August 1997 Remembering Robinson s Major League Triumphs Video Games Newsday p B35 Archived from the original on 18 September 2021 Retrieved 18 September 2021 via Newspapers com Cox Kate 30 March 2012 Long Lost Emulation Easter Egg Discovered in GoldenEye Kotaku Archived from the original on 1 April 2012 Retrieved 18 July 2013 a b GoldenEye 007 reviews Metacritic Archived from the original on 2 February 2013 Retrieved 28 August 2011 a b c d e f g h i j k Review Crew Goldeneye 007 Electronic Gaming Monthly No 99 Ziff Davis October 1997 p 52 a b c Ferris Colin 6 June 2004 GoldenEye 007 Review GameRevolution Archived from the original on 7 February 2012 Retrieved 28 August 2011 a b c d e f g h Gerstmann Jeff 19 August 1997 GoldenEye 007 1997 Review GameSpot Archived from the original on 25 May 2011 Retrieved 19 January 2014 a b c d e f g Solid Gold Next Generation No 34 Imagine Media October 1997 p 168 a b GoldenEye 007 Nintendo Power No 100 Nintendo of America September 1997 p 105 a b c d Sewart Greg GoldenEye 007 Review Gaming Age Archived from the original on 6 October 2010 Retrieved 28 August 2011 a b Joao Diniz Sanches ed October 2003 Ten Top Tens Edge No 128 Future Publishing p 71 Don t tell anyone but no one expected this to be any good Early videos looked decidedly ropey there was no marketing behind it Rare had to come down to show the game itself and of course it was a film licence Videogame Sales Higher Than Ever in 98 GameDaily 25 January 1999 Archived from the original on 18 May 2001 Retrieved 18 May 2001 Interactive Leisure Software PDF Gov uk United Kingdom Government Digital Service 2001 p 6 Archived PDF from the original on 9 September 2020 Retrieved 25 October 2021 Microsoft Acquires Video Game Powerhouse Rare Ltd Microsoft 24 September 2002 Archived from the original on 6 January 2011 Retrieved 28 August 2011 Crandall Robert W Sidak J Gregory Video Games Serious Business for America s Economy PDF Entertainment Software Association pp 39 40 Archived from the original PDF on 3 February 2013 Retrieved 1 October 2012 a b c d e f g h i j Ballgame Johnny September 1997 Nintendo 64 ProReview GoldenEye 007 GamePro No 108 IDG pp 82 83 a b Poole Steven December 2001 Trigger Happy The Inner Life of Videogames Fourth Estate p 207 ISBN 1 84115 121 1 the tangible connection between the controls in your physical hands and the action of the little toy on screen is a clever semiotic trick that fools you into ever increasing absorption into the cartoon world A similar trick is worked by the videogame paradigm of the sniper rifle introduced by MDK 1997 perfected by Goldeneye 1997 and then cropping up everywhere for example in Metal Gear Solid 1999 and Perfect Dark 2000 This gadget zooms in on an area and lets you view it in close up usually for the purpose of delivering an exquisite head shot to a bad guy A virtual environment that reveals more detail when viewed telescopically is naturally more convincing than one which only works on one informational scale Turok Dinosaur Hunter GameRankings Archived from the original on 11 February 2012 Retrieved 31 December 2011 a b GoldenEye Wins BAFTA Awards IGN 4 November 1998 Archived from the original on 31 March 2012 Retrieved 28 August 2011 1998 Interactive Achievement Awards Academy of Interactive Arts amp Sciences Archived from the original on 23 October 2010 Retrieved 28 August 2011 The Good the Bad and the Silly 1998 Video Game Buyer s Guide Ziff Davis March 1998 pp 17 26 Editors Choice Awards Electronic Gaming Monthly No 104 Ziff Davis March 1998 p 86 a b c Cifaldi Frank 1 September 2006 The Gamasutra Quantum Leap Awards First Person Shooters Gamasutra Archived from the original on 25 October 2012 Retrieved 28 August 2011 Kaiser Rowan 20 May 2011 The 60 Most Influential Games of All Time 1Up com Archived from the original on 3 February 2014 Retrieved 2 September 2011 The Top 25 N64 Games of All Time IGN 19 June 2000 Archived from the original on 10 March 2007 Retrieved 2 September 2011 Halo Combat Evolved Review Edge Online 29 November 2001 Archived from the original on 3 April 2013 Retrieved 4 August 2013 Hawkins James 8 April 2010 The Top Ten First Person Shooters of All Time Joystick Division Archived from the original on 16 February 2011 Retrieved 22 September 2011 Totilo Stephen 30 August 2010 The History of Headshots Gaming s Favorite Act Of Unreal Violence Kotaku Archived from the original on 25 June 2013 Retrieved 15 July 2012 100 Best Games of All Time Electronic Gaming Monthly No 100 Ziff Davis November 1997 p 146 Note Contrary to the title the intro to the article on page 100 explicitly states that the list covers console video games only meaning PC games and arcade games were not eligible Top 50 Games of All Time Next Generation No 50 Imagine Media February 1999 p 80 Matthew Howell ed January 2000 100 Greatest Games of All Time Computer and Video Games No 218 EMAP pp 53 67 ISSN 0261 3697 100 Greatest Games of All Time Computer and Video Games No 230 EMAP January 2001 Top 100 Games of All Time Game Informer GameStop August 2001 p 35 Archived from the original on 2 January 2016 Retrieved 22 November 2016 Your Top 100 Games Retro Gamer No 9 Live Publishing October 2004 p 56 ISSN 1742 3155 IGN s Top 100 Games 21 30 IGN Archived from the original on 2 August 2005 Retrieved 17 November 2006 Reader s Picks Top 10 games 1 10 IGN Archived from the original on 22 October 2006 Retrieved 17 November 2006 East Tom 23 February 2009 100 Best Nintendo Games Part 3 Official Nintendo Magazine Future plc Archived from the original on 31 August 2009 Retrieved 9 September 2022 The Best 100 Videogames of All Time Edge No 80 Future Publishing January 2000 Edge Presents The 100 Best Videogames Future Publishing 2007 p 172 The ten amendments we crown seven games from the last 20 years of Edge with 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the Klobb in Goldeneye was the worst gun ever Kill Screen Retrieved 27 October 2020 Fire and Forget Gaming s Four Least Lethal Firearms Penthouse No 10 2016 p 26 Nintendo Nostalgic GoldenEye 007 Is N64 s Best First Person Shooter Mandatory 9 May 2019 Retrieved 27 October 2020 Classic Weapon GamesRadar presents The Ultimate Guide to Classic Gaming Vol 1 2016 p 125 GoldenEye Edge Vol Special Collector s Edition 2001 p 50 a b Parkin Simon 31 January 2013 Shooters How Video Games Fund Arms Manufacturers Eurogamer Retrieved 27 October 2020 Too Human Features a KLOBB Gun Wired ISSN 1059 1028 Retrieved 27 October 2020 Klepek Patrick 1 November 2008 Why Did GoldenEye XBLA Stall 1Up com Archived from the original on 3 February 2014 Retrieved 30 August 2011 a b Machkovech Sam 13 September 2022 GoldenEye 007 re release finally confirmed but it s not the leaked remake Ars Technica Retrieved 13 September 2022 McCormick Rich 24 August 2016 This is what Goldeneye 007 might have looked like on Xbox 360 The Verge Archived from the original on 19 December 2019 Retrieved 12 May 2020 Mackovich Sam 8 February 2021 90 bugs left Rare devs talk about the nearly completed Goldeneye 007 remake Ars Technica Archived from the original on 8 February 2021 Retrieved 8 February 2021 Robinson Andy 9 February 2021 Interview The Real Story Behind Goldeneye HD As Told By Its Directors Video Games Chronicle Archived from the original on 9 February 2021 Retrieved 9 February 2021 Yin Poole Wesley 30 January 2021 Cancelled GoldenEye 007 XBLA remaster fully revealed in 2 hour gameplay video Eurogamer Archived from the original on 31 January 2021 Retrieved 3 February 2021 Robinson Andy 3 February 2021 GoldenEye s Xbox remaster has leaked online and it s fully playable on PC Video Games Chronicle Archived from the original on 4 February 2021 Retrieved 4 February 2021 Goldeneye 007 Achievements Leak On Xbox Suggesting A Remaster Is Coming GameSpot Retrieved 7 August 2022 GoldenEye HD finally looks set for release after Achievements appear on Xbox VGC 5 June 2022 Retrieved 7 August 2022 GoldenEye 007 Xbox achievements leak points to new port Eurogamer net 4 January 2022 Retrieved 7 August 2022 Makuch Eddie 13 September 2022 GoldenEye 007 Coming To Xbox Game Pass Nintendo Switch GameSpot Retrieved 13 September 2022 Phillips Tom 13 September 2022 N64 classic Goldeneye 007 headed to Nintendo Switch Online and Xbox Game Pass Eurogamer Retrieved 13 September 2022 a b NintendoAmerica 25 January 2023 Play as Bond James Bond Nintendo64 s GoldenEye 007 is coming to NintendoSwitch for NintendoSwitchOnline Expansion Pack members on 1 27 now with online play youtu be iwoE9sXGd U Tweet via Twitter RareLtd 25 January 2023 Mark your calendars GoldenEye 007 is set to launch on XboxGamePass on January 27th The countdown begins now only two days until you get to experience Dam with an Xbox controller for the first time Tweet via Twitter Duncan Craig 13 September 2022 James Bond Returns as GoldenEye 007 Sets Its Sights on Xbox Game Pass Xbox Wire Retrieved 13 September 2022 No More Bond for Rare IGN 29 January 1998 Archived from the original on 31 March 2012 Retrieved 30 August 2011 a b Casamassina Matt 19 May 2000 Perfect Dark review IGN Archived from the original on 31 March 2012 Retrieved 30 August 2011 Timesplitters Interview IGN 16 June 2000 Archived from the original on 15 March 2014 Retrieved 15 March 2014 Casamassina Matt 11 October 2002 TimeSplitters 2 review IGN Archived from the original on 10 June 2010 Retrieved 25 June 2011 The Retro Guide to TimeSplitters GamesTM No 129 Imagine Publishing 2012 Gerstmann Jeff 9 October 2002 TimeSplitters 2 Review GameSpot Archived from the original on 15 April 2009 Retrieved 22 June 2011 EA and MGM Bond IGN 20 November 1998 Archived from the original on 26 October 2012 Retrieved 9 December 2016 EA Makes Bond Official IGN 18 November 1999 Archived from the original on 31 March 2012 Retrieved 30 August 2011 Totilo Stephen 28 November 2006 Nintendo Exec Predicts Wii Future Chances Of GoldenEye On Console MTV Archived from the original on 7 November 2012 Retrieved 30 August 2011 Frederick Logan 7 August 2008 Rare Reveals XBLA Goldeneye Legal Problems The Escapist Archived from the original on 5 December 2008 Retrieved 6 September 2011 Thorsen Tor 3 May 2006 E3 06 Activision acquires James Bond license GameSpot Archived from the original on 30 January 2012 Retrieved 5 September 2011 Hatfield Daemon 3 May 2006 Activision Scores with Bond IGN Archived from the original on 27 March 2012 Retrieved 29 August 2011 Harris Craig 2 November 2010 GoldenEye 007 Review IGN Archived from the original on 27 March 2012 Retrieved 30 August 2011 Senior Tom 14 December 2010 GoldenEye Source released PC Gamer Archived from the original on 22 September 2015 Retrieved 9 November 2015 Phillips Tom 11 August 2020 After years of development the GoldenEye 25 fan remake just got lawyered Eurogamer Archived from the original on 15 August 2020 Retrieved 11 August 2020 External links EditOfficial Nintendo site at the Wayback Machine archived 19 February 1999 Rare profile page at the Wayback Machine archived 20 February 1999 Portals 1990s Video games Retrieved from https en wikipedia org w index php title GoldenEye 007 1997 video game amp oldid 1148351574, wikipedia, wiki, book, books, library,

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