12/6/2023 0 Comments Perfect dark keyboard and mouseYou're crazy if you think Goldeneye is better than Doom 2016 or Wolfenstein: TNO, but you got me on the average modern Halo or COD release.If you didn't know, Perfect Dark is being rebooted by Crystal Dynamics and The Initiative for the Xbox Series X and S. It surpasses most of today fps on the market. Well, a "old game" with great AI and hit localisation. The genre is now all about milking multiplayer with meaningless skins and overpriced DLC that used to be free unlockable content. We'll probably never see another FPS with dedicated Nutshot animations or rockets that fall back down from the sky after a few minutes ever again. Gaming is all about holding the hands of would-be consumers used to mindless blockbuster movies rather than crafting a fine-tuned experience for the established consumer base. Call of Duty still uses a modified Quake 3 engine nearly 20 years after its creation even though DICE has gone through several high-tech engines since 2002. Nowadays, any schmuck can just download Unity or UE4 and program in a bunch of stock resources in months. Goldeneye was made on a heavily modified Super Mario 64 engine and its maps were created with a hacked Microsoft Flight Simulator program according to former Rare employees. These days devs love ragdolls and engines to handle these things automaticly.Really, it's because game development has become a lot harder and more. Just imagine if they had the space and manpower to add more of it back then. those are the one aspect in my opinion that has aged very well and is better than almost if not all new games in some way or another. I still get a kick out of playing a bit of golden eye or perfect dark just from the hit detection and death animations. These days devs love ragdolls and engines to handle these things automaticly. My first instinct tells me they are lazy and dont want to handle all that control check on animation. I too cant for the life of me understand why they havent developed games better and better after this system was used. Even though it was made early in the FPS genre's evolution, it got so much right that it's actually shocking-even moreso when you realize it was made for a limited cartridge-based console by a team of 8 people with only one of them having ever worked on a game previously.Ĭouldnt agree more on the hit detection of golden eye. Postat inițial de volcanic_lightning:In retrospect, Goldeneye is a game where the parts are greater than the sum of the whole. Forcing players down straight lines with big, glowing arrows over the "objectives" just isn't the same. We do need newer shooters like GE though, with an emphasis on diverse objectives and challenging speedrun-oriented gameplay. It's like how no matter how many 3D platformers are made, none will ever recapture the magic Super Mario 64 had in 1996. Still, there is a genuinely-classic feeling to Goldeneye that no other FPS has ever had. Nowadays, I think Perfect Dark and the first two Timesplitters are superior to Goldeneye. It's pathetic that not even later AAA games like Halo: CE and Half-Life 2 had this feature, because it's a little touch that goes a long way towards having great combat mechanics. Goldeneye was one of the first FPSes where your first shot was actually accurate. I get frustrated playing newer games where enemies react like statues to my attacks when Rare perfected this art 20 years ago. You need to see it at 60FPS for full effect: The enemies move more fluidly than a lot of PC games from 1997-2002 thanks to the primitive mo-cap technology. Goldeneye still has some of the best hit detection and animations ever seen in an FPS. Even though it was made early in the FPS genre's evolution, it got so much right that it's actually shocking-even moreso when you realize it was made for a limited cartridge-based console by a team of 8 people with only one of them having ever worked on a game previously. In retrospect, Goldeneye is a game where the parts are greater than the sum of the whole.
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