Life after GoldenEye
In addition to creating the universe, story and character, much of the early development was spent improving on GoldenEye. Doak, for example, immediately explored ways to make the AI better. “By the end of GoldenEye, we had a shopping list of things we wanted to do that we couldn’t do so late in the process of shipping the game,” he says. “We did a lot of stuff trying to get the sound and lighting to be more interesting [in Perfect Dark], like the thing where you can shoot the lights out.”
There were also small incremental improvements, such as player movement and collisions, plus things that were never made possible in GoldenEye, like the introduction of lifts and the ability to drop down from ledges. Even simple things like shattering glass; having enabled players to destroy a few beakers in Facility, the Perfect Dark team improved the effect and set up Carrington’s villa basement with row upon row of wine bottles for a John Woo-style shootout – another memorable set-piece (particularly for those who got the audio easter egg for shooting every bottle).
The biggest example, according to Edmonds, was the simulants – AI-controlled bots that could participate in multiplayer matches alongside human players. While never planned for GoldenEye (the game’s groundbreaking multiplayer was famously added late on), he recalls this was “probably mentioned” during that game’s development.
Ross Bury, who designed many of the levels, notes that it wasn’t just GoldenEye the team was trying to improve upon. “We were always looking at other games. We were looking at things like Turok and MDK, and wondering if we were going to be better. That was one way of pushing ourselves, and the graphics especially, to make sure we were going to come out better than that.”
Bury and Chesluk were both first-timers, having never professionally made a video game before. They joined Rare at a most interesting time, as it gradually became apparent how influential GoldenEye would go on to be. While today it’s heralded as a transformative title, the game that proved shooters could work on console, in the immediate aftermath of its release it was just a well-received film tie-in – and one that arrived two years after the actual film.
It wasn’t apparent that GoldenEye was going to be as successful as it was until four, five months after it came out
“It wasn’t apparent that GoldenEye was going to be as successful as it was until four, five months after it came out,” Doak says. “It reviewed very well, but the sales were quite slow at the start. So there wasn’t the pressure of ‘Oh my god, you’ve made a game that’s going to be in the top ten games of all time.’ It was ‘Yes, you’ve delivered and it’s reviewed really well.'"
In those days, sales figures were hard to come by. Only rental figures were publicly available and they showed GoldenEye was frequently borrowed much longer after launch than most games – even a year after its release. This was a huge boost for the GoldenEye developers on the Perfect Dark team. “There was a bedrock of positivity that came from that,” says Hollis. “Although I don’t think it caused the ambition for Perfect Dark, that was just from the nature of the team.”
Edmonds adds: “I don’t remember ever thinking there’s more pressure. It just gave us more incentive to try and make it better. It was just cool having the response to GoldenEye. After the two, three years we’d been working on it, it helped keep us going and encouraged us to put the hard work in again on Perfect Dark.”
Mission Profile
Despite the success of GoldenEye’s multiplayer, the single-player remained the priority for Perfect Dark – at least, to begin with. As Botwood observes, this was where the highest-quality objects and geometry was developed – although that didn’t stop him from lifting some of it and using it to shape the multiplayer arenas.
Interestingly, the campaign was actually shaped by the levels rather than the story. Doak says the team had a list of environments they wanted to do, and wrote the plot around those. The opening mission in Datadyne Tower was particularly important, as it would signify the massive leap forward from GoldenEye.
“We wanted a nice big opening setpiece, something which was very different to GoldenEye with the verticality and the fairly open office, being able to see an exterior,” he says. “It was a very deliberate thing. The Dam had ended up being an impressive start to GoldenEye, so with this we were like, ‘Well, can you have a level where you look out and see a cityscape?’”
The inspirations for Perfect Dark came across most clearly through the locations. Chicago’s rainy streets were a blatant nod to Blade Runner. The layout of Air Force One was also recognisable to anyone familiar with the 1997 Harrison Ford film of the same name, although Jones notes that was partly out of necessity. “That’s the only reference there was at the time for the interior of the plane,” he says. “Don’t forget, we didn’t really have the internet. If you wanted to get references, you either had to have them in a book, a video clip, or something. There was no ‘Just go on the internet and find an image.’”
The President’s plane was also the birthplace of one of Perfect Dark’s most enigmatic elements: the cheese. Every mission in the campaign has a wedge of fromage hidden somewhere, but the original can be found in the lowest level of Air Force One. Bury explains how this all started. Sharing an office with Jones, he was building the level and his colleague made a comment about a piece of equipment he designed near the President’s escape pod.
“Brett called it a cheese tidy,” he says. “That just tickled me, so I dropped in a piece of cheese in there. It just spiralled from there, it was stupid really. I just started hiding them in all the levels. Each level I made sure there was a piece of cheese and Brett would try to find it. The most amazing thing I found out was that there was this big conspiracy theory about if you shoot enough cheeses, you got something special. I was like, ‘Stop making something up.’ The thing that tickled me was a magazine produced a guidebook with a map that managed to plot out all the cheese locations. I couldn’t understand how they’d managed to do that.”
N64 gamers will remember the conspiracies well. Rumour was that shooting every wedge would unlock something special, perhaps all the cheats. And yet it all stems from an inside joke between two members of the team – although Bury is careful not to call it that. “Honestly, it wasn’t that funny. It was just cheese.”
Alien Conspiracy
While the story centred around extraterrestrials, the otherworldly beings actually played a minimal role in the missions themselves. Elvis was the only Maian that Joanna ever met and the Skedar did not appear until towards the end. Of the 17 levels, only the last four have you fight the Skedar yourself. The rest pit Joanna against fellow humans.
Botwood says this was a story decision, designed to build up through the alien conspiracy. Elvis’ arrival reveals that aliens exist, and hints are dropped later about two warring factions, culminating in Mr Blonde’s reveal as a Skedar in the cutscene after Crash Site. The idea was to constantly offer something new for players to discover throughout the campaign. “If you had a full-on alien war halfway through the game and you were fighting more and more of them, then where is the crescendo?” Botwood says. “Where’s it going to peak after that?”
If you had a full-on alien war halfway through the game and you were fighting more and more of them, then where is the crescendo?
While you first fight the Skedar in Deep Sea, the prospect of an alien invasion truly hits home during the Carrington Institute mission, in which the Skedar assault Joanna’s headquarters – a particular highlight for Hollis.
“I was excited about the idea of shooting these scary aliens, and about the idea you’d be doing it in the Carrington Institute,” he says. “We’d come up with the idea that this would be your hub, your safe base, and then later on in the story, the aliens would attack and you’d have to defend it. That was something I was especially pleased about.”
The Maians were modelled on the typical little grey men that have been associated with alien conspiracies for decades, but Jones had more unorthodox ambitions for the Skedar. “They came from my desire to do something with chicken legs,” he explains. "I wanted to do a chicken leg animation to make them look really sinister, so they ended up with this wobbly walk. We had to rotate one joint, then the next, then the next. There were no sophisticated animation techniques at all because they just didn’t exist. It was all a bit of a labour of love.
“A lot of the human characters we motion-captured, but you can’t motion capture someone with chicken legs because no-one has backwards knees. So everything was animated by me and Jonathan Mummery.”
TeamSplitters
Unfortunately, the development for Perfect Dark was far from smooth. One minor disruption came when the entirety of Rare moved from the idyllic country farmhouse where it was first formed to the bespoke £3.5 million office complex from which it still operates today. Despite the fact that these two locations are mere minutes away from one another, the change was dramatic for some.
Then key members of the Perfect Dark team began to leave. The first to go was Hollis. With his four-year contract coming to an end, he was offered another. As much as he wanted to finish the game, he did not want to stay at Rare for that long and decided instead to leave, soon after taking a role at Nintendo.
An even larger blow was the loss of Doak, programmer Steve Ellis, lead artist Karl Hilton and composer Graeme Norgate. The four left roughly halfway through the project over the space of a few months, banding together to form Free Radical Design, the studio behind TimeSplitters.
The reasons varied from person to person, but it was partly due to the culture within Rare itself. The studio was split into teams, which created a lot of internal competition. Perfect Dark was essentially known as the Bond team, with others including the Killer team (Killer Instinct) and Diggers team (Blast Corps). The group that held most in favour, at least as some perceived it, was the Dream team, the developers behind Donkey Kong Country and the ambitious Project Dream, which was eventually scrapped with some elements salvaged for Banjo-Kazooie.
By comparison, the Bond team were the newcomers – again, for many, GoldenEye had been their first game. But despite the growing realisation of how revolutionary that title was, it did not improve the team’s standing within the studio – at least, not in the eyes of the Free Radical founders. Intensive working conditions only exacerbated the issue.
“We had ambitions beyond working every hour that God sends in the middle of nowhere to make other people rich,” Doak recalls. “We spoke to the Stampers about that – that’s why some of us ended up leaving Rare. After GoldenEye, it was very much, ‘Well, we’ve laid a golden egg and you want us to lay another one, what do we get? Other than waiting to see if we get a bonus?' I liked working there, had enormous respect for a lot of the people, and I’m in touch with a lot of them to this day. But it was a bonkers culture of basically not going home, of ‘You’re lucky to be here, you don’t need a life outside of here.’”
It was comparatively easy at that point to just staff up and continue with that plan. If we had stayed together, who knows what it might have been?
When the Free Radical team left, Perfect Dark underwent what Botwood describes as “a small project reboot.” In today’s terms, the game was in alpha: the story was set, a lot of the levels were in first draft, the multiplayer had taken shape and the simulants were up and running. The impact of the departures was definitely felt, and Perfect Dark remained in limbo for a short time. But the Stampers recognised the potential and sourced the resources it would need to be completed.
“The team was basically split in half and it set production back several months,” says Botwood. “But it was comparatively easy at that point to just staff up and continue with that plan. If we had stayed together, who knows what it might have been? Probably slightly different because new people come on and they’ve got their own expertise and personalities and that inevitably makes its way into the game.”
Leadership fell to Edmonds, and to this day there is still praise from his colleagues for his picking up the baton. His knowledge of the engine and code gave him a firm understanding of how the game worked, and the fact that everyone knew what they were supposed to be doing made his task somewhat easier. Still, the precarious situation Perfect Dark suddenly found itself in was more than a little worrying.
“It was a big change for the game,” he recalls. “It was like, ‘Oh my god, can we carry on? Can we finish this now?’ It was really a case of carrying on, trying not to get downhearted, I guess. At that point, Chris Tilston and a couple of the others had come off one of the Conker games and were working on the prototype for something else. They came over and joined us, and that really helped bulk it up.”
Jones adds: “This wasn’t the first time this had happened. A lot of people made a game at Rare, then left to form their own companies, so it wasn’t a surprise. Obviously, people who come in bring new and better ideas.”
Tilston describes the change as “massively positive,” adding: “The guys that left didn't really want to be at Rare anymore and that was having a detrimental effect on those that stayed. There's a tension that exists when there are different goals – one group wanted to stay at Rare and make a great game, the other wanted to leave and start a new company. There was a period of transition when those who ultimately wanted to do something different left, but it allowed those who stayed behind to bond.”
Comments 88
I smell a remaster...
I was disappointed there was no mention of the Perfect Dark book series written by Greg Rucka. They were excellent and much better than the average tie in stuff.
Great game but I can’t handle the 15fps gameplay now it’s just horrible.
Perfect Dark > Goldeneye.
I've sunk countless hours into this game. Truly a masterpiece and ahead of its time.
Perfect Dark is forever.
Rare Replay on Switch..please?
20 years ago.... I got this upon day of release and remember eagerly coming home from school to play it.... Great game!!
I'll never think this is better than Goldeneye. Please find a way to make friends with Microsoft and rerelease it please.
I dont have time to read 4 pages of this on my phone. Is this coming to switch?
Goldeneye was a lot better. This game had good ideas, at least but had some big flaws, even somefans don't want admit.
I sincerely hope we get the remastered version along other RAREWARE classics for the Switch eventually...
Amazing game but a goldeneye beater? No way on earth. Great game tho, really great.
@TCF what you did there, I see it.
-offers highest of Fives-
@FlashBoomerang yet you failed to mention any.
If anything- both games are spectacular if we are being honest with ourselves.
@NoNoseNosferatu The game(in n64) have a bug in the beggining which sometimes disable the control, and don't let you even start the game. In nintendo 64. This one is enough?
And once it start happen, the game will replicate the error, each time the cartidge is inserted. Just to you have a idea why some people hate this game. Is not a hardware error. Both the console yet could run other games, the cartrige yet could run in other n64s. Was a error in the code. I have no idea if someone found the cause.
The bug happen after the logos, in a selection screen. Try use other controllers or put controllers in the other slots of controllers don't work too.
A hugely enjoyable and insightful article Perfect Dark's legacy is of one of the most feature-rich and technically impressive games ever made. It may not have sold in numbers which their other series did but, it remains Rare's finest hour, without doubt.
@FlashBoomerang I had both games for the N64 and I never had those problems. Maybe you just had terrible luck with a bad copy of the game.
@FlashBoomerang English isn’t your first language, I see. What is your native language?
@FlashBoomerang I've never once heard of that 'bug' in my entire life. So, not really.
@Tetsuo_808 you may never heard once, but readed once right now.
Great article! I remember buying this from Game in Durham and getting a free 3rd party controller and guide book. Happy days.
Also a fascinating glimpse into Rare. I recall being surprised people wanted to leave the company back then but, reading this, it becomes clearer. Still, it's an amazing game and all who worked on it deserve huge credit.
I loved this game and I would really love another first person spy shooter. Loved all the guns and reload animations, fantastic stuff . . . . Loved most of the missions apart from some later ones with the aliens as enemies and the alien guns were a bit rubbish for me. But wow 20 years x x x
Rare Replay on Switch would be crazy levels of good! Probably one of the biggest events in modern gaming on so many levels. Buuut, big Phil did say there were no plans for more Microsoft games. Maybe we will be in for a surprise. Hope so.
I was a huge fan of both games back in the day. I thought Perfect Dark was the better of the two gameplay wise but storyline became a little too bonkers. Goldeneye had the superior style.
Perfect Dark, one of my Top 10 games on the N64, and I know from two of my friends that it is their number 1 game on the system.
This was the game of the future in 2000, and we were playing multiplayer every night for months.
4 players and only 15 fps? We didn't care, at the time there was nothing better or more fun than Perfect Dark.
It's a shame they were sold to Microsoft, I'd have loved to see Joanna (and Conker and Fulgore) in Smash, but only the Perfect Dark remote mines made it into Melee.
Oh, and happy 20th anniversary! Majora's Mask and Paper Mario, too!
HD version is also 10 years old. My god.
Perfect time to release PD:HD on switch I think
I never had this game back in the day, so I don't have any nostalgia to it like I do Goldeneye.
Just to agree with most... not better than Goldeneye but still a great game
My household was very aware of Perfect Dark but we were so addicted to the multiplayer mayhem of GoldenEye we didn't have the will to stop playing it. My brothers and I were just too hooked on it our attitude was very "if it ain't broke don't fix it" and probably afraid to make the leap to the next version despite it's high reviews. We always had so many friends over for endless hours of GoldenEye it made us too stubborn to move on from it. LOL ride or die attitude.
@Deanster101 IKR! I never beat this game and decided to play it a couple weeks ago and, man...that framerate is ROUGH! It’s absolutely unplayable because of it.
I know some people will disagree with me but for what it’s worth I reckon Perfect Dark is STILL the most forward thinking FPS ever built for a console. The multiplayer mode is chock full of so many smart ideas I’m amazed more games haven’t pilfered it’s corpse for ideas.
You could do everything from work as a team of 4 against an AI team of 8 fully customised boys to recreating the lobby scene from the Matrix.
The counter-operative mode where one player plays as every bad guy in a level should be mandatory in every FPS!
I couldn't even begin to tell you how much i loved/love this game. I played countless HOURS of Combat Simulator. I loved being able to customize the map, with weapons, and Sims. I'd LOVE to see a remaster of it, but probably will never happen.
@Kidfunkadelic83 GoldenEye is a bit boring compared to Perfect Dark. It’s like supermarket vanilla compared to a parlour of flavours.
@jakebrake It’s only £6 on Xbox Live for 360 or Xbox One.
@RadioHedgeFund I know : ( i don't have an Xbox tho.... > . < I wish it was on Steam!
No offense to Perfect Dark but I still prefer GoldenEye 64. But, yeah, this is also a classic.
@RadioHedgeFund imo then your shopping at the wrong supermarket 😉. Nah ive played both and love both but for me GE just takes the win. Dont get me wrong, i do love PD also.
Incredible article. So many funny little stories in here.
A genuine classic. There were a bunch of games released late into the N64's life that suffered in sales because of the new consoles were coming. But they were incredible — This, Conker's Bad Fur Day, Banjo Tooie (ish, isn't as good as the first), Paper Mario, WWF No Mercy, Majora's Mask.
Great feature! Perfect Dark was an amazing game in every sense
Wasn't this game exchanged for the rights to Donkey Kong. I remember Nintendo gave up everything for free but keep Donkey Kong.
@RadioHedgeFund I agree 100%. The Multiplayer was simply amazing, many summers, weekends and holidays were spent clocked into the multiplayer.
@mesome713 I have no idea what you are talking about. The IP was always owned by Rare.
Excellent article! Perfect Dark was the first game I ever bought with my own money. I remember printing out a preview I had read online and taking it to school with me to read it to all my friends. My anticipation for this game was driving me crazy! Fortunately, the game absolutely lived up to my expectations. I wouldn't be surprised if I've spent well over a thousand hours playing this game over the years.
On a less positive note, Perfect Dark Zero remains the most disappointing game I've ever played to this day. Of course, that's partially because I love the original so much. I would love to see the remaster (along with the rest of Rare Replay) come to Switch as that's one of the few Xbox exclusives I've ever been interested in.
A remarkable game, really.
Single-player was good, though, in hindsight, and when compared to what PC gamers were already enjoying at the time, it feels a bit too middle-of-the-road, neither as beautifully straightforward as Doom (or Doom 64), nor as cinematic as Half-Life, nor as involved and systems-rich as Deus Ex or System Shock 2.
But then again, the single-player campaign was just one little part of Perfect Dark. It also had the hub, at the Carrington Institute, with little minigames, a shooting gallery, and places to discover. It had its co-op and counter operative modes, which this article mentions. And it had the incredible Combat Simulator, which was technically the multiplayer mode but was, actually, and thanks to the bots, the challenges, and the allure of moving up the game's internal rankings, a kind of covert single-player mode, since you had so many options at your disposal that you could create really interesting and creative scenarios and have plenty of fun by yourself, which I certainly did whenever I didn't have friends over.
@Arkay Nintendo owned 50% of Rare.
@jump I had no idea the books existed, and now I'm going to go find them. Thanks for the tip.
@mesome713 That sounds very odd.
Rare developed the DK games for Nintendo, it was always Nintendo's IP and all of Rare's work on DK would be owned by Nintendo.
I don't believe Rare would have had any legal rights to the work they did with Nintendo's IP.
Rareware's original IPs are a different story, those properties were never owned by Nintendo.
Great game.
A reminder of how great Rare was, and could have still been, before all the talent left the company.
It's unfortunate that Rare's split with Nintendo may have been due to professional/cultural rivalry with their Japanese heads.
Miyamoto certainly wasn't very fond of them.
And even if Nintendo had fully bought Rare instead of selling their stake to Microsoft, I doubt things would have worked out much differently for the studio.
At best, it would be a Retro Studios situation, with Nintendo keeping the company under their thumb, with no creative autonomy, never letting their projects get off the ground, but hiring enough talented rotating staff to make a good game occasionally.
It would still have been Rare in name only.
@mesome713 49% actually.
I was 16 when this launched, got it on day 1 and I think that I played almost a full day. I only have fond memories of the N64 and this game has been a total highlight of that era. I really found it to be Perfect in every aspect as you can see the love that has been put into the game. I don't really know if anything like that could happen again today. I mean, this was really something new, at least for me as I only played on Nintendo consoles.
I loved that you could play multiplayer against bots. Me and me friends used to create an expert maxed out Bot with Shigeru Miyamoto’s face and have great fun as he slaughtered us all!
There will never be a second Goldeneye or Perfect Dark that is as good as the original... but what about damn TimeSplitters?
I love perfect dark it’s a masterpiece but golden eye is more fun. If I play perfect dark today it feels very serious but golden eye is more laid back fun. I think what I’m saying is I have to be in the right mood for perfect dark where as golden eye I always have a good time.
I remember my brother owning this game. I believe the only Rare game he owned (he played other Rare games but never own them).
20 years
@Impaler-D Robin, Gregg, Louise, Marlowe, Machachek... they're all still at Rare. And that Rare legacy has clearly been passed down. Sea of Thieves is one of the best games of the generation
@mesome713 No. Donkey Kong and StarFox were always Nintendo brands. Rare-owned brands like Perfect Dark, Banjo etc... was sold along with the company.
@Dringo I wasn't aware anyone still played that game.
The last I heard, most people tried it, were quickly tired of the shallow gameplay/world and never looked back.
And if Rare's legacy was passed down, why was their post-Nintendo games so sub-par?
Microsoft meddling?
@mesome713 The agreement was Nintendo keep their IP ie Donkey Kong etc. Rare keep their IP. It was a straightforward sale.
@Beaucine Perfect Dark brought its own flavour to the table and it is up there with the best. I've been playing on real console recently, absolutely brilliant.
@Deanster101 you never played it. I was playing it recently on real hardware ultra hdmi modified and it was amazing and highly playable despite the framerate, infact I prepared myself for the worst and I didn't even find it an issue, even playing co op and 4 player multiplayer.
All old consoles feature awful additional lag on lcd as they are rubbish at converting and handling 240p games, however I think if you have atleast access to a line doubler prior to output that should help.
PD64 on my NTSC N64 with Super64 is a still an absolute blast. Seriously people the slick mode on the Super64 HDMI adapter is really impressive and IMO worth the money alone. I’m replaying a number of classic N64 and GC games and pretending it 90s early 00s again. Brilliant. Busting through Pilotwings64 atm - the perfect way to end the day
@liveswired I assure you I did play it and in fact still have my original copy. As I said it’s a great game but I can’t enjoy today on my n64 because of the crazy low frame rate. Well done for being able to afford an ultra hdmi mod I’m sure it’s great 😁.
A true masterpiece in every way possible! I have fond memories of summer 2000, we played ALOT, all the modes, singleplayer, co-op, challenges, against simulants, without simulants, this game had it all. 10/10
I played it again very recently, and really noticed the framerate being slow, but when i played it for a while i got used to it, then it felt like good old times again. I tried to beat some levels on perfect agent, failed on all of them lol, damn this game is brutal.
This game and Goldeneye are easily the best console shooters ever for me.
Absolutely loved the game back in the day. The Laptop gun, bots with all sorts of crazy personalities, the nighttime cityscape and creepy setting ...
Would love to go through this in the remaster if it ever came to Switch, though I found the Wii version of Goldeneye a pretty ideal update ... inspired by the original game, but a truly fresh/modern take on it.
Rare-replay on switch.
Outclassed...? Well...
I see why it would be seen as better, personally I love Goldeneye more.
I always preferred Goldeneye but Perfect Dark was a great FPS for it's era.
@Impaler-D Sea of Thieves just had its biggest ever month. I did a big interview with them in February and have done a lot of coverage on that game’s comeback. They did a number of major updates that has transformed the title and it’s perception amongst Xbox and PC gamers. Take a look at the recent coverage (anything in the last year), it staged a really big comeback and it’s fast becoming Rare’s biggest game. I just finished the story mode today and it’s proper great. It has a lot of that silly Rare humour. I’m an old school fan of the studio and this new game feels like a Rare game... although you need a friend or 3 to really enjoy it to the maximum.
Robin Beanland (Rare legend) did the soundtrack and Gregg Mayles is the architect of the game (he who led Donkey Kong Country and Banjo-Kazooie). Their new game Everwild is also being led by Louise O’Connor (Conker’s Bad Fur Day). So although a lot of the legends have moved on, those that remain are still running things.
Rare’s post-Nintendo games weren’t sub-par, not overall. Ghoulies needed a co-op mode, but is actually great and made by the exact same team as Banjo (it’s a real hidden gem). Viva Piñata and its sequel (and the DS one) are among their best games. Nuts and Bolts isn’t what fans wanted, but is actually a thoroughly great game in its own right. Kinect Sports is fantastic, although again... not want fans wanted.
Kameo is ok. Perfect Dark Zero is bad. And Kinect Sports Rivals was below par. But they made disappointing games for Nintendo, too. Starfox Adventures, Mickey’s Speedway USA and Killer Instinct Gold, for instance.
It’s a myth that Rare got bad after they were sold. It’s just in the old days they could make 2 (sometimes 3) games a year. Some new IP and some sequels. Some games were classics and some were ‘ok’. Now AAA games take so much longer to make and require so many more people, you only get a couple of games a generation.
Great article. Really conveyed the feeling of a small team on a crazy project. Even at the time, the game felt over-ambitious, but there are worse things a game could be criticised for
Before I read the article I want to say; This game was a big part of my childhood. I still have a Nintendo 64 and a copy of the game. I got 3 stars on all the levels—even using Speed Running trick on WAR! That was such hard work that I couldn’t replicate yet on the XBLA version.
My favorite levels were the Skedar levels because of the architecture of their ship and home world. It’s felt so alien. I liked their reptile bodies too. I was a liiiiittle confused and disappointed when I found out the Skedar are actually little squid-snakes (how did they build their tech??) but it made me appreciate the little details of their bodies smoking after you shoot them.
Whoever was the level designer and artist for Skedar Ruins, Attack Ship and the Skedar multiplayer levels; you nailed the look, feel and atmosphere of those designs.
I’m glad Rare made Perfect Dark and Goldeneye. I’m glad a Rare exists/existed. Thank you for bringing me the game that defined my childhood.
I liked Perfect Dark but I preferred Goldeneye soooo much more.
I don't think it outclassed Goldeneye at all.
One of the best FPS ever. It's worth an entire playthrough dedicated to celebrating its 20th Anniversary.
@playstation_king It already was remastered... ten years ago... as an Xbox Live Arcade game.
@Dringo Insightful post, but I have to disagree with Killer Instinct Gold being a bad game. That was a great improvement over the prior Killer Instincts and I played it for many years. Sure it was no Street Fighter, but it was arguably the best traditional fighting game on the N64.
@NotoriousWhiz I mean... I did come to it a few years late, but boy did I dislike that game. I’d been spoiled by Tekken etc
@Arkay probably second in time played for me to WWF: No Mercy on the N64. loved the rerelease on the 360 until it red-ringed.. never owned another MS product since
@Dringo Interesting.
I may have to check out Sea Of Thieves soon.
As for their other games, Perfect Dark Zero and Kameo were disappointments, I never played Grabbed By The Ghoulies but I recall some people calling it one of the worst horror games ever made, and everything else being very poorly received by fans. (aside from some GBA games)
The quality of these games may be arguable but it's fair to say the studio never reached the same heights as with Nintendo during this era.
With games like Nuts and Bolts, Viva Piñata and the Kinect games, were these projects chosen by Rare or assigned by Microsoft?
@Impaler-D Ghoulies was short and needed something to extend it. But it is not only a good game, it’s not a horror game. It’s a comedy. Originally a GameCube game, too. If you get Rare Replay, check it out. If you see the reviews for Rare Replay, they all call that one out as the surprise package.
Kameo is ok. It’s entertaining enough and decent for a launch game.
I did a big piece on Rare a few years ago. They always get to choose what they make. Nuts and Bolts is a Gregg Mayles idea. Started as a BK remake and then changed drastically. Rare did Viva Piñata deliberately as a counter to all the brown shooters on 360. Did a million copies, which was sold enough for a sequel.
Kinect Sports is complex. Rare had been working on numerous games that kept getting cancelled, and their most likely project to come out was a Newton sports and dancing game (Newton was the codename for the 360’s Wii rival). Then Newton got cancelled, and the head of the studio at the time, a guy called Lee Shuneman, was really concerned that Rare didn’t have a title green lit. He was then shown Kinect and pivoted the whole studio to focus on that in an effort to make Rare relevant.
And it temporarily worked. Kinect Sports was Rare’s most successful game and gave them a new life. They probably stayed too long making Kinect games. But now they’re back making the sort of games they’re known for. Banjo started life as a pirate game, and DKC2 was a pirate themed game, too.
You’re right though. Rare’s run of form during the mid 1990s to 2000 was incredible. And it won’t be repeated, because they simply don’t make that many games anymore.
But SoT is fantastic. And Rare Replay, albeit a collection, was great. They’re working with Dlala on a Battletoads reboot and they’ve got another game in the works called Everwild. And let’s not forget, they worked with Nintendo on Banjo in Smash.
Rare is still a relevant studio today. I wish their games were on Switch
Very nice read, I have yet to finish it. But English isn't my native langage and I have trouble with an expression in the second page. They're talking about the cheese Easter eggs hidden in every level : “Brett called it a cheese tidy”
What is a cheese tidy? What does this expression mean?
@Agent069 The best guess I can give for you is a piece of cheese neatly placed in the levels.
I don't think it did outclass James Bond. It did some things better than GoldenEye 64 and some thing worse. Overall it was still a great fps, but I would still rather play GoldenEye 64 again and again.
@playstation_king
It has already been done.
I mean yeah it's fun and the Xbox version is the definitive experience of it. But the sophomore slump of zero killed the whole series. So basically perfect dark is just one game and one flop and done. Not much of a legacy
@damien33ad I never get this kind of attitude. There's people who rave about games like Fifa or COD being amazing, and buy the nw version every year. I personally don't like either one, but I "get" why other people love them. Same reason I "get" why Minecraft and Fortnite are still so popular, even though I have zero interest.
Perfect Dark corrected all the quirks and design flaws of Goldeneye, like how guards couldn't see you even if they were looking at you through a window or a railing.
Vastly, vastly improved the multiplayer mode and gave you dozens of new options. (freakin programmable AI bots)
It has an interesting story of corporate espionage and an alien coverup.
Every weapon has an alt function, with some really cool designs, like the brilliant Laptop Gun and the badass Super Dragon. The gunplay is equally satisfying, like 007.
Generally very good stage design for the campaign. Similar to 007 how it's always the same point A to point B, yet it's how you get there can often include many varying differences. Every level feels fresh and unique. You actually want to explore it, and return on higher difficulties to discover new objectives, unlike most modern FPS games.
You can play the entire campaign in co-op, which is a blast. You can even play it counter-op; Has the latter ever been done before or since?
Goldeneye was revolutionary for console FPS games, in terms of graphics, controls, music, design, etc.. Up until then, if you played shooters on a console, you were seen as crazy and sad.
Perfect Dark just evolved it even further and pushed the N64 to it's limit. So much that you can't even play the campaign without the expansion pak.
I could say more, but PD is, was, and always will be, a "perfected goldeneye" from a technical and feature standpoint, and a groundbreaking exercise in game design.
Fortunately for The Initiative, PD Zero is such a shameful embarrassment, their reimagining of the series cannot possibly be any worse, so I wish them the best of luck with it.
@damien33ad Don't get me wrong, Perfect Dark is still a great fps game imo, but I just think GoldenEye 64 is a more all round balanced game and is more satisfying and fun as a result. Perfect Dark does this typical thing of adding mooore and thinking that automatically equals better, but that's not always the case for me. And note, it's the single player games where I'm really focusing my judgement here because I think GoldenEye 64's single player campaign is the absolute best on N64, bar none. The multiplayer is great too, but I think there's an argument that Perfect Dark could be better there, although I never played enough of Perfect Dark's multiplayer to really say either way. But it's even stuff like the menu designs for example: I found GoldenEye 64's to be really intuitive and charming, whereas I always found Perfect Dark's menu to be rather convoluted and confusing to be honest. So yeah, I think Perfect Dark is very good, but I just think GoldenEye 64 is better.
@damien33ad All I did was show my own passion for these two classics, offered a way of looking at it you may not have considered, and you went right off the deep end. Holy crap.
@damien33ad Says the authoritarian language police. Your idea of what thought police are is laughable.
@damien33ad I prefere Pizza Nova, personally. 🍕
@damien33ad I see your green olives, and raise you a black olive. 😉
May 20th 2000 was the launch date.
Probably overall my favorite game as I still play it for fun, and I’ve been in love with it for 20 years. Looking forward to the new game. Never played the 360 one and I’ve heard it’s bad.
There is definitely a reason it’s the highest rated FPS.
Show Comments
Leave A Comment
Hold on there, you need to login to post a comment...