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PlanetSmasherN9's Goldeneye 007 (N64)
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[February 21, 2008 01:39:32 AM]
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GAMEPLAY
After playing a bit more, I really started to wish there was more story within the levels. Although telling the player the story before each level was acceptable back when Goldeneye came out, it wouldn't work too well in a first person shooter today. If I were to make this game any different, I'd have important plot points and scripted events happen durring the game to keep the player engaged.
Scripted events, especially with enemies, would help remind the player that they are people too, not just things you point at and push a button to make dissapear.
I also played the mutiplayer with a few other people. It was pretty fun. When Goldeneye was released, it was praised for its robust multiplayer options. You can customize which weapons you play with, how long you want to play, and more. Trying matches with different weapons added a lot of replayability. The most fun came out of trash-talking my opponents. Theres something about Goldeneye that makes people go crazy with trash-talking. It was a lot of fun to shoot my friend then gloat about it until he did the same back to me.
DESIGN
As I said earlier, the game has an amazing sense of flow. The level design is superb. For example, the first level is pretty linear, but there are also some sidepaths in case the player wishes to explore a bit. I honestly think at least some linearity in first person shooters is a good thing. Pacing in a first person game is key; it needs to almost have a rythhm to it. If you give the player too many options on where to be go, they will go through the game cautiously. They won't be thinking about what is ahead of them, they will be thinking about what could possibly be on the other 3 paths they did not go on.
I know that Goldeneye was good for its time, but it's easy to see what would it would need to improve on if it had come out today. The AI, while impressive back then, would sporadically not attack me, even when I was right in front of it.
I really like what Rare did with the levels regarding game space. The N64 isn't that powerful, and not many things can be drawn at the screen at once. This causes a problem for levels that need to be outside. Rare approached this by placing the level in a place in which emptiness would seem normal. For example, in the first level, you are surrounded by water. It makes sense that this area would be virtually empty, since it's just a lake. It also helps to make the player feel he is in a larger world that he/she is actually in. It is truly a win win situation.
Goldeneye was an inspirational first person shooter who's innovative design inspired many of the well-loved first person shooters today. It might not hold up amazingly today, but it is easy to see why it was so revolutionary.
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[February 21, 2008 01:39:12 AM]
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SUMMARY
In Goldeneye 007 for the Nintendo 64, you play as James Bond. This game is a first person shooter based off of the movie with the same name. You go from level to level completing the objectives given to you. It's a pretty standard first person shooter.
GAMEPLAY
The story for the game is presented to the player at the beginning of each level in a folder as if it were a briefing for an actual mission James Bond would go on. Rare effectively used the weaknesses of the Nintendo 64 here, because not having a video saves space and actually helps you feel like James Bond in this instance. The story is pretty good, as it is mostly the same as the James Bond movie.
Since Goldeneye is a really old game, I thought it was going to be close to unplayable. First person shooters of today have really spoiled people because they control a whole lot better than FPSes of the past. The controls aren't great, but they work really well and I can easily see how it revolutionized FPS gaming on home consoles. There is no straffing, and you just move your character with the analog stick. There is an auto-aim so you can just run and gun, but you can also stop, press R, and aim by yourself for a more precise shot. It seems archaic to toady's standards, but it isn't terrible.
Another thing that suprised me was how it was able to suck me in. After just a few minutes of playing, I was really addicted. The game has excellent flow. Enemies are at the right spots and the levels just seem to be put together in a logical way.
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PlanetSmasherN9's Goldeneye 007 (N64)
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Current Status: Playing
GameLog started on: Thursday 21 February, 2008
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