'GoldenEye: Source' Updated: A Classic, Free Multiplayer Game (theverge.com)
An anonymous reader quotes The Verge:
GoldenEye: Source received its first update in more than three years this week. It's free to download and it features 25 recreated maps, 10 different multiplayer modes, and redesigned versions of the original game's 28 weapons. It was created using Valve's Source engine, the same set of tools used to create Counter Strike and Half-Life games. So it's a massive step up in both visuals and performance for one of the more drastically dated gaming masterpieces of the last 20 years...
GoldenEye 007, the beloved N64 first-person shooter, has been recreated in high-definition glory by a team of dedicated fans over the course of 10 years...the attention to detail and the amount of effort that went into GoldenEye: Source make it one of the most polished HD remakes of a N64 classic.
With 8 million copies sold, Wikipedia calls it the third best-selling Nintendo 64 game of all-time (although this version doesn't recreate its single-player campaigns). Anyone have fond memories of playing Goldeneye 007?
GoldenEye 007, the beloved N64 first-person shooter, has been recreated in high-definition glory by a team of dedicated fans over the course of 10 years...the attention to detail and the amount of effort that went into GoldenEye: Source make it one of the most polished HD remakes of a N64 classic.
With 8 million copies sold, Wikipedia calls it the third best-selling Nintendo 64 game of all-time (although this version doesn't recreate its single-player campaigns). Anyone have fond memories of playing Goldeneye 007?
I installed it this morning and was very disappointed. On my GTX 970 the game was terribly jerky. I could see through doors. Guns had a lot of glitches, including double shots, firing from the left, and not reloading. Knives simply did not work. It's a shame that after so many years the project is so poor.
I had a friend who always played as Odd Job and I never minded, because his short stature just made headshots easier. Less far too move the cursor.
const int one = 65536; (Silvermoon, Texture.cs)
SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
Viceroy: Is it... legal?
Sith Lord: I will make it legal.
When we played no one was allowed to play as oddjob. Just like in college when me and the roommates would play tiger woods golf on my 360 no one was allowed to play as tiger. Evens things out.
The only thing necessary for evil to triumph is for it to be pitted against a slightly greater evil
Proximity mines in the bathroom and booby trapping the vents (for anyone who spawned up there) was always fun.
Not meaning to troll, but i tried to play Goldeneye back in its day and again recently, and i can't just understand why it is so revered. It is because it was one of the first decent FPS for consoles?
My main peeve is that it always felt so slow. Remember, this came out the same year that Quake II was released.
Just asked the exact same question below. I really tried to like it (even back in 1997-98) based on reviews and comments from people who loved the game, and and always found it a poor FPS overall.
Not all shooters, even on the PC, are zippy Quake clones, nor need they be. A lower movement speed ads tactical dimensions of its own. Sure, it may not be to your liking, but maybe you don't like turn-based strategy either. That doesn't mean it's bad.
Having played dozens of shooters from the era, only two of which on the N64 (GoldenEye and Perfect Dark) I can try to explain why I liked them. The lower pace made the games less reflex-based, you had to play more strategically to win. The level design was better than any other game from the period, both as ‘levels’ and as ‘believable places’. Artistically, considering the hardware it ran on, the games looked much better than other games from the period. (In comparison Quake II looked very ugly; it seemed tasteless and somehow the textures, models and levels didn't tie together, didn't resonate.) It was easy to play GoldenEye in a party setting, handing over controllers as you died, and the gameplay worked in that environment. And it was fun to play two-player on the couch. Most games had netplay at the time, but nothing quite beats playing together with your buddies in the same room like that. And I really liked the single-player campaigns, especially Perfect Dark's.
I'm saying this as mostly a PC gamer. I think the PC is inherently a better platform, for all kinds of reasons. But I can recognise a good console title when I see it and I'm not afraid to give it the praise it deserves.
Thanks, I'm actually honoured to be well known and popular enough on Slashdot to get my own personal trolls.
const int one = 65536; (Silvermoon, Texture.cs)
SJW, n: "Someone I don't like, and by the way I'm a fuckwit" - AC
It turns out that the only thing fully made use of the power of the GPU in the N64 was the spinning N at the start of the games. The main CPU loaded up the GPU with some data and then went to sleep for a few seconds while the GPU did all the work. The 3d libraries did make some use of the chip but most of the work was all done in the MIPS CPU.
I wonder if the GPU wasn't used as result of programmers not having any idea how to use it or if using it would make games impossible to move to other platforms.
Odd jobs can't outrun proximity mines.
Nobody can outrun remote mines if you know the quick-detonation trick. Throw-BLAM! Throw-BLAM! Throw-BLAM! You get the timing right very quickly after the first couple of deaths, and then you're an unstoppable explosion-throwing machine. To the point that most of my friends would rather play Power Weapons against me. Even though I always remember which doors/windows/surfaces the bullets go through and which ones they don't... and even though I actively track everyone's position by watching their screens. Simultaneously.
I don't particularly care if you're Oddjob or not. I know every weapon and armor spawn and timing with every combination of weapons. I know every blind corner and every defensible camping spot. I use control scheme 1.3. I will kill you repeatedly until you curse my name. Wear brown pants, especially if we face off in the Library.
I read this in Vizzini's voice. But have you developed an immunity to iocane powder?
my, your, his/her/its, our, your, their
I'm, you're, he's/she's/it's, we're, you're, they're
I first played GoldenEye after having already played Quake deathmatch on the PC, and found it to be a frustrating experience, although at least they had a semi-decent control scheme for those used to WASD. "What do you mean you start without a weapon?"
my, your, his/her/its, our, your, their
I'm, you're, he's/she's/it's, we're, you're, they're
Agreed. When GoldenEye came out I had already been playing PC games like Doom, Duke Nukem, and Quake and in comparison GoldenEye felt like a big step back in gameplay, graphics, level design, and sound. The only thing GoldenEye had going for it was it was the first FPS you play sitting in the same couch with your friends. Ironically, even that degraded the game experience some because your opponent could just look at your side of the split screen to figure out where you were and what you were doing.
...A lower movement speed ads tactical dimensions of its own....The lower pace made the games less reflex-based, you had to play more strategically to win.
Tactics are mostly irrelevant when your opponent can just glance a couple inches over at your side of the split screen to figure out exactly where you are, what you have (health, weapons, etc.), and what you are doing.
The level design was better than any other game from the period, both as ‘levels’ and as ‘believable places’. Artistically, considering the hardware it ran on, the games looked much better than other games from the period. (In comparison Quake II looked very ugly...
For ugly and unrealistic looking games Doom, Quake, and Quake II are easy targets, but when GoldenEye was released it was Duke Nukem 3D that had set the bar for level design and realism. Personally I don't think GoldenEye surpassed anything that Duke Nukem had done. Duke Nukem had colorful, realistic, interactive, and destructible environments, and unique [for the time] game mechanics like swimming, jet-packs, hologram decoy, trip mines, etc.
It was easy to play GoldenEye in a party setting, handing over controllers as you died, and the gameplay worked in that environment. And it was fun to play two-player on the couch. Most games had netplay at the time, but nothing quite beats playing together with your buddies in the same room like that... I can recognise a good console title when I see it and I'm not afraid to give it the praise it deserves.
And that's the only reason anyone remembers GoldenEye. Being first console shooter you could play sitting on the couch with your friends is enough for it to get some recognition, but I wouldn't give GoldenEye any further praise.