What really is impressive is how it bit only pioneered, but expertly implemented stealth, complex level design around objectives that react dynamically to your actions, and a sense of realism that is incredibly detailed.
The multiplayer was the best. I always preferred it to Perfect Dark, and maybe it was those single player differences you mentioned that skewed my opinion. License to Kill, Proximity Mines, Facility, Oddjob.
This game deserves a spot in a hall of fame. Thank you for not just reminding me with a well written retrospective look, but educating me on some fascinating history. Regardless of how it stands today in comparison to modern shooters, its magic and influence is legendary and permanent.
@Arttemis: Glad you enjoyed it! The game's my all-time favourite (what, you could tell?) and there's so much more I have could written about here, especially the mysteries surrounding in-game content which went unused but was left in the game, like the island on the other side of the Dam, Ourumov's briefcase in the Silo (which opens a door on one of the missiles) and a couple of others. I'd love to have seen what the game would have been like had Rare been able to implement their complete vision, which included a drivable motorbike (instead of the tank) in the Runway mission!
Goldeneye was the first game I remember going to the internet for walkthroughs for. I just couldn't live without every single cheat. And learning how to kill Baron Samedi mid-cutscene led to a lot of messing around in every other cutscene with a tank gun equipped. Too many good memories.
From falling monitors to charred smoke filled rooms. It really felt like you had an impact on the environment.
but back in the day, ohhhhhhhh man. Slappers Only on Facility, all day
Rare truly did have the best run for a developer. They broke the ground for almost every major "game change" that exists to this day.
Unfortunately, Goldeney was never released in Germany, so I never experienced it myself...I need to get my hands on an import module !
To the InTerwebz !!!
Of course when my friends were busy playing its 4/4 splitscreen, I was happily playing 12/12 (its been forever so I can't really recall the Quake1 Online team sizes) OpenGL TeamFortress.
Every week this would happen. In the end, I got so tired of being the whipping boy that I dicked around, collecting all the rocket launchers and blowing myself up for a laugh, until one of them got pissed off and pulled the plug on my pad.
No, I don't miss this game at all.
This game just isn't playable if you've been spoiled by the far superior game design of '90s PC FPS games and the later, post Halo dual stick console FPS games. One of my friends I share an apartment with brought up an old N64 for the living room (I brought up a SNES I got at a garage sale when I was younger), and tried to actually play GoldenEye on an N64 controller. While I appreciate what the game did 15 years ago by bringing shooters to consoles in a semi-playable form and popularizing split screen, time has not been kind to that game.
To be completely blunt, unless you played it 15 years ago and you have a certain level of nostalgia for it, the game is laughably broken. The same can be said for people who missed the original Resident Evil and Metal Gear Solid. Console game design and control has come so far in that decade and a half that it's almost impossible to back and play those if you didn't originally.
Unreal, Rainbow Six, Quake, SWAT, AVP, all the GoldSrc Half Life games and mods, etc. Those titles have aged surprisingly well. As has Halo 1. You can go back as a first timer and play Halo Anniversary (which is literally running the original game underneath a fresh coat of paint) and enjoy the shit out of it. Same for Half Life 1. But I'm far from alone in thinking that GoldenEye is better left to nostalgia.
Just my two cents.
I think the expanding single player objective system (where different difficulties result in stricter guide lines, more objectives, etc.) is really missing from today's cookie cutter FPS experiences. Its why I have shunned away from the CoD titles and really embraced more open world games like Borderlands (although many individual missions are pretty cookie cutter) and and FarCry. I couldn't get into Human Revolution, so maybe it touches on the same mechanics (I only made it a few hours in before getting bored), but I feel as though more FPS games need to try new things. Heck, maybe not even new things... maybe fifteen year old mechanics would help freshen up the genre.
Great read.
I'd really recommend giving DX3 another try. It's definitely one of the better games I've played in life.
Still, it's sad how modern shooters don't allow you to customize every facet of the gamemode. We've gone from giving players options to completely limited them to matchmaking. It really sucks.
Awesome article, we played 4 player split-screen that much I could still see four little screens when I blinked or closed my eyes! That is, until we used Mechano, cardboard and sellotape to partition the screens so we couldn't see each other!
Best game ever.
I've always wanted to find an articulate opinion of Goldeneye that matched mine as well as this. I almost feel like I wrote it myself!
Everybody always talks about the still great multiplayer which as you said (and I agree with) was quickly built upon by even Rare themselves into even more fleshed out experiences.
It's the MASSES of single player innovations that make the game legendary in my eyes, I mean do I need to write a list? Okay...
First real use of stealth in a 3D game and of course FPS. The stealth mechanics were many and you've explained them.
MANY varied objectives (all of them FIRSTS for the genre) in gameplay. Also gadgets.
Contextual damage like the all important headshot. The only game that's even comes close is RE4 in my opinion.
Sniper zoom, and zooming in however much you want.
GUN RELOADING!
Level interaction and destructability, being able to make EVERYTHING explode.
GUN RECOIL!
Vehicles in an FPS game, speaking of DAT TANK.
Use of physics for grenades and throwing knives.
Motion capture animation and facemapped character models for realism.
Crouching.
Complex AI (for the time) for the guards.
ACTUAL NPC FRIENDLY CHARACTERS!
And as you've said the level design is ridiculously varied and plain genius. It has so many component, so many different types of levels... I just don't think there will EVER be another FPS game as fully formed as Goldeneye ever again.
Sad really...
And I've played the game recently, it holds up EXTREMELY well. People say that the game has aged, what that REALLY means is that they just can't be bothered to adjust to the N64 controller, an SD resolution and the gameplay again. It's laziness really. There is nothing remotely wrong with the game and I've yet to see anyone explain what those problems might be.
And I'd just like to point out that I'm a PC gamer as well as a console gamer, and any PC Gamer that questions Goldeneye's importance is a disrespectful FOOOOOL.
The PC had NOTHING to compare to Goldeneye back in 1997, games like Quake and Half-Life came out well after it and while important games in their own right, they brought NOWHERE near as many innovations to the table. This is just a fact.
It's also a fact that I'd rather play Goldeneye than any old PC shooter, Quake's single player was ALWAYS trash.
*shudders*
@Taerdin
The Playstation was horrible when it came to shooters.
@Jimmy Gandalf: I hadn't thought about it being the first shooter to offer a dual analogue option, of sorts. Not sure many people noticed it even at the time, though!
Thanks for the comments, everyone! Someone posted a link to the video below on my blog: it's like my article but in video form (even has pretty much the same name), includes a few things I didn't have time to write about in-depth (the easter eggs) and is definitely worth a watch for any GE fans:
http://www.youtube.com/watch?v=Q8vibZquW5E
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We're talking about a small team doing something quite amazing that had never been thought possible on consoles and that presented some very original ideas of its own. Then we're talking about a dude that took a fraction of his free time to write a cool blog to people who relate to his love for the game.
Then we get people talking about PC FPS being better and PS1 library superiority. As a gamer that grew up on the 90s spending way too long with Unreal and Quake, playing my way through NES, SNES and N64 while having myself a PlayStation 1 and loving the hell out of everything, all I can say is thank you so much for sharing, Xander, and pointless naggers should probably refrain from uttering unproductive stupidities. If not for respect towards the game and its developers, towards the blog writer. Let him enjoy the deserved front page without having to read through empty, negative commentaries to reach the well deserved high-fives.
Talking about it, mister Xander, you have my virtual high-five. Kudos and thanks.
"This game is up there with FF7 as one of those games with a WEIRD cult following, it was an average FPS and didn't hold a candle to Quake and Unreal."
Yeah, but that's not a fair comparison. There were dozens of FPS games on PC better than GoldenEye. But how much was GoldenEye hindered by the limitations of the console it was released on?
It was the first and only successful FPS on a console, and (as Xander pointed out) it was the first to achieve a lot of what are now considered staples of the genre.

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