GoldenEye 007 Part 10. Being the best agent. (00 Agent Campaign/Bonus Missions)

GoldenEye 007 Part 10. Being the best agent. (00 Agent Campaign/Bonus Missions)

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Published on ● Video Link: https://www.youtube.com/watch?v=W4OLH2PL1Ck



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Welcome to my GoldenEye 007 let's play. My name is digidv85 but please call me dig for short. This is a not a blind let's play. It will feature the campaign on 00 agent difficulty and the bonus missions on 00 agent difficulty. Gameplay shown on N64.

About Game: GoldenEye 007 is a first-person shooter video game developed by Rare and based on the 1995 James Bond film GoldenEye. It was released for the Nintendo 64 video game console in August 1997. The game features a single-player campaign in which players assume the role of British Secret Intelligence Service agent James Bond as he fights to prevent a criminal syndicate from using a satellite weapon against London to cause a global financial meltdown. The game includes a split-screen multiplayer mode in which up to four players can compete in different types of deathmatch games.

GoldenEye 007 was developed over a period of two and a half years by an inexperienced team led by Martin Hollis, who had previously worked on the coin-op version of Killer Instinct. It was partially conceived as an on-rails shooter inspired by Sega's Virtua Cop, before being redesigned as a free-roaming shooter. The game was highly acclaimed by the gaming media and sold over eight million copies worldwide, making it the third-best-selling Nintendo 64 game. It received the BAFTA Interactive Entertainment Games Award and four awards from the Academy of Interactive Arts & Sciences.

Retrospectively, GoldenEye 007 is considered an important game in the history of first-person shooters for demonstrating the viability of game consoles as platforms for the genre, and for signalling a transition from the then-standard Doom-like approach to a more realistic style. It pioneered features such as atmospheric single-player missions, stealth elements, and a console multiplayer deathmatch mode. The game is frequently cited as one of the greatest video games of all time. A spiritual successor, Perfect Dark, was released in 2000, while a reimagining of the game, also titled GoldenEye 007, was released in 2010.

Development: GoldenEye 007 was developed by Rare and directed by Martin Hollis, who had previously worked as a second programmer on the coin-op version of Killer Instinct. In November 1994, after Nintendo and Rare discussed the possibility of developing a game based on the then-future James Bond film GoldenEye, Hollis told Tim Stamper, Rare's managing director, that he was interested in the project. Due to the success of Rare's 1994 title Donkey Kong Country, GoldenEye 007 was originally suggested as a 2D side-scrolling platformer for the Super Nintendo Entertainment System. However, Hollis proposed "a 3D shooting game" for the Nintendo 64 console, then still in development and known as "Ultra 64". He then created a document with all the design ideas he wanted in the game, including gadgets, weapons, characters to use, story digression from the film, and an artificial intelligence (AI) that would react to the player's actions.

Production: Work on GoldenEye 007 began in January 1995 with a team of three people that was hired by Hollis: programmer Mark Edmonds, background artist Karl Hilton, and character artist B. Jones. Edmonds focused on creating a game engine that could render 3D graphics from art packages into Nintendo 64 data structures. Hilton modelled levels based on the film material, while Jones constructed characters based on photos and costumes they had. Since final Nintendo 64 specifications and development kits were not initially available to Rare, the team had to estimate the finalised console's capabilities using an SGI Onyx workstation and Nintendo's custom NINGEN development software. In the following months, designer Duncan Botwood joined the team to construct the levels. The first year was spent producing art assets and developing the engine, which originally only allowed the player and enemies to move around a virtual environment.

Reception: Despite low expectations among the gaming media and an unsuccessful showing at E3 in Atlanta in 1997, GoldenEye 007 turned out to be both a critical and a commercial success. In 1998, it sold approximately 2.1 million copies, surpassing The Legend of Zelda: Ocarina of Time, which was released in November 1998 and sold nearly the same amount. Overall, GoldenEye 007 sold more than eight million units worldwide, making it the third best selling Nintendo 64 game. According to a paper published on the website of the Entertainment Software Association, the game grossed $250 million worldwide.

Legacy: GoldenEye 007 is frequently cited as one of the greatest video games of all time. Only a month after publishing its review of the game, Electronic Gaming Monthly ranked it the 25th best console video game of all time, calling it "easily the best movie game, and, more importantly, the best first-person game ever."

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Being the best agent. GoldenEye 007 Part 10. (00 Agent Campaign/Bonus Missions)



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GoldenEye 007 Statistics For digidv85

There are 1,595 views in 10 videos for GoldenEye 007. GoldenEye 007 has approximately 5 hours of watchable video on his channel, less than 0.28% of the total video content that digidv85 has uploaded to YouTube.