Let's Install - Goldeneye 007 [Xbox Series X]
Geek Aloud's #LetsInstall of #goldeneye007 . This install was from a digital copy of the game onto an @xbox Series X.
From the Wikipedia (https://en.wikipedia.org/wiki/GoldenEye_007_(1997_video_game))
GoldenEye 007 is a 1997 first-person shooter developed by Rare and published by Nintendo for the Nintendo 64. Based on the 1995 James Bond film GoldenEye, the player controls the secret agent James Bond to prevent a criminal syndicate from using a satellite weapon. They navigate a series of levels to complete objectives, such as recovering or destroying objects, while shooting enemies. In a multiplayer mode, up to four players compete in several deathmatch scenarios via split-screen.
Development began in January 1995. An inexperienced team led by Martin Hollis developed GoldenEye 007 over two-and-a-half years. It was conceived as a side-scrolling platform game for the Super Nintendo Entertainment System, but evolved into a 3D shooter for the Nintendo 64 inspired by Doom (1993) and Virtua Cop (1994). Rare visited the GoldenEye set for reference, and Eon Productions and Metro-Goldwyn-Mayer allowed them to expand the game with sequences not featured in the film.
GoldenEye 007 was released in August 1997, almost two years after the release of the film but shortly before the release of its sequel Tomorrow Never Dies. It faced low expectations from the gaming media during development. However, it received critical acclaim and sold over eight million copies, making it the third-bestselling Nintendo 64 game. The game was praised for its visuals, gameplay depth and variety, and multiplayer mode. In 1998, it received the BAFTA Interactive Entertainment Games Award and four awards from the Academy of Interactive Arts & Sciences.
GoldenEye 007 demonstrated the viability of home consoles as platforms for first-person shooters, and signalled a transition from Doom-like shooters to a more realistic style. It pioneered features such as atmospheric single-player missions, stealth elements, and multiplayer console deathmatch. The game is considered one of the greatest video games ever made, with many of its elements, such as the Klobb gun, leaving an enduring impression in video game culture. A spiritual successor, Perfect Dark, was released in 2000, while a remake developed by Eurocom, GoldenEye 007, was released in 2010. The original game was rereleased in January 2023 via Xbox Game Pass and Nintendo Switch Online + Expansion Pack.
GoldenEye 007 was developed by the British studio Rare and directed by Martin Hollis, who had previously worked as a second programmer on the coin-op version of Killer Instinct.[15] In November 1994, after Nintendo and Rare discussed the possibility of developing a game based on the upcoming James Bond film GoldenEye, Hollis told Tim Stamper, Rare's managing director, that he was interested in the project.[16] Due to the success of Rare's 1994 game Donkey Kong Country, GoldenEye 007 was originally suggested as a 2D platformer for the Super Nintendo Entertainment System.[17] However, Hollis proposed a 3D shooting game for the upcoming Nintendo 64 console.[16] He created a document with design ideas, including gadgets, weapons, characters, story digression from the film, and artificial intelligence (AI) that would react to the player.[16]
Rare named Sega's 1994 light gun shooter Virtua Cop, id Software's seminal 1993 first-person shooter Doom and the Nintendo 64 launch game Super Mario 64 as influences.[16] Features such as gun reloading, position-dependent hit reaction animations, penalties for killing innocent characters, and the aiming system that is activated with the R button of the Nintendo 64 controller were adopted from Virtua Cop.[16] The developers considered having players reload weapons by unplugging and re-inserting the Rumble Pak on the controller, but Nintendo opposed the idea.[17] The concept of several varied objectives within each mission was inspired by the multiple tasks in each stage of Super Mario 64.[18]
The team visited the studios of the GoldenEye film several times to collect photographs and blueprints of the sets.[17][19] Eon Productions and MGM, the companies that control the James Bond films, granted the team a broad licence,[20] and many levels were extended or modified to allow the player to participate in sequences not seen in the film.[16] Although the reference material was used for authenticity, the team was not afraid to add to it to help the game design.[17] John Woo films such as Hard Boiled influenced the visual effects and kinetic moments. Details such as bullet marks on walls, cartridge cases being ejected from guns, and objects exploding were part of the design.[16]
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