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Mitchell K., purveyor of GoldenEye 007 modding site : The solo mode is so precise in the modeling and texturing they did to match the movie sets - even the Russian text on doors and barrels match the movie exactly. Also, all of the international locations the film would be using.Įarly working document of the Depot level, drawn by Karl Hilton - all the markers and notes were communications between the development team. Hilton: We were even given the set blueprints so we could plan out the levels based on the actual set designs, and a very early version of the film script so we knew all the characters and plot developments. Since we had this very broad license, we were pretty much allowed to use anything from the Bond universe and gathered all the data points we possibly could. Literally, the engine was built by sitting down with graphics textbooks and figuring out every step of the way. Everything was coded from scratch, particularly making a 3D game on a completely new piece of hardware the N64. Pierce Brosnan might have been in the canteen when we were having lunch, but we didn’t see him in any scenes acting on set.ĭavid Doak, developer: There was no paradigm for what games would be in 3D. Mark Edmonds, gameplay and engine programmer: It was a cool experience, never having been to a movie set before. I took hundreds of photos on 35mm film - we used them as reference for all of the in-game art.
Karl Hilton, lead environment artist: The early concepting for GoldenEye involved myself, Martin Hollis and Bea Jones going down to the film set in Leavesden for several days to take photos of everything we could find, from props and costumes to all of the actual film sets and even models and miniatures. So that’s the environment into which GoldenEye was born. That’s where Rare stepped in and became a Nintendo powerhouse, cranking out so many games that had an American aesthetic to them, which powered the console’s library at a time when Nintendo really needed it. In addition, for some reason, the 64 did significantly better in America than it did in Japan, so there was demand for games that were oriented toward American audiences. Nintendo was stuck with doing cartridges, it became important for them to get as many game titles out as it could and flood the market.
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Nintendo had made some serious mistakes, like going with cartridges instead of the CD-ROM drive. (Image courtesy of David Doak)Ĭhris Kohler, features editor at Kotaku: By the time the 64 came out it was pretty obvious to everybody, especially by 1997, that Sony was going to be crushing everyone with the PlayStation. The team’s office in Rare, featuring Bond wearing a hairnet and with a toilet roll over his gun. He got his way, and assembled a ragtag team of new-to-gaming developers to begin working on what was expected to be “just another film license” game - games that typically rode the movie’s fame, but didn’t prove to be smash hits, critically or commercially. However, lead developer Martin Hollis suggested it be a 3D first-person shooter for the Nintendo 64, a system and technology that didn’t even fully exist yet. GoldenEye 007 was originally planned to be a 2D, single-player side-scrolling game, much like Donkey Kong, another game that British developers Rare were producing at the time for the SNES. From the multiplayer being added as an afterthought to the game almost having every Bond actor ever, the game you and your buddies logged hours on - paintballing in the Stack or shooting Boris in the balls - was almost something very, very different. 25, 2018, will be the game’s 21st birthday (allowing Bond to finally taste one of his revered cocktails), so we reached out to the people who played, reviewed and created the game to see how it all came together, way back in 1997. The Nintendo 64’s GoldenEye 007 - or GoldenEye 64, as it’s often known - is seen as one of the system’s all-time classics.