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GoldenEye and 007
In the video game GoldenEye 007, calm elevator music plays as the main characters ride an elevator up to the main control center for the GoldenEye satellite.
Nevertheless, because Llewelyn was considered one of the franchise's major institutions and he was immensely popular among Bond fans, Llewelyn starred in several commercials, most recently to promote the video games GoldenEye 007 and Tomorrow Never Dies.
* GoldenEye 007 and The Legend of Zelda: Ocarina of Time are considered killer apps for the Nintendo 64.
For example, Martin Hollis, who produced and directed GoldenEye 007, says " the idea for the huge variety of missions within a level came from Super Mario 64 ".
GoldenEye 007 is a first-person shooter video game developed by Rare and based on the 1995 James Bond film GoldenEye.
GoldenEye 007 was originally conceived as an on-rails shooter inspired by Sega's Virtua Cop, before being redesigned as a free-roaming shooter.
GoldenEye 007 is considered an important game in the history of first-person shooters for showing 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.
GoldenEye 007 was followed by a spiritual successor, Perfect Dark, also developed by Rare for the Nintendo 64.
A reimagining of the game, also titled GoldenEye 007, was published by Activision and released for the Wii and Nintendo DS in 2010, and later re-released as GoldenEye 007: Reloaded for the Xbox 360 and PlayStation 3 the following year.
GoldenEye 007 is a first-person shooter that features both single and a multiplayer modes.
GoldenEye 007 closely follows the plot of the movie, though with some minor alterations.
GoldenEye 007 was developed by an inexperienced team ; eight of its nine developers had never previously worked on video games.
" Due to the success of Donkey Kong Country, GoldenEye 007 was originally suggested as a 2D side-scrolling platformer for the Super Nintendo Entertainment System, but Martin Hollis, the director and producer of the game, proposed " a 3D shooting game " for Nintendo's in-development " Ultra 64 " console.
GoldenEye 007 introduced stealth elements not seen in previous FPS games.
Despite an unsuccessful showing at E3 1997 and low expectations among the gaming media, GoldenEye 007 turned out to be both a critical and a commercial success.
Video game journalists have praised GoldenEye 007 for proving that it is possible to create a " fun " FPS experience on a console in both single-player and multiplayer modes ; when the game was released, the FPS was primarily a genre for PC gamers.
GoldenEye 007 has subsequently become credited alongside Shiny Entertainment's MDK for pioneering and popularizing the now-standard inclusion of scoped sniper rifles in video games.
IGN's Doug Perry called GoldenEye 007 an immersive game, which " blends smart strategy gameplay with fast-action gunmanship ".
He noted that GoldenEye 007 " takes it for granted that you have already seen the movie ".
In December 2011, IGN journalists placed the multiplayer mode at 17th in their list of the " Top 100 Video Game Moments ", and in 2010 Nintendo Power listed GoldenEye 007 as one of the greatest multiplayer experiences in Nintendo history, stating that it is remembered as one of the finest examples of a first-person shooter.

GoldenEye and Rare
A number of the GoldenEye 007 team left Rare soon after development on Perfect Dark commenced, beginning with Martin Hollis in 1998, who after working on the GameCube at Nintendo of America formed his own company Zoonami in 2000.
An Xbox Live Arcade port of GoldenEye 007 was in development at Rare for several months, and in 2006 Nintendo of America Reggie Fils-Aime commented that Nintendo was " exploring all the rights issues " involved in bringing GoldenEye 007 to the Wii Virtual Console.
In 1994, Rare became a Nintendo second-party developer and achieved great critical acclaim with their subsequent releases, which include Donkey Kong Country, Killer Instinct, GoldenEye 007, Banjo-Kazooie, Perfect Dark and Conker's Bad Fur Day.
Rare gained more international recognition with the release of GoldenEye 007, a Nintendo 64 first-person shooter based on the film GoldenEye that is often credited for having revolutionized the genre.
In 2000, Rare released the spiritual successor to GoldenEye 007, Perfect Dark.
Unlike other Rare shooters such as GoldenEye 007 or Perfect Dark, the weapons in Jet Force Gemini feature no magazines and cannot be reloaded after a certain number of shots.
In February 1999, 15 months before the release of Perfect Dark, several members of Rare that were part of the GoldenEye 007 development team, including Steve Ellis, Karl Hilton, Graeme Norgate, and David Doak, left to form their own company called Free Radical Design.
Originally working at a bank before joining Rare in 1994, Norgate later would become famous for taking part in the music of such games as GoldenEye 007 and Blast Corps.
Interestingly, another first-person shooter game from Rare, the makers of GoldenEye 007, In the Quantum of Solace video game, the gun appears to be designed on the gun from the novel, similar to a gold-plated revolver, rather than the design used in the film.
The popularity of the James Bond video-game series did not rise quickly, however, until 1997's GoldenEye 007 by Rare for the Nintendo 64.
While at Rare, they ( David Doak, Steve Ellis, Karl Hilton, Graeme Norgate and Lee Ray ) worked on the Nintendo 64 first-person shooters GoldenEye 007 and Perfect Dark.
TimeSplitters attracted attention at the time because of the former Rare employees ' work on the critically acclaimed GoldenEye 007.

GoldenEye and development
The intention for the first few months of development was for the game to be an on-rails shooter similar to Sega's light gun game Virtua Cop ; GoldenEye < nowiki >'</ nowiki > s gas plant location was modelled by Karl Hilton with a predetermined path in mind.
The development team visited the studios of the GoldenEye film to collect photographs and blueprints of the sets used in the movie.
During the development of GoldenEye 007, a weapon ( RCP-90 ) was included as an in-joke amongst the developers.
Tilston remarked that, throughout the course of development, they noticed how the video game industry had evolved as computing and graphics power increased, and how earlier games like GoldenEye 007 and Donkey Kong Country where their development costs were minimal could easily be profitable with a few programmers.
GoldenEye: Source is a non-profit total conversion mod currently in development using Valve's Source engine.
The patch fixed some of the bugs present in the first beta version, but was not officially supported by the development team with support only available from a topic in the GoldenEye: Source forum.

GoldenEye and titled
In 2006, the James Bond game license was acquired by Activision, which published additional games in the James Bond video game series, such as Quantum of Solace, 007: Blood Stone, and a reimagining of the Nintendo 64 game, also titled GoldenEye 007.

GoldenEye and Perfect
Using a modified version of the GoldenEye 007 game engine, Perfect Dark made its debut at E3 1998, and was released in 2000 to critical acclaim.
The company is best known for its platform games, which include the Donkey Kong Country, Banjo-Kazooie, and Conker series, and for its Nintendo 64 first-person shooters GoldenEye 007 and Perfect Dark.
The company has developed games and series such as GoldenEye 007, Viva PiƱata, Banjo-Kazooie, Killer Instinct, Conker, Perfect Dark, and many of the Donkey Kong games from as early as Donkey Kong Country in 1994 to as recent as Diddy Kong Racing DS in 2007.
The location of the health bar and other gameplay features are reminiscent of GoldenEye 007 and Perfect Dark.
Like Rare's earlier first-person shooters GoldenEye 007 and Perfect Dark, developers decided not to include a jumping function since they felt it goes against the nature of the genre.
The two new maps are updated versions of two maps from the game's predecessor: Facility, originally found in GoldenEye 007, then later featured as " Felicity " in Perfect Dark ; and Ruins.
Low-scoring players in the multiplayer version of the game Perfect Dark and GoldenEye 007 are awarded with the designation " mostly harmless ".
Later games that continuously spawn enemies include GoldenEye 007, Perfect Dark, System Shock, Mass Effect 2 and Call of Duty.
The games are often compared to Rare's shooters GoldenEye 007 and Perfect Dark since Free Radical Design was founded by a group of ex-Rare employees who developed these games.
He was director and producer of the critically acclaimed first-person shooters GoldenEye 007 and Perfect Dark.

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