LTTP: Perfect Dark (2010, X360) via Game Pass

EverydayBeast

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Originally released in 2000 and later remastered in 2010 being able to play it with updated graphics and frame rates is crucial.

In 2000 I imagine people were ready to move off of the N64 and I'm told Perfect Dark at that time looked amazing, but don't try playing the n64 version today with its below 20 frame rates, aged graphics etc. this Xbox live 360 game pass whatever version is the one to play.

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Perfect Dark is actually from the makers of goldeneye so it's carrying that legendary game on its back and somehow surpassed it which is nuts.

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You're fighting through pockets of enemies (good AI that flinch, act injured, flank etc.) infiltrating Area 51 on what seems like an Elon Musk, Bob Lazar futuristic fantasy shooter story, the alien elements slowly appear during the 5th or 6th mission and it does the alien thing well.

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Elvis the alien.

I was big on goldeneye's multiplayer but not so much perfect darks. The multiplayer here is crazy packed though with its options, stimulants, just stuffing the levels with objectives and AI and I'm sure it was fun when the servers were active.

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Reminds me of a game not taking itself too seriously.

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Perfect dark is looked upon as apart of Rare's 90s run, banjo, conker, bond etc. and so overall big picture I think the fun weapons, bunch of interesting levels like Area 51, the crazy story with the president, alien species, it's just a treat to play.

Microsoft doesn't give a fuck about this franchise, it's insane, also one perfect dark game was just canceled.


Horrible.

What did GAF think of this particular boomer shooter?
 
Perfect Dark was a great game. Has it aged gracefully? Probably not but not a lot of games do.

I remember buying this game (which also had an 18 raring on the front for us UK buyers) the day before I was due to go off on a 2 week holiday.
So my friend and I played it through the night, drinking those cold coffee drinks that came in a glass bottle, until 5am... then we had a horrible airport experience because we were exhausted.... and because it's an airport.

I wish someone would slap a few Perfect Dark levels into a modern engine, just to see how it'd look. (Like people have done with TimeSplitters etc.)

Also, fucking great soundtrack.
 
still the best shooter of its kind.
we need a subgenre name for these, otherwise we just gotta name them GoldenEye-likes or something.

I propose Objective Shooter... or something along these lines.

I would highly suggest playing the 360 version tho... the N64 was simply completely overburdened by this game. they probably should have shifted development to the GameCube in order to not run at fucking 15fps half the time.
at 60fps on 360, Xbox One or Series X however, it plays like a dream
 
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still the best shooter of its kind.
we need a subgenre name for these, otherwise we just gotta name them GoldenEye-likes or something.

I propose Objective Shooter... or something along these lines.

I would highly suggest playing the 360 version tho... the N64 was simply completely overburdened by this game. they probably should have shifted development to the GameCube in order to not run at fucking 15fps half the time.
at 60fps on 360, Xbox One or Series X however, it plays like a dream

Trying to complete PD on the N64 was rough since the final boss shoots rockets that create smoke effects, resulting in the already terrible frame rate plunging into what felt like single digits. Playing the finale on the remaster was so much easier, it felt a totally different fight.

I thought PD held up better than expected when I played the remaster. Like in GoldenEye, I appreciate how they layer on more objectives depending on the difficulty level you choose. It'd be nice to have Rare Replay titles like Perfect Dark on the PC at some point.
 
I mean it's still pretty much the best FPS.

Games don't "age" IMO.
Perfect Dark is in my top 10 all time and even I can admit that it has aged. Specifically, in the controls and enemy A.I. department.

If it were ever remade, I would want whoever doing it to simply change both of these issues to be better to match each other (so if it controls like a modern shooter, it would need much better enemy A.I. to match.). Everything else like level design, mission design, multiplayer design, etc. would stay the same since they were so groundbreaking at the time.

However as it stands now, it is very clear that the game is an old school, pre-aim down sights, stop-and-pop shooter that feels way worse to stop-and-pop than something like Resident Evil 4.
 
I had a good time playing through that remaster. I got found it too hard at the end and had to drop the difficulty level but outside of that I remember having fun.
 
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It still hurts that they cancelled the new one, fuck Microsoft really.

I think people don't realize how much better than Goldeneye this game ran with the expansion pack, in SP it was perfect except for maybe 1-2 areas.

This and Timesplitters 2 are basically a lost subgenre entirely and no one seems able to make games like those.
 
Haven't played since the 360 launch window, and I remember being completely disappointed. Couldn't even play through it. And I'm someone who can wring some enjoyment out of shit like Sniper Ghost Warrior. ESPECIALLY in that era where I didn't have this massive Steam library to fall back on.

EDIT: Oh shit this is the remaster. Didn't even know this existed. But still, how did they eff up so badly. K.I.S.S. and you've got a cult classic. smh
 
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I was playing the first level the other day, on the Series X, and boy it sucks! I loved it when I played it on the N64. I am glad it's been cancelled, it looked rubish enough, I would have liked they continued the Alien conspiracy, but i didnt think much of the initiative nor the dev house assisting them. the second game sucked balls.
 
still the best shooter of its kind.
we need a subgenre name for these, otherwise we just gotta name them GoldenEye-likes or something.

I propose Objective Shooter... or something along these lines.

I would highly suggest playing the 360 version tho... the N64 was simply completely overburdened by this game. they probably should have shifted development to the GameCube in order to not run at fucking 15fps half the time.
at 60fps on 360, Xbox One or Series X however, it plays like a dream

I don't think we need a sub-genre for the 5 notable games of this type (and none since 2005)
 
I don't think we need a sub-genre for the 5 notable games of this type (and none since 2005)

see, maybe the lack of a genre notation is the reason it's such a forgotten subgenre in the first place!

noone thinks about them because there's no word to describe them 🧐

maybe like Soulsborne and Metroidvania we just combine 2 names... like... Perfectsplitter, or Goldendark.

a Goldendark Shooter 🤔🤔🤔
 
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see, maybe the lack of a genre notation is the reason it's such a forgotten subgenre in the first place!

noone thinks about them because there's no word to describe them 🧐

maybe like Soulsborne and Metroidvania we just combine 2 names... like... Perfectsplitter, or Goldendark.

a Goldendark Shooter 🤔🤔🤔

I think the thing is, this is just what the best FPS was for a brief period. Fun objective / stage-based single player and kickass split-screen multiplayer, then Call of Duty happened.
 
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see, maybe the lack of a genre notation is the reason it's such a forgotten subgenre in the first place!

noone thinks about them because there's no word to describe them 🧐
I think one or two have tried but their games have ended up under the 'boomer shooter' category on Steam, even though they are technically two different types of games.
 
I've replayed both GoldenEye and PD on Switch Online and GoldenEye is the better (single-player) game. The crucial difference is that GoldenEye's levels don't take too long to complete, so on higher difficulties, the lack of checkpoints don't matter too much as you're only ever, let's say, around ten minutes at most from catching back up to where you died. The objectives are simple but often designed so you can pursue them in any order, or simultaneously: this makes it feel as though you're able to make choices and if one route isn't working for you, there's often another one to try. There are, of course, linear levels like Silo, but rather than feeling constrictive, these offer alternatives and force you to play differently. Silo is the most straightforward of the lot, but among the others, there are usually a few alternative paths to try, even if your progress is more tightly controlled by the designer. It gives the game a huge amount of replayability and encourages the player to mix up their playing style: stealth results in fewer confrontations, but playing (intelligently) on the offensive can lure guards into opening locked doors or from around corners where you might otherwise be ambushed.

The balance is a thing of beauty and it trusts the player to find these things out for themselves: my favourite example is Bunker II, where you start the level unarmed and can only pick up loud weapons (with the exception of some throwing knives, whose inaccuracy makes them pretty useless) until late on, which will bring masses of enemies down on you in a second. However, an unwritten rule is that single shots are much quieter than automatic fire, so once you work this out, it's a game of sneaking through the level, taking out enemies with controlled headshots until you've built up enough ammo to hold your own - there's also an exploit with guards never shooting through windows, which upsets the balance a bit but only tipping a difficult level slightly more in the player's favour. The fact you visited the level earlier in the game (albeit in semi-constructed form) also helps the player in a subtle way, offering a few new areas but meaning you go in with some existing navigational knowledge. It's really tense and enjoyable, and once again crucially a pretty short stage so restarting isn't a big deal. While there are a couple of duds (Archives tries the same trick as Bunker II but far less successfully IMO, while Control is a bit too long and difficult for its own good, and Cradle is a bit one-note and with guards who are irritatingly numerous, accurate and high on health), for the most part the game wonderfully balances its systems and level design to challenge the player while also giving plenty of scope for improvisation.

Perfect Dark first four levels represent the game at its best, even if all bar Villa (the best level by far) are far more linear. Unfortunately later levels dial up the complexity, introduce insta-fail conditions on objectives (Chicago is ruined by these agents who can call end your game if you don't kill them quickly enough), increase the linearity and take much longer to complete, meaning it's far more frustrating to have to restart after death. Stuff like invisible enemies - admittedly the game gives you a means to track them, which is a nice touch but doesn't fully alleviate how annoying they are - just feels cheap, and the larger levels means it's much easier to get lost. Rare had entered the phase of their N64 development when it felt like they were more interested in seeing how hard they could push the hardware than design thoughtfully and with precision: Banjo-Tooie and DK64 are the most famous examples of this, but PD also foregoes a lot of the care which made its predecessor great in favour of being a great technical achievement (which it absolutely is for N64 hardware). Unlike GoldenEye, it's a game which really needs checkpoints but doesn't have them, and while there's a lot about PD I love and wish were still a part of modern gaming - the per-level design variation for each difficulty level, for instance - it ironically shows its age by being closer to modern, story-led gaming than GE (which largely stands as its own fusion between immersive sim and full action FPS) yet without a lot of the conveniences which have become the expected standard. I've been waiting a quarter of a century for an excuse to call someone a 'flawed device', though, so it certainly has its moments.
 
still the best shooter of its kind.
we need a subgenre name for these, otherwise we just gotta name them GoldenEye-likes or something.

I propose Objective Shooter... or something along these lines.

I would highly suggest playing the 360 version tho... the N64 was simply completely overburdened by this game. they probably should have shifted development to the GameCube in order to not run at fucking 15fps half the time.
at 60fps on 360, Xbox One or Series X however, it plays like a dream
Interest for objective shooters is still there, it's weird there aren't more objectives in COD games. Turok, goldeneye, perfect dark etc. made you do something like disable security systems or rescue hostages.
 
I enjoyed playing this recently with the Rare Collection. Still enjoyed Goldeneye way more and could not get into the sequels. I consider Rare to be a one hit wonder.
 
I've replayed both GoldenEye and PD on Switch Online and GoldenEye is the better (single-player) game. The crucial difference is that GoldenEye's levels don't take too long to complete, so on higher difficulties, the lack of checkpoints don't matter too much as you're only ever, let's say, around ten minutes at most from catching back up to where you died. The objectives are simple but often designed so you can pursue them in any order, or simultaneously: this makes it feel as though you're able to make choices and if one route isn't working for you, there's often another one to try. There are, of course, linear levels like Silo, but rather than feeling constrictive, these offer alternatives and force you to play differently. Silo is the most straightforward of the lot, but among the others, there are usually a few alternative paths to try, even if your progress is more tightly controlled by the designer. It gives the game a huge amount of replayability and encourages the player to mix up their playing style: stealth results in fewer confrontations, but playing (intelligently) on the offensive can lure guards into opening locked doors or from around corners where you might otherwise be ambushed.

The balance is a thing of beauty and it trusts the player to find these things out for themselves: my favourite example is Bunker II, where you start the level unarmed and can only pick up loud weapons (with the exception of some throwing knives, whose inaccuracy makes them pretty useless) until late on, which will bring masses of enemies down on you in a second. However, an unwritten rule is that single shots are much quieter than automatic fire, so once you work this out, it's a game of sneaking through the level, taking out enemies with controlled headshots until you've built up enough ammo to hold your own - there's also an exploit with guards never shooting through windows, which upsets the balance a bit but only tipping a difficult level slightly more in the player's favour. The fact you visited the level earlier in the game (albeit in semi-constructed form) also helps the player in a subtle way, offering a few new areas but meaning you go in with some existing navigational knowledge. It's really tense and enjoyable, and once again crucially a pretty short stage so restarting isn't a big deal. While there are a couple of duds (Archives tries the same trick as Bunker II but far less successfully IMO, while Control is a bit too long and difficult for its own good, and Cradle is a bit one-note and with guards who are irritatingly numerous, accurate and high on health), for the most part the game wonderfully balances its systems and level design to challenge the player while also giving plenty of scope for improvisation.

Perfect Dark first four levels represent the game at its best, even if all bar Villa (the best level by far) are far more linear. Unfortunately later levels dial up the complexity, introduce insta-fail conditions on objectives (Chicago is ruined by these agents who can call end your game if you don't kill them quickly enough), increase the linearity and take much longer to complete, meaning it's far more frustrating to have to restart after death. Stuff like invisible enemies - admittedly the game gives you a means to track them, which is a nice touch but doesn't fully alleviate how annoying they are - just feels cheap, and the larger levels means it's much easier to get lost. Rare had entered the phase of their N64 development when it felt like they were more interested in seeing how hard they could push the hardware than design thoughtfully and with precision: Banjo-Tooie and DK64 are the most famous examples of this, but PD also foregoes a lot of the care which made its predecessor great in favour of being a great technical achievement (which it absolutely is for N64 hardware). Unlike GoldenEye, it's a game which really needs checkpoints but doesn't have them, and while there's a lot about PD I love and wish were still a part of modern gaming - the per-level design variation for each difficulty level, for instance - it ironically shows its age by being closer to modern, story-led gaming than GE (which largely stands as its own fusion between immersive sim and full action FPS) yet without a lot of the conveniences which have become the expected standard. I've been waiting a quarter of a century for an excuse to call someone a 'flawed device', though, so it certainly has its moments.
I always saw it like this:

Goldeneye - Best Campaign
Perfect Dark - Best Multiplayer, Co-op, and PvPvE
 
Its the fps that got me into fps's. Incredible for it's time, even with its 20fps gameplay because well, that was the standard on consoles. Easily one of my fav games of all time, but i am not surprised that it was canned. Fuckers at MS have zero imagination on how to evolve franchises. Absolutely zero talent scrubs that should be flipping burgers instead of developing video games. I wasn't surprised by it being canned, but what i expected to happen is for the game to come out, be dogshit because people in charge don't understand game development, and then this franchise gets abandoned yet again for another 15 years. Pathetic.
 
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One of the best FPS games ever made. Its "age" is irrelevant. I just wish the campaign was more consistent. Some missions just weren't a lot of fun to play. Whatever its flaws, it was a great "complete package" sort of game, stuffed full of fun modes (counter-operative was a blast), and a ton of great features.

Peter Moore killed a promising sequel because he (stupidly) believed that Halo was the only FPS Xbox needed, and helming another first-party FPS would be tantamount to self-competition. Buffoon. Cretin. Bounder.

Perfect Dark and Goldeneye were amazing for their unique blend of FPS and rail-shooter archetypes, and I find it sad that no one's tried to emulate that formula since. Not because it isn't good, but because a lot of people don't understand what exactly was the secret sauce that made those games so satisfying to play: the fun and reactive enemies, and the focus on lining up precise shots with free-aim.
 
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