The Making Of... GoldenEye (Zuuunami/EDF 2004)

They say they wanted Goldeneye to be a fix of Doom, Virua Cop, and Mario 64. When they started making the games Mario 64 was not out, the n64 hardware was not even finalized. :/

Edit: Nevermind.

Is the e3 presentation anywhere on the net?
 
That was an interesting read. I had always assumed that the random rooms that had no reason for being there were from objectives that had been cut from the game.
 
I would've liked to hear about the multiplayer side of things. The single player side was great, but I believe the game kept selling because of multiplayer.
 
So, in the specific case of GoldenEye, and with the benefit of hindsight, the gameplay model was Virtua Cop with a bit of Doom, plus some Mario 64. The theme or setting was (obviously) the Bond universe and particularly GoldenEye. Many of the visual effects and kinetic moments I took from Hard Boiled or other John Woo flicks. Especially, things exploding. Visually, there's more to that than you might think.

Ugh. Why is it i have a feeling alot of western designers do this shit.
 
lol AJ, shat it :) or I'll have to get all Jack Bristow on you and kill you, bring you back to life and then threaten to kill you again (like he did to Gervais) :P
 
That's a great read. I love it how great products feel like they were designed to be exactly that way, hiding the long trial-and-error process behind them. They feel simple and obvious, yet revolutionary.
 
I actually remember Gamefan mentioning that Goldeneye was like a cross between Virtua Cop and an FPS in their first preview of the game.
 
Ha ha I remember when GoldenEye was an on-track shooting game similar to Virtua Cop. In fact I still have the videos somewhere around here.
 
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