>developed with a team of 10 people
>8 of the 10 people on the dev team had never made a game before
>half the development time was with emulated hardware of the N64 without knowing what the controller or power of the final device would be
>game designed by making the level layouts first then the enemy/objective placements later
>split-screen multiplayer was shelved and only added in months before release
>only got approved by nintendo and rare heads last minute by presenting final builds of the game right before release, any other way and it would not have been included
>Ken Lobb, the man the Klobb was named after, was the guy who convinced Nintendo to add 4 controller ports to the N64, convinced Rare to add the multiplayer mode in Goldeneye and unlockable cheats in the game
>Ken Lobb also convinced Nintendo to give every Blockbuster 20 copies of Goldeneye to help word of mouth marketing and increase sales
>Nintendo released low quantity of Goldeneye at launch since they had no faith in it's sales
>the Blockbuster rentals, high quality finished product, and word of mouth caused demand to increase and eventually managed to be considered one of the highest selling N64 games of all time due to increased production as a result
Is this one of the biggest gaming miracle stories of all time? Everything about Goldeneye should have caused it to fail and yet it's considered one of the best and most influential console FPS of all time.
Developed with a team of 10 people
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Back then they used to take so much risk...
And sometimes that gamble brought HUGE rewards.
I read an interview where it said Rare devs would get insane bonuses after releasing their games. Like supercars and houses for each of them.
>>Ken Lobb, the man the Klobb was named after, was the guy who convinced Nintendo to add 4 controller ports to the N64, convinced Rare to add the multiplayer mode in Goldeneye and unlockable cheats in the game
Wait, seriously?
Yes. Ken was a former game designer and acted as the sort of liaison/producer role between Nintendo and Rare. Rare respected him enough to name the Klobb after him
You forgot:
>despite all this the game has almost no glitches or out of bounds, even with a dedicated fanbase of speedrunners and glitchhunters
Crazy to think all of that happened half a century ago. Twice that time would be the era of cowboys and stuff.
Retards.
This is like saying WW2 bombers are superior to modern bomber aircraft because they were able to manufacture 10,000s of bomber aircraft in a time where you could only produce a few dozen modern bomber aircraft without taking into account how much harder it is to manufacture
Why wasnt the klobb named Scorpion or some other arachnid?
I don't think GoldenEye is fucking 50.
bond burger
Zero people made that argument. Please take your medicine.
They earned it. We got Goldeneye and Conker
Did some new YouTube video just come out?
it was the first immersive game imo. mario 64 was immersive but in a fantasy way. goldeneye really made you feel like a spy with all of the level-specific objectives and subtle/not overdone stealth aspects
your sister
And Perfect Dark and TimeSplitters. I can't say for certain but I believe Dennis Dyack was still on board for Future Perfect. I fucking miss 97-06 Rare and Free Radical.
I dont think I've ever, ever used stealth in that game. Run and/or gun only.
Diddy kong racing, jet force gemini. Half of the N64 library was Rare games.
TS wasn't rare
Even crazier is that Ken Lobb was named after Barbie's love interest and the act of throwing a grenade
TimeSplitters was made by Free Radical, which was made up of ex-Rare employees. TS1 and 2 were fantastic. TS3 was okay, and then Haze was a dumpster fire. Overall though, Free Radical made some great stuff.
Seriously though, how the fuck was old rare so prolific?
Game after game, literally back-to-back releases from them that were ehad of the curve and often considered masterpieces...and they were mostly winging it too. What the fuck.
exactly, which is why it was genius. the stealth was there but it was just that subtle. you could stop the guards from hitting the alarms on the wall, or just let them do it and its just a few extra guards to deal with. same with being spotted by cameras
>Free Radical was made up of ex-Rare employees
is that true?
Never knew this, guess it explains some things though.
>>game designed by making the level layouts first then the enemy/objective placements later
when fps and most other games stopped doing this, thats when games became shit
Ken Lobb is a legend
if you picked Oddjob in multiplayer on a regular basis i think it pretty much proves you're a sociopath
Not that user but yes, and the soul in TS is clearly the same as Perfect Dark and Goldeneye. I don't even mean that in the modern Zig Forums buzzword sense, but in the sense that the actual passions of the devs are carried over through their signature gameplay design. You can tell that a lot of the same people who poured so much effort into level and weapon and story design for the previous games did the same with Timesplitters.
>TimeSplitters
I have never played TS, but i'm a fan of old rare games. Which platform i should get them for?
Did you play them? Sound effects, a few animations, even some weapons were nearly identical. Extremely similar structure in having multiple objectives, lots of cheat codes, large support for local MP, I think they even had a Klobbe equivalent you could find with some diligent digging. I thought it was obvious as a kid. What I can't remember is if Code Masters were also made of ex-Rare employees, since Second Sight seems like it is very resemblant, if slightly less cartoony.