Follow Slashdot stories on Twitter

 



Forgot your password?
typodupeerror
×
First Person Shooters (Games) Nintendo Open Source PC Games (Games) Games

'GoldenEye: Source' Updated: A Classic, Free Multiplayer Game (theverge.com) 65

An anonymous reader quotes The Verge: GoldenEye: Source received its first update in more than three years this week. It's free to download and it features 25 recreated maps, 10 different multiplayer modes, and redesigned versions of the original game's 28 weapons. It was created using Valve's Source engine, the same set of tools used to create Counter Strike and Half-Life games. So it's a massive step up in both visuals and performance for one of the more drastically dated gaming masterpieces of the last 20 years...

GoldenEye 007, the beloved N64 first-person shooter, has been recreated in high-definition glory by a team of dedicated fans over the course of 10 years...the attention to detail and the amount of effort that went into GoldenEye: Source make it one of the most polished HD remakes of a N64 classic.

With 8 million copies sold, Wikipedia calls it the third best-selling Nintendo 64 game of all-time (although this version doesn't recreate its single-player campaigns). Anyone have fond memories of playing Goldeneye 007?
This discussion has been archived. No new comments can be posted.

'GoldenEye: Source' Updated: A Classic, Free Multiplayer Game

Comments Filter:
  • Bad results (Score:4, Informative)

    by Anonymous Coward on Saturday August 13, 2016 @12:46PM (#52696571)

    I installed it this morning and was very disappointed. On my GTX 970 the game was terribly jerky. I could see through doors. Guns had a lot of glitches, including double shots, firing from the left, and not reloading. Knives simply did not work. It's a shame that after so many years the project is so poor.

    • by Anonymous Coward

      I like how the title of the article is "GoldenEye 007 gets an unofficial multiplayer remake with modern graphics"

      Yeah, if by "modern graphics" they mean something from 2003.

    • by BigZee ( 769371 )
      What you should probably do is install it on a PC and not just a graphics card :-)
  • Phantom Menace (Score:2, Interesting)

    by Anonymous Coward

    Viceroy: Is it... legal?
    Sith Lord: I will make it legal.

  • by Anonymous Coward

    Proximity mines in the bathroom and booby trapping the vents (for anyone who spawned up there) was always fun.

    • I always enjoyed putting proximity mines in all the stalls but one and then hiding in the last one. Then playing "Which stall am I in" with another player. Downside is, when they pick wrong, you both die.

  • Come one GoldenEye sucked, sure it was maybe the best console shooter out there but the experience was awful compared to shooters on the PC at that time. The game play was slow, the movement ponderous.

    Anyone who had played a BUILD engine game on PC would have found GoldenEye virtually unplayable.

    • Just asked the exact same question below. I really tried to like it (even back in 1997-98) based on reviews and comments from people who loved the game, and and always found it a poor FPS overall.

    • Re: (Score:2, Interesting)

      by Anonymous Coward

      Not all shooters, even on the PC, are zippy Quake clones, nor need they be. A lower movement speed ads tactical dimensions of its own. Sure, it may not be to your liking, but maybe you don't like turn-based strategy either. That doesn't mean it's bad.
      Having played dozens of shooters from the era, only two of which on the N64 (GoldenEye and Perfect Dark) I can try to explain why I liked them. The lower pace made the games less reflex-based, you had to play more strategically to win. The level design was bett

      • by Ranbot ( 2648297 )

        ...A lower movement speed ads tactical dimensions of its own....The lower pace made the games less reflex-based, you had to play more strategically to win.

        Tactics are mostly irrelevant when your opponent can just glance a couple inches over at your side of the split screen to figure out exactly where you are, what you have (health, weapons, etc.), and what you are doing.

        The level design was better than any other game from the period, both as ‘levels’ and as ‘believable places’. Artistically, considering the hardware it ran on, the games looked much better than other games from the period. (In comparison Quake II looked very ugly...

        For ugly and unrealistic looking games Doom, Quake, and Quake II are easy targets, but when GoldenEye was released it was Duke Nukem 3D that had set the bar for level design and realism. Personally I don't think GoldenEye surpassed anything that Duke Nukem had done. Duke Nukem had colorful, re

    • by Ranbot ( 2648297 )

      Agreed. When GoldenEye came out I had already been playing PC games like Doom, Duke Nukem, and Quake and in comparison GoldenEye felt like a big step back in gameplay, graphics, level design, and sound. The only thing GoldenEye had going for it was it was the first FPS you play sitting in the same couch with your friends. Ironically, even that degraded the game experience some because your opponent could just look at your side of the split screen to figure out where you were and what you were doing.

  • Not meaning to troll, but i tried to play Goldeneye back in its day and again recently, and i can't just understand why it is so revered. It is because it was one of the first decent FPS for consoles?

    My main peeve is that it always felt so slow. Remember, this came out the same year that Quake II was released.

    • Same, Goldeneye felt dumb compared to Quake 1. In Quake you don't see people on the screen and held more than 4 people on a server. I think the conclusion is that the people who loved Goldeneye were actually deprived kids not on a college campus at the time.
    • Yes, that's probably it. It was incredibly fun at the time.

    • by dohzer ( 867770 )

      GoldenEye allowed four kids to play on one console together. Plus there was the James Bond element to it too.
      Quake required individual computers and some networking.

      Personally I had both, but I feel like GoldenEye had that arcade feel to it. Friendly and easy for people to pick up. We'd even get (shock horror!) girls playing GoldenEye too.

    • Not meaning to troll, but i tried to play Goldeneye back in its day and again recently, and i can't just understand why it is so revered. It is because it was one of the first decent FPS for consoles?

      That's the entire reason. When Goldeneye came out in 1997, we'd already had Quake on the PC for over a year and we already had a small mod scene going. But for those people who couldn't afford a PC, or one capable of playing games, there was only Goldeneye or Doom. Quake came out for the Saturn, but it cost damned near as much as a PC. Quake 2 came out for the Playstation, but Q2 never had the attracting power of Q1. Turok came out for many consoles; it had much prettier graphics than Goldeneye but the gameplay was boring and weak. Thus, Goldeneye pretty much remained the most popular console FPS of all time until Halo came out. Halo was the first FPS that wasn't goddamned agony to play, and I include Goldeneye in that estimation; its play control was garbage, but console players didn't know any better until Halo.

  • It turns out that the only thing fully made use of the power of the GPU in the N64 was the spinning N at the start of the games. The main CPU loaded up the GPU with some data and then went to sleep for a few seconds while the GPU did all the work. The 3d libraries did make some use of the chip but most of the work was all done in the MIPS CPU.

    I wonder if the GPU wasn't used as result of programmers not having any idea how to use it or if using it would make games impossible to move to other platforms.

    • Re: (Score:2, Interesting)

      by Anonymous Coward

      Huh?

      Some companies (like RARE) actually spent time rewriting the microcode for the RCP to squeeze a little bit more power out of the console. I know this because I was one of the folks who worked on such a project (though not for RARE). The firmware Nintendo originally shipped was horribly optimized and didn't perform that well. The source code they gave us was almost completely undocumented, and we had to buy a specialized SGI system just to rebuild it (an Onyx if I recall correctly, as opposed to the usua

      • The blame should be placed on Nintendo and SGI for screwing that one up.

        No. Just Nintendo. They are the ones who pushed it out the door before it was ready to get moving quicker. They made the decision, they get to take the responsibility.

Never tell people how to do things. Tell them WHAT to do and they will surprise you with their ingenuity. -- Gen. George S. Patton, Jr.

Working...