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Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer
Full playthrough of GE XBLA:

https://www.youtube.com/watch?v=A0GinqO4lhU

Halfway through watching it, IMO the remastered visuals are a lot less offensive than PD XBLA's, because instead of change for change's sake, the levels and characters have been made to look more like they do in the movie, and the weapons more like real-life weapons (except the rocket launcher & grenade launcher). Though, a few things are offputting like Bond's hand looking like an 80 year old's, meh menu & dialogue box fonts, and the explosions lacking in detail. It's got the original (almost - the texture filtering isn't N64 accurate) graphics though, which for me earns it a LOT of leeway in the other departments.

Synthetic Hermit fucked around with this message at 06:58 on Jan 31, 2021

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As Nero Danced
Sep 3, 2009

Alright, let's do this
You can now find the game and it's apparently fully playable in an emulator. I can't link it because of :filez: but my god is it great. Twin stick goldeneye is something I always dreamed about but never really thought could happen (all those weird controller layouts in N64 emulators to try to get it right were never quite right enough and then you had to navigate the menus in a really unintuitive way).

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

I'm amazed I'm not finding more discussion on this. That thing is getting a spin after my son goes to bed tonight

Flannelette
Jan 17, 2010


Could be because it would have been big 10 years ago but now we already have played goldeneye with better controls and graphics through special emulators and fan remakes, texture mods.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
Finally coming to the end of beating Goldeneye form the first time thanks to the XBLA remake, am so close to the end but getting pretty frustrated by the last few levels. Escorting Natalya sucks so much!

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

Flannelette posted:

Could be because it would have been big 10 years ago but now we already have played goldeneye with better controls and graphics through special emulators and fan remakes, texture mods.

The high resolution and framerate are nice, but the real draws of a GE re-release would be online multiplayer and speedrun leaderboards, which this leak does not provide.

It can technically be played online via system link tunneling, but that's not ideal, and I've personally played classic GE online via Kaillera, so I've already experienced the novelty of it.

It remains a case of "what could've been" which is also what the close-but-no-cigar PD XBLA "port" (and the still not fully fixed Master Chief Collection) is to me.

RoboChrist 9000
Dec 14, 2006

Mater Dolorosa
I feel like this Goldeneye remaster looks much nicer than the PD one did. I felt like the original graphics for PD were honestly nicer than the remaster ones. The remaster ones were still ugly enough to be ugly, but not so ugly as to have a charm like the classic graphics. These new Goldeneye graphics actually look okay.
Although do miss the old surreal skyboxes. Siberia was apparently located in Hell in the original N64 version.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
Well this is bizarre. I can't beat Control on the XBLA Remake/Remaster of Goldeneye because they don't give you the mines to detonate the armored mainframes, nor does the patch to unlock the debug menu seem to work. So I can't actually finish the game. Lmao.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
If you play it through a few times you should eventually be able to get a few grenades from the 70 soldiers that try to kill Natalya? Would those work or does it have to be those specific mines?

Flannelette
Jan 17, 2010


Taintrunner posted:

Well this is bizarre. I can't beat Control on the XBLA Remake/Remaster of Goldeneye because they don't give you the mines to detonate the armored mainframes, nor does the patch to unlock the debug menu seem to work. So I can't actually finish the game. Lmao.

You pick them up in the level.

Also why do people not like the PD remaster? I thought it was fine.

Flannelette fucked around with this message at 03:41 on Feb 8, 2021

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS

Flannelette posted:

You pick them up in the level.

Ooooh. Well then. I'm a dingus.

e: There! Finally beat Goldeneye for the first time. Now to see if that Perfect Dark remaster finally works with Xenia.

Taintrunner fucked around with this message at 05:17 on Feb 8, 2021

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

Flannelette posted:

Also why do people not like the PD remaster? I thought it was fine.

The Nintendo 64 version of Perfect Dark was already near-perfect. It sold less than GoldenEye, but still a healthy 2.5 million, and has a significant cult following today. A winning re-release only needed basic upgrades - framerate, resolution, online play, modern controls, speedrun leaderboards.

Only the resolution and speedrun leaderboards came without caveats. It runs at 60 FPS, but some of the animations (reloads and some HUD/menu elements) are too fast. It has online play, but bad playlists, no custom game browser (in the game that rewrote the rulebook on custom settings), and no party support (nor the online splitscreen that GE was going to have). It had modern controls, but no classic controls, and the manual (R button) aim had messed up sensitivity (both of these got patched imperfectly).

At this point, it still would've been "fine", as long as you don't care about how it looks. The original PD had an awesome art style, but ALL of it got replaced, with very mixed results (level backgrounds not bad, character heads tolerable, weapons ok to WTF) and no switching back (another thing that GE was going to do better).

Of course, you could say that I'm trying to make a mountain out of a few molehills with the above. There are even more molehills, though:

A really strong echo that can't be turned off was added to all enclosed corridors
No cheats in multiplayer (Goodbye DK/Monkey Mode)
Multiplayer characters with swapped heads don't have necks
First-person death camera doesn't work
Various audio bugs
Incorrect gamma (a slider was patched in, but was again an imperfect fix)

Now, even with ALL of this, it does still play good. But the presentation of the original had a real cinematic quality that has been erased by the sum of a thousand tiny alterations and defects.

You'll have a good time if all you need is the original gameplay at 60 FPS. But I personally need the whole package.

Synthetic Hermit fucked around with this message at 07:35 on Feb 8, 2021

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X

Synthetic Hermit posted:

The Nintendo 64 version of Perfect Dark was already near-perfect. It sold less than GoldenEye, but still a healthy 2.5 million, and has a significant cult following today. A winning re-release only needed basic upgrades - framerate, resolution, online play, modern controls, speedrun leaderboards.

And not having loving screenblur persist after death and respawn.

It's been 20 years and I'm still angry about this.

Also I'm the only person alive who thinks the invincibility frames every time a bullet struck you in Goldeneye were a feature not a bug.

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

Trip report. After some time with the game this weekend I can confirm that the most difficult thing in the game for me is still correctly planting that loving bug on the dam. Like goddamn, that thing teleports off the screen onto the side of it and laughs as you get the mission failed message.

Flannelette
Jan 17, 2010


Eric the Mauve posted:


You'll have a good time if all you need is the original gameplay at 60 FPS. But I personally need the whole package.

Ah that makes sense, I just played it for a casual trip to the past so the problems didn't bother me too much.

Eric the Mauve posted:



Also I'm the only person alive who thinks the invincibility frames every time a bullet struck you in Goldeneye were a feature not a bug.

That has to be a feature, it would be impossible without it.

Flannelette fucked around with this message at 02:24 on Feb 9, 2021

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Yeah but what I mean is it actually makes the game better that way even though it's unrealistic.

The Kins
Oct 2, 2004
Ars Technica interviewed two former developers on the XBLA remake of Goldeneye. Apparently the game lumbered a bit closer to completion after the leaked build (they estimate there were about 90 bugs left to sort through), but that build will likely never get released.

(Also, the "Dr. Rakhmanov" that replaces Dr. Doak in Facility was the remake's character artist, maintaining at least some tradition.)

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

The Kins posted:

Ars Technica interviewed two former developers on the XBLA remake of Goldeneye. Apparently the game lumbered a bit closer to completion after the leaked build (they estimate there were about 90 bugs left to sort through), but that build will likely never get released.

(Also, the "Dr. Rakhmanov" that replaces Dr. Doak in Facility was the remake's character artist, maintaining at least some tradition.)

This pretty much confirms what the original leaker of the project's existence said back in 2007 - that a Nintendo executive was able to prevent the release (the leaker said Satoru Iwata, but the dev team aren't sure who exactly).

It's also now more clear why the GE port was going to be a more polished, feature-filled release than PD XBLA - not only was it developed interally by Rare rather than outsourced to 4J, but one original GE team member (Mark Edmonds) and three original PD team members (Chris Tilston, Ross Bury, and Keith "Bunny" Rabbette) worked on it.

Taintrunner
Apr 10, 2017

by Jeffrey of YOSPOS
I'm playing Goldeneye: Rogue Agent now and this feels terrible!

But Not-Brosnan 007 dies in the opening 5 minutes, and they foreshadow Oddjob. Basically all the major Bond villains from the classics are apparently alive and in warring factions against one another.

Also they got Christopher Lee in this????

Taintrunner fucked around with this message at 07:29 on Feb 10, 2021

Narcissus1916
Apr 29, 2013

Goldeneye 007 (the one with Daniel Craig) is pretty solid, at least.

Rogue Agent is fantastically awful, kudos for trying it

FoolyCharged
Oct 11, 2012

Cheating at a raffle? I sentence you to 1 year in jail! No! Two years! Three! Four! Five years! Ah! Ah! Ah! Ah!
Somebody call for an ant?

I think I'm the only person who enjoyed rogue agent. I think the key to that was ignoring the game's delusion that it was a shooter

Hyrax Attack!
Jan 13, 2009

We demand to be taken seriously

Eric the Mauve posted:

And not having loving screenblur persist after death and respawn.

It's been 20 years and I'm still angry about this.

Also I'm the only person alive who thinks the invincibility frames every time a bullet struck you in Goldeneye were a feature not a bug.

Oh for sure, friends who didn't game much really liked Goldeneye and we could give them extra armor so they could stay alive longer and have fun. I think they were one and done with PD multiplayer, yeah the whole "you've been poisoned so you can't do anything" and this continues after your death, so your whole playsession is just dying over and over with no chance to fight back got old fast. PD multiplayer was still good if everyone knew what they were doing, but for newbies who didn't understand secondary weapon modes it wasn't great.

Eric the Mauve
May 8, 2012

Making you happy for a buck since 199X
Poisoned or just, y'know, loving punched and it's interface gently caress forever, yeah.

There's also the aspect that in PD if you're an inferior player with an inferior gun, you die really loving fast. Instantly, more or less. In Goldeneye because of the unrealistic invincibility frames when you take a hit, you can't be insta-mowed down with an automatic weapon and so you can at least run for your life a while.

The best thing about PD was being able to turn body armor (shields) off. gently caress shields.

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer
PD multiplayer was most fun when you weren't trying to be competitive, and instead messed around with crazy setups. Giving the simulants different personalities was one of the best design ideas ever.

Good soup!
Nov 2, 2010

Absolutely loved doing 4 players+8 MeatSims with throwing mines only

Just constant explosions and MeatSims unintentionally doing kamikaze attacks on everyone around them :lmao:, what an incredible game

fartknocker
Oct 28, 2012


Damn it, this always happens. I think I'm gonna score, and then I never score. It's not fair.



Wedge Regret

Synthetic Hermit posted:

PD multiplayer was most fun when you weren't trying to be competitive, and instead messed around with crazy setups. Giving the simulants different personalities was one of the best design ideas ever.

:hmmyes:

That said, as horrible as the tranq gun and the crossbow shot that had similar effects were, trying to do those and deal with being poisoned while in slowmo was insane. :getin:

As Nero Danced
Sep 3, 2009

Alright, let's do this

Synthetic Hermit posted:

PD multiplayer was most fun when you weren't trying to be competitive, and instead messed around with crazy setups. Giving the simulants different personalities was one of the best design ideas ever.

Those sims were brilliant, I wish more multiplayer games had systems like that.

Narcissus1916
Apr 29, 2013

Agree about the sims. I threw an absolutely insane amount of time in Perfect Dark's multiplayer, way more than Goldeneye. And that is entirely because friends of mine would play competitive for a few matches and then digging deep into customizable options against bots.

We made a custom set that IIRC was N-bombs, rocket launchers, and... another explosive I think. God bless.

F_Shit_Fitzgerald
Feb 2, 2017



It was so much fun to mess with the bots. I remember that there was a particular arena - I don't remember its name - that had long catwalks stretching over an abyss. I would purposefully throw myself off of a catwalk and instruct my bots to 'Hold Position' so that they'd deliberately commit suicide. Teenage me thought it was hilarious to watch them rushing to throw themselves into the abyss to follow my orders.

More seriously, though, the bots were one big thing that distinguished PD multiplayer from Goldeneye. That and the ability to pick and choose which weapons you wanted to use.

Good soup!
Nov 2, 2010

You might be thinking of Ravine, which was the best map for ambushing people with those fly by wire rockets

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

Good soup! posted:

You might be thinking of Ravine, which was the best map for ambushing people with those fly by wire rockets

G5 and Fortress also had walkways over pits (see first two vids of this classic MP playlist). One of the smallest maps, Pipes, also had an area with a very thin path over a pit (perhaps the most irritating area in any of the maps).

My favorite map for messing around with explosives was Temple. HUGE areas to fly Slayer rockets around in, not to mention targeted rockets and Devastator rounds. Also much fun had with N-Bombs in Felicity's back area. :D

...that last sentence sounds wrong in more than a couple ways. :eek:

Synthetic Hermit fucked around with this message at 01:07 on Feb 14, 2021

Good soup!
Nov 2, 2010

Oh my god I forgot about Fortress

The maps in PD were really good in general

Flannelette
Jan 17, 2010


Good soup! posted:

Oh my god I forgot about Fortress

The maps in PD were really good in general

There was one that was just giant pits and ramps with the same wall texture on everything.

Good soup!
Nov 2, 2010

And there was still something fun about it :allears:

Booourns
Jan 20, 2004
Please send a report when you see me complain about other posters and threads outside of QCS

~thanks!

Me and a buddy used to do 2 player against 8 max difficulty fist sims with tranquilizers as one of the weapons and just try to survive, either they were unarmed and you quickly became unarmed too or they killed you instantly with the tranq alt fire.

Isometric Bacon
Jul 24, 2004

Let's get naked!
Been having a blast playing through the leaked XBLA remake. drat shame this was never released. Having the online would have been incredible back then in the peak days of Xbox live.

Funny, things like the 'push a button to see the old version' seems somewhat common in remakes now following the Halo remaster, but this Goldeneye remaster predated that by 4 years. The fact that it was only 10 years after Goldeneye seems crazy too. I remember that feeling like a lifetime... And it's been 14 years since then!

Just last year a group of friends and I dusted off a 64 and tried to play Goldeneye like old times, but soon found that it was virtually unplayable via composite on a modern LCD TV and soured some memories. If only we had this at the time.

I know perfect dark XBLA was eventually released, but it didn't drum up the enthusiasm for me, given in my circles not many people playing Perfect Dark multiplayer and me, though enjoying it at the time, largely moving onto PC and Dreamcast because it was released so late in the N64 lifecycle.

Isometric Bacon fucked around with this message at 03:25 on Mar 13, 2021

Super Nintendo 64
Feb 18, 2012

Synthetic Hermit posted:

My favorite map for messing around with explosives was Temple. HUGE areas to fly Slayer rockets around in, not to mention targeted rockets and Devastator rounds.

I'm playing PD in an emulator and having a lot of fun with this setting and map. It's hilarious watching even a DarkSim just get owned repeatedly by incidental explosions. Not to mention the unique experience of outrunning a slayer rocket.

quote:

Also much fun had with N-Bombs in Felicity's back area. :D

:sickos:


Are there any emulators which don't have skybox issues with Perfect Dark?

Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

Super Nintendo 64 posted:

Are there any emulators which don't have skybox issues with Perfect Dark?

The GlideN64 video plugin is very accurate...too accurate, in a way. Unlike Jabo's Video Plugin, GlideN64 has a fixed internal resolution, meaning it'll always look low-res no matter how you adjust it. But skyboxes, framebuffers, coronas, Camspys, etc. will all render correctly.

The Kins
Oct 2, 2004

Synthetic Hermit posted:

The GlideN64 video plugin is very accurate...too accurate, in a way. Unlike Jabo's Video Plugin, GlideN64 has a fixed internal resolution, meaning it'll always look low-res no matter how you adjust it. But skyboxes, framebuffers, coronas, Camspys, etc. will all render correctly.
...huh? GlideN64 runs in high resolution just fine.



For even greater accuracy for those extra tricky effects at the cost of high GPU requirements, look into M64P and its built-in ParaLLEl video plugin.

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Synthetic Hermit
Apr 4, 2012

mega survoltage!!!
Grimey Drawer

The Kins posted:

...huh? GlideN64 runs in high resolution just fine.



I'm using GlideN64 Public Release 4.0 with Project64 2.3.2.202. Even with internal resolution set to "same as output resolution", it looks like this:



Or with PD's own Hi-Res option on, like this:



Can't find the page now, but I read that this behavior is hardcoded in GlideN64 for some reason (accuracy and/or performance?)

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