Dev Game Club

DGC Ep 345: GoldenEye 007 (part two)

Informações:

Sinopse

Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007 for the Nintendo 64. We talk about story accommodations, enemy AI, NPCs, and level design concerns and questions. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Roughly up to mission 10 Issues covered: talking to the people who set up the mission, Moneypenny and representation, changing up the briefing, objective structure, "the Dark Nintendo," how Rare got bought, the challenges of adapting a film where Bond isn't in every scene, objectives in a first-person shooter, interpreting the objectives, confusing visual language, arcade action with waves of enemies, feeling simulation-y, pressure on the player, the impact on the game, technical achievement in the level design, non-linear levels and the problems with landmarking, spy fantasy locations, wanting a boat chase, bad telegraphing, blowing people's minds, enemy animation and location-based hits, b