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When GoldenEye 007 was released in 1997, its stealth elements and varied objectives contrasted with the approaches taken by Doom and Quake , and its split-screen deathmatch mode proved popular, selling eight million copies.

Along with Shiny Entertainment's MDK , GoldenEye is credited with popularizing the video game convention of a zoomable sniper rifle on consoles, enabling players to kill oblivious enemies from vast distances away with a single, precise headshot; context-sensitive enemy hit-locations were also pioneered by the game for console games that followed.

In 1998, GoldenEye received the BAFTA Interactive Entertainment "Games Award" and Rare won the award for "Best UK Developer". It also won four awards from the Academy of Interactive Arts and Sciences: "Console Action Game of the Year", "Console Game of the Year", "Interactive Title of the Year" and "Outstanding Achievement in Software Engineering". Additionally, it was nominated for "Outstanding Achievement in Art/Graphics" and "Outstanding Achievement in Interactive Design".

In a January 2000 poll, readers of the long-running British video game magazine Computer and Video Games voted GoldenEye 007 into first place in a list of "the hundred greatest video games". In a poll in the next year, the game was ranked 5th. Also in 2001, Game Informer magazine ranked GoldenEye 007 16th in a list of the "Top 100 Games of All Time". In 2005, a "Best Games of All-Time" poll at GameFAQs placed GoldenEye 007 at 7th. In a list made by IGN in 2005, GoldenEye was ranked 29th while the Reader's Choice placed it at 7th.

The game originally received a "nine out of ten" score in Edge , with the magazine later stating that "a ten was considered, but eventually rejected". In the magazine's 10th anniversary issue in 2003, the game was included as one of their top ten shooters, along with a note that it was "the only other game" that should have received the prestigious "ten out of ten" rating. On June 9th 2008, video game review site ScrewAttack rated Goldeneye number one on a list of the "Top 10 FPS Games Ever", out ranking other game titles the likes of Halo, Half-Life 2 and Call of Duty 4.

On Game Rankings, GoldenEye 007 has been ranked number 5 on the voting average list with an average vote of 9.2.

The game continues to be played by fans, many of whom have developed online communities based around popular aspects of the game. There are those who enjoy replaying single-player levels in an attempt to achieve fast times, those who battle others in its deathmatch mode, while others use GameSharks and similar devices to examine and to modify the game's code. On October 25, 2006, a fansite, The Rare Witch Project, released a level editor that allows users to place objects and write AI routines for existing stages on a ROM image, so new stages can be developed.

Sequels

Perfect Dark

Following the success of GoldenEye 007 , Rare commenced work on a similar-style first-person shooter, titled Perfect Dark . It was decided that this game would use an enhanced version of the GoldenEye 007 engine but would be a completely new franchise that would be owned by Rare. For this reason, when Perfect Dark was eventually released for the N64 in 2000 after numerous delays, it was marketed and hyped as a "spiritual sequel" to GoldenEye . Although it has no official Bond license, it features many references to 007 and the former game: the four "dinner jacket" characters strongly resemble the tuxedos that were worn by Sean Connery, Roger Moore, Timothy Dalton and Pierce Brosnan; the BAFTA Interactive award that Rare received for work on the previous game can be found hidden in a vault in one level; several of the maps from GoldenEye return for use in Perfect Dark' s deathmatch mode. In 2005, David Doak commented, " GoldenEye pretty much exhausted the performance of the machine. It was hard to push it further. Perfect Dark had some good ideas but was dog slow."

Free Radical Design's TimeSplitters

A number of the GoldenEye 007 team left Rare soon after development on Perfect Dark commenced, beginning with Martin Hollis in 1998, who after working on the GameCube at Nintendo of America formed his own company Zoonami in 2000. Other members formed Free Radical Design, and four of the team of nine who originally worked on GoldenEye 007 are now employed there, including David Doak, Karl Hilton and Steve Ellis. This company's most prominent creations are the TimeSplitters series of first-person shooters, which are considered by some to be, like Perfect Dark , "spiritual sequels" to the original game. The TimeSplitters series contains many references to GoldenEye 007 ; the design of the health-HUD, the nature of the aiming system and the dam setting of the opening level of the second game are among the more obvious.

EA Games

The James Bond game license was acquired by Electronic Arts in 1999, which published new games based upon the then-recent James Bond films Tomorrow Never Dies and The World Is Not Enough . The latter game, along with others published by EA such as Agent Under Fire and Nightfire are similar in style to GoldenEye 007 .

In the autumn of 2004, Electronic Arts released GoldenEye: Rogue Agent for Xbox, PlayStation 2, GameCube and later the Nintendo DS. This is the first game based on the 007 franchise in which the player does not take on the role of James Bond himself; rather they control an aspiring 00-agent (named GoldenEye) who is recruited by Auric Goldfinger, the villain in the movie and book Goldfinger . The game has little to do with either the film GoldenEye or the N64 game. It was released to mediocre reviews, and was criticized for using the "GoldenEye" name in an attempt to exploit the success of Rare's game.

Activision

In the aftermath of E3 2006 Activision obtained the rights for James Bond games from MGM and EON, and a "next-gen" game is currently in the works by subsidiary Treyarch.

GoldenEye: Source

GoldenEye: Source is a fan made total conversion mod using the Source engine and based on GoldenEye 007 . In January 2007, it was awarded twice in the 2006 annual Moddb awards, a win in Editor's Choice for the Reinvention category, and was player-voted 3rd place in the overall category Mod of the year. On 2007, one of the developers released an unofficial patch. This patch fixes some of the bugs present in the first beta version.

GoldenEye 007 ports

The President of Nintendo of America, Reggie Fils-Aime, announced that Nintendo is exploring the possibility of adding GoldenEye 007 to the Wii Virtual Console, despite a complicated situation in which the game's developer Rare is owned by Microsoft (producers of the rival Xbox 360 console) and the video game rights to the James Bond franchise are held by Activision. He stated, "We would love to see it , so we're exploring all the rights issues."

On January 11, 2008, 1UP.com reported that a GoldenEye port (as opposed to a remake) had been in development at Rare for several months, but stated that the title would not be released on Xbox Live Arcade since "Microsoft and Nintendo couldn't agree on the financial side of things."

References

  1. ^ a b "GoldenEye 007 Reviews". gamerankings.com. Retrieved on 2006-01-29.
  2. ^ a b "Microsoft Acquires Video Game Powerhouse Rare Ltd". Microsoft (2002-09-24). Retrieved on 2006-05-13.
  3. ^ Nintendo Power Volume 71, page 108
  4. ^ a b "Goldeneye Steps Up To NU64" (JPEG) (November 1995). Nintendo Power 78 : 112 . Retrieved on 2006-06-03.  
  5. ^ a b c d e f Hollis, Martin (2004-09-02). "The Making of GoldenEye 007". Zoonami. Retrieved on 2006-05-13.
  6. ^ a b c "Desert Island Disks: David Doak" ( – Scholar search ) (July 2004). Retro Gamer (6): 41–45. ISSN 1742-3155.  
  7. ^ "Planet Virtual Boy | Games - Unreleased - GoldenEye". Planet Virtual Boy. Retrieved on 2007-01-08.
  8. ^ The letters "OHMSS" appear on each of the menu dossiers, in a reference to the term O.H.M.S

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