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While the story centred around extraterrestrials, the otherworldly beings actually played a minimal role in the missions themselves. And yet it all stems from an inside joke between two members of the team – although Bury is careful not to call it that. Rumour was that shooting every wedge would unlock something special, perhaps all the cheats. N64 gamers will remember the conspiracies well. I couldn’t understand how they’d managed to do that.” I was like, ‘Stop making something up.’ The thing that tickled me was a magazine produced a guidebook with a map that managed to plot out all the cheese locations. The most amazing thing I found out was that there was this big conspiracy theory about if you shoot enough cheeses, you got something special.
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Each level I made sure there was a piece of cheese and Brett would try to find it. I just started hiding them in all the levels. It just spiralled from there, it was stupid really. “That just tickled me, so I dropped in a piece of cheese in there. “Brett called it a cheese tidy,” he says. Sharing an office with Jones, he was building the level and his colleague made a comment about a piece of equipment he designed near the President’s escape pod. Every mission in the campaign has a wedge of fromage hidden somewhere, but the original can be found in the lowest level of Air Force One. The President’s plane was also the birthplace of one of Perfect Dark’s most enigmatic elements: the cheese. “Although I don’t think it caused the ambition for Perfect Dark, that was just from the nature of the team.” “There was a bedrock of positivity that came from that,” says Hollis. This was a huge boost for the GoldenEye developers on the Perfect Dark team. Only rental figures were publicly available and they showed GoldenEye was frequently borrowed much longer after launch than most games – even a year after its release. In those days, sales figures were hard to come by. So there wasn’t the pressure of ‘Oh my god, you’ve made a game that’s going to be in the top ten games of all time.’ It was ‘Yes, you’ve delivered and it’s reviewed really well.'"
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“It reviewed very well, but the sales were quite slow at the start. “It wasn’t apparent that GoldenEye was going to be as successful as it was until four, five months after it came out,” Doak says. It wasn’t apparent that GoldenEye was going to be as successful as it was until four, five months after it came out While today it’s heralded as a transformative title, the game that proved shooters could work on console, in the immediate aftermath of its release it was just a well-received film tie-in – and one that arrived two years after the actual film. They joined Rare at a most interesting time, as it gradually became apparent how influential GoldenEye would go on to be. Even simple things like shattering glass having enabled players to destroy a few beakers in Facility, the Perfect Dark team improved the effect and set up Carrington’s villa basement with row upon row of wine bottles for a John Woo-style shootout – another memorable set-piece (particularly for those who got the audio easter egg for shooting every bottle).īury and Chesluk were both first-timers, having never professionally made a video game before.
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There were also small incremental improvements, such as player movement and collisions, plus things that were never made possible in GoldenEye, like the introduction of lifts and the ability to drop down from ledges. “We did a lot of stuff trying to get the sound and lighting to be more interesting, like the thing where you can shoot the lights out.” “By the end of GoldenEye, we had a shopping list of things we wanted to do that we couldn’t do so late in the process of shipping the game,” he says. Doak, for example, immediately explored ways to make the AI better. In addition to creating the universe, story and character, much of the early development was spent improving on GoldenEye.
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