-13 points

As an avid aq2 player this multiplayer mode was a literal joke when this game came out. I was like why is everything so damn slow???

Innovative? Lmfao.

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16 points

AQ2 came out the year after Goldeneye

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7 points

Seriously. That other multiplayer first person shooter on the console was MUCH better. I can’t remember the name though… Any idea what it was?

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7 points

Perfect Dark. Also came out after. Goldeneye was revolutionary, everybody played it. Any house I went to, we played Goldeneye.

Perfect Dark wa great, but Goldeneye seemingly scratched the itch for FPS amongst casual gamers at the time, and so it was never as popular.

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3 points

I don’t know what it is but if it’s a multiplayer PFS then I bet it came out after Goldeneye

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2 points

This guy gets it :-)

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2 points

Halo CE

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3 points

That came out four years later.

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42 points

I never could get a hang of using the N64 controller for FPS. Doubly so when you’re facing Oddball as an opponent.

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1 point

To be fair, that was probably the worst controller ever made. Even the Duke was more friendly, just gave cramps.

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1 point

It was quirky, sure, but not the worst controller ever by a huge margin. Probably not even the worst first-party controller.

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1 point

I loved that controller I think it’s such a shame it’s so universally panned. Don’t get me wrong, I wish it had dual sticks and I also wish the stupid main joystick wasn’t built such that it breaks terribly from normal use, I also would have appreciated if they hadn’t put those stupid ridged rings on the stick that shred up your skin, but I still think it was really innovative and fun to use and for the most part, pretty comfortable including it’s alternate mode of operation with the D-pad.

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32 points

I don’t think I’d like it now, but back before two-thumbstick FPS games existed, I didn’t even question it.

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3 points

I would say 007 Nightfire, my experience being on the GameCube, perfected the Goldeneye control scheme formula. That game was a joy to play.

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5 points

Yeah, I had the weirdest experience going back and trying it recently. Was hard to play. But back then, boy those controls felt so amazing and smooth!

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2 points

Someone else said the same thing a couple weeks ago but I had the opposite experience. When it came out I’d already been playing stuff like Doom on PC so I already knew the controls on for GE were awkward, but I made the adaptation back then. Now it’s still in muscle memory.

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23 points

There was a controller layout for Goldeneye and Perfect Dark where you used two N64 controllers, so you had two analog sticks and two Z buttons. It was extremely awkward to use A or B to cycle through weapons or open doors because of the button placement, but Goldeneye was actually the first two-thumbstick FPS game I played.

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3 points

Fun fact, you could use the second controller to aim and shoot (without a reticle) during cutscenes! Really funny and awkward when you can kill major characters (including Bond) during a cutscene and of course the game proceeds like it never happened. :p

(Maybe only during the end-mission cutscenes. I can’t remember 100%)

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11 points

I wish I had known back in 1997!

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8 points

Yeah GoldenEye is one of those games that was absolutely incredible at the time it came out - but is painful to go back to now. Which is too bad, because the game was amazing and had a ton of replayability at the time.

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9 points

It’s actually possible to play it with modern controls with the right control scheme and remapping. Feels great!

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65 points

Nobody is allowed to pick Oddjob! House rules in every house I’ve played in.

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32 points

We allowed Oddjob to be chosen, but then the other 3 players would be allowed to team up and murder you on sight.

Plus, you were legally allowed to look at their quarter of the screen to see where they were at and kill them until they picked someone else.

Nature always adapts.

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19 points

My house rules don’t have an explicit rule - go ahead and pick Oddjob - but know we will loudly judge you and team up to ensure that mistake doesn’t happen again.

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1 point
Deleted by creator
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9 points

License to Kill

Knowing how to crouch

Both were not optional

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212 points

It’s amazing what happens when management leave Devs alone to do actual work instead of calling SCRUM bullshit.

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-97 points
*

That might have worked then. Not so sure nowadays. The work ethic was different back then.

Edit: I didn’t realize the can of worms I opened up. Hopefully it stirs a little bit of constructive conversation. I realize I have an unpopular opinion here. That’s ok. I wish all of you a prosperous and content life. I’m not here to stir up hate. I simply expressed my opinion. I’ve learned a little about how passionate some of you are about this topic. I never thought I would start such a hornet’s nest.

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12 points

You’re just wrong. Devs today work far more than those devs did. Devs today work insane hours. It’s nearly physically impossible to work more hours than devs do today.

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40 points

People have no work ethic these days, they won’t even work for the exposure anymore.

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11 points
*

What are you talking about? They get plenty of exposure when they start up an OnlyFans on the side to make ends meet! /s

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89 points

People still create great shit when left to their own devices and properly cared for

Workers in the 90s are no different from any others

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-58 points

I was there in the 90s. Working full time. There was a noticeable difference in the work ethic from then to today.

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29 points

Small teams being allowed to do what they want can still give good results, but you aren’t going to see that at major companies. I almost solely play indie games by micro or solo dev teams.

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2 points

That’s a great point. I do support indie games when I enjoy them. Not a fan of the micro transaction slop that huge publishers are pushing

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22 points

Did you forget the /s?

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6 points

No this was a completely unironic old man “kids these days!” rant.

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27 points

Work ethic today is fine in places that aren’t spreading their people as thin as possible. There’s always going to be shitheads but for the most part when you see “poor work ethic” it’s because everyone’s burnt tf out and just doesn’t care any more.

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3 points

There’s some truth to this

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17 points

You could also afford to work on failed projects because houses and healthcare costed two acorns and a peanut.

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67 points

Goldeneye64 : 1997 JIRA : 2002

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35 points

scrum: 1986

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2 points

Scum: 3000BC

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10 points

Or anyone creative

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34 points

So many great memories playing GoldenEye on the rec room big screen TV in my dorm in college in '97 and '98.

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72 points

So devs used to have extra time just to add multiplayer. My how times change.

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40 points

Now every game has to be a multiplayer live service and the campaign/storymode is an afterthought for AAA

Not to mention time crunch for every AAA project

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36 points

I bought STALKER 2, a masterpiece of post apocalyptic fiction and storytelling.

I was running the game on launch, an old friend calls me up on Discord, and says:

“So how is it?”

I say: “I don’t know yet, I just got to the first town past the tutorial.”

He says: “No, I mean the multiplayer.”

I lost the ability to think for a good 30-60 seconds trying to formulate the right string of words to respond with, from the psychic damage he’d inflicted with the presumption that it was a live service multiplayer game.

I think capitalism has weaponized brain rot into profits. As long as people open their wallets and not their brains, things will continue as planned. We’re literally paying for it.

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2 points

So, how far are you into it?

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6 points

What is a live service multiplayer shooter game and how is it different from like old school duke nukem 3D multiplayer?

I’ve been seeing the term “live service” and I can’t get a clear answer from Google. My computer gaming days are mostly behind me and I don’t always keep up.

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