Welcome to Dev Game Club, where this week we continue our series on GoldenEye 007. We talk about the shelf-level event, running towards the end, and some wonky controller stuff. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Finished the SP game!
Issues covered: Moneypenny presentation, illness, leveraging the Switch N64 save states, the scene on the train, using the laser watch, not how trains work, lack of lock-on, camera assist, twenty brackets, getting a head start on the puzzle, the feel of the train, designing for your strengths rather than throwing in something new, the pains of playing retro games, the maximum throw vs the minimum throw, overcorrection due to overacceleration, autoleveling, tuning the sticks before hitting the emulator level, the three Cs -- character/camera/controls, typical Nintendo re-releases vs emulation, leaning into the fantasy fulfillment of being Bond, the diagetic interface of the watch, the health/shields in full-screen and reflecting the watch, being in your face about critical information, levels becoming more linear at the very end, affordances for the game, a survey of the last few levels, trying to reflect the movie, secret agent levels you want to be in, the final setting and a good pay-off, the real dish, scaling the difficulty with objectives, relying on QA, the fantasy satisfaction of relentlessly heading towards the end, not crediting the face scans, evolving crediting standards, playing multiplayer, Tim the spirit animal, the Big Wheel, trying to focus on the thing that's new, taking my retirement in stages, Tim and his dang bandit knife, earning every mile, asymmetrical multiplayer, difficulty and objectives, mutators and other means of changing difficulty, multiplayer customization, arcade transition.
Games, people, and influences mentioned or discussed: Daniel Craig, Naomie Harris (apologies to Thandiwe Newton and Ms Harris), Uncharted, Dead Space, Wolfenstein: The New Order, Okami, Dwarf Fortress, LucasArts, Ocarina of Time, Super Mario 64, GameCube, Half-Life, Valve, Deus Ex (series), Halo, Republic Commando, Jedi Knight, Fallout 3, Matt Tateishi, Adventure, Colin "The Shots" Tougas, Shenmue, Dreamcast, Indiana Jones, UbiSoft, Dark Cloud 2, Travis McGee, Dark Souls, Death Stranding, Bounty Hunter, Outlaws, Jeffrey Sondin-King (Pinecone), Troy, Crystal Dynamics, Celeste, System Shock 2, Silent Scope, Dino Crisis, Kingdom Hearts, Kirk Hamilton, Aaron Evers, Mark Garcia.
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