GoldenEra (2022)

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GoldenEra (2022)

Post by bunniefuu »

Final Fantasy VII.

GoldenEye 007.

- We were all really

I think we were all

kind of at that stage

in our lives where we were

really hungry to do something.

- We were young and naive.

- Young and inexperienced,

and had no idea what

they were doing.

- I wanted to show people

that I could do this.

- It was our first game,

I don't think we knew

quite what we had.

It's

a great lineup.

The interactive

title of the year.

- It was a movie license

done by a small team

of inexperienced

developers and

somehow ended up being

the greatest first-person

sh**t of its era.

This is

one of the best video games

of all time.

- You couldn't ask for a

better cocktail recipe.

- Here's your spy playground.

- The g*ns, the

gadgets, the cars,

the girls, the memorable

villains, amazing exotic settings.

- One of the most important

video games yet made,

had a transformative

effect on the industry.

You can look at the video

game landscape today

and trace back its

origins in GoldenEye.

- GoldenEye is one of

those wonderful games

that almost splits the game

industry into two times.

There's before GoldenEye

and there's after GoldenEye.

- Halo, Call of Duty,

Medal of Honor, b*ttlefield,

all of that goes

back to GoldenEye.

First-person sh**t were

really this PC elite genre.

3D gaming was really coming to

the fore for the first time.

The social element,

the friendship element,

the skill and personal

achievement, right?

It's one package that

sums up all the reasons

I play and want to make games.

Ah, the

1990s, a time of innocence,

optimism, and social

cohesion, and Spice Girls.

There were no mobile

phones, no social media,

the internet was but

a whisper on the wind

and TV consisted

entirely of the same

old channels we'd

had for decades.

The video games industry

was still young,

widely considered to be

the realm of children

and toy makers, but

it was changing fast

as game makers were still

discovering what games could be.

Many video games have graced

our screens over the years,

few are played decades later,

even fewer change

the way we play.

This is the story of a

game that did just that.

Rare was

founded in the 1980s

by brothers Tim

and Chris Stamper.

The Stamper brothers

began their journey

developing a series

of acclaimed titles

for the ZX Spectrum

and built themselves

quite a reputation for

innovative high quality games.

In 1985, their

work caught the eye

of Japanese gaming

giant Nintendo.

In fact, Nintendo loved

what they saw so much,

they invested in the

fledgling outfit,

taking a 49% shareholding

in the company.

This relationship would

go down as one of the most

fruitful collaborations

in video game history.

Together, they would

go on to create

some of the most beloved

video games of the nineties.

What's

amazing is that Rare

is this just, really...

at the time, it was this

really reclusive developer.

They didn't tell you anything.

They were very kind of secret,

and so secret that not

many people knew where they

were based,

and they were based on

what used to be a

farm in the Midlands.

Middle

of England, a barn,

groups of people that

had really not done

a lot of video game stuff

before, were k*lling it.

Twycross is absolutely,

there's nothing in it.

Twycross is a village that

contains, it's got one pub.

It's got a private school.

A bit further up the road

there's Twycross zoo

which is quite famous,

but that is it.

You have

this extremely talented

cutting edge

game development studio out in

the middle of nowhere, right?

In countryside in England.

I mean over

that period of what, six years,

they'd done some of the

best 2D platformers,

some of the best 3D platformers,

one of the best fighting games,

one of the best racing games,

and certainly one of the

best first-person sh**t.

People

underestimate the influence

of Tim Stamper

and Chris Stamper.

They were just absolutely

always in complete sync.

There was never a

point in time where

those two guys didn't

agree on something.

There was always

absolute solidarity

and they knew exactly

what they wanted.

There was never a time you

could say, we're not sure.

Tim would always

know how it needs to be

for that to be fantastic.

The whole point

of Rare was to do things differently,

to not just make the same games

that have come before,

but it works for them.

They're kind of

isolated a little bit

in that they're on this

kind of farm style campus.

They've got different barns,

so different buildings

where the different teams

make different games

and they are

just in this little Rare world.

You know,

when you buy a Nintendo game,

it would have the

Nintendo seal of quality?

To me, the Rare logo, back then,

was the Nintendo

seal of quality.

You knew you were

getting an amazing game.

You used to

always want to make the fact

that the Rare logo

should sell the game

without even knowing

about the review.

You see that blue R on

that game box, you buy it.

- They just didn't

make bad games.

- Rare was a very sort of

clandestine place in some respects

nobody ever did interviews,

no one knew what we were up to

until the game came out.

No one had any idea

because Tim and Chris

weren't interested in fame,

we just work on the games,

we focus on the games,

make them the best they can be,

we put them out and

they do the talking.

Rare

was a very important

and iconic developer

back during the

nineties, you know.

It really pushed the boundaries,

not just with the N64.

So, they developed

Donkey Kong Country.

That was a game which used

pre-rendered 3D graphics.

And for it to be on that console

at that time, it looked amazing.

They were

able to render these gorgeous

3D models and then

make them 2D sprites,

but they maintained almost

the same level of graphical

fidelity as their original

source models had.

It just made the

Super Nintendo look

like it could be the

next generation console.

It wasn't old. It was new again.

It was evident

back in Donkey Kong Country

where they were using

3D development stuff

in a 2D environment to give

the illusion of a 3D world.

Nobody was doing that at all.

So

in the late nineties

we saw a lot of innovation

around how games are played,

how games control, how

camera systems work,

how progression in levels

work, all of that stuff.

It was kind of this

Wild West of developers

trying a whole bunch

of different things.

And then, you know, over time,

certain things stuck around,

certain things went away.

The PC

market was absolutely booming

thanks to the advent

of 3D graphics cards.

Welcome

to the world of Doom.

A hellish nightmare

for the more real...

- Because the PC was the home

of the first-person sh**t.

We didn't

call them first-person sh**t.

We called them Doom clones

because everyone made games

that were kind of like Doom.

First-person sh**t,

let's remember at the

time, weren't a thing,

they weren't a genre.

They were just sh**t

in a 3D environment.

The landscape

for first-person sh**t

was pretty young back then.

It was more about monster

closets, fast paced sh**ting,

you know, skill-based gameplay,

but not really campaign-based

storytelling and puzzle solving.

For me,

FPS was just id games.

It was Wolfenstein and Doom

because that's all I knew.

And then

moving into Quake and Unreal

around the same

era as one another.

You had kind of, you know

violent games beginning

to kind of become popular.

And so you needed the

consoles to match that.

- I'd seen really rad, awesome

3D stuff in the arcades

playing all sorts of video games

like Virtua Cop and things.

But the concept of

having three-dimensional

first-person sh**t game

at home was revolutionary.

- This transition from Mega

Drive and Super Nintendo

to the PlayStation or

even the Sega Saturn

adapting to these new

forms is introducing

all these new

challenges and problems.

- You'd seen some

experimentations with 3D

on the Super Nintendo, things

like Star Fox and F-Zero

and Pilotwings, and it

was sort of fake 3D.

It wasn't really good 3D.

- Most interesting is how

the different developers

kind of used this newfound power

of using the third dimension,

like how they would use it

to create new experiences.

- It's also around

this sort of time

that you had Tomb Raider.

Tomb Raider was made in Britain.

You had Grand Theft Auto.

Grand Theft Auto was

made in Scotland.

There were a lot of

very kind of ambitious

creative UK developers

trying to push the bounds

of this new 3D world and

what we could do with it,

and they were having

worldwide hits.

I'd been to

lots of interviews in London.

It was like, great, London.

Then I ended up in a

farmhouse in Warwickshire

it was quite bizarre.

The

actual layout was you have

the big farmhouse itself

which was sorting out all

the minutia of the day.

You know, making sure

the company works

and all that sort of stuff.

And then there were

literally barns

where they used to

keep the horses.

And these had been

turned into offices

and each team was

in one of the barns

and where the horse

sort of stalls where

they'd been turned into

our individual offices.

They

were each big enough for

two or three people.

When I started, I

had one to myself,

which was right

next to the crche.

So I got to hear kids

playing all day.

Of course

there was no internet,

so it was like get on with this,

you're in your computer

now, get on with it.

But it was really nice, that

barn sort of feel to it.

That was

very much how Rare worked.

It was kind of everyone

was in their little silo

and there was a Donkey Kong barn,

and there was a barn that

ended up where Banjo was.

There was the k*ller block,

people making k*ller Instinct.

I was

22 when I joined Rare.

I think the others were

mostly about the same

or a little bit older.

Well, I was straight out of uni,

so I'd never worked on an actual

game that had been released.

24 and no

experience at all in making games.

Rare was my first job

out of the university, so.

I was a scientist.

So I was at Oxford University

and I'd done my degree and PhD

and I worked in molecular

structure determination.

So I

was about 23, I guess.

I had not got a

degree at that point.

I'd dropped out of architecture.

For someone like me,

I really genuinely thought I'd

just end up like a tramp.

I did the university thing,

messed around in bands

for years and years

to get to 33,

so 11 years as a long time

just living at home with my mother.

I don't know, I would've

just been a pub rocker

making 30 quid a night

probably to this day.

So when I

joined Rare, I would have been,

I'd just turned 23 and all

my experience up to that point

was playing games and wanting

to do music for games.

- As well as the

artists and programmers,

they wanted a

system administrator

to go and run their

Silicon Graphics network.

And at the time I was running

a Silicon Graphics network

as part of my job in the lab.

And I'd had a bad day...

I kinda thought, well, yeah,

screw it. I'll apply for this.

- This was my first job.

It was a good job.

I was earning more money

than I ever had done before.

And I was getting to

work on James Bond.

- The name's Bond, James Bond.

- A new project had

come in from Nintendo.

They've got the

rights to GoldenEye.

And they'd come

to Rare and said,

would you lead a new team

to make this GoldenEye game?

The

offer for a movie game,

a movie tie-in game,

came up to Rare.

It was kind of the last

thing anyone wanted to do.

- They didn't really

like making adult games.

They wanted to make broad

appeal family games.

So GoldenEye was a little bit

out of the ordinary for them.

- Martin Hollis was

the guy who stepped up

and said, okay, I'll do this.

This could be kind of fun.

And everyone else was

like, great, cool.

We want to keep

making our own games.

Martin Hollis,

a young, ambitious

university graduate from the

south of England

had only been with

Rare a short time

before the opportunity to

make GoldenEye came up.

His total experience

working in games

was a brief stint

working on a coin-op

conversion of k*ller

Instinct, and that was it.

He was, however, a

massive Bond fan,

as evidenced by this homage to

the infamous Bond

g*n barrel sequence

he made with his

brothers as a young lad,

shown here at a GDC

2012 GoldenEye talk.

But making a game

about Bond

would be a much larger challenge.

Hollis would have to build a

team and a game from scratch.

Martin's first

recruit to the team

was programming

prodigy, Mark Edmonds.

A man of few words,

Mark was in charge

of the core engine

and AI systems.

Joining him was

architecture graduate

turned lead artist, Karl Hilton,

and populating Karl's environments

with character models

and animations was Brett Jones.

Duncan Botwood came

aboard next as a designer

to work on level progression

and mission structures,

programmer Steve Ellis

was brought in

to code the weapons

and expl*si*n effects,

and David Doak joined to

help craft the missions,

storylines, and objectives.

But what of GoldenEye's

signature soundscape?

Well, that came courtesy

of Graeme Norgate

and Grant Kirkhope,

with the dynamic duo

providing the music

and sound effects.

And last but not

least, Adrian Smith

was the final piece

of the puzzle,

joining the team to help

with effects and UI.

- The level of

ambivalence in terms of

the studio that's

managing that project,

the publisher that's

funding the project,

the license holder who

also has a lot of say

in what that game

should be...

James Bond is one of the

biggest IPs in pop culture

and everyone's like,

ah, they'll make it.

- Yeah, Martin Hollis came

in one day, didn't know him.

Then Martin said, "I've been

offered you for my new team."

I'm like, oh great, what is it?

He said, "Well, do you

like James Bond movies?"

And at the time I was

thinking, you know,

I love James Bond movies.

I'm thinking, but video game

James Bond movies?

In the late

nineties, every major film

that came along had to have a

licensed video game attached.

And this was not because

Hollywood, you know,

particularly valued or respected

the video game industry.

It was like, this is a

really useful marketing tool.

- Nobody believed that a

GoldenEye game would work.

Licensed tie-in games at

the time were like a toy.

You know, you had

the baseball cap,

you had the lunchbox, and

you had the video game.

Movie

license games often failed

because the game play

wasn't good. Right?

They were cranked out

to just kind of hit

a deadline and kind of resemble

the franchises that

were so popular.

- We all got Bond.

There wasn't some style

sheet that we needed to read.

- We were James Bond fans.

We all wanted to be James

Bond. That was the whole point.

- And I was able to

rattle off a load

of kind of Bond ideas because

I'd read all the books

and obviously seen all

the films and so on.

So I wouldn't stop talking

for about half an hour

about all the things

we could do with it.

- I was a big Bond fan. So

I watched all the Bonds.

- When the movies came out,

they were the biggest

movie of the year, always.

The best effects,

the best music,

everything was

spectacular in Bond films.

So you always knew

you're in for a great ride

on a Bond movie.

In the first few days,

I do remember sitting

down and talking about

what kind of a

game it should be.

I used to love playing

Spy Hunter in the arcades.

Maybe it's a sort of

Spy Hunter, sort of,

top-down driving game.

They wanted to do

something for the Super Nintendo,

the SNES, I assume

it would have been vastly

different given the different

powers of the two machines,

probably a 2D platformer.

- Everyone was working on

Super Nintendo at the time.

And Martin had said

to them, I will do it,

but he wanted to work

on the new console

that was coming along.

- Martin had the

vision, you know,

he was the only guy that had

actually done a game before.

So he was the one powering

through this and saying,

you know, I think

we'd like to do this.

I think we'd like to do that.

- Especially in

those early phases,

it's Mark Edmonds

and Martin Hollis.

But Mark was the engineer.

Mark essentially

built the core engine

and an awful lot of

the subsequent tools

that were available to

the rest of the team

to start building

all the level designs

and create all these really

fun, unique experiences.

- Of course you

have to remember,

first-person sh**t got off

to a much slower start on consoles.

Yes, there were ports of

games like Wolfenstein 3D

and Doom on earlier systems

like the Super Nintendo,

and the 32X, but technically

they were really ugly

and kind of just stumbled

compared to the PC counterparts.

- At the time, people are like,

a sh**t won't work on

consoles because you need a PC.

You need mouse control

because it's more accurate

or you need a keyboard

because you've

got so many different buttons,

so many different options.

- They were much better

suited, that sort of game,

to the PC because you

can use the mouse to aim.

You can use the keyboard

to move your character.

You can map different

keys to different actions.

On a video game

console controller,

you're much more limited

in what you can do.

- At some point, details

about the Ultra 64.

They were boasting about

all this new power

that this console would have.

And at some point

Martin got a brain storm

and decided that actually

this sort of game

would work in 3D.

- We all knew it was

coming. No one had seen it.

No one knew much

about it but we knew

it was going to be a 3D console.

- With the early

through mid-nineties,

you're going through this

massive technological upheaval,

like consoles are

adapting and being built

and being released

like really frequently

and really quickly, the

hardware is changing,

and in turn the software

that we have to build

for it is changing as well.

At this transition

from 2D into 3D gaming,

we don't really know

what's the standard

by which we're going

to build 3D games.

- Because the 3D

thing was a new thing,

there wasn't a body of

people with those experiences

or those skills,

so you're almost

kind of taking a punt on people.

So like Karl, for instance,

Karl Hilton

was an architecture

graduate, you know,

and, yeah, he'd done a

bit of messing around

doing 3D modeling, but not much.

- The developers are...

relatively new

to this experience.

Many of them had never

shipped a game before

and given a tremendous

amount of freedom

to experiment and

play around with ideas

and throwing things in ad hoc

to see whether it sticks.

- And then we also were

talking about different

sh**t, particularly

the Virtua Cop games.

- Originally it was supposed

to be an on-rails game.

The feel of that

is quite different.

- So you would go through

each level at the same pace,

kind of almost Star Fox

style or Time Crisis,

that sort of thing, and it

would be the same each time.

And you just have to kind of

improve your score each time.

- You didn't have

control over movement,

but you could aim

just in some of

the classic kind of

arcade on-rails sh**t.

- And they put everything in

to make it play like Virtua Cop,

and then everyone was

playing it and going

it's not any fun.

It looks like Virtua Cop,

it moves like Virtua Cop,

it's got the Bond,

but it's not fun.

- GoldenEye was

one of those games that

kept on getting

delayed and obviously

missed the release of the movie,

and even the home video release.

- It has the markings of

like a small indie outfit now

who's got far more

resource and budget

than anyone would

potentially imagine

with no constraint on,

right, you've got to ship

this in six months.

It's, we'll keep paying the bills,

but could you try

and ship something?

- Nintendo is not like many

other video game companies

in that, you know,

it was able to say

it cares most, first and

foremost about the quality

of the games that

appear on its hardware.

So it's less about we need

to hit this release date

so that we maximize

our profits

because we're tying in with

the film's release.

It's more like, no,

we're gonna wait on this

until it's right, until

it's ready, until it's good.

- Now there was concerns that

it wasn't a very Nintendo-ish

product, it was quite,

we got told

repeatedly it was too

dark and it was violent.

To which our response was, well,

it's dark because the

film's dark and it's violent

because it's James Bond

and he kills people.

- There's a very

well-known story now

that Martin Hollis tells about

late into the game's

development receiving a fax

from Shigeru Miyamoto,

who is still the most

famous video game

designer in the world.

And certainly was at that time.

Sort of giving us

feedback on GoldenEye,

and he says he doesn't

like the v*olence.

He says it sort of feels tragic,

and is there no way that

at the end of the game,

you as Agent 007 can

visit the hospital ward

where all of the people

that you've taken down

during the course of the

game are sort of holed up

and can you not

work your way down

the beds shaking

everyone's hands?

It's obviously a very funny

story, but it also illustrates,

I think, something

about Nintendo

and Miyamoto's approach

to video game design,

and probably their

nervousness about a game

like GoldenEye appearing

on their flagship hardware.

At one point they were

even saying, well,

we're not sure about this.

Maybe we just cancel it.

And because they'd

rather lose that money

and preserve their reputation

as a fantastic

video game publisher

than they would to

recoup some of that money

and put something else

out that's substandard.

So let's do

a quick summary. Shall we?

We have an inexperienced

ragtag group

of university graduates

working in a barn

somewhere in the

English countryside

on a game

based off a movie,

a game about a spy

with a license to k*ll,

to be played on a console

that didn't exist yet

for the company that brought you

Princess Peach and

Zelda. Get all that?

- It's the N64! Oh my God!

- This holiday season,

it's the new Nintendo 64.

So what's the big deal,

and why is Toys "R"

Us already sold out?

When we all

got our production N64s

and everyone had Mario,

and Pilotwings and stuff,

but particularly Mario,

literally people were

sitting in offices

watching other

people play Mario,

and everyone was going...

You know, jaw drop.

From the moment you

pick up that game,

it just says, go, explore.

- It was symbolic of

the time that, you know,

you had this new level

of freedom, you know,

afforded by games like

GoldenEye 007,

and Super Mario 64, and

Zelda: Ocarina of Time.

You know, there was,

I think, an emphasis

from a gameplay

perspective to get

the players to go

off and explore.

I remember the first time

seeing Super Mario 64,

and it was really the first

time I'd seen a 3D game

and it was like the

world had changed.

And we're right on

this tipping era

that we'll never see

again in the same way

of moving from two dimensions

to three dimensions,

which was such a

tremendous shift

in the way that not only games

would be made,

but also thought

about, but also played.

- That just blew people's minds.

You can wander around doing stuff

that you'd never been able

to do before, exploring

the game in a way

that you'd never been able to.

- I had that curiosity,

I was just like,

oh, what's that over there?

N64 games and

GoldenEye specifically,

which led me to be the

games tester that I am now.

You know, that curiosity,

I was just like,

let's zoom into that

with a sn*per r*fle.

There's a thing over there.

How do we get over there?

Don't know, we'll find out.

And then you go to Facility

and you poke around

all the corners and

you see some flasks

and a vent and you're like,

who put flasks up there?

- It just had this go

anywhere, do anything,

kind of flavor to it even though

it's not really an

open world game.

A lot of the levels

kind of feel like you

can kind of go

everywhere, go anywhere,

and just play around with it.

And so it was just

such an open feeling.

- Before GoldenEye, most

first-person sh**t

operated with the

Doom clone mentality.

sh**t everything that

moves, collect the keys,

go through the doors, find

the exit, rinse and repeat.

GoldenEye, depending on the

difficulty you selected,

would give you

different objectives.

It's not just A to B.

Some of them are A

to B, but it's A to B

via objectives C, D, and E.

Here's a level,

this is what you need

to do in the level

before you leave.

- Doom had it to a point

and Quake had it to a point

where there's keycards, right?

Blue, the gold, the red, but

it was kind of rudimentary,

'cause it was early

nineties gaming, you know?

GoldenEye come out,

and it was just like,

no, we have to talk to

this character over here.

That's never happened to

me before in a video game,

in terms of FPS, I have

to then look at my watch

to get something,

throw it at a thing,

it was doing so many things

new and fresh at the time,

but looking back like

it completely rewrote

the rules for video games,

FPS and otherwise.

- It wasn't until,

I would say, 1997,

kind of the year that

first-person sh**t

exploded on the Nintendo 64,

when you had this perfect

union of a controller

that was up to the

job of playing FPS

and hardware that was

up to the job of running

and displaying

FPS that the genre

really took off on consoles.

- Within the year of

GoldenEye coming out in 1997,

there was Doom 64, which

isn't a port of Doom,

it's a completely

separate Doom game

that was made with id

Software's blessing,

Hexen 64, which is a

direct port of the game,

but also, Turok:

Dinosaur Hunter.

- It was very impressive

from a lot of standpoints,

very complex worlds were built.

The characters were

not sprites anymore.

They were fully 3D again

and had pretty intricate

animations.

- When you see something like that

and you look at your own work,

and all you can see are the

things that are wrong with it.

You know, you're

thinking, oh God,

we're miles behind on this.

I remember being really worried

because it had very nice

looking art and it

ran really smoothly.

It had really good frame rate

because they had the fog

a lot of the time

and these dinosaurs

would run out of the fog at you

at a really nice frame rate.

You'd be like, oh, that's nice.

We did look at

that and think, oh,

do we need to go back

and try and get the game

to run faster, is there

anything else I can do?

Should we be turning off the

Z buffer and things like that?

Yeah, it was a real

benchmark for us.

So I started

building the dam

without any real

technical knowledge

and I was playing around with

the size of it and we realized

we could take the movies

as a source for sure.

And we also look at the set

models and the set diagrams

that they'd drawn out,

that they built.

- And he just built the dam

and then we put it in

and it's like, woah!

- We ended up with this real

sprawling mass of a level

that was running at an

abysmally low frame rate.

- So then that's why you have

the tunnels leading up to it,

was to try and cut as much

of the views off as possible.

You know, and then I went

through and basically hacked

as many polys out as I could.

There'd be a big thing

that Martin put up

which would show you

the frame rate

you currently had.

So I could spin around and

look at what he was doing.

And then suddenly the framerate

would drop horrendously.

It's like, right,

what's over there?

Okay. Go in, hack around.

That was

a kind of awakening for me.

Like, oh yeah, it's got

to run. Oh, okay.

- The engine was great

because I could sit there

on my machine

and play with stuff

and then immediately

make the level,

put it in the game, and

then try it out again.

So I could just

go through this process

of just hacking away at this.

So you start off with

levels that look fantastic.

And by the time I'd

finished with them,

they were sort of a bare bones.

- And we got to go

to Leavesden Studios,

where they were

filming GoldenEye.

And we had a day's visit there.

And because I had

this very rare thing

called the digital

camera at the time,

which was this massive,

massive, heavy camera.

My job was to go round

and film and, you know,

try and get reference

for everything.

And we saw St. Petersburg

where they had the t*nk chase

and that was all still up.

And then inside one of the

actual studios was the huge,

you know, the villain's

lair set at the end.

And we saw that while it was

in its pristine condition.

Then we went back

the second time

we saw it in its

blown up condition.

- Martin was very

pragmatic about stuff.

It's like, you go off and

make what you want to make.

And then we'll look

at it and work out

how we're going

to get it to work.

It was all very,

very co-operative.

It was never like,

this is what you do.

This is how you do it.

Don't break these rules.

It was much more, what

kind of things do you need?

A good

example is the frigate.

That's in it because in the film

there's a helicopter is

on a frigate in Monaco.

So Karl had built the frigate

and we had

a helicopter model

and that was it.

So it was like, well, okay,

so what are you going

to do in that level?

Maybe you're trying

to rescue hostages.

Well, that sounds

like it might work.

Okay. Well, let's

roll with that.

- Someone would come back

in and go actually, Mark,

what would also be

great, can we do this?

Can we have them like dodge roll

or hide behind

cover, like, okay.

That's not in there now, and

then a couple of days later,

boom, it appears in the source.

I was then

doing a lot of the g*n modeling.

So I was working in

conjunction with Mark Edmonds,

not only to get

the front end in,

'cause I had to

model all the hands.

It was myself and Mark

that came up with the HUD,

and I should have

trademarked that

because the HUD was

pretty much then the go-to

front end for any

of the consoles.

- It was always, what can

we do? What can we create?

What sort of things can

we do? How do we do it?

- Creates this kind of

crazy cycle of iteration,

everything that Mark

Edmonds was doing

and building, that code base,

but also allowing the

designers that kind of level

of flexibility to just

create whatever they wanted.

He was working really

hard in this whole backend

that was reduced

into byte code

that was really performant

and ran super quick

on what was ultimately very

limited hardware on the N64.

Under the

watchful eye of the Stampers,

the team would work

long days and weekends

polishing and refining the

gameplay levels and difficulty.

They would even bring in elements

of the extended James Bond

universe to create a game

overflowing with content

and creativity, but

would it pay off?

These days,

you can load up a synth patch

put your finger on a

keyboard and it's this

huge, great, swathe of sound

that's just incredible.

It's just amazing, but

we couldn't do that then.

Most of the sounds in

GoldenEye are probably

16 or 11 kilohertz, right

down at the bottom end.

Like bass drums, you

put them in at eight, you know.

So, you know, it's a quarter

of the quality that

you would get on a CD.

- The gas plant music

is a particular one.

You know, that opening

kind of, "doo, doo".

When I hear that, I still get

a bit goosepimply about it.

The music and the soundscape

and the pacing itself

it's like, now you're Bond.

- It's what I love, I think,

is it sounds like a score.

Every song feels like it's come

from the same soundtrack.

It feels cohesive.

And that's very difficult to do.

Their ability to carve a theme

and create an emotion

and a feeling that

instantly linked you

to whatever your goal was,

whatever your mission was,

but also whatever

the environment was,

whether it's a

snowy sort of area

or a sneaky area

through a facility.

- GoldenEye, I think,

is an excellent example

of having a believable

world that you can explore

and you add kind of, you know,

atmospheric music and then

you've got action, et cetera.

You begin to build the

sense of a narrative-led

first-person

sh**ting experience,

which obviously we have,

you know, everywhere now.

- Their ability to

use nothing more

than a limited sound palette

and a series of notes

is what makes that

a great score.

A lot of thought had

gone into creating,

again, a believable

aural landscape.

- With Graeme Norgate

doing the sound design,

the g*n sounds in

that game are really,

really good for their time.

That soundscape was crafted with

just absolute love and respect.

It's a

luxury of being in-house.

We could play the game,

so you'd load up Servenya,

walk through it, play it, and

you'd get the idea for it.

And you could write something

and have that playing

whilst you're playing

the level again,

and, you know, iterate.

- That's another person

who is a talented person

at the height of their skills,

trying to do

something really well.

And then it all came together.

When

I joined the project

they weren't any effects really,

so I think the first thing that

I worked on was explosions.

- Everything explodes.

It's ridiculous.

- Yeah, everything did

explode if you sh*t it

long enough, I think,

pretty much.

- But it's part of the world.

It's like you're in this

world and there's this

kind of brittle

consequence for things

and this escalating calamity

if you do something wrong

and this explodes,

this explodes,

then this scientist

gets blown across the room.

Yeah. I

spent ages working on that.

I think it was more than

a month on the explosions.

Effects are always one

of the most expensive things.

They can have quite a large

impact on the frame rate

of the game, the responsiveness.

- That sense of immersion

and impact on the game world

is another thing

that's going to keep

bringing players

back to keep playing

because it's a space

that they can control

in more of a way than they

could with things like Doom.

- It's not in Doom, there's

not that collateral damage.

And the idea that the environment

is mutable in some way.

It was something that was

really important to us.

The job I was not expecting

when I answered an advertisement

for a game designer

and document writer was to

be stuffed into a sweaty

neoprene suit and asked

to fall over. But...

One day, I was asked to put

on a sweaty neoprene suit

that'd been used for k*ller

Instinct and to fall over a lot.

I would

have Mr. Botwood there,

all covered in the markers,

and then depending on how he was

going to get k*lled

at that point,

he would either have

a rope around him

and I'd yank him or

he would get pushed

or he would get

kicked in the knee.

You know when you see those guys,

they get sh*t in the shoulder

and you see them do that?

That's me literally going

like that and pushing him

on the shoulder until he moves

because you can't

anticipate because

otherwise there's

that.

He was battered, he

was really battered.

I remember one

time Tim Stamper got the team

into a conference room

and explained to them

that it's not a university

project and it does

need to be finished

at some point.

Regardless

of the game being late

and missing deadline

after deadline, you know,

it wasn't because we

were putting our feet up.

- I believe they were

all in their late twenties

or early thirties.

Most of them were single.

They could work 100 hour weeks.

You know, whether

we think that's good

or not with hindsight,

that was something

that they wanted to

do and did willingly.

And we were the

beneficiaries of that toil.

- It was like a

company culture of,

you don't just go home at

five o'clock, that's for sure.

- We used to work late at Rare.

We used to like being there.

- Right from the start, we'd

be there till midnight

and working weekends and stuff.

- You didn't have to stay,

but it was kind of

assumed that you would.

So most of the time we did.

We thought

the game was going to be

really bad.

So that was always the thing.

It's like, A, there's

not enough variety.

It's going to be boring. It's

just running and sh**ting.

And also we're not going to

get all the levels finished.

- It was hugely late, and it

was massively full of bugs.

There was just so many

things wrong with it

that it sort of became that game

that we all thought would never

actually come out in the end.

- Hi, I'm Ken Lobb.

I'm here to tell you about

the Nintendo 64 hardware.

Ken Lobb

was a big fan of the game.

I mean, we had a lot of support,

particularly from America.

- And here we have

the controller ports.

I'd like you to notice that

we have one, two, three, four.

Nintendo 64 shipped with

four controller ports, right?

And Mario Kart 64 obviously

demonstrated to the world

how to properly use

those four ports.

- You know, from

the very offset,

the machine comes

with four players.

Now you still have to buy

two other controllers,

but not if your mates bring

them around with them, right?

So as a developer, you're

then beginning to think,

let's try and use it, perhaps

there is something in here.

- That was a big departure

from having to configure

your LAN and having multiple

copies of every game

and playing across all

these different monitors.

I'm gonna say

roundabout April or May, '97,

we started work on it.

Seems insanely close.

In the

meantime, Nintendo of America

are going, you are

finishing the game, right?

You're not trying to put multiplayer

in or anything are you?

No, no, no we're not. No.

It's fine. Yeah, we're

finishing the game.

There was no

way Martin going to be able

to go to management

and say, you know what?

We'd really like to

put multiplayer in.

'Cause just like no, you're

failing to do the thing

you're supposed to be doing,

don't be asking for more time.

I just remember the day

we showed it to Ken

because Ken would come

over every kind of,

couple of months,

something, to Rare.

I remember him coming

over and we'd set up.

It was in the office where

Steve and Duncan were

we had TV and we had with

the four controllers sitting.

So that was the thing.

So he came in,

I just remember,

walked in with Ken,

Ken, we've got something

to show you.

And he's like, wow!

Ken was always...

He used to say,

Oh my God, you guys!

It's like, yeah, it works.

- And he was so

excited by it

that he wanted to be the

one who revealed it

to the testers at Nintendo.

- So Treehouse is NoA's,

Nintendo of America's,

testing and kind of like

game evaluation department,

which Ken Lobb was

heavily involved in,

and we started to get

feedback from them,

which was, you know,

people are coming in

and playing at the weekend.

It's like, you know,

everyone wants

to be testing your game,

all that kind of stuff.

Going to E3 was kind of

seen as a break for us

because we were close

to gold

and there was a big testing push

while we were there.

- When we were at E3,

we had the smallest stand

because nobody

really knew what we were doing,

but it was played all the time.

We had a

playable version on the floor

and the booths were

absolutely rammed.

I remember watching

everyone playing it

and just really enjoying it.

So you thought, okay,

well this is good.

- But it was being

played all the time.

The entire time, you

know, you were there,

you could just see

people playing GoldenEye.

It was busy, really busy

the whole time.

Bolstered

by the positive feedback

from E3 and testing,

the team

head into the final stretch

with their spirits high.

All their hard work

and dedication

appeared to be paying off,

but just as the game

was about to be shipped,

an order came through

from mission headquarters.

- Yes. I made Timothy Dalton,

Roger Moore, and Sean Connery.

And I made them all particularly

because I gave them all

different types of jackets.

So one of them

had a white one on,

one had a little red carnation.

One of them had the

double breasted suit.

So yeah, I have

pictures of them all

because I definitely made them.

- Got a fax I think it was

in those days,

saying you can't have

the other Bonds in it.

We don't have the rights.

- There is one cartridge

with all four Bonds in.

And I think I know who

has it at the moment,

but we had to take them out

because Sean Connery

wouldn't let us

use his likeness.

In a somewhat

ceremonial goodbye,

the team played one

final death match.

Doak, Hollis,

Edmonds, and Hilton

took part in a three-hour

marathon session

to decide who was the

ultimate James Bond.

- So we thought, well, we

need to have a final game.

So we all sat around one

evening and played it,

and yeah, I can't

remember who won.

It wouldn't have been me,

but I usually played Roger

Moore 'cause he was my favorite.

When

we were making it,

we were just trying

to get it finished.

That was an overarching memory

of particularly the

last year was just,

can we just please

get it finished?

Because it's just

taking forever.

- You get to the end of

the game and you are blind

to what's good about it

and all you can see

is all the things that

were on your wishlist

that you haven't

had the time to do.

So you kind of only

see its flaws.

- You see all the things

that are wrong with it.

We knew the frame rate

was awful in places,

there were loads

of art that I did

that we didn't manage to get in.

There were game ideas

that we didn't get in.

It was late and we knew the

film had long since gone.

So, you know, whether

anyone was going

to be remotely interested

in it when it came out,

I had no idea at all.

After working

some utterly back-breaking hours,

the game was finally

deemed finished

and sent to the distributors.

GoldenEye 007 released on

the 25th of August, 1997.

GoldenEye

was not a smash hit on day one

like in the way that the

really big games are today.

GoldenEye 007 not

only defined a generation,

but defied all expectation.

It

was more word of mouth

and sort of a snowball effect.

When it did

finally release and everyone

started playing it and people

start playing the multiplayer,

there was a real buzz around it.

People were talking

about, you know,

people talking about it at

the playground, at work.

- You like sh**t

people in the head

when they're having a sh*t in

the toilet in the air vent,

and I'm just like, this

sounds interesting.

- sh**ting that dude

who was on the toilet

and just being like,

oh, you poor bastard.

I felt so bad for him.

- Straight away you were

there. You were James Bond.

You were playing

James Bond, and that was it.

- Definitely the first time

just sticking the cartridge in,

turning it on, and it

was that audio cue. Shoo!

And then you knew

your life was different.

- When I got that

cartridge finally at home,

literally I played

throughout the night.

- My friend and I rented it

like that first weekend

it was out and it

was just all we did.

- I just spent the whole

weekend playing GoldenEye.

- There was only one

copy of GoldenEye

left in the Toys "R" Us

shelves in Chatswood,

and I remember I

bought the game first

because I didn't want anyone

else to have that game.

- There'd be four of us playing.

There would be four behind

the couch waiting to play.

There would be three more making

sandwiches in the kitchen.

There'd be another two

turning up after school.

That's what we did,

we played GoldenEye

for two years straight.

- Here is your spy playground.

- You felt like

you were somewhere

and you were actually

going towards something,

and, you know, working towards

a proper goal in a real place.

- I remember the

sense of wonder.

Just walking through

the dam for the first time

and sort of feeling

the big open spaces

that actually felt

like big open spaces.

- That's the freedom that

keeps you coming back.

- So glad they had

the vision to go,

what if we just took

James Bond off the rails

and give the player the ability

to run around and

do what they want?

- You know, running

into this gate

and going like, where do I

go, pulling out your g*n,

sh**ting the lock, it just

blew our minds at the time.

- If you played it

like you played Doom,

you'd fail the mission.

You had to use your brain,

and I think that's

what helped it spread.

- It was the game

everyone wanted to play.

Growing up as a

PlayStation player,

and my friends who had 64s,

we were just filled

with jealousy

that we could not play a

game that was that good.

- I don't think I really

appreciated at the time

just how much enthusiasm

that the game,

you know, the game generated.

- I think the enemies really

brought that game to life.

- You'd occasionally

walk around a corner

and just find one scratching

their bum or something like that.

Really, really bizarre.

But that little

detail made a change.

- Everyone says it, but

the animations like, ah,

you sh*t him in the hand,

he's shaking it around.

You sh**t him in the knee

or the bum cheek

and he clenches it?

Brilliant, like number one.

Then you sh**t the

hats off and you think,

what else can this game do?

- You could use your

sil*ncer and take out

enemies without

alerting other guards.

You could take out

the security cameras.

These stealth mechanics

really hadn't been seen,

especially in the first-person sh**t genre.

- Guards were on routes

and everything,

and you could memorize them,

and you'd know when you

would see their head pop up

like over a snow dune and

when you could sh**t him,

like I felt like

I was being sneaky

for the first time in a game.

- Some of the greatest

memories I have

is getting through that

level in a certain time limit

and doing certain conditions

to unlock certain things.

The feeling of achieving

that was great.

- If you wanted to

extend the life

of the game as a player,

you earn that

extension rather than

buying it and

downloading it, right?

And it was always in there.

- I got every

single one of them,

except Facility,

which was just so difficult.

- You have to have Dr. Doak

in the right place

at the right time.

- You are having the

run of your life,

but you could never

bank on Dr. Doak

being in the right spot.

It was just the biggest bunch

of bullshit of all time.

- The way you sh**t him and

then feel slightly bad about it,

but it's fun and you can get

away with it, so why not?

- I think there's a

certain magic that happens

that GoldenEye taught all of us,

that sitting shoulder to shoulder

with somebody on a couch,

even if we're on

two separate TVs,

playing something,

getting the reaction,

feeling the energy, right,

is a magical moment.

- All you needed

was one Nintendo 64,

one copy of the game, four

controllers, and a TV.

The idea that you could

all play on one screen,

all four of you

racing down corridors,

sniping each other,

laughing your heads off.

It was as much fun

for an audience

as it was for the players. It

was just hysterical to watch.

- GoldenEye came out

and it brought everyone

out of their rooms,

out of their bedrooms,

into the lounge room

together, you know,

shoulder to shoulder,

having a great time.

- It was some of the

best times of my life,

you know, just with my friends.

- What was great was

it was so customizable.

- Custom matches and

the one-sh*t kills,

Man with the Golden g*n,

Slappers Only.

- You'd go to play GoldenEye

at a friend's house

and you'd choose Oddjob and

everyone would

and the guy in the

corner of the room

would stop playing the piano

and everything like that.

It was just not done.

- He'd be the smallest one.

And you'd fight to play Oddjob.

- Anyone who chose

Oddjob was the biggest

assh*le in the lounge room.

- It just made it all the more

fun, all the more social.

And it kind of made me

look forward

to actually hanging

out with my family,

which I don't do so much now.

- Gaming really is

inherently social.

The first games that were

commercial were in arcades

where you'd have to go out

and be among other people.

Sometimes your friends,

sometimes you'd meet

complete strangers.

And it kind of recreated

that arcade feeling

of standing behind the

players at the controls,

putting your quarter on the

dash, and saying, I got next.

- After GoldenEye,

every FPS that came out,

people were asking what

kind of multiplayer modes,

how are you handling

split-screen, how does it run?

- GoldenEye became

the game that set

the gold standard for

first-person sh**t on console.

It was the template

that the genre

would follow on

consoles going forward.

The

interactive title of the year...

is GoldenEye.

Getting

a BAFTA was awesome.

Yeah, especially because it was

at the interactive Oscars,

Martin had to go up

and give a speech

and thank everybody for

working on the team.

And he mentioned all the

team members by name,

and then he paused and he went...

- And Duncan Botwood.

- Because he'd forgotten him.

That was a good moment.

So the whole

team was there

and it was the first time

they ran those awards

and we won four of them,

including the top one.

So we were pleased with that.

- We got copies of those.

We've all got copies of those.

We had to pay for them

but we got copies of them

and they say "copy" on the back.

But they are real BAFTAs

and they weigh a ton

and I'm very proud of them,

and they sit in my living room

and they get

polished once a year.

Looking

back at it, I think there was

a lot of talent on

the team, you know.

It's certainly some

of the most talented

people I've ever worked

with were on that team.

I still

don't really, you know,

I don't even believe

it personally.

I just, I still

couldn't do the connect

between what was happening in

the real world, and, you know,

what we'd just spent two

and a half years making.

- And it's still like, wow,

we did a really good job.

We have no idea

what we were doing.

- Obviously like

the critical acclaims

super nice to see.

It was extra special.

My first game,

don't get me wrong,

it's the first box

I had in my hand,

that was like, oh my God,

I'm on this, you know.

But I was slightly detached

I guess towards the end of it.

- GoldenEye kept winning awards,

and at some point it

just, I don't know,

it stopped being a thing

that was very interesting

because it just, yeah, it

just won all the awards.

One thing I do remember

is on the walk back

from the AIS awards in

Atlanta back to the hotel,

I remember saying to the team,

it's all downhill from here.

We're never going to do

anything else this successful.

At that point, we'd

just won everything.

With the

game on store shelves

and the team taking a

well-earned breather,

the word on the street

was spreading quickly.

GoldenEye was the

new game in town,

an innovative, boundary pushing

cocktail of action-adventure.

The game was a critical darling,

ushering in new levels of

innovation across areas

including visuals,

animation, sound,

storytelling, and

artificial intelligence.

GoldenEye was innovative

in so many ways,

but one of the most

significant was stealth.

Rare replaced the search

and destroy mentality

of the Doom genre with

mission objectives.

From there on in, the

b*llet was no longer

the only solution

to every problem.

This freedom of

choice would have

a long lasting impact

on the industry,

challenging our expectations

of what games could be

and paving the way

for a whole new genre

of stealth games

to emerge.

It was official, James Bond

had arrived in video games,

selling 8 million copies,

earning critical acclaim,

and a host of awards.

Turns out, the world of

international espionage

was a perfect formula

for video game success.

The game was so

successful, in fact,

it even surpassed the film.

Together, they would

reignite the Bond franchise

and introduced James Bond

to a whole new generation.

The big question would be,

could future games live up

to the bar set by GoldenEye?

Steven Spielberg's

son Max was playing

GoldenEye with his friends

one day and Spielberg

walks past and

looks at the telly,

and at that time I think he

was just coming to the end

of his work on

Saving Private Ryan

and can immediately see

the creative synchronicity

or potential between a

video game like GoldenEye

with a view through a

first-person perspective

and a period in history,

such as World w*r 2,

and immediately from

there sort of asks

the designers at Electronic

Arts to mock up an idea

of how they could

perhaps remodel

the Normandy landings,

I believe, or D-Day,

using first-person

sh**t mechanics.

- We all talk about

the flying into the head,

but that's such a subtle

but important design decision

that literally

immerses you in it.

Okay, now you are in

the role of James Bond.

Now you are this character,

and now we're going to send

you through this adventure.

- No one had done

something set in a

realistic world where, there

were real things there,

there were like tanks,

there were jet airplanes,

there were ships,

there were normal g*ns.

I say normal g*ns like machine

g*ns, silenced pistols,

sn*per r*fles, everything

was recognizable,

including the bad guys,

obviously Russians

a lot of the time.

So all of a sudden

we went from having

all these fantastical elements

to you had actually

a real situation

that you could identify with.

- And that's something that

has definitely, I think,

impacted the single-player

design team on Call of Duty.

We never take you

out of the role

of that person you're playing.

It is a first-person experience.

Every action you do, whether

you're climbing up an ice wall

or whether you're, you know,

in an expl*si*n,

you're shell shocked

and you're watching the events,

you're watching it from

the eyes of that person.

And I think that's

something that GoldenEye

set the standard for

because they knocked it out

of the park and they proved

to us how effective that can be.

I think after

GoldenEye we saw more games

moving away from hell demons

and dragons

and fantasy

and recreating that kind of

more realistic approach.

Like if you think of the

Tom Clancy's franchise,

I think, you know, GoldenEye

really showed everybody

that you could have, you know,

this kind of real-world

setting with spies,

and, you know,

make it a success.

- Metal Gear Solid was

still like the next year.

And a whole host of stealth

games like Thief and Tenchu.

So they were all, you know,

a year away or so.

GoldenEye

and its ability to experiment

becomes a progenitor for games

like Thief: The Dark Project,

where it's entirely

stealth oriented.

GoldenEye was the first

first-person sh**t that actually

made PC developers notice

the genre on console

and say, oh,

we need to do

something like this too

or we'll get left behind.

- Half-Life came out

after GoldenEye,

and it was interesting

to hear the developers

of Half-Life speak about how

they were influenced

by GoldenEye.

They

delayed Half-Life to make sure

that Half-Life's AI was up

to snuff with GoldenEye's AI.

- One of the things

that GoldenEye

in particular really sells

are moving away,

not just from old light g*n

games, like Virtua Cop,

but even established first-person

sh**t franchises

like Doom,

is it's the first game

that really embodies

systemic design.

This idea that you

can create a sandbox

which can just be reduced

to outright anarchy,

where scientists are

running away in panic

because you're standing

there with two Klobbs

and sh**ting just relentlessly

at a couple of soldiers who are

then trying to hit an alarm,

but you've also sh*t

a barrel which then

causes this cascade

of explosions

throughout this room and then

that's catching scientists

and k*lling them

or it's blowing up

the guy that you're

trying to hit.

And these are things that

you can't program that.

You can only build the

tools within the world

that enable for these

sorts of things to occur.

And it's crazy because

now so many big games

try and embody systemic design.

That is literally the

blueprint that Far Cry runs on,

that they want to have you

be att*cked by a tiger,

but you're also on a paraglider

and then you can drop

down and throw a C4

on a Jeep, which

lands on a civilian.

Like these are the things

that now we're expecting.

People jump into Red

Dead Redemption 2,

and they get really

excited when someone

gets kicked in the

face by a horse.

But GoldenEye, it

was the first time

we ever really saw

something like that.

And then subsequently you

can start manipulating that.

And that becomes

incredibly fun of, well,

what happens if I try

and lure the scientists

in front of me

because they're trying

to run out the back door,

but they are trying

to att*ck me,

and then can I get them to

sh**t the scientists? I wonder.

And then you run off as

your own little research

scientist of your own, you know,

you're putting on

your own white coat,

like, let's see if we

can just cause chaos

and it makes it

insanely replayable.

- You can draw

a direct line, I think,

from GoldenEye to Halo.

- I would

argue that Halo: Combat Evolved

wouldn't be what it was if

it weren't for GoldenEye.

I think it followed

kind of the structure of

what GoldenEye was in terms

of these larger open levels,

in terms of this kind of

free flowing 3D movement

and letting you kind of explore

the level at your own

kind of pace.

I think that influenced

things like Halo

and then Halo inspired

Call of Duty and all the others.

It all leads on, it all

influences each other.

- After GoldenEye,

we all thought Rare

would make another Bond game.

I mean, you roll the

credits on GoldenEye,

it says James Bond will return.

And obviously that's

what the movies do,

but we all hoped

that Rare was saying,

hey, we had a blast

making this game.

We're going to give you

another FPS like GoldenEye,

maybe for the next Pierce

Brosnan movie. Didn't happen.

We were going

to do the next Bond license.

That was the plan.

But because GoldenEye

sort of reinvigorated

the franchise,

suddenly the money went up

suddenly it's like,

if you want to do this,

you're gonna have to pay for it.

- The movie license

wasn't that expensive

the first time round,

as I understand it,

Obviously with the

success of GoldenEye,

then the price goes up and

we were told quite early on

that it's unlikely we

would do the next one

because they weren't

going to get the license.

You know, you're

slightly disappointed.

You're also sort of, actually,

probably it's better to

do our own thing now.

- We know how to make

a video game now.

So we're just going

to make a better one.

- It's actually really hard

to do spiritual successors.

To actually encapsulate

or capture

what were the magic qualities

of that particular game.

Can you

recreate something like that?

Can you, you know, catch the

lightning in a bottle twice?

It was very much a

product of the time.

- People have tried that,

it's super, super, super, hard.

You know,

GoldenEye kind of set up this

expectation, I think,

with audiences that, oh,

these Bond games

are going to be,

or at least should be,

as good as GoldenEye,

like, you know, Rare

set the standard.

And so there was just

this expectation in place.

- After GoldenEye, the

history of Bond games

is very very erratic.

- I didn't quite realize

how big of a deal

it was that Rare lost

the rights to Bond,

in that I heard that Tomorrow

Never Dies was coming out.

- Tomorrow Never Dies had a

tie-in on the PlayStation.

And I think that was PlayStation

hoping that, you know,

well, GoldenEye did

gangbusters for Nintendo,

Tomorrow Never Dies

will do the same for us.

- Sweet, it's the

sequel to GoldenEye.

And I remember getting that

and playing it and being like,

this is not GoldenEye at

all. This is nothing close.

Like I don't know,

they really screwed up.

Like, not knowing that it was

a completely different team,

different everything.

- You're running round levels,

like running around

sets to the film,

but it wasn't quite as

accurate as Rare had managed.

I remember reading reviews

of Tomorrow Never Dies,

and thinking like,

ah, that's too bad.

- You have The World Is

Not Enough afterwards,

which they kind of like, okay,

let's not mess with

the GoldenEye formula.

Clearly James Bond

works in first person.

We'll do another

first-person sh**t.

And it was good, but it

was another developer

and it didn't quite have

the same Rare magic.

I think it did feel very

kind of A to B,

very kind of linear.

- I remember

thinking that like, okay,

this has gotta be the

GoldenEye that I wanted.

And it's like, ah,

that's not it either.

And then I found out, oh, okay.

The team that made

that is making this game

called Perfect Dark,

and that's the closest you're

gonna get to GoldenEye.

Welcome to 2023.

- So Perfect Dark

came along in 2000,

and it was Rare's second

effort in this realm

of first-person sh**t and

it was highly anticipated.

Like yeah, I mean, you

did it right the first time.

Let's just do that again.

Just give me more of that.

- A big thing with

Perfect Dark was escaping

what we saw as the confines

of the GoldenEye universe.

- We could

make up the storyline,

we can make up the characters.

We could do whatever the

hell we wanted with it.

We could make it darker.

We could make it bigger.

We could go into space. We

could have laser pistols.

You know, that was the point.

We could do anything

we wanted with this one

because we

weren't restricted.

- And then

you're on to the next thing,

so after GoldenEye we

were doing Perfect Dark

and we were going

to make this game

so much better than GoldenEye.

- Perfect Dark certainly feels

like an evolution of

GoldenEye. It clearly is.

It still feels very similar,

but obviously

everything is opened up.

- In a lot of ways,

it was the kind of

sequel that the fans wanted.

It doubled down on the

multiplayer aspect,

you had bots, you had

much more customization

you could do in the multiplayer,

lots more weapons,

just a huge array of things.

But then it went kind

of off the rails,

like Indiana Jones 4 style,

with aliens and stuff like that.

I don't know,

it got a little silly.

- The big fight we had, myself

and Martin and

others on the team,

we really wanted to

have a female character.

- Jeanne d'Arc, yes.

Joan of Arc, that's where

it comes from originally.

And that was Dr. Doak's idea.

- Just because it was such

a misogynist industry.

It's nice to look back

on that and to think

that we kind of got to

push something there

because we had some

clout at the time.

- Perfect Dark sold a little

over 2 million copies,

I think, as compared with

GoldenEye's 8 million.

- The debate between whether

GoldenEye or Perfect Dark

is the better game

is a very complicated one.

And there's going

to be lots of people

on each side of the fence.

You can break

Perfect Dark really badly.

I mean, you can do stuff that

brings the game to a crawl.

Although

certainly what they were

doing with bots and

stuff was incredible.

There are a lot of features,

like the counter operative

stuff was amazing.

There were so many great ideas

in it, but I think for me,

it just didn't come

out at the right time.

- GoldenEye just never left

the machine as a multiplayer.

And even though Perfect

Dark has more stuff

going on in there in

terms of AI, weapons,

laptop g*ns, you know,

it has more, but again,

when it comes to a quick

plug and play session

with your mates,

less is more, you know?

Right here,

it's this one. My insane pace.

Oh my God.

I wait, I wait, I wait,

right when he starts f*ring

to try to backboost me.

The double. Body armor.

Two quick ones.

I already know I'm getting

there on the perfect line.

Oh, f*ck, what a run.

f*ck.

I can't even play anymore

tonight after that.

It's... I don't know.

Oh! f*ck!

f*ck. Oh my God. Oh my God.

My friends,

hello and welcome

to GoldenEye SpeedLore,

the series where

we look at the speed run

world record progression

of a stage in GoldenEye,

and the stories...

So speed running is the act

of trying to b*at a video game

or a part of a video game

as quickly as possible.

And it might sound

crazy to some,

but it's kind of this

additional challenge

that anyone can do in a game.

- The cheat system

in GoldenEye was one of

the things that really

drove the initial desire

to b*at the levels fast

because you had to clear

a level on a particular

difficulty under a certain time

in order to unlock the cheats.

- Speed running now,

after 2010 or even

the mid-2000s, started

getting popularity,

but GoldenEye was

big from the start.

When I

took over the website,

I was updating all of

the records by hand,

literally by editing HTML files.

And so people would

send me emails

with all of their new records.

And then I would go and

manually insert them.

When I was 15 years old, it

was a big part of who I was.

- If you achieve a good time,

you can go online and

say, hey, I did this.

And the people who also

share that same passion

can give you some

attention and respect.

- All these teenagers came

together in the late nineties,

early 2000s, and became

lifelong friends.

- When you get a really

good new untied world record

that no one's ever had before,

it almost feels like

exploring new lands.

You

would finish the level

and there would be, like your

heart would skip two beats,

and then you would press

A and you'd be like,

you know, did I get it?

And be like just... you know.

- You're the only

person in the world

to see those numbers

on the end screen of the game.

You know, you're it.

- There's this sort of

psychological catnip

that led to this addictive,

kind of obsessive,

cycle with the game.

- There are very few things

that b*at that rush still today.

I can say that.

- What would lead

a person to play

the same stage a

thousand times in a row?

- You see a lot of guys

who maybe, you know,

they're not at the best place

in their life at the time.

Maybe they've just lost a job

or gotten out of a

relationship or, you know,

maybe they're a bit downtrodden.

Speed running can be a natural

kind of place of comfort

to give them a sense of

direction and focus to carry on.

Fresh off

the success of GoldenEye

and deep into production

of Perfect Dark,

the unthinkable happened.

Several key members of the team,

Hilton, Norgate, Doak, and

Ellis, left the company,

setting off to form a new

studio, Free Radical Design.

So we started

off with myself, Dave Doak,

Karl Hilton, Graeme

Norgate, and Lee Ray,

who all left Rare

roughly at the same time.

And we started in April, '99.

It was a

hugely difficult decision.

In some respects,

I mean, on the one hand,

I think we were all ready

to go and do Free Radical.

And we were all very excited

by the idea of Free Radical.

And we all knew we were

young and confident

enough that we thought,

oh, it's going to be,

yeah, we'll do this.

It'll be a great success.

We'll be fine, you know.

- It was a thing that I was

thinking about for a while.

After GoldenEye...

I don't know.

I mean, we were young and naive

and we kind of

felt like we'd done it

all ourselves,

which in retrospect,

I now realize that there

will have been things

going on behind the scenes

that we were unaware of

that allowed us to have the time

that we had to make

that game good.

With

their stock high,

they signed an exclusive

deal with publisher Eidos

to develop a game

for a new console,

the Sony PlayStation 2.

The new game would

be Time Splitters.

But could it live up

to the standard

they'd set with GoldenEye?

PlayStation

2 was around the corner.

So as soon as Eidos had

signed us up, you know,

then it was straight to Sony.

Look, we're going

to make another game.

It's going to be a multiplayer.

I think your console is clearly

going to be a great console

to do it on, and then

Sony was super supportive,

and yes, suddenly we had

dev kits in our office.

We were

all super excited about

Free Radical and then after

we played Time Splitters,

we really liked what we saw.

- We were the only

European-developed launch title,

you know, so that was

a very quick sort of,

here's a fun game,

not much to it,

but it's got all

these bits and pieces

and have a bit of fun with it.

- When we made the Time Splitters'

games with Free Radical,

it was kind of like,

we want a chocolate box,

we want to do everything.

So those games were that.

The original Time Splitters

was a multiplayer game,

just let's throw everything

and see what sticks.

- I think a lot of fans went

to Time Splitters and said,

oh my God, this brings

back all the memories

from GoldenEye and

the way it feels,

but what Free Radical

did with that game

is just speed it up.

- It was all about

immediacy and accessibility.

Pick up and play.

You should just be able

to start playing,

choose a bunch of

settings that you fancy

at that time and have

fun straightaway.

- There was no great design

document for Time Splitters

at the start that said,

this is the game and this

is how it's going to work

and this is what things

you're going to do.

- It just had such

a nice feel to it.

And you could pick

it up and play it

without a whole lot of

learning for it as well,

which means you can get

people who aren't so

big a gamers in on it,

and you could actually

have your four

player split-screen

and everybody's having fun.

- It wasn't representative

of what we were capable of.

It was representative of what

we had enough time to do.

So Time Splitters 2 was where

we wanted to show

what we could do.

- Time Splitters 2 was obviously

our chance to do it properly.

And we had more time and the

first one had been successful.

So Eidos were happy

for us to spend

a bit more money

and a bit more time

making a more detailed

one with a proper story,

and then a bit more

character development in it.

- And they were quite hands-off.

That's a thing that was

also true of GoldenEye.

I think that's the thing

that makes a big difference

to the end result of a project.

The Time Splitters series

would go on to be one

of the most successful

franchises on the PlayStation 2,

selling over 3.5 million

copies on the system

and earning a dedicated

and passionate fan base.

Throughout the mid-2000s,

Free Radical Design

would go on to create

titles like Second Sight

for the PS2 and

Haze for the PS3.

After we

finished Time Splitters,

Lucas Arts approached

us and said

they'd like us to

make a Star Wars game.

- It was a hugely fun

thing to be working on.

Obviously the team

was stoked because

we got access to

all of the great

resources and

history of Star Wars.

I can

remember it just being an

absolute joy to go to work.

We were making what

we wanted to make.

We personally felt vested

in it because we owned

the business and we

were creating our thing.

Back at Rare,

change was in the air.

The Nintendo deal

had reached its end

and Rare needed a new partner.

Companies like Activision

and Microsoft were circling.

And for the successful bidder,

the spoils would be

Rare's reputation

and its passionate fan base.

For Rare, it was an

opportunity to secure

the long-term viability

of the company,

but it wouldn't be without risk.

The Rare faithful would

have to hold their breath

as giant corporations moved in.

Owners of

the company and the founders,

Chris and Tim stamper, put

the company up for sale.

And they're looking

to find a buyer.

Microsoft's interested,

Activision's interested

and Nintendo is interested.

And I think a lot of the staff

were like, well, you know,

hopefully we'll be

acquired fully by Nintendo,

but Nintendo's CEO at the

time gives them a valuation

that's way, way lower

than what they're after.

And Activision

puts in a big bid.

So it looks for a moment

that they're going to go

with Activision, and then

for one reason or another,

that deal falls through.

When

Microsoft bought Rare in 2002,

I believe it was, I think

they lost a little bit.

I think some people at Rare

would kind of agree with that.

Case in point,

that's when you started

to see people leave Rare

and form Free Radical.

Microsoft wanted to

really push Kinect

and really want to push this

kind of hands-free control thing.

But you had Kinect

Sports, Kinect Adventure,

all these kinds of

games that people

just didn't feel were Rare.

You didn't feel that

Rare quality about it

because they were

mini game collections

and that's not really what

Rare did. Rare built worlds.

- I left Rare because

I became less enamoured

with it as time went,

after Tim and Chris left,

that was it for me.

I liked them being there.

When they left, I don't

think I left long after that.

I didn't want to be

there really anymore.

For a long

time we described that as

the best publisher

relationship we'd ever had,

it was working

really, really well.

It was going so well

that not long after that,

they asked us to

also start working

on the sequel at the same time.

In order to do that, we

had to grow the company.

As it

got bigger and bigger,

more time was kind of

spent on dealing

with the frictions

that you have,

particularly with publishers.

- It was two and a half years,

but I mean the

amount of money

in at that point would

have been eight figures.

The funding model then

was publisher advances.

And if you have a good

publisher relationship,

then you're safe,

but that relationship has

always got some conflict in it.

It got to the point where

we were doing milestones

every month and

sending them off.

And if the publisher

didn't like what they saw,

we wouldn't get paid, and our

burn rate was astronomical.

So, you know,

it doesn't take much

for the wheels to come off.

- Unfortunately,

you know, the story was

not a great one obviously,

you know, the studio

running into trouble with

Battlefront development.

- That becomes quite difficult

if that goes on for

more than a few months,

because everyone

needs to get paid.

- When it came to

the end of the year,

we had to put the company

into administration.

- That was gutting, you know.

- In almost every

publisher we worked with,

there was some

degree of conflict

and that took us

down in the end.

- Today is a culmination of

about three years of planning.

We're filming an

actual real film

called Bringing Back GoldenEye.

- I'm Dan Guest,

I'm the director

of Bringing Back GoldenEye,

the mockumentary

written by Jim Miskell,

all about the GoldenEye

world championships.

It was the first thing

I'd ever been good at,

never mind a game,

and I was amazing at it.

So I've written two

films about GoldenEye.

Obviously,

this is the second one.

First was Going For GoldenEye.

I made it myself,

basically wrote it,

directed it, produced it,

made the costumes, edited it.

I made everything apart

from hold the camera,

hold the boom, and

act in it basically.

And I'd never do that ever

again. It was very stressful.

Grant Kirkhope said it

was the film of the year,

which, you know, what more

could you want, really?

David Doak compared it to

Spinal Tap, King of Kong.

I'm really happy that

the Rare guys liked it.

I'm really, really proud of it

just because I did it,

you know, end of the day,

a lot of people can say

they're going to do stuff,

but I'll put my money

where my mouth is.

And I went through and did it.

And I saw it all

the way through.

But now I've hired a

lovely crew and producers

and everything and lots

of lovely actors and,

yeah, they're making

an awesome film.

It's

written by a massive fan.

Jim's just written a

great story with

a lot of little inside jokes and

obviously David Doak's involved.

And it's just a great nostalgia

trip for fans of the game.

- What we're filming

these next couple of days

is the world championships

interior parts of the film.

There'll be a hundred extras in,

and we've got a stage full of

new competitors and characters.

So it's going to be a big day,

and David Doak from

the GoldenEye team

is coming to present the trophy.

Which is just mind blowing

because I've sh*t

that guy in the head

so many times in the facility!

I guess the legacy of

GoldenEye is the fans.

You know, and what they

do with those memories

and how they keep it alive.

I mean like, look

what's going on here.

To me, I'm hopefully

contributing to the legacy

of GoldenEye and people

enjoy what I'm doing

because, you know,

I think it's important

that we tell stories

based on video games.

You know, we're the first couple

of generations where

that's our entertainment.

And so I'm celebrating this game

that's a big part of my life.

- It's really

interesting when you look

at the James Bond games

that came after GoldenEye.

The Eurocom Bond games

were pretty competent.

Some of the more

vehicular-based,

like some of the other ones

were trying to do some of

the stuff that GoldenEye

did, but failed.

GoldenEye's the one

that people keep coming back to.

When in doubt,

do a GoldenEye.

So EA did this with

GoldenEye Rogue Agent.

You worked for the

villains and there's kind

of almost like a mob w*r,

like you're working with

the villains

as they kind of fight

against each other.

And it was called

GoldenEye because

he actually has a golden eye,

and Activision did the same

thing after Quantum of Solace,

was basically a Call of Duty

with a bit of a Bond skin.

They did the GoldenEye

007 re-imagining for Wii

to try and tap in that nostalgia

because that's the game

that people remember.

That's the game

that people love.

Who here

would say that it's one of

the greatest sh**t of all time?

- Everybody.

- It set the standard.

- Problem is, as good as

some of these games were,

none of them match GoldenEye.

- Nobody ever got close

to kind of

bringing home that magic again.

I think

by calling it GoldenEye

and then releasing a game that

is not in b*at or in tune

with what made

GoldenEye so special, I

think upset a lot of people.

I think a lot of people were

expecting a one-to-one remake,

but that's not what they got.

The XBLA remake,

for a lot of us,

we had heard rumblings about it.

Sounds

like it was almost at 100%,

like it sounds like it was

pretty much ready to go.

It was written about

absolutely by every

major gaming publication

and it even actually

did hit a couple

of mainstream press as well.

Yes, I was

there, I was part of the staff

when the news broke

about a GoldenEye

release for the

Xbox Live Arcade.

I think what made the Rare

employee want to do it

was I don't think it had

anything to do with anger,

I don't think it had

anything to do with spite,

I think it was...

the intention was

to get it out there

so that the

world could see it.

- Just the way those

leaks were released,

by almost like a double agent.

- It's such a shame

that we never got

the GoldenEye HD remake

that was rumored

for Xbox 360, I think it was.

So it was going to be a HD

version of GoldenEye 64,

all the levels you

remember, but with kind of

much more realistic graphics

and online multiplayer,

and the problem is at the

time, it was such a legal mess.

- We're talking, you know,

three, four companies

that need to all see eye to eye

and get a proper

piece of that pie.

- Microsoft owned Rare

and Rare owned the game,

except GoldenEye 64 was

published by Nintendo,

so Nintendo had the

rights to that game

because Rare worked for

them and was licensed.

It was all licensed by them,

except Activision at the time

had the James Bond license.

Just became this massive,

you've got three

companies arguing over

who does and doesn't

have the rights to it.

And it meant that

ultimately it never came out.

People who

grew up on GoldenEye are now

trying to make the remake

that they didn't get.

I mean, we had the Quake engine

and the Doom engine

that we, you know,

and yet saw some impressive mods

that were being made

from those engines.

But then Source

engine came along.

- GoldenEye: Source

is this project

that is totally fan

made that is built

on the Source engine by Valve.

So the engine that

ran Half-Life 2.

GoldenEye: Source is a remake

of the multiplayer

component of GoldenEye.

They

have essentially re-imagined

the GoldenEye levels

to be remastered

to make it look

more like the movie.

It's higher res textures,

higher polygon count models.

All the weapons are redone,

sound effects, and music even,

and all in the spirit of

let's get our favorite

kind of couch death match

game online

so that we can

play it, you know,

with people from

all over the world.

So we didn't

get the remake that we want.

We constantly hear these

rumblings in the industry

about how there is a

GoldenEye out there,

remake that is done. It's

just not being released.

The inability

for the corporations to

figure out a way to get a

remastered version of GoldenEye

out has created a vacuum

into which fans have fallen

and they're making

their own projects.

You know, their sort of

black label versions.

I am Curtis Higgins.

I am co-creator of

GoldenEye: Source.

GoldenEye: Source is a adaptation

of the original Nintendo 64

game. We started in 2004.

The team has touched all

corners of the globe.

We currently have

members from Canada, US,

Switzerland, UK, Spain,

Australia, Brazil.

- Says something about

the fondness that people

hold for this game that

they would dedicate

so much of their time

to recreating it,

you know, either for

their own pleasure,

but also probably for

younger generations.

- The cool thing

about indie development

is you can either make

something yourself

or get one or two or

three or half a dozen

of your friends and build

something with tools

that are free or cheap

and widely available.

- You can learn

how to 3D model

with free open

source software now.

You can learn, you know,

Unreal Engine, Unity,

these are free to play

around with game engines.

So

now we have these tools,

these game development tools,

that we never had before.

What's interesting to

see is how these tools

are being utilized by people

who grew up playing GoldenEye.

And so that

democratization of the tools

is kind of leveling

this whole field

and making these

projects possible.

In the end,

it's just a group of people

who absolutely love

the original game

and they just want

to bring an updated,

modern version to

people who love it.

- No other game that you play,

where you're playing Call

of Duty or another game,

and you're like, oh, I really

hate the way this happens,

all of a sudden a developer

or somebody pops up and goes,

oh, I'll change that next week.

Next thing you know,

all the problems

you had with the

game are now fixed.

Those teams

that are kind of off the leash

and can do what they

want without fear of, you know,

failing any focus tests

or anything like that.

Sometimes I

feel like the corporatization

of it all has sucked a bit of

the creativity out of it.

That's what I feel.

I like that kind of gamers

making games for gamers model.

I kind of feel that's

a great way to do it.

- We've had a few

members, they reached out

to Dr. Doak on Twitter,

we arranged a session

where we were able to play.

He came in, we played with

him. He played with the team.

We were only expecting him

to play for about an hour.

And he ended up staying

for about five hours.

It was definitely a

dream of mine to

show my work to an

original developer.

Modding provides an outlet

for your creativity.

It allows you to try

and fail

and you just get to

have fun.

GoldenEye is still very alive

and well in the modding scene.

You know, when Elon Musk

unveiled the cyber truck,

it was like a day

or two after that

that someone modded the truck

into the streets level

and even had, you know,

a low poly Elon

Musk in there that

actually spoke to the

character in the game.

It's like, it's just

so wonderful that

that kind of stuff is out there.

The

GoldenEye modding scene

has really exploded with so

many different custom levels.

There's new sounds,

there's new characters,

there's new weapons,

there's new music.

- One of the things

I really love

about GoldenEye 007

is that there's still

this community around the world.

They're making

mods for the game.

- What people can do nowadays

is practically endless.

It's constantly evolving.

What you see one year, the

next year will be even greater.

There's mods where people have

completely changed

the style of the game,

the timeframe, the genre,

and making world w*r type games

where you might still be Bond,

but you're taking on Nazis

and you're going through

old hangars and streets,

and you're using

these classic weapons

that sound extremely

realistic and accurate

to the original representation,

but then there's other ones

that base themselves

on something

completely different.

- Everything in the game,

from wall textures

to weapons, to characters,

to items,

has been changed.

- It still has the same physics

and controls and engine,

but it takes on

a whole new life.

- These projects are

just amazing efforts.

And it's all in

these small modding

communities where they crop up.

It's a

very close knit community

and that's awesome. A lot

of people willing to share

and promote other

people's projects

and keen to see other

people in industry

and other developers'

projects do really well.

We were

all helping each other.

Anybody would come

up with an idea

and if they didn't have

the thought process

of how to possibly do it,

they might pass it

on to somebody else

who is more experienced

and they can try it out

and they have different

opinions of their own.

And we were all just

kind of banking off

each other to come up

with as many cool

new discoveries as we could.

And it just really

blew the game apart.

- When you want to talk

about the future of gaming

and the company

or group of people

who are going to move the needle

or take the next

evolutionary step,

it probably won't be AAA.

- I think innovation has

now moved from AAA

to the indie scene

because the indie scene

is basically what Rare

was back in the nineties.

It's small teams,

pretty inexperienced,

doing it out of

the love for making

something that

they want to make.

In 2012, following

the lackluster 007 Legends,

Activision abandoned

the Bond license.

James Bond would be

absent from video game

store shelves for

nearly 10 years,

and discovering

the magic formula

of GoldenEye's success

remains elusive to this day.

Nobody

ever got close to

kind of bringing home

that magic again.

And that's, you know,

because maybe it was,

everybody tried to

take what GoldenEye

had created and tried

to replicate it.

And so it kind of felt

like more up-to-date,

but kind of cheaper

copies of GoldenEye.

What we didn't see was

a lot of innovation

in the newer Bond

games that really

kind of maybe also adapted

with what James Bond

was becoming in the

Pierce Brosnan era.

I often say, you know,

when I'm explaining to

newcomers to the industry,

that I think a lot

of great games

are not necessarily the result

of a great person in charge

or a great team making the game,

but they kind of reflect

a great environment

that allows them the

flexibility to experiment.

- It was

about eight people.

In my experience,

later in the games industry

was once you get to

teams which are bigger

than say the size

of a sports team,

that network of interpersonal

connections gets fuzzier.

And also you end up

with a hierarchy

because you have to have some

kind of production hierarchy.

So people don't

feel that empowered.

Somebody, anyone on the team

could have an idea

and within an hour

we could all have discussed it.

So we were very agile.

- You definitely

feel the presence

of corporations a lot more.

A lot of the most

prominent UK developers

are owned by massive publishers

or have been owned and shut

down by massive publishers.

Rare is owned by

Microsoft, and all right,

they're allowed to

do their own thing,

but they are very much doing

their own thing on

Microsoft's payroll.

- Things have become a little

bit more corporate and safe.

Generally, I think that's true

of all game development.

Some of the risks

that are taken in GoldenEye

just wouldn't fly

in this day and age.

Going back to

that inexperienced team,

small team, you

know, movie license,

even the freedom that

they had with the license

these days wouldn't

happen, you know,

to be able to kind of

include stuff

from previous Bond films,

you know, characters,

to actually go on the movie set,

photograph everything,

going back to that

and the idea of perfect storm,

everything kind of

just aligned to create

this wonderful experience.

- The size of their team in

many respects was a strength.

You know, they didn't

have the problem

of having sort of

too many shifts.

They didn't really have the

problem of too many layers

of management that a lot of

AAA games have these days.

And they didn't

really have anyone

telling them what they should

do, or more importantly,

they didn't really have

anyone telling them

what they couldn't do, but

they just did everything.

And they just found a way.

- Everything that

I've done since, obviously,

comes from the fact

that Martin Hollis

walked into my room that

morning and I said yes.

And I shudder when

I think about

what would have happened

if I had gone, eh. You know!

- When people are successful,

they're generally successful

because they worked hard

and they have ability, but

they've always been lucky.

You know, that's the thing

that they don't tell you.

- If you didn't

have any one of us

on the actual team, you wouldn't

have got the same game.

- It was

a great project to work on.

'Cause it was a

small close knit team

who were working

with a great license.

It's a once in a lifetime

opportunity.

We had enormous fun.

- It was the right people

at the right time.

It really was. The fact we all

loved Bond, I loved Bond,

we all just loved Bond,

you know, so

you just put the extra

effort in, didn't you?

- People keep

coming up to me and telling me

I've changed their childhood

or taken their childhood.

- It's surreal

that after all this time

it's still a thing that

we're talking about.

It was the first thing that

I did after leaving uni.

It was literally more

than half of my life ago.

And here we are

talking about it.

- Over 23 years in

or something

and people will still

remember it fondly

and have questions about it.

- Although it frustrates

the hell out of me

that that's the only thing people

remember you for, you know,

it's still nice that

you've done that thing

and people go,

that was my game.

- GoldenEye in one word

for me, is fun.

Simple as that, because

it was just fun to play

from start to finish.

- Bond. It's just

so very, very Bond.

- One word.

Evolutionary.

In terms of video games,

and me. It evolved me.

It changed me. It changed

exactly who I am now.

It's...

No other video game will get the

chance to do that again.

- There was something

very special, that...

some kind of spark, some kind

of life that GoldenEye had

that these other Bond

games didn't quite get,

as close as they came.

- Even 20 years later,

there's a certain,

you know, je ne sais quoi

about it, but...

Yeah, if somebody

has a better answer,

I'd be very interested in that.

- I'm so glad

that I am my age now

because I don't want to sound

patronizing or condescending,

but if you've got

a multiplayer game,

just go round your

friend's house and play it.

Don't play it online.

Don't. I sound really old.

But just sit next

to 'em on a couch

with two other people

or five people,

six people, and just

enjoy the game,

as well as your...

your bodies

being next to each other.

- You hear all these

stories about how people

have met and Dave was

halfway across the world

and because of our

mutual love of a game,

we happened to meet,

and that's insane.

- GoldenEye: Source

became this big thing,

and then that

brought us together

now that we're young adults

and now we're married

and have a house

because of that game.

- To think that if we'd

never met in that game,

we'd never have met in person.

It just keeps coming back

into our lives in some

kind of degree.

- It grabbed people.

I've seen people come and go,

and they come back

and they come back

and they come back because

they can't stay away from it.

They might go away from

it for a couple years,

but something about it

always pulls them back in.

- In the office

at IGN, every day,

we would boot up GoldenEye

at the end of the day,

and then people would

forget to go home.

It's lovely that

people still loved it.

It's lovely that we

had such an effect,

that people clearly

enjoyed playing it so much.

You know, you don't think about

that when you're making it,

we were having fun playing

it. We knew we liked it.

And you hope that other

people will like it.

- It's just

this entire era for me

of just having fun with

a game that you bought

and there wasn't anything

else to buy for it.

No microtransactions,

no expansions,

everybody had the same game.

You just had to sit in

front of the console,

pick up a controller,

and away you go.

- I mean, some people

stormed out the house

like almost in tears that they

lost GoldenEye matches.

You know what I mean?

Because they were like, yeah,

I'm the best at GoldenEye.

Come round Will's on

Saturday and see what happens.

You got destroyed, didn't you?

Yeah, and they just walk away,

and you're like,

see you next week?

Yeah. See you...

We've been

talking about this game for so long.

A game from the

olden times.

...most beloved

licensed video games ever made.

GoldenEye 007 for Xbox Live...

In early 2021,

something remarkable happened.

The shelved GoldenEye remake

leaked onto the internet.

After being locked

away for over a decade,

a full play through of the

much anticipated remake

was streamed online by

the world's most prominent

GoldenEye streamer, Graslu00.

Almost a quarter of a

century after its release,

players all around the

world came together

once again to reconnect

over their favorite game.

Global news outlets

beamed fresh GoldenEye news

into living rooms

as the rights holders

could only watch on as the sales

the remake might've

made vanished.

Deep into the 21st century,

nearly 25 years after

its original release,

the impact is undeniable.

Rare's GoldenEye 007 lives on.

# No time to waste,

feel the silvery shake #

# You got the guts to try #

# To be the best,

better or play the rest #

# You know it,

to be the Golden Child #

# You better sh**t straight,

there ain't no debate #

# It takes a steely eye #

# Flick of the wrist,

guess a hit or miss #

# Or then it's somebody's

time to die #

# GoldenEye #

# It's gonna get you #

# GoldenEye #

# Yeah, it's got you in its sights #

# GoldenEye #

# So take the pain and realise #

# GoldenEye #

# There's no escape from GoldenEye #

# Can't keep your nerve,

you'll get all you deserve #

# If you can hold the line #

# She lacks a will,

bring a thrill of the k*ll #

# That'll keep you pumped up,

adrenalised #

# This ain't no game #

# Don't be fooled by the name,

no, no, no #

# This is a way of life #

# So strap on in, it's about to begin #

# The victor will run the golden mile #

# Run the golden mile #

# GoldenEye #

# It's gonna get you #

# GoldenEye #

# Yeah, it's got you in its sights #

# GoldenEye #

# So take the pain and realise #

# GoldenEye #

# There's no escape from GoldenEye #

# GoldenEye #

# It's gonna get you #

# GoldenEye #

# Yeah, it's got you in its sights #

# GoldenEye #

# Take the pain and realise #

# GoldenEye #

# There's no escape, there's no escape #

# GoldenEye #

# It's gonna get you #

# GoldenEye #

# Yeah, it's got you in its sights #

# GoldenEye #

# Take the pain and realise #

# GoldenEye #

# There's no escape from GoldenEye #
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