In this GDC Europe 2012 video, GoldenEye 007
's director Martin Hollis shares the story behind one of the Nintendo 64's best-selling games, one which many say set the standard for single and multiplayer first-person shooters on consoles.
As shared in this free GDC Vault
video, GoldenEye 007
's design began as a mix of Sega's on-rails shooter Virtua Cop
and id Software's Doom
, without a hint of multiplayer, and was developed on a $150,000 Silicon Graphics Onyx computer (an approximation of what the Nintendo 64 would become).
To hear more interesting behind-the-scenes stories of how GoldenEye 007
became the iconic N64 game it is today, watch the free, hour-long lecture above.
Classic Postmortem: GoldenEye 007
Track / Format:
Considered by many to be one of the best and most addictive multiplayer gaming experiences on the Nintendo 64 -- or on any platform in the '90s really -- Rare's GoldenEye 007
set the standard for what a first-person shooter on a console could accomplish. Its single-player campaign was also much better than any movie tie-in deserved to have. 15 years after GoldenEye 007
first hit stores, its director Martin Hollis shares how his team created the biggest release for the N64 without Mario in its title, and how what started as a Virtua Cop
-style on-rails project became the legendary FPS that paved the way for console shooters like Halo
and countless others.
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