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Sea of thieves perfect dark
Sea of thieves perfect dark







sea of thieves perfect dark

#SEA OF THIEVES PERFECT DARK PLUS#

Duncan Botwood, who helped shape the multiplayer for both GoldenEye and Perfect Dark, reveals the team wanted to do more with gadgets, a desire that would eventually lead to the Data Uplink, plus the CamSpy and its variants. There was also a lot of admiration for 1998’s Metal Gear Solid, which clearly indicated there was an appetite for a more covert shooter. It just became a gameplay mechanic as we started to flesh out the level and found that it worked.” At the start of GoldenEye, sneaking wasn’t really one of the core gameplay mechanics – apart from the fact you might set off alarms. “And we realised there was a lot of potential there, but there wasn’t time to go back and do more of it in GoldenEye. “By the time we got to the end of GoldenEye, we’d built up a feature set of non-combat gameplay, like the sneaking and stealth stuff,” says Doak. While the team was finished with Bond and his universe, the gameplay possibilities afforded by being a secret agent were too tempting to ignore. GoldenEye also partly drove the decision to make Perfect Dark a spy shooter. That’s partly why the majority of guns still use bullets rather than lasers or other fantastical sci-fi tropes – with fairly obvious exceptions, such as the X-ray vision FarSight. The James Bond game was built to be realistic and this could still be felt in Perfect Dark. This was in part due to the near-future setting (the events of Perfect Dark are supposed to take place in 2023, just around the corner for us), but also stemmed from the GoldenEye tech running in the background. The team were keen to lean into the conspiracy theories that surrounded aliens, drawing inspiration from things like The X-Files, as well as other pillars of the genre such as Blade Runner.īut the game was to remain somewhat grounded.

sea of thieves perfect dark

This inspired both the decision to make a sci-fi shooter, and one with a female protagonist. The team had been reading a lot of science fiction at the time, and posters from films such as Nikita graced the walls of their office. So everyone was in the mindset of ‘What can we do to make this better than GoldenEye?’ There were a lot of ideas for new features and everyone had thoughts about what could have gone into that game but didn’t.” Spy-fi “Can you make it better than the first one? That should be easy, but generally, it isn’t. “Perfect Dark was like the semi-sequel to GoldenEye, and it’s always difficult making a sequel,” recalls Mark Edmonds, who led development by the end. But the team’s ambition expanded throughout the course of the project, and many of GoldenEye’s systems were improved and overhauled. In theory, the main effort would go into building new levels that ran on the previous game’s tech. They had developed a brand new engine, so it made sense to build upon that and create a new title in the same vein, with similar gameplay and the same “weapon centricity,” as Hollis put it.įrom the very beginning, Perfect Dark was planned as a spiritual successor to GoldenEye, with the aim to have the game finished within just one year. For most of them, the James Bond shooter was the first game they had ever made. The team didn’t want to abandon everything it had accomplished with GoldenEye 007, of course. If we made another Bond game, it’d be like the second album and people wouldn’t think we’ve really innovated.” And at the time we were competing with things like Turok, and they all had carte blanche to do whatever they wanted with baddies and weapons and so on. There’s only so much Soviet-era stuff you can endure. The first question was, ‘Did we want to do another Bond game?’ I personally wasn’t interested in doing another game in that universe, we’d spent enough time – three years, essentially – in the Bond universe for my tasteĭavid Doak (yes, the scientist we all shot in Facility) adds: “We were pretty much Bonded-out. “I personally wasn’t interested in doing another game in that universe, we’d spent enough time – three years, essentially – in the Bond universe for my taste." “The first question was, ‘Did we want to do another Bond game?’ and Nintendo actually offered that option but that was very easily dispatched,” Hollis tells us.









Sea of thieves perfect dark