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In my opinion after playing many, It has to be Goldeneye for N64.
So without further ado, here are my reasons which has me into thinking, that this game is part of pure un-adulterated console quality.
Here goes.
Ok then, first off, It's very difficult for me to describe a game that is so close to perfection. Almost every aspect of Goldeneye reaches unheard of plateaus. It is a game that combines all its elements into a seamless gaming experience.
While the plot of the game is heavily steeped in the movie of the same name, it isn't hindered by it. Instead of recreating all the elements in a linear and literal fashion, Rare went to great lengths to examine all the characters, scenes, and story developments in the film to extract the most relevant parts for gameplay. Rather than blindly trying to recreate the film, Rare discarded everything that wouldn't work in an interactive game and adopted, changed and added elements that would work. So instead of depending on the source material, the developers used the license material to merely add on to what is an already solid gameplay model.
While the game will feel familiar to anyone who has ever played a FPS, it still manages to take nearly every aspect of the genre one step further. Traditionally, the goals have always been to recover multiple keys and consequently exit to repeat the pattern on another disjointed stage. Goldeneye, on the other hand, is guided by mission objectives relevant to the story and each stage is a progression. Designed so well, the missions never feel scripted and play out dynamically according to the player's actions and personal style. Stealthily manoeuvring about (like a spy should) is usually a more productive method and although it isn't necessary, it becomes integral to the game, it worked rather well too.
The realism also lends itself to the extremely accurate hit detection of the enemies. Not only did Rare include a revolutionary and intuitive aiming/sniping feature for more precision, they also complimented that precision by including more reactions in the enemies depending on where you shoot them. Hit the target in the leg and watch him hobble, land a shot on his hand and watch him shake it profusely in pain, and place one in between his eyes and watch him drop dead. It's this kind of attention to detail that really grabbed me and allowed me to suspend disbelief.
Rare has controlled and directed every part of the game with a kind of craftsmanship that is unlike any other. The music is great the way it sets the mood for each stage. The control options are aplenty and sure to please anyone's preferences. Weapons selection is tremendous, but limited to only particular stages. This is another testament to Rare's control. Not only does this keep things fresh by introducing different weapons later in the game, but it also keeps the challenge level high by not unbalancing stages with particularly powerful or inappropriate weapons. Throw in a multiplayer feature that is so deep and intense that it practically would benefit game on its own like Turok Rage wars years after. From this, it becomes glaringly obvious why I believe Goldeneye is something beyond special.
You have to give credit to Rare for taking a pre-existing genre and totally breaking all the rules. Instead of simply trying to capitalize on trend, they took the genre to a whole new level. On top of that, here is a game that not only changed my perception of games, but also changed my perception of the world. Never shall I pass a security camera again without itching to disable it with a pinpoint accurate shot. Altering a person's perception is not an easy thing to do and qualities like that make for some very interesting art. This is a game that will go down in Gaming history for all the good reasons, because there are no bad. It would have been toppled off itís number one Console FPS postion by Perfect Dark (And really the whole FPS library, including PC), but in my opinion, those pesky aliens and the dinosaur like skedar ruined Joanna Darkís outing and indeed stopped it from toppling Goldeneye from number one.
So come on, post here your own game, which you feel ëIs the Ultimate Console FPSí. And for what reasons, detailing areaís of that particular game that got you playing for hours on end.
Happy Sniping.
Theres Doom, the first FPS that I played, and I found that a brilliant experience. I am now planning on purchasing the GBA version as soon as it is released. I am looking forward to the co-operative mode.
Of course, there is the Quake series. A revolutionary series where at least one of the Quake games has been played by every PC owner and a majority of console owners.
HALF LIFE set a new standard for FPS. Brilliant action mixed with an innovative plot gave us a truly amazing experience.
And let's not forget Goldeneye and Perfect Dark. Both of these FPS's definately sit on the top of the Console FPS chart without a doubt. Brilliant multiplayer fun and addictive one player games. Superb.
But which one is my best. Well, it is very close, but Half Life takes. I absolutely loved and still love this game. What I now want to know is: Where is Half Life 2?
Although Half Life is coming out on PS2 soon so....
yeah probably Goldeneye as Perfect Dark has a lot of slow down, right now although that could alchange by chrimbo.
It was Created by Dr.Doak Director of Goldeneye but without the core development team that went on to create Perfect Dark.
From what I was told TS, doesn't even compare to Perfect Dark.
I'm thinking of renting it.
Turbonutter, why dont you buy an N64 and a copy of Goldeneye?
You will enjoy it.
£50 second hand would usually get you a system and GE.
You can always sell the thing when your finished.
Even die Hard Playstation Fanatics consider it to be the best console game they've played.
Im serious.
> How long have you been playing console games? Compare that to the length you've
> spent playing PC FPS games..I suspect it's a good deal longer, the controls will
> feel much more natural if that's what you're used to.
Aye, but TimeSplitters, which I also mastered within weeks, was the first FPS I had ever played. Ever.
I have to agree 'A bit with you'.
The PC set up and general movement with the mouse is more accurate.
But...Ive went back to Goldeneye, more than often.
It's fantasic and the King (In my opinion) of FPS'.
There's nothing wrong with my FPS techique at all. Circular strafing, hopping and ducking I all do by instinct. I've been playing CS for a month now, yet I still suck quite badly at it. It's the same with UT. However, I'm really really good at Quake 3 Revolution now, and I was kicking butt even after a month using it. The controls are just so much easier, even with auto-aim turned off.
New paragraph so you can break this down easily while you're flaming it...I still disagree about the controls - I've been playing on the PC for long enough for them to be completely intuitive, I use the same button setup for every game and have easy access to at least 8 function keys without even thinking - this is my Counter-Strike layout, but I use the same keys remapped to appropriate actions in other titles:
Left mouse: Fire
Right mouse: Second function
Mouse Wheel: Change weapon
E: Use
R: Reload
F: Flashlight
G: Drop weapon
Q: Buy
Shift: Walk
Ctrl: Duck
Space: Jump
W/S/A/D: Up/Down/Left/Right
Ok, that's 11 keys plus movement I can use without even thinking, and without having to move my hand at all - the fingers just seek there automatically. Using the PS2, I have to think before I make every movement, which ends up in a very bullet riddled reaper floundering on the floor..
I guess it's just what you're used to, I've played PC only for years now and I just can't go back to consoles. I'm used to the variety on PCs too...console FPSs tend to focus on the multiplayer aspect of a title, which are still limited to a small corner of a screen and no more than 4 humans in any current offerings.
The choice of styles in PC games really sells them - tactical games like Counter-Strike, teamplay in TFC, random blasting in UT/Quake3, plot-driven titles like Half-Life and Deus Ex - The console just can't compete (for now), and to b honest I don't think it would pull some of them off as well.
Team games in particular - those that require large numbers of human adversaries and good means of communication. CS1.3 now has voice comms built in, or you can disable that and use Roger Wilco, but you have to be able to communicate with a large number of other people. I still think that analog sticks aren't as precise as a mouse, especially for sniping - I was playing silent scope (not an FPS, I know) the other day on the PS2, and judging the sensitivity took ages..
Anyway, my thoughts. Each to their own..
> Well, people keep going on about the "ultimate" sytem being the
> mouse+keyboard, but I thoroughly disagree.
YIKES. There's actually something we agree on!
With a mouse, it's impossible to
> get 360 degree continuous movement, because you invariably run out of mouse
> space. You have to pick it up and move it again, and it's often the difference
> between life and death. Also, because 1 hand is always on the keyboard, it can
> be distarcting to find a button apart from the ones you're using to move with.
> The numeric keypad gives access to, in reality, 6 buttons without looking.
I
> find that the PS2's dual analog sticks
(and the Xbox and Gamecube's too dont forget!)
are much better. If you use the left
> stick for "look", it gives quick reaction and with parctise, as much
> if not more accuracy than a mouse. Then, you can use the right stick for
> movement. After that, you have access to 7 buttons constantly for use, and a
> further 7 with a short loss of mobility. However, this loss of mobility is much
> shorter than the PC's, and also you don't have to take your eyes off the
> action.
Infact, I'm just "coping" with the current setup, and
> waiting patiently for someone to blatently rip off the Dual Shock for the PC!
I'm waiting for a Gamecube internet FPS (like Quake or Unreal) where I'll be able to show an opposing PC owner which works best!