Retro Review: Perfect Dark
With the upcomming release of the X-Box 360 and a long awaited sequel, Perfect Dark Zero, I decided to take my Nintendo 64 out and play the original, which I had yet to beat all the single player missions on hard yet (now working on it).
Perfect Dark was Rare's follow-up to its biggest hit, Goldeneye 007. At the time, it was actually called a semi-sequel due to that the graphics and gameplay was based on Goldeneye, but was set in a new universe.
This game stared a female spy, Joanna Dark, codenamed Perfect Dark. The story starts as you (as Dark) infiltrate Datadyne's HQ in an attempt to extract a scientist.
The story seemed to be written after the levels were designed, rather then the other way around. Dark will have to infiltrate many famous locations such as Air Force One and Area 51. Considering, it still was actually good, except one thing. After all the story threads were done, you still have to play three more levels. It was what I like to call a Kubrick moment (see 2001: A Space Odyssey), where we're still watching the movie after the story is done. While I don't mind having more levels, it just felt pointless since the story was done.
Cutscenes are what shows off the improvement in graphics and sound. The character models are better then in Goldeneye, although wasn't the best by the time the game came out. Sound, on the other hand, was much more improved with fully spoken dialog. It seems a little weird today, with no lipsyncing (no mouths moving period), but it was a much better form of storytelling then most games on the N64 back then.
The level design was just as well done as it was in Goldeneye. There wasn't anything frustrating (see Control in Goldeneye), but there is still a challenge. The levels were more designed around the mission-objective system that Goldeneye introduced, and it helps make levels more focused.
Weapons are much better then Goldeneye, and actually are amongst the best in gaming to this day. The introduction of a secondary function makes each weapon unique.
If there's on blight, it's the Farsight. It was the much hyped weapon before this game's release, but it turned out either terrible or cheap. The ability to see (and shoot) through walls is a good idea, but the execution is flawed. The limited infrared sight makes it impossible to find enemies manually, but the auto-find function makes it too easy.
There are two additional options for two players: Coop and Counter-op. Cooperative everone should know: do the same missions as single-player, just with two people and more enemies. Counter-operative has one player as Dark, the other spawns into one of the guards trying to kill Dark. If the counter-operative player is killed, they spawn into another guard unless all the guards are down. Its a fun mode that should be included in more games.
The multiplayer is greatly expanded from Goldeneye, and is still has more option then many games today. Some of the game modes from Goldeneye, such as one-shot kills, are now actual options. Some new game modes include King of the Hill and Hacker, both which make great team games. You also get to choose a custom set of weapons, rather then preset. This includes the ability to remove the shield (YES!).
There are now bots (called Simulants in this game) to put in. This makes it so then you can now play without any friends to hone your skill. They are decent for the most part, although higher-difficulty simulants do cheat (I have radar off you bastards).
The levels are hit and miss, mostly hits. Some levels like the Facility (now Felicity) from Goldeneye return. Some levels are good for team games (Grid) and others are overall well designed levels (G5 Building). While some do have good ideas, they just fall flat (Car Park). While most of the new levels are good, the classics from Goldeneye do seem to be the best of the bunch.
The overall idea behind the multiplayer is to give players the options they like. If you do try to play four players with eight high-level bots, you will experience framerate problems. But I would rather have it that way, rather then the game putting limits on myself. It gives people the need of experimentation to see what they're most comfortable with.
Goldeneye may have broke the console barrier when it comes to first person shooters, but Perfect Dark just nearly perfects the design behind Goldeneye. Everything was improved in this game, and it still stands as one of the best games ever. It may not have been perfect, but it still stands as the best first person shooter in my book. Some may have problems with the story and framerate problems in multiplayer (when applying too bots), but it still stands as a great game.
Graphics: 9/10
Sound: 10/10
Control: 9/10 (the quick-select command is a little slow)
Personal Game Rating: 9.5/10
Buyability: 5/5: If you have a N64, get this game. It may never appear on a current or next-gen system in any form.
Perfect Dark was Rare's follow-up to its biggest hit, Goldeneye 007. At the time, it was actually called a semi-sequel due to that the graphics and gameplay was based on Goldeneye, but was set in a new universe.
This game stared a female spy, Joanna Dark, codenamed Perfect Dark. The story starts as you (as Dark) infiltrate Datadyne's HQ in an attempt to extract a scientist.
The story seemed to be written after the levels were designed, rather then the other way around. Dark will have to infiltrate many famous locations such as Air Force One and Area 51. Considering, it still was actually good, except one thing. After all the story threads were done, you still have to play three more levels. It was what I like to call a Kubrick moment (see 2001: A Space Odyssey), where we're still watching the movie after the story is done. While I don't mind having more levels, it just felt pointless since the story was done.
Cutscenes are what shows off the improvement in graphics and sound. The character models are better then in Goldeneye, although wasn't the best by the time the game came out. Sound, on the other hand, was much more improved with fully spoken dialog. It seems a little weird today, with no lipsyncing (no mouths moving period), but it was a much better form of storytelling then most games on the N64 back then.
The level design was just as well done as it was in Goldeneye. There wasn't anything frustrating (see Control in Goldeneye), but there is still a challenge. The levels were more designed around the mission-objective system that Goldeneye introduced, and it helps make levels more focused.
Weapons are much better then Goldeneye, and actually are amongst the best in gaming to this day. The introduction of a secondary function makes each weapon unique.
If there's on blight, it's the Farsight. It was the much hyped weapon before this game's release, but it turned out either terrible or cheap. The ability to see (and shoot) through walls is a good idea, but the execution is flawed. The limited infrared sight makes it impossible to find enemies manually, but the auto-find function makes it too easy.
There are two additional options for two players: Coop and Counter-op. Cooperative everone should know: do the same missions as single-player, just with two people and more enemies. Counter-operative has one player as Dark, the other spawns into one of the guards trying to kill Dark. If the counter-operative player is killed, they spawn into another guard unless all the guards are down. Its a fun mode that should be included in more games.
The multiplayer is greatly expanded from Goldeneye, and is still has more option then many games today. Some of the game modes from Goldeneye, such as one-shot kills, are now actual options. Some new game modes include King of the Hill and Hacker, both which make great team games. You also get to choose a custom set of weapons, rather then preset. This includes the ability to remove the shield (YES!).
There are now bots (called Simulants in this game) to put in. This makes it so then you can now play without any friends to hone your skill. They are decent for the most part, although higher-difficulty simulants do cheat (I have radar off you bastards).
The levels are hit and miss, mostly hits. Some levels like the Facility (now Felicity) from Goldeneye return. Some levels are good for team games (Grid) and others are overall well designed levels (G5 Building). While some do have good ideas, they just fall flat (Car Park). While most of the new levels are good, the classics from Goldeneye do seem to be the best of the bunch.
The overall idea behind the multiplayer is to give players the options they like. If you do try to play four players with eight high-level bots, you will experience framerate problems. But I would rather have it that way, rather then the game putting limits on myself. It gives people the need of experimentation to see what they're most comfortable with.
Goldeneye may have broke the console barrier when it comes to first person shooters, but Perfect Dark just nearly perfects the design behind Goldeneye. Everything was improved in this game, and it still stands as one of the best games ever. It may not have been perfect, but it still stands as the best first person shooter in my book. Some may have problems with the story and framerate problems in multiplayer (when applying too bots), but it still stands as a great game.
Graphics: 9/10
Sound: 10/10
Control: 9/10 (the quick-select command is a little slow)
Personal Game Rating: 9.5/10
Buyability: 5/5: If you have a N64, get this game. It may never appear on a current or next-gen system in any form.
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