The Importance of GoldenEye’s Guns! | Game/Show | PBS Digital Studios

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  • Опубликовано: 2 ноя 2015
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    If you had an N64 in the 90s, you've probably played GoldenEye! One of the best selling Nintendo 64 games of all time, it had a huge influence on the future of FPS. Why? Because it popularized the concept of reload times opening up modern gaming.
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Комментарии • 86

  • @Wincenworks
    @Wincenworks 8 лет назад +5

    I only every remember Golden Eye being played multi-player, and in that sense I think that the split screen combined with the reload times also magnified the tactical aspect. Of course, you wouldn't look at your opponent's screens but if you did then knowing things like what gun they were running around with and whether they were taking a practical approach with it gave you a huge advantage in terms of planning your own approach.
    That and playing as Oddjob and always being crouched so people shot over your head.

    • @pbsgameshow
      @pbsgameshow  8 лет назад +2

      +Kim Wincen Oddjob was such a cheater -jj

  • @payableondeath7
    @payableondeath7 8 лет назад +7

    The four player couch co-op made a decent licensed FPS into a must have game. I would also say the amount of gameplay options in multiplayer (even meta gameplay like one person hiding prox mines and the other players have to find them) and having more objectives as the difficulty rises (rather than just making enemies into invincible bullet-sponge gods of marksmanship) had a lot to do with the game's appeal and replay value.

    • @adambrown1837
      @adambrown1837 8 лет назад

      +payableondeath7 I agree. What's really interesting is that multiplayer was added last minute without Nintendo or Rare knowing about it until it was fully functional.

    • @HalikBun
      @HalikBun 8 лет назад

      +payableondeath7 All of the time I spent setting up trip mine obstacle courses for friends, oh man.

  • @warfjm
    @warfjm 8 лет назад +6

    I think the reload mechanism was inevitable. As games became more and more realistic, people would say, "wait a second, this isn't really how guns work." I also think the shift in pop culture from the 1980's action hero (where you never saw the hero reload), to late 1990's gritty realism had a lot to do with the changes. Duke Nukem 3D, steeped in 1980's action hero machismo, released in 1996, pre-dates Golden-eye by one year and had a reload mechanic. However, you could say that it was so fast it didn't affect gameplay that much. Further down the line, you can see fans of the genre wanting more and more realistic shooters. Again, it was inevitable.

    • @1990heaven_
      @1990heaven_ 8 лет назад

      +warfjm I agree. I mentioned games like Time Crisis, Virtua Cop, House of the Dead, etc. in my comment earlier. All those rail shooters came out at least a year before Goldeneye and had reload mechanics. Time Crisis also had a cover mechanic mixed with the reload capability. Even the guns themselves in Time Crisis had a physical recoil feedback that made the gun feel somewhat real in your hands. (Can you tell I loved that game in the 90s? lol).

    • @pbsgameshow
      @pbsgameshow  8 лет назад

      +Paul Masi Time Crisis

  • @OfficialPirateFraser
    @OfficialPirateFraser 8 лет назад +2

    Goldeneye 64 is my favorite game!

  • @HARLANP
    @HARLANP 8 лет назад +7

    So is goldeneye the reason *I reload waaaay too often*?

  • @ImpendingDeathProd
    @ImpendingDeathProd 8 лет назад +2

    Older games did have reload mechanics. Granted, not all guns did have to reload, but many did. Even in doom, the shotguns had to reload, or in Duke Nukem 3d the handgun.
    On a different note: I played Goldeneye with a few friends last weekend. Did you ever notice the horrible framerate when the 4 people come near each other? I sure didn't as a kid, but now I can't overlook it.

  • @Fairy_Covers
    @Fairy_Covers 8 лет назад

    I loved "big head" mode, in multiplayer.

  • @viper64jr
    @viper64jr 8 лет назад +1

    never would of thought of this. you guys are smart.

  • @sharpie660
    @sharpie660 8 лет назад +3

    Uhh Jamin, at 2:17 or so you say that the RCP90 reloads 9.1% of firing on-screen, but say vocally that only 9 seconds of 60 are spent firing, which is 15%.
    Just a little discrepancy I noticed.

  • @mcbain3764
    @mcbain3764 8 лет назад

    Goldeneye was the game that taught me to ALWAYS RELOAD. Constantly. Before entering a room or leaving any piece of cover. Reloading was key to survival in that game and subsequent FPS's. Great video.
    Call of Juarez: Gunslinger had a great reloading mechanic that could be unlocked -- the ability to reload faster by pressing the reload button rapidly. I really like this mechanic, since it ties in nicely with your on-screen action. It just makes a lot of sense (for revolvers anyway), but I dont see it in other games.

  • @CasualObsession
    @CasualObsession 8 лет назад

    I'm remembering Quake having reloads in 1996, but I could be remembering Quake 2 (which was released later in 1997, but was developed at the same time). However, I think what actually made Goldeneye special was the local multiplayer aspect. Playing the game next to friends made for a great social experience in addition to the great controls, which were easy to pick up and play. It was like a party game, whereas previous entries into the FPS genre had been hardcore experiences (e.g. Doom and Wolfenstein 3D).

    • @CasualObsession
      @CasualObsession 8 лет назад

      Kawaii Seth Fair enough. I must be thinking of Quake 2.

  • @icspps
    @icspps 8 лет назад

    Golden Eye was the first FPS I remember reloading with, but the concept isn't that wierd. I remember Rail Shooters having this mechanic long before.

  • @MDWolfe
    @MDWolfe 8 лет назад

    Think you are back on track with this video. Do more of this sort and you'll grow the channel audience more.

  • @carsonpark4742
    @carsonpark4742 8 лет назад

    One of my most liked comments on Facebook is criticizing you. This video right here is what I was hoping to see when I subscribed. So thank you for this video and a massive improvement in topic quality. Keep it up.

  • @Owlpunk
    @Owlpunk 8 лет назад +4

    BTW: Does anyone know what the actual *first* shooter with a reload mechanic was? The first one I can think of was Lucasart's Outlaws, which came out just about half a year before Goldeneye.

    • @chekeichan
      @chekeichan 8 лет назад +3

      +InnerPartisan Bungie's Pathways Into Darkness (1993) was my first experience with FPS reloading.

    • @Owlpunk
      @Owlpunk 8 лет назад +2

      The things I missed by never having a Mac ;__;
      Also, now that I think of it: System Shock (1994) had a reload mechanic, but I'm not sure if it counts.

    • @MonkeyPantsFace
      @MonkeyPantsFace 8 лет назад +2

      +InnerPartisan Here is an article on it. www.giantbomb.com/reloading/3015-505/
      tl;dr version is arcade rail shooters, system shock and then golden eye

    • @LordMarcus
      @LordMarcus 8 лет назад +2

      +InnerPartisan My first experience may have been Area 51 in 1995; I can't recall anything like it before that earlier.

    • @tbthegr81
      @tbthegr81 8 лет назад +1

      DOOM 2's Super Shotgun (Sawn Off double barrel) needs to be reloaded between each shot and shows an animation where you insert the shells.

  • @wikired
    @wikired 8 лет назад +1

    I dunno, for me and my friends it was all about the splitscreen mutiplayer. None of us had ever played anything like it and spent countless hours shooting the piss out of each other. In fact I don't even remember the single-player at all anymore.

    • @pbsgameshow
      @pbsgameshow  8 лет назад +1

      +Felicity Finnegan You're not the only one! -jj

  • @veltmanflorian
    @veltmanflorian 8 лет назад

    Just stopping by to mention Receiver, made for the 7dfps challenge from a few years ago, which seems as on-topic as it gets here!

  • @doctajohn07
    @doctajohn07 8 лет назад

    First thing I thought when I read the title:
    "There's no way one can argue GoldenEye's guns are more varied and interesting than Perfect Dark's!"
    That's not the point though, hadn't thought that GoldenEye (and Virtua Cop) were some of the first games to use a reload mechanic.
    Second thing I thought:
    "There's no way one can argue that the Klobb is important in any way."
    Glad you're with me on that. :-p

  • @tristragyopsie5464
    @tristragyopsie5464 8 лет назад

    I personally think it was a conceptual game changer. whether that is what opened the gateway for interspersed dialogue is arguable. but it certainly helped.

    • @pbsgameshow
      @pbsgameshow  8 лет назад

      +Tristra Gyopsie Yeah, I mean, Duke Nukem certainly has to be given some credit. But I think Goldeneye helped too -jj

  • @classchair
    @classchair 8 лет назад

    Interesting analysis! It was always in the edge of my awareness that rate of fire and shots before reloading made a tactical difference, but I never actually thought about the actual ratio of reloading to time spent firing. It puts things in a different light when it's pointed out that a particular pistol has you reloading almost half the time that you spend using it.

  • @1990heaven_
    @1990heaven_ 8 лет назад

    I think you're forgetting about rail shooters like Time Crisis, Virtua Cop, Area 51, House of the Dead. These games all came out in the arcade years before Goldeneye. These games all had reload AND cover mechanics.

  • @Skip6235
    @Skip6235 8 лет назад

    This is a similar thing as when Halo introduced the mechanic of having only two weapons at once. It added a layer of realism and strategy to the shooter

  • @spudmaster5000
    @spudmaster5000 8 лет назад

    I think Gears of War actually has the same gameplay mechanics that made it such a revelation too. While using the reload mechanic is specific, the overall way the guns felt in Goldeneye was a revelation because there was legitimate strategy needed other than simeply which gun was the most powerful. Gears of War is more or less a pretty standard game, but the weight of the guns and the reload mechanics, with the quick reload, added strategy and provided a weight to which gun should be used for each situation. Timing is another way of bridging the weight of the gun and the choice of weapon from the character to the player and reloading is a valuable part of that.

  • @mariomin12
    @mariomin12 8 лет назад +1

    I'm upset that there was no mention of Borderlands 2 and how they revolutionized the reloading mechanic by making it multi purpose (throw the entire gun like a bomb to keep doing damage and to reload.)

    • @HeyLookaWildKaisu
      @HeyLookaWildKaisu 8 лет назад +2

      +mariomin12 While Borderlands definitely added a unique and novel twist on the reload mechanic, I don't think you can really say revolutionised. I haven't seen that particular idea spread to many other titles.

  • @elhachemibouali5786
    @elhachemibouali5786 8 лет назад

    Just a minor comment -
    You say "...that's why the RCP90 with it's huge clip was such a sure bet. It had the endurance of a marathon runner, only needing to be reloaded 9 seconds for every minute of firing."
    9 seconds of every minute (60 seconds) ---> 9s/60s ---> 15% reload time
    Or am I missing something?

  • @PocketGojira
    @PocketGojira 8 лет назад

    Why no mention of Rare's follow up to Goldeneye, Perfect Dark? All the guns had individual reload animations, unless you were dual wielding.

  • @LordMarcus
    @LordMarcus 8 лет назад

    Area 51 came out in 1995 and had a reloading mechanic. Disappointed not to see it mentioned.

  • @meko98743
    @meko98743 8 лет назад

    Reloading adds realism.
    Also reloading balances the guns with more firepower like rocket launchers with smaller clips and longer reload times so they aren't overpowered, that means you are more free to design powerful guns because the drawback can balance that power.

  • @Vilis_Farthuk
    @Vilis_Farthuk 8 лет назад

    Yeah, whenever I end up killing people in MGS it's either because I'm not taking it seriously and just want to vent a gatling gun and big explosives, or it's because I screwed up on a mission and am having to resort to drastic measures to stay alive. But if I'm not able to simply subdue people and still complete my mission I do kinda feel like I'm failing the mission.

  • @oPHILOSORAPTORo
    @oPHILOSORAPTORo 8 лет назад

    I don't know what y'all are smoking, I loved the Klobb. Especially all the rage I'd receive upon whipping it out and blowing everyone else away.
    "Your tears are so yummy."

  • @Excalibur01
    @Excalibur01 8 лет назад

    I believe shooter games have evolved where the art form of reload animation is part of the art than realism. A lot of guns in say Call of Duty are reloaded either incorrectly, inefficiently or just at a much slower pace than a real life person would take to reload the same gun. I believe that was done on purpose so to add to the balance of gun play in a shooter game.

  • @rowtow13
    @rowtow13 8 лет назад

    2:14 Ha, I remember when every crate, computer, and chair in the world would just explode if you shot it.

  • @InMaTeofDeath
    @InMaTeofDeath 8 лет назад +3

    10 views, closest to zero i've ever seen.

  • @NotShalune
    @NotShalune 8 лет назад

    Great observation. But while it was relatively new, Goldeneye was not unique for having reload. See also from the same time period: Half-Life and Unreal. It was a design space multiple major devs arrived at at once.
    More specifically, I think Goldeneye is important for popularizing (mostly) non-exotic, non-fantasy weapon sets that could still be distinct. Each gun was given its own niche through smartly tuned handling properties instead of using radically different munitions and mechanics for each gun.

  • @ForthDaniel
    @ForthDaniel 8 лет назад

    I find reloading oddly satisfying

  • @Lechteron
    @Lechteron 8 лет назад

    Reload? But I'm dual wielding glitched (rapid fire) moonrakers.

  • @tuxedocat47
    @tuxedocat47 8 лет назад

    If you were a gun, you'd be a Klobb.

  • @Excalibur01
    @Excalibur01 8 лет назад

    I know there was gun licensing so the names are not reflected of the real life counter park. PP7 = PPK if you were ever a Bond Fan. I've always identified that particular gun to its real name. At least be aware that it isn't called "clip" but "magazine"

  • @bejitossj
    @bejitossj 8 лет назад

    3:26 I feel the same when someone is saying that an artist has an important message to tell in his songs, it's just marketing for me (and I don't want to pay to hear his self pity).

  • @samuelevans7575
    @samuelevans7575 8 лет назад

    I haven't played GoldenEye on the N64 in a very long time but I did play Bedlam recently, the retro inspired FPS, and I can say that if GoldenEye controls anything like Bedlam then it is awful and we have come a long way thankfully haha.

  • @OctopusPalmTree
    @OctopusPalmTree 8 лет назад +1

    Pssh, there's only one REAL way to play Goldeneye...
    Slappers Only.

    • @legend1149
      @legend1149 8 лет назад

      i loved doing explosives only. Especially proximity mines!

  • @JZBai
    @JZBai 8 лет назад

    It's interesting to note how the reloading mechanic in a first person shooter is an example of an inconvenience based on real life that weirdly enough enhances a video game's gameplay. In real life after shooting a gun, you need to reload your weapon after the magazine runs out of ammunition. In this case, the inconvenience of reloading feels excusable and fair to the player since it's a consideration that real marksmen need to be mindful of.
    On the other hand, adding the wrong type of real life inconveniences to a video game can sometimes backfire and make a game feel unplayable, unfair, or just downright silly (e.g. QWOP :P ). That brings up an interesting question that game designers need to think about when trying to create a simulated real life activity: what inconveniences should be included and what inconveniences can be abstracted away by game mechanics?

  • @FelicitasSews
    @FelicitasSews 8 лет назад

    the best way to play goldeneye is to turn off all the weapons and slapping each other to death.

  • @SureyD
    @SureyD 8 лет назад

    Where did those numbers come from? Did you take footage from a match and record how much time is spent reloading throughout the match?
    One of my favorite things about _Goldeneye_'s guns is the sound design. The guns have very varied sounds, and they are all hitting that spot in my feelings (probably due to nostalgia).

    • @pbsgameshow
      @pbsgameshow  8 лет назад +1

      +Surey D (Ryddoo) We used the data found here: rhodesmill.org/goldeneye/compare.html -jj

  • @TheSawanraykar
    @TheSawanraykar 8 лет назад

    Jamin! I would love it if you made a video on the game mechanics of Geometry Dash. It is a simple game but it has quite the grip. I think you could elaborate more on hows its system works.

  • @MK.5198
    @MK.5198 8 лет назад

    I don't think that it's the game's ace in the hole, perse. Like a lot of games it's the sum of it's parts that makes it so amazing. Still though, it's a very significant part of what makes the game great, because you're right, it does force the games pace down a little, and that can go a long way.

  • @onlainari
    @onlainari 8 лет назад

    I have to invert the controller in every single shooter because of golden eye.

    • @spikedskull
      @spikedskull 8 лет назад

      +Steven Clarke I played southpaw for years because of it, but eventually switched because moving+jumping was really difficult otherwise.

  • @benjamin0894
    @benjamin0894 8 лет назад

    Glad to know the Klobb hate is still real. That gun got me killed so often. T.T

    • @pbsgameshow
      @pbsgameshow  8 лет назад +1

      +benjamin0894 It is definitely real. Dual-wielding them was even garbage. -jj

    • @benjamin0894
      @benjamin0894 8 лет назад

      Preach it brother.

  • @CharmingSenpai
    @CharmingSenpai 8 лет назад

    every game needs a golden gun and the fact that they dont put it in is why every fps have failed.

  • @TheErudite21
    @TheErudite21 8 лет назад

    No. It was not the reload. it was just a great freaking game lol. Well balanced, interesting maps (them vents tho!), so many cool modes (cloak n dagger to demolitions to Golden Guns), characters (oddjob, jaws, boris!), music... Even now, after all these years going back to play it, it is STILL the best multiplayer shooter (at least out of all the OO7s).

  • @Beastkingzetta
    @Beastkingzetta 8 лет назад

    I WISH THE U.S. ARMY WOULD HAVE THE GOLDENGUNS FOR OUR SOLDIERS

  • @MarcErlich44
    @MarcErlich44 8 лет назад

    the klobb sucked. forgot all about that one ... and the moonraker laser. love goldeneye.

  • @TheWingrider92
    @TheWingrider92 8 лет назад

    Resident Evil 4 man...much reload porn

  • @redlotusfire
    @redlotusfire 8 лет назад

    dada dada daaaaa

  • @allseriousness
    @allseriousness 8 лет назад

    RCP90 with huge ********MAGAZINE******** not clip.

  • @marcelocastro1504
    @marcelocastro1504 8 лет назад

    not the first!

  • @AidanRatnage
    @AidanRatnage 8 лет назад

    Uncharacteristically short video.

  • @GeneralNickles
    @GeneralNickles 8 лет назад +3

    am I the only one that didn't like golden eye?
    seriously. that game was awful. (although I admit that it was really the N64 controllers fault.)

    • @MonkeyPantsFace
      @MonkeyPantsFace 8 лет назад

      +maxie fuqua kind of agree, but a lot of games I played as a kid are probably awful to other people

    • @holdmybeer
      @holdmybeer 8 лет назад

      You were the one always getting fragged haha

    • @garymalarkey4626
      @garymalarkey4626 8 лет назад

      +maxie fuqua Yes and you are a bad person :(

    • @bignoize23
      @bignoize23 8 лет назад

      +maxie fuqua Once perfect dark came out, I rarely played goldeneye but I enjoyed the hell out of split screen with the homies. and yeah, the controller did suck big time for fps.

  • @morethanlunch
    @morethanlunch 8 лет назад

    Firsties