By using this site, you agree to our Privacy Policy and our Terms of Use. Close
coolbeans said:
theRepublic said:

The two big ones from Halo that got copied were regenerating health and limiting you to two weapons.  Perfect Dark had already solved that selection problem with a quick select instead of cycling through your whole inventory.  At this point I think of the two weapon limit as just a fun stealer.  You are already a one-man walking army in FPS anyway, might as well have the arsenal to go with it.  I did enjoy the regenerating health.

On the controls, I personally think the C-buttons worked very well as an alternate to what would eventually become a second analog stick.  Just using the joystick and left and right C-buttons let you do all the straffing you could ask for.  It still holds up for me.

I mean, those two games sold over 8 million and 2.5 million respectively.  I don't think games that "don't work well" sell that much.  And let's not forget they were both reviewed extremely well, with each sitting at just under 95% on Gamerankings (both are even higher on Metacritic if that is your thing).

Neither health nor inventory were on my mind in my first comment.  The basis on my comment was solely on movement and control schemes.  For you?  That's fine.  Even if you're content enough with that, it's tough to deny there's a notable difference between dual-analog-stick movement and single-analog with a compensating button layout, not to mention non-ADS auto-aim the game often did for you.

 Yes, they sold tremendously well and were critically praised; yet, you don't really have to go that far to see retrospectives (across forums or from critics) acknowledging their age.  None of that is to say their praise is unwarranted.  It's only to note their setup just wouldn't hold up to what PC gamers were getting at the time.  As someone who's played Halo on Xbox and PC you can tell that's when console FPS cleared that big hurdle, or at least was one of the first examples.

Ok...well, those are the most famous examples of the design of the game that have been copied.  I thought that is what you were refering to.  Halo also used non-ADS auto-aim.  Halo uses two types, one where it bends the bullets toward the target, and another that causes the camera to move with the target.  Not quite as strong as the version in GoldenEye, but some form of auto-aim is in pretty much all dual analog shooters.  And that is because to this day, mouse aiming is just more accurate.  And PC gamers still complain about it.

And that doesn't change the fact that GoldenEye is the first console FPS to show it was both possible and even good to do it on consoles.  Regardless of how you or anyone else thinks it aged, it was a massive hit both commerically and critically at the time.  Which is what matters.  At the time of release.  It wouldn't have been a critical success if it didn't work.



Switch Code: SW-7377-9189-3397 -- Nintendo Network ID: theRepublic -- Steam ID: theRepublic

Now Playing
Switch - Super Mario Maker 2 (2019)
Switch - The Legend of Zelda: Link's Awakening (2019)
Switch - Bastion (2011/2018)
3DS - Star Fox 64 3D (2011)
3DS - Phoenix Wright: Ace Attorney (Trilogy) (2005/2014)
Wii U - Darksiders: Warmastered Edition (2010/2017)
Mobile - The Simpson's Tapped Out and Yugioh Duel Links
PC - Deep Rock Galactic (2020)