GoldenEye 007 foi originalmente anunciado para o SNES, antes de ''migrar'' para a Nintendo 64. Os primeiros meses de desenvolvimento do game se baseavam em Virtua Cop (como visto no primeiro trailer lançado), e acabou apenas assumindo a condição de FPS nos tempos finais de produção do jogo.
Usuários do GameShark encontraram várias referências de texto para um nível chamado de "Cidadela" (Citadel) no jogo. Pensou-se que algumas referências textuais eram tudo o que restava do nível, mas em 2004, sites de fãs GoldenEye 007 descobriram uma versão single-player que não podia ser reproduzida, mas era visível parcialmente através de alguns truques (com céu implementado e texturas da água). O mapa do teste é em grande parte uma massa de formas e rampas que os jogadores podiam subir em cima, dando assim aos players muitas oportunidades para sniping e para se esconder.
Graças a um depoimento de Martin Hollis, em um tópico de desenvolvimento europeu em 2004, podemos ter mais algumas informações sobre a versão:
Martin Hollis escreveu:Come March 1995 work was underway with a team of new recruits. Mark Edmonds, my first ever interviewee, was programmer, Karl Hilton was background artist and B. Jones was character artist. I had prepared my first ever game design, a 9 page document. The first sentence of that design may be a surprise to you. It was: “The game will be similar to Virtua Cop in terms of gameplay”. For those not familiar with Virtua Cop it is an old classic, an on-rails shooter, made by Sega, and released first in the arcades. So yes, for the first months, GoldenEye was partly envisioned as a simple on-rails shooter only with no lightgun. But I also wanted it to be a FPS. At this point the team was happy to contemplate making two modes for the game, an on-rails mode and a FPS mode. Yes, there was some vagueness here. You have to understand, we didn’t know what the control of the N64 would be like, so it made designing the control system difficult at such an early stage. We didn’t have any N64s, or anything like them. [...]
So, in the specific case of GoldenEye, and with the benefit of hindsight, the gameplay model was Virtua Cop with a bit of Doom, plus some Mario 64. The theme or setting was (obviously) the Bond universe and particularly GoldenEye. Many of the visual effects and kinetic moments I took from Hard Boiled or other John Woo flicks. Especially, things exploding. Visually, there’s more to that than you might think.[...]
For example gadgets, I compiled a list of about 40 gadgets from various Bond films, most of which were modelled, and then Dave and Duncan tried to find levels where we could use them. This is backwards game design, but it worked very well. These models were the game design; there was very little written down on paper. And the models were researched and milked extensively. And, importantly, they all gelled together very well. [...]
Neste trecho, para os não familiarizados com a língua inglesa, Martin conta que inicialmente junto a sua equipe, tinha decidido que iria usar elementos de jogabilidade baseados em Virtua Cop em GoldenEye 007, ainda pegando algumas características de Mario 64 no desenvolvimento. Além disso, conta que pesquisou para utilizar detalhes dos filmes de Bond para a inserção no game.
Ainda, em um artigo publicado pela NowGamer, podemos ver mais informações sobre a versão Beta:
NowGamer escreveu:Karl Hilton recalls the first mooting of the project: “I started at Rare in October 1994 and they had me modelling cars and weapons to see if I could do it for no particular game. Martin Hollis wandered in – he tended to float around – and said he was leading a team to do a Bond game.”
Initially, the intention was to do a 2D side-scrolling platformer for the SNES, a genre that Rare excelled in after the seminal Donkey Kong Country, but Hollis insisted the game should be in 3D and produced for Nintendo’s enigmatic Ultra 64, which was still in development. He also made explicit his design model: Sega’s lightgun arcade hit Virtua Cop.
Karl: “When I got involved, the first thing I did was model the gas plant. We put a spline through the level so you could follow a route like in Virtua Cop, but it didn’t go further than that. We decided to take it off the rails. Some of those early builds had bits missing because you’d never be able to see them and I remember going back and filling in the holes.”
Considering how the finished GoldenEye feels so suited to the N64, it’s easy to forget the machine didn’t exist for the first year and a half of its development. The team was using SGI Onyxs, hugely expensive Silicon Graphics machines, guessing at what the specs of Nintendo’s new console might be and using a butchered Saturn controller to playtest.
For a game with more than its fair share of wanton destruction, the team became remarkably good at recycling. The radar on multiplayer mode is actually an oil drum texture, which explains the cloudiness on the right, and sometimes whole levels were created with the detritus they had to hand.
How Martin had done a 3D gun barrel that had to be dropped due to frame rate issues; how code had been written to let you drive the van, but it caused too many problems if you got the vehicle stuck in a dead end; how the unreachable island you can see far in the distance from atop the dam originally had a solitary guard patrolling it; how they’d had to label certain wall textures as ‘floor’ so guards could ‘see’ you, which meant they would occasionally leap out of bunkers inexplicably.
“At one point, we were going to have reloading done by the player unplugging and re-inserting the rumble pack on the controller”, remembers Steve. “Nintendo weren’t keen on that idea and I think it might have affected the pacing a bit…”
Neste texto, podemos notar que no começo, GoldenEye estava destinado a ser lançado para o SNES, baseado em DKC, após o grande sucesso do jogo em 2D desenvolvido pela Rare. Porém, Hollis insistiu que queria fazer o game para a nova plataforma, o Nintendo 64. Além disso, Martin contou a NowGamer que eles utilizaram máquinas extremamente caras para a produção do jogo, e com o tempo, se adaptaram a reciclagem de alguns itens para a versão multiplayer, que possuía algumas limitações. Ainda, falou que teve vários problemas no desenvolvimento com o cano das armas em 3D, por conta as questões de códigos e outros problemas.
- Imagens da versão Beta:
- Vídeos:
Este é um artigo adaptado livremente pelo Retrô Blast Group através do site UnSeen64. Caso tenha gostado do tópico e queira contribuir com mais informações, basta deixar o seu comentário.
Última edição por Retrô Blast Group em Ter 25 Fev 2014, 23:25, editado 1 vez(es)
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