You only have to look at the fact that you are able to play through the whole game with a friend (or computer-aided partner) in horizontal split-screen to see that original ideas had been expanded to a large degree. The sheer amount of extras mixed into the main gameplay is truly astonishing. Okay, so perhaps those that worked their way through GoldenEye 007 may not be initially as impressed with this as newcomers, but the experience is so fruitful that any similarities of technical limitations are easily cast aside. Want to make your life hell? Then crank up the settings and prepare for the whitewash that ensues. The amount of objectives per mission all depends on the difficulty level you choose to endure. And if you think you will breeze through easily, damn you are so far from the mark it is untrue! You may be asked to simply protect an ally, reach a certain location, find specific documents or destroy key enemy devices. Therefore, players are faced with near enough two dozen different missions, each jam-packed with intensive, brain-taxing and skill-flexing objectives that must be completed. But just exactly do you manage to improve upon perfection in the first place? Surely it just is not possible? The way Rare went about the process, though, was to stick as much into Perfect Dark as it could possibly do without completely overheating the Nintendo 64, all the while maintaining the award-winning gameplay mechanic that made the Bond FPS so exhilarating. Now, if you have never played GoldenEye then there is definitely a whole in your gaming life, since it was (and still is) one of the finest examples of the First Person Shooter genre around. However, it was a small price to pay for such beauty, and along with the stirring soundtrack it certainly is hard to criticise the game too much. The only drawback was the amount of slowdown witnessed, especially during multiplayer bouts and when some of the more impressive weaponry came into play, despite utilising the N64's 'Expansion Pak'. And rather than relax, it stepped up, grabbed the task with both hands and cranked out a gorgeous title full or dark hues, wicked looking evils, superb lighting effects and masses of action on-screen. The UK outfit had already stunned gamers with the highly impressive GoldenEye and now found itself with the task of improving upon that for the pseudo-sequel. However, avoiding talk of sales, Rare was at a point where the only developer to command a greater visual presence on the system was Nintendo itself. Everything starts out under conspiratorial circumstances, but eventually pans out into a battle between alien groups allied peacefully with Ms Dark's agency and adversely with the corrupt dataDyne Corporation.īy this point the Nintendo 64 was on its last legs and ready to give up the fight after being pummelled for years by Sony's first entry into the gaming world, the 32-bit PlayStation. However, the writers at Rare came up trumps with this tale of mystery and espionage surrounding the special Government agent Joanna Dark, codename 'Perfect Dark', set in the near future. Whereas GoldenEye 007 was not too difficult to script due to it being based of the movie of the same name, Perfect Dark was a tougher cookie.
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