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Final Fantasy VII.
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00:00:52,997 --> 00:00:55,124
GoldenEye 007.
3
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- We were all really
4
00:00:56,793 --> 00:00:58,294
I think we were all
kind of at that stage
5
00:00:58,378 --> 00:01:01,005
in our lives where we were
really hungry to do something.
6
00:01:02,674 --> 00:01:04,550
- We were young and naive.
7
00:01:04,634 --> 00:01:05,969
- Young and inexperienced,
8
00:01:06,052 --> 00:01:07,553
and had no idea what
they were doing.
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- I wanted to show people
that I could do this.
10
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- It was our first game,
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I don't think we knew
quite what we had.
12
00:01:20,066 --> 00:01:21,818
It's
a great lineup.
13
00:01:21,943 --> 00:01:24,070
The interactive
title of the year.
14
00:01:45,008 --> 00:01:46,092
- It was a movie license
15
00:01:46,217 --> 00:01:47,719
done by a small team
of inexperienced
16
00:01:47,802 --> 00:01:49,637
developers and
somehow ended up being
17
00:01:49,721 --> 00:01:51,973
the greatest first-person
shooter of its era.
18
00:01:52,056 --> 00:01:53,850
This is
one of the best video games
19
00:01:53,932 --> 00:01:54,851
of all time.
20
00:01:54,934 --> 00:01:58,271
- You couldn't ask for a
better cocktail recipe.
21
00:01:58,354 --> 00:01:59,939
- Here's your spy playground.
22
00:02:00,064 --> 00:02:01,899
- The guns, the
gadgets, the cars,
23
00:02:02,025 --> 00:02:05,987
the girls, the memorable
villains, amazing exotic settings.
24
00:02:06,070 --> 00:02:08,948
- One of the most important
video games yet made,
25
00:02:09,032 --> 00:02:11,909
had a transformative
effect on the industry.
26
00:02:11,993 --> 00:02:14,954
You can look at the video
game landscape today
27
00:02:15,079 --> 00:02:18,499
and trace back its
origins in GoldenEye.
28
00:02:18,583 --> 00:02:20,835
- GoldenEye is one of
those wonderful games
29
00:02:20,918 --> 00:02:24,045
that almost splits the game
industry into two times.
30
00:02:24,130 --> 00:02:26,132
There's before GoldenEye
and there's after GoldenEye.
31
00:02:26,215 --> 00:02:28,217
- Halo, Call of Duty,
Medal of Honor, Battlefield,
32
00:02:28,301 --> 00:02:30,470
all of that goes
back to GoldenEye.
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00:02:31,721 --> 00:02:36,059
First-person shooters were
really this PC elite genre.
34
00:02:36,142 --> 00:02:38,436
3D gaming was really coming to
35
00:02:38,519 --> 00:02:39,854
the fore for the first time.
36
00:02:39,937 --> 00:02:42,565
The social element,
the friendship element,
37
00:02:42,648 --> 00:02:45,693
the skill and personal
achievement, right?
38
00:02:45,777 --> 00:02:50,281
It's one package that
sums up all the reasons
39
00:02:50,364 --> 00:02:52,617
I play and want to make games.
40
00:03:03,878 --> 00:03:07,090
Ah, the
1990s, a time of innocence,
41
00:03:07,173 --> 00:03:11,469
optimism, and social
cohesion, and Spice Girls.
42
00:03:11,552 --> 00:03:13,721
There were no mobile
phones, no social media,
43
00:03:13,805 --> 00:03:15,807
the internet was but
a whisper on the wind
44
00:03:15,890 --> 00:03:17,934
and TV consisted
entirely of the same
45
00:03:18,017 --> 00:03:20,353
old channels we'd
had for decades.
46
00:03:20,812 --> 00:03:22,730
The video games industry
was still young,
47
00:03:22,814 --> 00:03:24,941
widely considered to be
the realm of children
48
00:03:25,024 --> 00:03:27,527
and toy makers, but
it was changing fast
49
00:03:27,610 --> 00:03:30,613
as game makers were still
discovering what games could be.
50
00:03:30,696 --> 00:03:33,407
Many video games have graced
our screens over the years,
51
00:03:33,491 --> 00:03:36,202
few are played decades later,
52
00:03:36,285 --> 00:03:39,330
even fewer change
the way we play.
53
00:03:39,413 --> 00:03:43,084
This is the story of a
game that did just that.
54
00:03:57,849 --> 00:03:59,642
Rare was
founded in the 1980s
55
00:03:59,725 --> 00:04:02,019
by brothers Tim
and Chris Stamper.
56
00:04:02,103 --> 00:04:03,604
The Stamper brothers
began their journey
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00:04:03,688 --> 00:04:06,149
developing a series
of acclaimed titles
58
00:04:06,232 --> 00:04:08,192
for the ZX Spectrum
and built themselves
59
00:04:08,276 --> 00:04:11,487
quite a reputation for
innovative high quality games.
60
00:04:11,571 --> 00:04:13,739
In 1985, their
work caught the eye
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00:04:13,823 --> 00:04:16,117
of Japanese gaming
giant Nintendo.
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00:04:16,200 --> 00:04:18,619
In fact, Nintendo loved
what they saw so much,
63
00:04:18,703 --> 00:04:20,288
they invested in the
fledgling outfit,
64
00:04:20,371 --> 00:04:24,500
taking a 49% shareholding
in the company.
65
00:04:24,584 --> 00:04:27,003
This relationship would
go down as one of the most
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00:04:27,086 --> 00:04:30,423
fruitful collaborations
in video game history.
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00:04:30,506 --> 00:04:31,966
Together, they would
go on to create
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00:04:32,049 --> 00:04:35,136
some of the most beloved
video games of the nineties.
69
00:04:38,430 --> 00:04:40,849
What's
amazing is that Rare
70
00:04:40,933 --> 00:04:42,560
is this just, really...
71
00:04:43,895 --> 00:04:46,898
at the time, it was this
really reclusive developer.
72
00:04:46,981 --> 00:04:48,024
They didn't tell you anything.
73
00:04:48,107 --> 00:04:49,609
They were very kind of secret,
74
00:04:49,692 --> 00:04:51,694
and so secret that not
many people knew where they
75
00:04:51,777 --> 00:04:53,362
were based,
and they were based on
76
00:04:53,446 --> 00:04:56,073
what used to be a
farm in the Midlands.
77
00:04:56,157 --> 00:04:58,908
Middle
of England, a barn,
78
00:04:59,619 --> 00:05:02,371
groups of people that
had really not done
79
00:05:02,455 --> 00:05:06,417
a lot of video game stuff
before, were killing it.
80
00:05:06,500 --> 00:05:07,919
Twycross is absolutely,
81
00:05:08,002 --> 00:05:08,920
there's nothing in it.
82
00:05:09,003 --> 00:05:12,965
Twycross is a village that
contains, it's got one pub.
83
00:05:13,049 --> 00:05:14,842
It's got a private school.
84
00:05:15,468 --> 00:05:17,261
A bit further up the road
there's Twycross zoo
85
00:05:17,345 --> 00:05:19,263
which is quite famous,
but that is it.
86
00:05:20,598 --> 00:05:23,309
You have
this extremely talented
87
00:05:23,392 --> 00:05:24,393
cutting edge
88
00:05:24,477 --> 00:05:28,356
game development studio out in
the middle of nowhere, right?
89
00:05:28,439 --> 00:05:30,316
In countryside in England.
90
00:05:30,399 --> 00:05:33,527
I mean over
that period of what, six years,
91
00:05:33,611 --> 00:05:36,322
they'd done some of the
best 2D platformers,
92
00:05:36,405 --> 00:05:38,574
some of the best 3D platformers,
93
00:05:38,658 --> 00:05:40,243
one of the best fighting games,
94
00:05:40,409 --> 00:05:41,702
one of the best racing games,
95
00:05:41,786 --> 00:05:44,664
and certainly one of the
best first-person shooters.
96
00:05:46,040 --> 00:05:48,834
People
underestimate the influence
97
00:05:48,918 --> 00:05:50,378
of Tim Stamper
and Chris Stamper.
98
00:05:50,461 --> 00:05:53,464
They were just absolutely
always in complete sync.
99
00:05:53,547 --> 00:05:55,007
There was never a
point in time where
100
00:05:55,091 --> 00:05:56,717
those two guys didn't
agree on something.
101
00:05:56,801 --> 00:05:58,552
There was always
absolute solidarity
102
00:05:58,636 --> 00:06:00,428
and they knew exactly
what they wanted.
103
00:06:00,513 --> 00:06:02,807
There was never a time you
could say, we're not sure.
104
00:06:02,890 --> 00:06:06,143
Tim would always
know how it needs to be
105
00:06:06,227 --> 00:06:07,979
for that to be fantastic.
106
00:06:08,062 --> 00:06:10,606
The whole point
of Rare was to do things differently,
107
00:06:10,690 --> 00:06:12,358
to not just make the same games
108
00:06:12,441 --> 00:06:14,485
that have come before,
but it works for them.
109
00:06:14,568 --> 00:06:16,195
They're kind of
isolated a little bit
110
00:06:16,279 --> 00:06:19,407
in that they're on this
kind of farm style campus.
111
00:06:19,490 --> 00:06:20,658
They've got different barns,
112
00:06:20,741 --> 00:06:22,325
so different buildings
where the different teams
113
00:06:22,410 --> 00:06:24,996
make different games
and they are
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00:06:25,329 --> 00:06:27,373
just in this little Rare world.
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00:06:27,623 --> 00:06:29,667
You know,
when you buy a Nintendo game,
116
00:06:29,750 --> 00:06:32,420
it would have the
Nintendo seal of quality?
117
00:06:32,503 --> 00:06:34,588
To me, the Rare logo, back then,
118
00:06:34,672 --> 00:06:36,340
was the Nintendo
seal of quality.
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00:06:36,424 --> 00:06:38,676
You knew you were
getting an amazing game.
120
00:06:38,759 --> 00:06:40,761
You used to
always want to make the fact
121
00:06:40,845 --> 00:06:42,430
that the Rare logo
should sell the game
122
00:06:42,513 --> 00:06:43,973
without even knowing
about the review.
123
00:06:44,056 --> 00:06:47,268
You see that blue R on
that game box, you buy it.
124
00:06:47,476 --> 00:06:49,645
- They just didn't
make bad games.
125
00:06:49,729 --> 00:06:51,814
- Rare was a very sort of
clandestine place in some respects
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00:06:51,897 --> 00:06:52,857
nobody ever did interviews,
127
00:06:52,940 --> 00:06:54,942
no one knew what we were up to
until the game came out.
128
00:06:55,026 --> 00:06:57,320
No one had any idea
because Tim and Chris
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00:06:57,403 --> 00:06:59,363
weren't interested in fame,
130
00:06:59,447 --> 00:07:01,657
we just work on the games,
we focus on the games,
131
00:07:01,741 --> 00:07:02,991
make them the best they can be,
132
00:07:03,075 --> 00:07:04,910
we put them out and
they do the talking.
133
00:07:04,994 --> 00:07:07,621
Rare
was a very important
134
00:07:07,705 --> 00:07:09,623
and iconic developer
135
00:07:09,707 --> 00:07:12,251
back during the
nineties, you know.
136
00:07:12,335 --> 00:07:14,962
It really pushed the boundaries,
137
00:07:15,046 --> 00:07:16,672
not just with the N64.
138
00:07:16,756 --> 00:07:19,258
So, they developed
Donkey Kong Country.
139
00:07:21,886 --> 00:07:24,847
That was a game which used
pre-rendered 3D graphics.
140
00:07:24,930 --> 00:07:26,349
And for it to be on that console
141
00:07:26,432 --> 00:07:28,601
at that time, it looked amazing.
142
00:07:28,684 --> 00:07:31,312
They were
able to render these gorgeous
143
00:07:31,395 --> 00:07:35,608
3D models and then
make them 2D sprites,
144
00:07:35,691 --> 00:07:38,152
but they maintained almost
the same level of graphical
145
00:07:38,235 --> 00:07:41,572
fidelity as their original
source models had.
146
00:07:42,114 --> 00:07:43,699
It just made the
Super Nintendo look
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00:07:43,783 --> 00:07:46,410
like it could be the
next generation console.
148
00:07:46,494 --> 00:07:49,705
It wasn't old. It was new again.
149
00:07:49,789 --> 00:07:51,832
It was evident
back in Donkey Kong Country
150
00:07:51,916 --> 00:07:54,502
where they were using
3D development stuff
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00:07:54,585 --> 00:07:58,839
in a 2D environment to give
the illusion of a 3D world.
152
00:07:58,923 --> 00:08:01,175
Nobody was doing that at all.
153
00:08:02,843 --> 00:08:04,428
So
in the late nineties
154
00:08:04,511 --> 00:08:08,474
we saw a lot of innovation
around how games are played,
155
00:08:08,681 --> 00:08:12,103
how games control, how
camera systems work,
156
00:08:12,311 --> 00:08:15,106
how progression in levels
work, all of that stuff.
157
00:08:15,189 --> 00:08:18,109
It was kind of this
Wild West of developers
158
00:08:18,192 --> 00:08:20,820
trying a whole bunch
of different things.
159
00:08:20,903 --> 00:08:22,446
And then, you know, over time,
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00:08:22,530 --> 00:08:26,033
certain things stuck around,
certain things went away.
161
00:08:26,117 --> 00:08:28,577
The PC
market was absolutely booming
162
00:08:28,661 --> 00:08:31,956
thanks to the advent
of 3D graphics cards.
163
00:08:32,039 --> 00:08:34,917
Welcome
to the world of Doom.
164
00:08:35,000 --> 00:08:36,919
A hellish nightmare
for the more real...
165
00:08:37,002 --> 00:08:40,172
- Because the PC was the home
of the first-person shooter.
166
00:08:40,256 --> 00:08:41,966
We didn't
call them first-person shooters.
167
00:08:42,049 --> 00:08:43,634
We called them Doom clones
168
00:08:43,717 --> 00:08:46,011
because everyone made games
that were kind of like Doom.
169
00:08:46,095 --> 00:08:47,471
First-person shooters,
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00:08:47,555 --> 00:08:48,848
let's remember at the
time, weren't a thing,
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00:08:48,931 --> 00:08:50,099
they weren't a genre.
172
00:08:50,182 --> 00:08:53,769
They were just shooters
in a 3D environment.
173
00:08:53,853 --> 00:08:56,188
The landscape
for first-person shooters
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00:08:56,272 --> 00:08:58,107
was pretty young back then.
175
00:08:58,190 --> 00:09:02,319
It was more about monster
closets, fast paced shooting,
176
00:09:02,403 --> 00:09:03,779
you know, skill-based gameplay,
177
00:09:03,863 --> 00:09:05,197
but not really campaign-based
178
00:09:05,281 --> 00:09:06,948
storytelling and puzzle solving.
179
00:09:07,032 --> 00:09:09,201
For me,
FPS was just id games.
180
00:09:09,285 --> 00:09:12,872
It was Wolfenstein and Doom
because that's all I knew.
181
00:09:13,329 --> 00:09:16,750
And then
moving into Quake and Unreal
182
00:09:16,834 --> 00:09:19,128
around the same
era as one another.
183
00:09:19,378 --> 00:09:21,213
You had kind of, you know
184
00:09:21,297 --> 00:09:25,217
violent games beginning
to kind of become popular.
185
00:09:25,301 --> 00:09:28,179
And so you needed the
consoles to match that.
186
00:09:28,596 --> 00:09:32,433
- I'd seen really rad, awesome
3D stuff in the arcades
187
00:09:32,516 --> 00:09:36,312
playing all sorts of video games
like Virtua Cop and things.
188
00:09:36,395 --> 00:09:39,398
But the concept of
having three-dimensional
189
00:09:39,482 --> 00:09:43,110
first-person shooter game
at home was revolutionary.
190
00:09:43,194 --> 00:09:47,490
- This transition from Mega
Drive and Super Nintendo
191
00:09:47,573 --> 00:09:50,910
to the PlayStation or
even the Sega Saturn
192
00:09:51,285 --> 00:09:55,122
adapting to these new
forms is introducing
193
00:09:55,206 --> 00:09:56,957
all these new
challenges and problems.
194
00:09:57,041 --> 00:09:58,918
- You'd seen some
experimentations with 3D
195
00:09:59,001 --> 00:10:01,545
on the Super Nintendo, things
like Star Fox and F-Zero
196
00:10:01,629 --> 00:10:04,590
and Pilotwings, and it
was sort of fake 3D.
197
00:10:04,715 --> 00:10:06,300
It wasn't really good 3D.
198
00:10:06,550 --> 00:10:09,470
- Most interesting is how
the different developers
199
00:10:09,553 --> 00:10:11,388
kind of used this newfound power
200
00:10:11,472 --> 00:10:12,973
of using the third dimension,
201
00:10:13,057 --> 00:10:17,394
like how they would use it
to create new experiences.
202
00:10:17,478 --> 00:10:19,146
- It's also around
this sort of time
203
00:10:19,230 --> 00:10:20,356
that you had Tomb Raider.
204
00:10:20,439 --> 00:10:22,983
Tomb Raider was made in Britain.
You had Grand Theft Auto.
205
00:10:23,067 --> 00:10:25,152
Grand Theft Auto was
made in Scotland.
206
00:10:25,236 --> 00:10:27,738
There were a lot of
very kind of ambitious
207
00:10:27,821 --> 00:10:32,034
creative UK developers
trying to push the bounds
208
00:10:32,117 --> 00:10:35,162
of this new 3D world and
what we could do with it,
209
00:10:35,246 --> 00:10:37,373
and they were having
worldwide hits.
210
00:10:42,670 --> 00:10:44,755
I'd been to
lots of interviews in London.
211
00:10:44,838 --> 00:10:46,840
It was like, great, London.
212
00:10:46,924 --> 00:10:49,635
Then I ended up in a
farmhouse in Warwickshire
213
00:10:49,718 --> 00:10:51,303
it was quite bizarre.
214
00:10:51,387 --> 00:10:53,222
The
actual layout was you have
215
00:10:53,305 --> 00:10:54,765
the big farmhouse itself
216
00:10:54,848 --> 00:10:56,976
which was sorting out all
the minutia of the day.
217
00:10:57,059 --> 00:10:58,352
You know, making sure
the company works
218
00:10:58,435 --> 00:10:59,603
and all that sort of stuff.
219
00:10:59,687 --> 00:11:01,188
And then there were
literally barns
220
00:11:01,272 --> 00:11:02,731
where they used to
keep the horses.
221
00:11:02,815 --> 00:11:04,775
And these had been
turned into offices
222
00:11:04,858 --> 00:11:07,653
and each team was
in one of the barns
223
00:11:07,736 --> 00:11:10,573
and where the horse
sort of stalls where
224
00:11:10,656 --> 00:11:12,908
they'd been turned into
our individual offices.
225
00:11:12,992 --> 00:11:14,326
They
were each big enough for
226
00:11:14,410 --> 00:11:15,744
two or three people.
227
00:11:15,828 --> 00:11:17,746
When I started, I
had one to myself,
228
00:11:17,830 --> 00:11:20,291
which was right
next to the crèche.
229
00:11:20,374 --> 00:11:22,334
So I got to hear kids
playing all day.
230
00:11:22,418 --> 00:11:24,253
Of course
there was no internet,
231
00:11:24,336 --> 00:11:25,462
so it was like get on with this,
232
00:11:25,546 --> 00:11:27,840
you're in your computer
now, get on with it.
233
00:11:27,923 --> 00:11:31,010
But it was really nice, that
barn sort of feel to it.
234
00:11:31,093 --> 00:11:33,304
That was
very much how Rare worked.
235
00:11:33,387 --> 00:11:35,097
It was kind of everyone
was in their little silo
236
00:11:35,180 --> 00:11:36,932
and there was a Donkey Kong barn,
237
00:11:37,016 --> 00:11:39,602
and there was a barn that
ended up where Banjo was.
238
00:11:39,685 --> 00:11:42,354
There was the Killer block,
people making Killer Instinct.
239
00:11:42,438 --> 00:11:44,231
I was
22 when I joined Rare.
240
00:11:45,399 --> 00:11:48,736
I think the others were
mostly about the same
241
00:11:48,819 --> 00:11:50,321
or a little bit older.
242
00:11:50,404 --> 00:11:51,822
Well, I was straight out of uni,
243
00:11:51,905 --> 00:11:54,241
so I'd never worked on an actual
244
00:11:54,325 --> 00:11:56,410
game that had been released.
245
00:11:56,910 --> 00:12:00,539
24 and no
experience at all in making games.
246
00:12:00,623 --> 00:12:02,166
Rare was my first job
out of the university, so.
247
00:12:02,333 --> 00:12:03,917
I was a scientist.
248
00:12:04,001 --> 00:12:08,380
So I was at Oxford University
and I'd done my degree and PhD
249
00:12:08,464 --> 00:12:12,468
and I worked in molecular
structure determination.
250
00:12:12,551 --> 00:12:15,512
So I
was about 23, I guess.
251
00:12:15,638 --> 00:12:18,140
I had not got a
degree at that point.
252
00:12:18,223 --> 00:12:19,516
I'd dropped out of architecture.
253
00:12:19,642 --> 00:12:21,060
For someone like me,
254
00:12:21,143 --> 00:12:23,228
I really genuinely thought I'd
just end up like a tramp.
255
00:12:23,312 --> 00:12:25,147
I did the university thing,
messed around in bands
256
00:12:25,230 --> 00:12:26,690
for years and years
to get to 33,
257
00:12:26,774 --> 00:12:29,985
so 11 years as a long time
just living at home with my mother.
258
00:12:30,069 --> 00:12:32,863
I don't know, I would've
just been a pub rocker
259
00:12:32,946 --> 00:12:36,283
making 30 quid a night
probably to this day.
260
00:12:36,367 --> 00:12:38,243
So when I
joined Rare, I would have been,
261
00:12:38,327 --> 00:12:42,498
I'd just turned 23 and all
my experience up to that point
262
00:12:42,581 --> 00:12:46,960
was playing games and wanting
to do music for games.
263
00:12:47,044 --> 00:12:49,129
- As well as the
artists and programmers,
264
00:12:49,213 --> 00:12:50,631
they wanted a
system administrator
265
00:12:50,714 --> 00:12:53,050
to go and run their
Silicon Graphics network.
266
00:12:53,133 --> 00:12:56,011
And at the time I was running
a Silicon Graphics network
267
00:12:56,095 --> 00:13:00,307
as part of my job in the lab.
And I'd had a bad day...
268
00:13:02,101 --> 00:13:04,895
I kinda thought, well, yeah,
screw it. I'll apply for this.
269
00:13:05,270 --> 00:13:07,564
- This was my first job.
It was a good job.
270
00:13:07,648 --> 00:13:09,483
I was earning more money
than I ever had done before.
271
00:13:09,566 --> 00:13:12,027
And I was getting to
work on James Bond.
272
00:13:12,111 --> 00:13:14,780
- The name's Bond, James Bond.
273
00:13:18,534 --> 00:13:20,285
- A new project had
come in from Nintendo.
274
00:13:20,369 --> 00:13:21,870
They've got the
rights to GoldenEye.
275
00:13:24,915 --> 00:13:26,750
And they'd come
to Rare and said,
276
00:13:26,834 --> 00:13:29,545
would you lead a new team
to make this GoldenEye game?
277
00:13:29,628 --> 00:13:31,463
The
offer for a movie game,
278
00:13:31,547 --> 00:13:33,507
a movie tie-in game,
came up to Rare.
279
00:13:33,590 --> 00:13:35,801
It was kind of the last
thing anyone wanted to do.
280
00:13:35,884 --> 00:13:38,679
- They didn't really
like making adult games.
281
00:13:38,804 --> 00:13:40,848
They wanted to make broad
appeal family games.
282
00:13:40,931 --> 00:13:42,891
So GoldenEye was a little bit
out of the ordinary for them.
283
00:13:42,975 --> 00:13:44,435
- Martin Hollis was
the guy who stepped up
284
00:13:44,518 --> 00:13:46,770
and said, okay, I'll do this.
This could be kind of fun.
285
00:13:46,854 --> 00:13:48,021
And everyone else was
like, great, cool.
286
00:13:48,105 --> 00:13:49,732
We want to keep
making our own games.
287
00:13:49,815 --> 00:13:51,859
Martin Hollis,
a young, ambitious
288
00:13:51,942 --> 00:13:54,111
university graduate from the
south of England
289
00:13:54,194 --> 00:13:56,071
had only been with
Rare a short time
290
00:13:56,155 --> 00:13:58,699
before the opportunity to
make GoldenEye came up.
291
00:13:58,782 --> 00:14:00,617
His total experience
working in games
292
00:14:00,701 --> 00:14:02,578
was a brief stint
working on a coin-op
293
00:14:02,661 --> 00:14:06,498
conversion of Killer
Instinct, and that was it.
294
00:14:06,582 --> 00:14:09,126
He was, however, a
massive Bond fan,
295
00:14:09,209 --> 00:14:10,711
as evidenced by this homage to
296
00:14:10,794 --> 00:14:12,880
the infamous Bond
gun barrel sequence
297
00:14:12,963 --> 00:14:14,882
he made with his
brothers as a young lad,
298
00:14:14,965 --> 00:14:18,302
shown here at a GDC
2012 GoldenEye talk.
299
00:14:18,385 --> 00:14:19,970
But making a game
about Bond
300
00:14:20,053 --> 00:14:21,930
would be a much larger challenge.
301
00:14:22,014 --> 00:14:25,517
Hollis would have to build a
team and a game from scratch.
302
00:14:25,601 --> 00:14:27,186
Martin's first
recruit to the team
303
00:14:27,269 --> 00:14:29,897
was programming
prodigy, Mark Edmonds.
304
00:14:29,980 --> 00:14:31,899
A man of few words,
Mark was in charge
305
00:14:31,982 --> 00:14:34,610
of the core engine
and AI systems.
306
00:14:34,693 --> 00:14:36,570
Joining him was
architecture graduate
307
00:14:36,653 --> 00:14:38,572
turned lead artist, Karl Hilton,
308
00:14:38,655 --> 00:14:41,241
and populating Karl's environments
with character models
309
00:14:41,325 --> 00:14:43,619
and animations was Brett Jones.
310
00:14:43,702 --> 00:14:45,704
Duncan Botwood came
aboard next as a designer
311
00:14:45,788 --> 00:14:48,290
to work on level progression
and mission structures,
312
00:14:48,373 --> 00:14:50,292
programmer Steve Ellis
was brought in
313
00:14:50,375 --> 00:14:52,252
to code the weapons
and explosion effects,
314
00:14:52,336 --> 00:14:54,963
and David Doak joined to
help craft the missions,
315
00:14:55,047 --> 00:14:57,299
storylines, and objectives.
316
00:14:57,382 --> 00:14:59,760
But what of GoldenEye's
signature soundscape?
317
00:14:59,843 --> 00:15:02,387
Well, that came courtesy
of Graeme Norgate
318
00:15:02,471 --> 00:15:04,807
and Grant Kirkhope,
with the dynamic duo
319
00:15:04,890 --> 00:15:07,351
providing the music
and sound effects.
320
00:15:07,434 --> 00:15:09,436
And last but not
least, Adrian Smith
321
00:15:09,520 --> 00:15:11,104
was the final piece
of the puzzle,
322
00:15:11,188 --> 00:15:14,107
joining the team to help
with effects and UI.
323
00:15:14,191 --> 00:15:17,444
- The level of
ambivalence in terms of
324
00:15:17,528 --> 00:15:20,697
the studio that's
managing that project,
325
00:15:20,781 --> 00:15:22,866
the publisher that's
funding the project,
326
00:15:22,950 --> 00:15:26,662
the license holder who
also has a lot of say
327
00:15:26,745 --> 00:15:28,622
in what that game
should be...
328
00:15:28,705 --> 00:15:32,835
James Bond is one of the
biggest IPs in pop culture
329
00:15:33,085 --> 00:15:35,838
and everyone's like,
ah, they'll make it.
330
00:15:35,921 --> 00:15:39,216
- Yeah, Martin Hollis came
in one day, didn't know him.
331
00:15:40,217 --> 00:15:42,886
Then Martin said, "I've been
offered you for my new team."
332
00:15:42,970 --> 00:15:44,847
I'm like, oh great, what is it?
333
00:15:44,930 --> 00:15:47,724
He said, "Well, do you
like James Bond movies?"
334
00:15:47,808 --> 00:15:49,476
And at the time I was
thinking, you know,
335
00:15:49,560 --> 00:15:50,769
I love James Bond movies.
336
00:15:50,853 --> 00:15:54,106
I'm thinking, but video game
James Bond movies?
337
00:15:54,189 --> 00:15:57,067
In the late
nineties, every major film
338
00:15:57,150 --> 00:16:01,113
that came along had to have a
licensed video game attached.
339
00:16:01,196 --> 00:16:03,949
And this was not because
Hollywood, you know,
340
00:16:04,032 --> 00:16:07,244
particularly valued or respected
the video game industry.
341
00:16:07,327 --> 00:16:09,621
It was like, this is a
really useful marketing tool.
342
00:16:09,705 --> 00:16:12,791
- Nobody believed that a
GoldenEye game would work.
343
00:16:12,875 --> 00:16:18,881
Licensed tie-in games at
the time were like a toy.
344
00:16:19,047 --> 00:16:21,049
You know, you had
the baseball cap,
345
00:16:21,133 --> 00:16:23,468
you had the lunchbox, and
you had the video game.
346
00:16:23,552 --> 00:16:26,221
Movie
license games often failed
347
00:16:26,305 --> 00:16:28,098
because the game play
wasn't good. Right?
348
00:16:28,181 --> 00:16:30,309
They were cranked out
to just kind of hit
349
00:16:30,392 --> 00:16:32,519
a deadline and kind of resemble
350
00:16:32,603 --> 00:16:34,730
the franchises that
were so popular.
351
00:16:34,813 --> 00:16:37,566
- We all got Bond.
352
00:16:37,649 --> 00:16:40,068
There wasn't some style
sheet that we needed to read.
353
00:16:40,152 --> 00:16:41,403
- We were James Bond fans.
354
00:16:41,486 --> 00:16:44,615
We all wanted to be James
Bond. That was the whole point.
355
00:16:44,698 --> 00:16:46,366
- And I was able to
rattle off a load
356
00:16:46,450 --> 00:16:48,952
of kind of Bond ideas because
I'd read all the books
357
00:16:49,036 --> 00:16:51,538
and obviously seen all
the films and so on.
358
00:16:51,622 --> 00:16:54,541
So I wouldn't stop talking
for about half an hour
359
00:16:54,625 --> 00:16:55,918
about all the things
we could do with it.
360
00:16:56,001 --> 00:16:58,545
- I was a big Bond fan. So
I watched all the Bonds.
361
00:16:58,629 --> 00:16:59,755
- When the movies came out,
362
00:16:59,838 --> 00:17:01,715
they were the biggest
movie of the year, always.
363
00:17:01,798 --> 00:17:03,008
The best effects,
the best music,
364
00:17:03,133 --> 00:17:04,843
everything was
spectacular in Bond films.
365
00:17:04,927 --> 00:17:06,011
So you always knew
366
00:17:06,094 --> 00:17:07,804
you're in for a great ride
on a Bond movie.
367
00:17:07,888 --> 00:17:08,889
In the first few days,
368
00:17:08,972 --> 00:17:10,641
I do remember sitting
down and talking about
369
00:17:10,724 --> 00:17:12,017
what kind of a
game it should be.
370
00:17:12,100 --> 00:17:14,061
I used to love playing
Spy Hunter in the arcades.
371
00:17:14,144 --> 00:17:15,979
Maybe it's a sort of
Spy Hunter, sort of,
372
00:17:16,063 --> 00:17:17,356
top-down driving game.
373
00:17:17,481 --> 00:17:20,067
They wanted to do
something for the Super Nintendo,
374
00:17:20,192 --> 00:17:23,862
the SNES, I assume
it would have been vastly
375
00:17:23,946 --> 00:17:26,782
different given the different
powers of the two machines,
376
00:17:26,865 --> 00:17:29,618
probably a 2D platformer.
377
00:17:29,701 --> 00:17:31,912
- Everyone was working on
Super Nintendo at the time.
378
00:17:32,454 --> 00:17:34,539
And Martin had said
to them, I will do it,
379
00:17:34,623 --> 00:17:36,458
but he wanted to work
on the new console
380
00:17:36,541 --> 00:17:37,542
that was coming along.
381
00:17:37,626 --> 00:17:38,835
- Martin had the
vision, you know,
382
00:17:38,919 --> 00:17:41,672
he was the only guy that had
actually done a game before.
383
00:17:41,755 --> 00:17:43,715
So he was the one powering
through this and saying,
384
00:17:43,799 --> 00:17:45,175
you know, I think
we'd like to do this.
385
00:17:45,258 --> 00:17:46,426
I think we'd like to do that.
386
00:17:46,510 --> 00:17:48,261
- Especially in
those early phases,
387
00:17:48,345 --> 00:17:50,889
it's Mark Edmonds
and Martin Hollis.
388
00:17:50,973 --> 00:17:52,474
But Mark was the engineer.
389
00:17:52,557 --> 00:17:56,061
Mark essentially
built the core engine
390
00:17:56,144 --> 00:17:58,855
and an awful lot of
the subsequent tools
391
00:17:58,939 --> 00:18:01,107
that were available to
the rest of the team
392
00:18:01,191 --> 00:18:03,192
to start building
all the level designs
393
00:18:03,276 --> 00:18:06,405
and create all these really
fun, unique experiences.
394
00:18:06,488 --> 00:18:07,781
- Of course you
have to remember,
395
00:18:07,864 --> 00:18:11,410
first-person shooters got off
to a much slower start on consoles.
396
00:18:11,493 --> 00:18:14,287
Yes, there were ports of
games like Wolfenstein 3D
397
00:18:14,371 --> 00:18:17,790
and Doom on earlier systems
like the Super Nintendo,
398
00:18:17,916 --> 00:18:21,420
and the 32X, but technically
they were really ugly
399
00:18:21,503 --> 00:18:24,089
and kind of just stumbled
compared to the PC counterparts.
400
00:18:24,172 --> 00:18:25,257
- At the time, people are like,
401
00:18:25,340 --> 00:18:27,509
a shooter won't work on
consoles because you need a PC.
402
00:18:27,592 --> 00:18:29,761
You need mouse control
because it's more accurate
403
00:18:29,845 --> 00:18:31,346
or you need a keyboard
because you've
404
00:18:31,430 --> 00:18:33,557
got so many different buttons,
so many different options.
405
00:18:33,640 --> 00:18:35,350
- They were much better
suited, that sort of game,
406
00:18:35,434 --> 00:18:38,437
to the PC because you
can use the mouse to aim.
407
00:18:38,520 --> 00:18:41,273
You can use the keyboard
to move your character.
408
00:18:41,356 --> 00:18:43,942
You can map different
keys to different actions.
409
00:18:44,109 --> 00:18:46,778
On a video game
console controller,
410
00:18:46,862 --> 00:18:48,655
you're much more limited
in what you can do.
411
00:18:48,739 --> 00:18:52,200
- At some point, details
about the Ultra 64.
412
00:18:52,284 --> 00:18:54,995
They were boasting about
all this new power
413
00:18:55,078 --> 00:18:56,621
that this console would have.
414
00:18:56,705 --> 00:18:59,916
And at some point
Martin got a brain storm
415
00:19:00,000 --> 00:19:01,585
and decided that actually
416
00:19:01,668 --> 00:19:04,337
this sort of game
would work in 3D.
417
00:19:04,421 --> 00:19:06,048
- We all knew it was
coming. No one had seen it.
418
00:19:06,131 --> 00:19:07,799
No one knew much
about it but we knew
419
00:19:07,883 --> 00:19:09,634
it was going to be a 3D console.
420
00:19:09,718 --> 00:19:11,762
- With the early
through mid-nineties,
421
00:19:11,845 --> 00:19:15,015
you're going through this
massive technological upheaval,
422
00:19:15,098 --> 00:19:18,435
like consoles are
adapting and being built
423
00:19:18,518 --> 00:19:20,228
and being released
like really frequently
424
00:19:20,312 --> 00:19:22,230
and really quickly, the
hardware is changing,
425
00:19:22,314 --> 00:19:24,566
and in turn the software
that we have to build
426
00:19:24,649 --> 00:19:26,193
for it is changing as well.
427
00:19:26,276 --> 00:19:29,071
At this transition
from 2D into 3D gaming,
428
00:19:29,446 --> 00:19:31,907
we don't really know
what's the standard
429
00:19:31,990 --> 00:19:34,659
by which we're going
to build 3D games.
430
00:19:34,743 --> 00:19:38,538
- Because the 3D
thing was a new thing,
431
00:19:38,914 --> 00:19:42,000
there wasn't a body of
people with those experiences
432
00:19:42,084 --> 00:19:44,503
or those skills,
so you're almost
433
00:19:44,586 --> 00:19:46,421
kind of taking a punt on people.
434
00:19:47,089 --> 00:19:49,674
So like Karl, for instance,
Karl Hilton
435
00:19:49,758 --> 00:19:52,886
was an architecture
graduate, you know,
436
00:19:52,969 --> 00:19:55,472
and, yeah, he'd done a
bit of messing around
437
00:19:55,555 --> 00:19:58,308
doing 3D modeling, but not much.
438
00:19:58,642 --> 00:20:01,269
- The developers are...
439
00:20:01,520 --> 00:20:05,482
relatively new
to this experience.
440
00:20:05,649 --> 00:20:08,610
Many of them had never
shipped a game before
441
00:20:08,735 --> 00:20:11,613
and given a tremendous
amount of freedom
442
00:20:11,738 --> 00:20:14,658
to experiment and
play around with ideas
443
00:20:14,741 --> 00:20:18,203
and throwing things in ad hoc
to see whether it sticks.
444
00:20:18,286 --> 00:20:20,122
- And then we also were
talking about different
445
00:20:20,205 --> 00:20:22,249
shooters, particularly
the Virtua Cop games.
446
00:20:22,332 --> 00:20:24,626
- Originally it was supposed
to be an on-rails game.
447
00:20:24,709 --> 00:20:26,211
The feel of that
is quite different.
448
00:20:26,294 --> 00:20:29,631
- So you would go through
each level at the same pace,
449
00:20:29,714 --> 00:20:31,925
kind of almost Star Fox
style or Time Crisis,
450
00:20:32,008 --> 00:20:34,845
that sort of thing, and it
would be the same each time.
451
00:20:34,928 --> 00:20:36,930
And you just have to kind of
improve your score each time.
452
00:20:37,013 --> 00:20:39,224
- You didn't have
control over movement,
453
00:20:39,307 --> 00:20:41,726
but you could aim
just in some of
454
00:20:41,810 --> 00:20:44,229
the classic kind of
arcade on-rails shooters.
455
00:20:44,312 --> 00:20:47,482
- And they put everything in
to make it play like Virtua Cop,
456
00:20:47,607 --> 00:20:49,568
and then everyone was
playing it and going
457
00:20:50,235 --> 00:20:51,403
it's not any fun.
458
00:20:51,486 --> 00:20:53,864
It looks like Virtua Cop,
it moves like Virtua Cop,
459
00:20:53,947 --> 00:20:56,658
it's got the Bond,
but it's not fun.
460
00:20:57,909 --> 00:20:59,703
- GoldenEye was
one of those games that
461
00:20:59,786 --> 00:21:01,204
kept on getting
delayed and obviously
462
00:21:01,288 --> 00:21:02,664
missed the release of the movie,
463
00:21:02,747 --> 00:21:04,374
and even the home video release.
464
00:21:04,457 --> 00:21:08,837
- It has the markings of
like a small indie outfit now
465
00:21:09,129 --> 00:21:12,007
who's got far more
resource and budget
466
00:21:12,090 --> 00:21:14,050
than anyone would
potentially imagine
467
00:21:14,134 --> 00:21:15,886
with no constraint on,
468
00:21:15,969 --> 00:21:18,054
right, you've got to ship
this in six months.
469
00:21:18,138 --> 00:21:19,723
It's, we'll keep paying the bills,
470
00:21:19,806 --> 00:21:21,808
but could you try
and ship something?
471
00:21:21,892 --> 00:21:26,771
- Nintendo is not like many
other video game companies
472
00:21:26,938 --> 00:21:30,525
in that, you know,
it was able to say
473
00:21:30,609 --> 00:21:33,278
it cares most, first and
foremost about the quality
474
00:21:33,361 --> 00:21:35,614
of the games that
appear on its hardware.
475
00:21:35,697 --> 00:21:38,325
So it's less about we need
to hit this release date
476
00:21:38,408 --> 00:21:40,744
so that we maximize
our profits
477
00:21:40,827 --> 00:21:42,913
because we're tying in with
the film's release.
478
00:21:42,996 --> 00:21:45,916
It's more like, no,
we're gonna wait on this
479
00:21:46,082 --> 00:21:49,669
until it's right, until
it's ready, until it's good.
480
00:21:49,753 --> 00:21:52,047
- Now there was concerns that
it wasn't a very Nintendo-ish
481
00:21:52,130 --> 00:21:54,132
product, it was quite,
we got told
482
00:21:54,216 --> 00:21:56,509
repeatedly it was too
dark and it was violent.
483
00:21:56,593 --> 00:21:58,303
To which our response was, well,
484
00:21:58,386 --> 00:22:00,263
it's dark because the
film's dark and it's violent
485
00:22:00,347 --> 00:22:02,098
because it's James Bond
and he kills people.
486
00:22:02,182 --> 00:22:03,934
- There's a very
well-known story now
487
00:22:04,017 --> 00:22:06,603
that Martin Hollis tells about
488
00:22:06,686 --> 00:22:09,439
late into the game's
development receiving a fax
489
00:22:09,522 --> 00:22:13,610
from Shigeru Miyamoto,
who is still the most
490
00:22:13,693 --> 00:22:15,237
famous video game
designer in the world.
491
00:22:15,320 --> 00:22:17,113
And certainly was at that time.
492
00:22:17,197 --> 00:22:18,990
Sort of giving us
feedback on GoldenEye,
493
00:22:19,074 --> 00:22:20,909
and he says he doesn't
like the violence.
494
00:22:23,203 --> 00:22:25,580
He says it sort of feels tragic,
495
00:22:25,664 --> 00:22:28,375
and is there no way that
at the end of the game,
496
00:22:28,458 --> 00:22:32,545
you as Agent 007 can
visit the hospital ward
497
00:22:32,629 --> 00:22:34,547
where all of the people
that you've taken down
498
00:22:34,631 --> 00:22:36,800
during the course of the
game are sort of holed up
499
00:22:36,883 --> 00:22:38,343
and can you not
work your way down
500
00:22:38,426 --> 00:22:41,012
the beds shaking
everyone's hands?
501
00:22:41,596 --> 00:22:45,892
It's obviously a very funny
story, but it also illustrates,
502
00:22:45,976 --> 00:22:47,644
I think, something
about Nintendo
503
00:22:47,727 --> 00:22:49,771
and Miyamoto's approach
to video game design,
504
00:22:49,854 --> 00:22:53,024
and probably their
nervousness about a game
505
00:22:53,108 --> 00:22:55,652
like GoldenEye appearing
on their flagship hardware.
506
00:22:55,735 --> 00:22:57,279
At one point they were
even saying, well,
507
00:22:57,362 --> 00:22:59,531
we're not sure about this.
Maybe we just cancel it.
508
00:22:59,614 --> 00:23:02,826
And because they'd
rather lose that money
509
00:23:02,909 --> 00:23:05,787
and preserve their reputation
as a fantastic
510
00:23:05,870 --> 00:23:08,957
video game publisher
than they would to
511
00:23:09,040 --> 00:23:10,125
recoup some of that money
512
00:23:10,208 --> 00:23:12,377
and put something else
out that's substandard.
513
00:23:13,420 --> 00:23:15,297
So let's do
a quick summary. Shall we?
514
00:23:15,380 --> 00:23:17,299
We have an inexperienced
ragtag group
515
00:23:17,382 --> 00:23:19,551
of university graduates
working in a barn
516
00:23:19,634 --> 00:23:21,386
somewhere in the
English countryside
517
00:23:21,469 --> 00:23:23,346
on a game
based off a movie,
518
00:23:23,430 --> 00:23:26,224
a game about a spy
with a license to kill,
519
00:23:26,308 --> 00:23:28,935
to be played on a console
that didn't exist yet
520
00:23:29,019 --> 00:23:30,228
for the company that brought you
521
00:23:30,312 --> 00:23:33,273
Princess Peach and
Zelda. Get all that?
522
00:23:37,360 --> 00:23:41,948
- It's the N64! Oh my God!
523
00:23:44,075 --> 00:23:47,329
- This holiday season,
it's the new Nintendo 64.
524
00:23:47,412 --> 00:23:48,663
So what's the big deal,
525
00:23:48,747 --> 00:23:50,999
and why is Toys "R"
Us already sold out?
526
00:23:51,082 --> 00:23:53,752
When we all
got our production N64s
527
00:23:53,877 --> 00:23:56,254
and everyone had Mario,
and Pilotwings and stuff,
528
00:23:56,338 --> 00:23:58,048
but particularly Mario,
529
00:23:58,131 --> 00:23:59,758
literally people were
sitting in offices
530
00:23:59,841 --> 00:24:01,343
watching other
people play Mario,
531
00:24:01,426 --> 00:24:02,635
and everyone was going...
532
00:24:04,054 --> 00:24:05,680
You know, jaw drop.
533
00:24:05,764 --> 00:24:07,682
From the moment you
pick up that game,
534
00:24:07,766 --> 00:24:10,393
it just says, go, explore.
535
00:24:10,518 --> 00:24:12,395
- It was symbolic of
the time that, you know,
536
00:24:12,479 --> 00:24:14,647
you had this new level
of freedom, you know,
537
00:24:14,731 --> 00:24:17,525
afforded by games like
GoldenEye 007,
538
00:24:17,609 --> 00:24:21,029
and Super Mario 64, and
Zelda: Ocarina of Time.
539
00:24:21,112 --> 00:24:23,740
You know, there was,
I think, an emphasis
540
00:24:23,823 --> 00:24:26,701
from a gameplay
perspective to get
541
00:24:26,785 --> 00:24:29,579
the players to go
off and explore.
542
00:24:29,662 --> 00:24:31,873
I remember the first time
seeing Super Mario 64,
543
00:24:31,956 --> 00:24:34,959
and it was really the first
time I'd seen a 3D game
544
00:24:35,043 --> 00:24:37,212
and it was like the
world had changed.
545
00:24:37,295 --> 00:24:39,005
And we're right on
this tipping era
546
00:24:39,089 --> 00:24:41,466
that we'll never see
again in the same way
547
00:24:41,549 --> 00:24:44,761
of moving from two dimensions
to three dimensions,
548
00:24:44,886 --> 00:24:48,181
which was such a
tremendous shift
549
00:24:48,264 --> 00:24:50,183
in the way that not only games
would be made,
550
00:24:50,266 --> 00:24:52,227
but also thought
about, but also played.
551
00:24:52,310 --> 00:24:54,145
- That just blew people's minds.
552
00:24:54,229 --> 00:24:56,815
You can wander around doing stuff
that you'd never been able
553
00:24:56,898 --> 00:24:58,483
to do before, exploring
the game in a way
554
00:24:58,566 --> 00:24:59,943
that you'd never been able to.
555
00:25:00,026 --> 00:25:01,820
- I had that curiosity,
I was just like,
556
00:25:01,945 --> 00:25:03,405
oh, what's that over there?
557
00:25:03,488 --> 00:25:06,241
N64 games and
GoldenEye specifically,
558
00:25:07,409 --> 00:25:09,369
which led me to be the
games tester that I am now.
559
00:25:09,452 --> 00:25:10,995
You know, that curiosity,
I was just like,
560
00:25:11,079 --> 00:25:12,789
let's zoom into that
with a sniper rifle.
561
00:25:12,872 --> 00:25:15,250
There's a thing over there.
How do we get over there?
562
00:25:15,667 --> 00:25:16,793
Don't know, we'll find out.
563
00:25:16,876 --> 00:25:18,670
And then you go to Facility
and you poke around
564
00:25:18,753 --> 00:25:20,296
all the corners and
you see some flasks
565
00:25:20,380 --> 00:25:22,757
and a vent and you're like,
who put flasks up there?
566
00:25:22,841 --> 00:25:26,261
- It just had this go
anywhere, do anything,
567
00:25:26,344 --> 00:25:28,138
kind of flavor to it even though
568
00:25:28,221 --> 00:25:29,931
it's not really an
open world game.
569
00:25:30,014 --> 00:25:32,183
A lot of the levels
kind of feel like you
570
00:25:32,267 --> 00:25:35,061
can kind of go
everywhere, go anywhere,
571
00:25:35,228 --> 00:25:37,147
and just play around with it.
572
00:25:37,230 --> 00:25:41,317
And so it was just
such an open feeling.
573
00:25:41,443 --> 00:25:43,445
- Before GoldenEye, most
first-person shooters
574
00:25:43,528 --> 00:25:45,989
operated with the
Doom clone mentality.
575
00:25:46,072 --> 00:25:48,158
Shoot everything that
moves, collect the keys,
576
00:25:48,241 --> 00:25:51,202
go through the doors, find
the exit, rinse and repeat.
577
00:25:51,286 --> 00:25:53,621
GoldenEye, depending on the
difficulty you selected,
578
00:25:53,705 --> 00:25:55,373
would give you
different objectives.
579
00:25:55,457 --> 00:25:57,041
It's not just A to B.
580
00:25:57,125 --> 00:25:59,002
Some of them are A
to B, but it's A to B
581
00:25:59,085 --> 00:26:01,212
via objectives C, D, and E.
582
00:26:01,296 --> 00:26:03,506
Here's a level,
this is what you need
583
00:26:03,590 --> 00:26:05,049
to do in the level
before you leave.
584
00:26:05,216 --> 00:26:07,343
- Doom had it to a point
and Quake had it to a point
585
00:26:07,427 --> 00:26:08,845
where there's keycards, right?
586
00:26:09,387 --> 00:26:12,891
Blue, the gold, the red, but
it was kind of rudimentary,
587
00:26:12,974 --> 00:26:15,143
'cause it was early
nineties gaming, you know?
588
00:26:15,310 --> 00:26:17,604
GoldenEye come out,
and it was just like,
589
00:26:17,812 --> 00:26:20,398
no, we have to talk to
this character over here.
590
00:26:20,482 --> 00:26:22,400
That's never happened to
me before in a video game,
591
00:26:22,484 --> 00:26:24,777
in terms of FPS, I have
to then look at my watch
592
00:26:24,861 --> 00:26:27,447
to get something,
throw it at a thing,
593
00:26:27,697 --> 00:26:32,702
it was doing so many things
new and fresh at the time,
594
00:26:32,827 --> 00:26:35,246
but looking back like
it completely rewrote
595
00:26:35,330 --> 00:26:38,041
the rules for video games,
FPS and otherwise.
596
00:26:48,676 --> 00:26:51,804
- It wasn't until,
I would say, 1997,
597
00:26:51,888 --> 00:26:53,932
kind of the year that
first-person shooters
598
00:26:54,015 --> 00:26:56,851
exploded on the Nintendo 64,
599
00:26:56,935 --> 00:27:01,022
when you had this perfect
union of a controller
600
00:27:01,105 --> 00:27:03,233
that was up to the
job of playing FPS
601
00:27:03,399 --> 00:27:06,027
and hardware that was
up to the job of running
602
00:27:06,110 --> 00:27:08,655
and displaying
FPS that the genre
603
00:27:08,738 --> 00:27:11,115
really took off on consoles.
604
00:27:11,199 --> 00:27:15,245
- Within the year of
GoldenEye coming out in 1997,
605
00:27:15,328 --> 00:27:18,039
there was Doom 64, which
isn't a port of Doom,
606
00:27:18,122 --> 00:27:19,791
it's a completely
separate Doom game
607
00:27:19,874 --> 00:27:22,043
that was made with id
Software's blessing,
608
00:27:22,168 --> 00:27:25,255
Hexen 64, which is a
direct port of the game,
609
00:27:25,338 --> 00:27:27,465
but also, Turok:
Dinosaur Hunter.
610
00:27:27,549 --> 00:27:31,302
- It was very impressive
from a lot of standpoints,
611
00:27:31,386 --> 00:27:33,304
very complex worlds were built.
612
00:27:33,388 --> 00:27:36,224
The characters were
not sprites anymore.
613
00:27:36,307 --> 00:27:38,393
They were fully 3D again
614
00:27:38,518 --> 00:27:41,771
and had pretty intricate
animations.
615
00:27:41,854 --> 00:27:44,482
- When you see something like that
and you look at your own work,
616
00:27:44,566 --> 00:27:46,943
and all you can see are the
things that are wrong with it.
617
00:27:47,026 --> 00:27:48,486
You know, you're
thinking, oh God,
618
00:27:48,570 --> 00:27:49,862
we're miles behind on this.
619
00:27:49,946 --> 00:27:52,490
I remember being really worried
because it had very nice
620
00:27:52,574 --> 00:27:54,701
looking art and it
ran really smoothly.
621
00:27:54,784 --> 00:27:57,537
It had really good frame rate
because they had the fog
622
00:27:57,620 --> 00:27:59,205
a lot of the time
and these dinosaurs
623
00:27:59,289 --> 00:28:01,165
would run out of the fog at you
at a really nice frame rate.
624
00:28:01,249 --> 00:28:02,959
You'd be like, oh, that's nice.
625
00:28:03,042 --> 00:28:04,210
We did look at
that and think, oh,
626
00:28:04,294 --> 00:28:05,920
do we need to go back
and try and get the game
627
00:28:06,004 --> 00:28:08,298
to run faster, is there
anything else I can do?
628
00:28:08,381 --> 00:28:10,967
Should we be turning off the
Z buffer and things like that?
629
00:28:11,050 --> 00:28:13,595
Yeah, it was a real
benchmark for us.
630
00:28:18,725 --> 00:28:21,102
So I started
building the dam
631
00:28:21,185 --> 00:28:24,105
without any real
technical knowledge
632
00:28:24,355 --> 00:28:27,400
and I was playing around with
the size of it and we realized
633
00:28:27,483 --> 00:28:29,652
we could take the movies
as a source for sure.
634
00:28:29,736 --> 00:28:34,282
And we also look at the set
models and the set diagrams
635
00:28:34,365 --> 00:28:36,284
that they'd drawn out,
that they built.
636
00:28:37,201 --> 00:28:38,620
- And he just built the dam
637
00:28:38,995 --> 00:28:41,039
and then we put it in
and it's like, woah!
638
00:28:41,205 --> 00:28:45,168
- We ended up with this real
sprawling mass of a level
639
00:28:45,251 --> 00:28:49,172
that was running at an
abysmally low frame rate.
640
00:28:49,255 --> 00:28:51,591
- So then that's why you have
the tunnels leading up to it,
641
00:28:51,674 --> 00:28:54,177
was to try and cut as much
of the views off as possible.
642
00:28:54,260 --> 00:28:56,429
You know, and then I went
through and basically hacked
643
00:28:56,512 --> 00:28:58,514
as many polys out as I could.
644
00:28:58,681 --> 00:28:59,849
There'd be a big thing
645
00:28:59,932 --> 00:29:01,351
that Martin put up
which would show you
646
00:29:01,434 --> 00:29:02,602
the frame rate
you currently had.
647
00:29:02,685 --> 00:29:04,729
So I could spin around and
look at what he was doing.
648
00:29:04,812 --> 00:29:07,148
And then suddenly the framerate
would drop horrendously.
649
00:29:07,231 --> 00:29:08,650
It's like, right,
what's over there?
650
00:29:08,733 --> 00:29:10,526
Okay. Go in, hack around.
651
00:29:10,610 --> 00:29:13,029
That was
a kind of awakening for me.
652
00:29:13,112 --> 00:29:16,574
Like, oh yeah, it's got
to run. Oh, okay.
653
00:29:16,783 --> 00:29:18,826
- The engine was great
because I could sit there
654
00:29:18,910 --> 00:29:20,370
on my machine
and play with stuff
655
00:29:20,453 --> 00:29:21,871
and then immediately
make the level,
656
00:29:21,954 --> 00:29:23,790
put it in the game, and
then try it out again.
657
00:29:23,873 --> 00:29:25,375
So I could just
go through this process
658
00:29:25,458 --> 00:29:27,001
of just hacking away at this.
659
00:29:27,085 --> 00:29:29,003
So you start off with
levels that look fantastic.
660
00:29:29,087 --> 00:29:30,797
And by the time I'd
finished with them,
661
00:29:30,880 --> 00:29:33,091
they were sort of a bare bones.
662
00:29:33,257 --> 00:29:35,677
- And we got to go
to Leavesden Studios,
663
00:29:35,760 --> 00:29:37,220
where they were
filming GoldenEye.
664
00:29:37,637 --> 00:29:40,223
And we had a day's visit there.
665
00:29:40,306 --> 00:29:43,643
And because I had
this very rare thing
666
00:29:43,726 --> 00:29:45,144
called the digital
camera at the time,
667
00:29:45,228 --> 00:29:48,147
which was this massive,
massive, heavy camera.
668
00:29:48,231 --> 00:29:50,525
My job was to go round
and film and, you know,
669
00:29:50,608 --> 00:29:52,527
try and get reference
for everything.
670
00:29:52,610 --> 00:29:55,154
And we saw St. Petersburg
where they had the tank chase
671
00:29:55,238 --> 00:29:56,239
and that was all still up.
672
00:29:56,322 --> 00:29:59,492
And then inside one of the
actual studios was the huge,
673
00:29:59,575 --> 00:30:01,536
you know, the villain's
lair set at the end.
674
00:30:01,619 --> 00:30:04,664
And we saw that while it was
in its pristine condition.
675
00:30:04,747 --> 00:30:05,915
Then we went back
the second time
676
00:30:05,998 --> 00:30:07,458
we saw it in its
blown up condition.
677
00:30:07,542 --> 00:30:10,211
- Martin was very
pragmatic about stuff.
678
00:30:10,294 --> 00:30:12,880
It's like, you go off and
make what you want to make.
679
00:30:12,964 --> 00:30:14,632
And then we'll look
at it and work out
680
00:30:14,716 --> 00:30:15,925
how we're going
to get it to work.
681
00:30:16,008 --> 00:30:17,552
It was all very,
very co-operative.
682
00:30:17,635 --> 00:30:19,137
It was never like,
this is what you do.
683
00:30:19,220 --> 00:30:21,556
This is how you do it.
Don't break these rules.
684
00:30:21,639 --> 00:30:24,434
It was much more, what
kind of things do you need?
685
00:30:24,517 --> 00:30:25,977
A good
example is the frigate.
686
00:30:26,060 --> 00:30:28,104
That's in it because in the film
687
00:30:28,187 --> 00:30:31,274
there's a helicopter is
on a frigate in Monaco.
688
00:30:31,357 --> 00:30:33,484
So Karl had built the frigate
and we had
689
00:30:33,568 --> 00:30:35,987
a helicopter model
and that was it.
690
00:30:36,404 --> 00:30:37,613
So it was like, well, okay,
691
00:30:37,697 --> 00:30:39,699
so what are you going
to do in that level?
692
00:30:39,782 --> 00:30:41,576
Maybe you're trying
to rescue hostages.
693
00:30:42,034 --> 00:30:43,411
Well, that sounds
like it might work.
694
00:30:43,494 --> 00:30:45,621
Okay. Well, let's
roll with that.
695
00:30:45,705 --> 00:30:47,665
- Someone would come back
in and go actually, Mark,
696
00:30:47,749 --> 00:30:49,542
what would also be
great, can we do this?
697
00:30:49,625 --> 00:30:51,127
Can we have them like dodge roll
698
00:30:51,210 --> 00:30:54,630
or hide behind
cover, like, okay.
699
00:30:54,714 --> 00:30:57,675
That's not in there now, and
then a couple of days later,
700
00:30:57,759 --> 00:31:00,303
boom, it appears in the source.
701
00:31:00,386 --> 00:31:03,347
I was then
doing a lot of the gun modeling.
702
00:31:03,431 --> 00:31:06,601
So I was working in
conjunction with Mark Edmonds,
703
00:31:06,684 --> 00:31:08,853
not only to get
the front end in,
704
00:31:08,936 --> 00:31:10,938
'cause I had to
model all the hands.
705
00:31:11,022 --> 00:31:13,691
It was myself and Mark
that came up with the HUD,
706
00:31:14,859 --> 00:31:16,360
and I should have
trademarked that
707
00:31:16,486 --> 00:31:20,907
because the HUD was
pretty much then the go-to
708
00:31:20,990 --> 00:31:23,826
front end for any
of the consoles.
709
00:31:23,910 --> 00:31:26,913
- It was always, what can
we do? What can we create?
710
00:31:27,455 --> 00:31:30,249
What sort of things can
we do? How do we do it?
711
00:31:31,000 --> 00:31:33,961
- Creates this kind of
crazy cycle of iteration,
712
00:31:34,045 --> 00:31:35,755
everything that Mark
Edmonds was doing
713
00:31:35,838 --> 00:31:37,256
and building, that code base,
714
00:31:37,340 --> 00:31:39,509
but also allowing the
designers that kind of level
715
00:31:39,592 --> 00:31:42,345
of flexibility to just
create whatever they wanted.
716
00:31:42,428 --> 00:31:44,722
He was working really
hard in this whole backend
717
00:31:44,806 --> 00:31:47,099
that was reduced
into byte code
718
00:31:47,475 --> 00:31:50,144
that was really performant
and ran super quick
719
00:31:50,228 --> 00:31:54,148
on what was ultimately very
limited hardware on the N64.
720
00:31:54,232 --> 00:31:56,108
Under the
watchful eye of the Stampers,
721
00:31:56,192 --> 00:31:58,569
the team would work
long days and weekends
722
00:31:58,653 --> 00:32:02,406
polishing and refining the
gameplay levels and difficulty.
723
00:32:02,490 --> 00:32:05,243
They would even bring in elements
of the extended James Bond
724
00:32:05,326 --> 00:32:08,079
universe to create a game
overflowing with content
725
00:32:08,162 --> 00:32:11,874
and creativity, but
would it pay off?
726
00:33:14,812 --> 00:33:16,689
These days,
you can load up a synth patch
727
00:33:16,772 --> 00:33:18,316
put your finger on a
keyboard and it's this
728
00:33:18,399 --> 00:33:20,693
huge, great, swathe of sound
that's just incredible.
729
00:33:20,776 --> 00:33:22,987
It's just amazing, but
we couldn't do that then.
730
00:33:23,070 --> 00:33:24,780
Most of the sounds in
GoldenEye are probably
731
00:33:24,864 --> 00:33:27,241
16 or 11 kilohertz, right
down at the bottom end.
732
00:33:27,366 --> 00:33:30,202
Like bass drums, you
put them in at eight, you know.
733
00:33:30,286 --> 00:33:31,996
So, you know, it's a quarter
734
00:33:32,079 --> 00:33:33,789
of the quality that
you would get on a CD.
735
00:33:33,873 --> 00:33:35,499
- The gas plant music
is a particular one.
736
00:33:35,583 --> 00:33:38,544
You know, that opening
kind of, "doo, doo".
737
00:33:39,170 --> 00:33:42,089
When I hear that, I still get
a bit goosepimply about it.
738
00:33:42,173 --> 00:33:45,384
The music and the soundscape
and the pacing itself
739
00:33:45,468 --> 00:33:46,844
it's like, now you're Bond.
740
00:33:49,847 --> 00:33:52,516
- It's what I love, I think,
is it sounds like a score.
741
00:33:52,600 --> 00:33:54,518
Every song feels like it's come
742
00:33:54,602 --> 00:33:57,021
from the same soundtrack.
It feels cohesive.
743
00:33:57,104 --> 00:33:59,231
And that's very difficult to do.
744
00:34:00,232 --> 00:34:03,277
Their ability to carve a theme
745
00:34:04,278 --> 00:34:06,364
and create an emotion
746
00:34:06,447 --> 00:34:09,116
and a feeling that
instantly linked you
747
00:34:09,200 --> 00:34:12,370
to whatever your goal was,
whatever your mission was,
748
00:34:12,536 --> 00:34:14,914
but also whatever
the environment was,
749
00:34:15,039 --> 00:34:16,832
whether it's a
snowy sort of area
750
00:34:16,916 --> 00:34:19,210
or a sneaky area
through a facility.
751
00:34:19,293 --> 00:34:22,171
- GoldenEye, I think,
is an excellent example
752
00:34:22,254 --> 00:34:25,299
of having a believable
world that you can explore
753
00:34:25,383 --> 00:34:26,634
and you add kind of, you know,
754
00:34:26,717 --> 00:34:30,012
atmospheric music and then
you've got action, et cetera.
755
00:34:30,096 --> 00:34:34,266
You begin to build the
sense of a narrative-led
756
00:34:34,517 --> 00:34:36,811
first-person
shooting experience,
757
00:34:36,978 --> 00:34:39,480
which obviously we have,
you know, everywhere now.
758
00:34:39,563 --> 00:34:41,816
- Their ability to
use nothing more
759
00:34:41,899 --> 00:34:44,568
than a limited sound palette
and a series of notes
760
00:34:44,652 --> 00:34:46,862
is what makes that
a great score.
761
00:34:46,946 --> 00:34:50,032
A lot of thought had
gone into creating,
762
00:34:50,157 --> 00:34:53,452
again, a believable
aural landscape.
763
00:35:01,127 --> 00:35:04,005
- With Graeme Norgate
doing the sound design,
764
00:35:04,088 --> 00:35:06,173
the gun sounds in
that game are really,
765
00:35:06,257 --> 00:35:08,384
really good for their time.
766
00:35:08,467 --> 00:35:11,554
That soundscape was crafted with
767
00:35:11,637 --> 00:35:14,348
just absolute love and respect.
768
00:35:14,432 --> 00:35:16,308
It's a
luxury of being in-house.
769
00:35:16,392 --> 00:35:19,812
We could play the game,
so you'd load up Servenya,
770
00:35:21,564 --> 00:35:25,776
walk through it, play it, and
you'd get the idea for it.
771
00:35:25,860 --> 00:35:29,113
And you could write something
and have that playing
772
00:35:29,196 --> 00:35:30,656
whilst you're playing
the level again,
773
00:35:30,740 --> 00:35:32,491
and, you know, iterate.
774
00:35:32,575 --> 00:35:34,660
- That's another person
who is a talented person
775
00:35:34,744 --> 00:35:36,203
at the height of their skills,
776
00:35:36,287 --> 00:35:38,539
trying to do
something really well.
777
00:35:38,998 --> 00:35:42,835
And then it all came together.
778
00:35:42,918 --> 00:35:44,754
When
I joined the project
779
00:35:44,837 --> 00:35:47,214
they weren't any effects really,
780
00:35:47,298 --> 00:35:50,468
so I think the first thing that
I worked on was explosions.
781
00:35:52,636 --> 00:35:54,555
- Everything explodes.
It's ridiculous.
782
00:35:56,599 --> 00:35:58,558
- Yeah, everything did
explode if you shot it
783
00:35:58,641 --> 00:36:00,185
long enough, I think,
pretty much.
784
00:36:00,269 --> 00:36:01,395
- But it's part of the world.
785
00:36:01,479 --> 00:36:03,397
It's like you're in this
world and there's this
786
00:36:03,481 --> 00:36:05,524
kind of brittle
consequence for things
787
00:36:05,608 --> 00:36:08,819
and this escalating calamity
if you do something wrong
788
00:36:08,903 --> 00:36:10,488
and this explodes,
this explodes,
789
00:36:10,570 --> 00:36:12,155
then this scientist
gets blown across the room.
790
00:36:12,239 --> 00:36:14,741
Yeah. I
spent ages working on that.
791
00:36:14,824 --> 00:36:17,495
I think it was more than
a month on the explosions.
792
00:36:17,578 --> 00:36:19,538
Effects are always one
of the most expensive things.
793
00:36:19,622 --> 00:36:21,874
They can have quite a large
impact on the frame rate
794
00:36:21,957 --> 00:36:23,542
of the game, the responsiveness.
795
00:36:23,625 --> 00:36:26,879
- That sense of immersion
and impact on the game world
796
00:36:26,962 --> 00:36:28,589
is another thing
that's going to keep
797
00:36:28,672 --> 00:36:30,674
bringing players
back to keep playing
798
00:36:30,758 --> 00:36:32,843
because it's a space
that they can control
799
00:36:32,927 --> 00:36:36,722
in more of a way than they
could with things like Doom.
800
00:36:36,806 --> 00:36:40,893
- It's not in Doom, there's
not that collateral damage.
801
00:36:41,393 --> 00:36:44,313
And the idea that the environment
is mutable in some way.
802
00:36:44,396 --> 00:36:46,941
It was something that was
really important to us.
803
00:36:52,071 --> 00:36:53,906
The job I was not expecting
804
00:36:53,989 --> 00:36:57,118
when I answered an advertisement
for a game designer
805
00:36:57,201 --> 00:37:00,287
and document writer was to
be stuffed into a sweaty
806
00:37:00,371 --> 00:37:03,749
neoprene suit and asked
to fall over. But...
807
00:37:16,762 --> 00:37:21,267
One day, I was asked to put
on a sweaty neoprene suit
808
00:37:21,350 --> 00:37:24,436
that'd been used for Killer
Instinct and to fall over a lot.
809
00:37:24,520 --> 00:37:25,980
I would
have Mr. Botwood there,
810
00:37:26,063 --> 00:37:27,731
all covered in the markers,
811
00:37:27,815 --> 00:37:29,817
and then depending on how he was
812
00:37:29,900 --> 00:37:31,694
going to get killed
at that point,
813
00:37:31,777 --> 00:37:33,195
he would either have
a rope around him
814
00:37:33,279 --> 00:37:36,407
and I'd yank him or
he would get pushed
815
00:37:36,532 --> 00:37:38,492
or he would get
kicked in the knee.
816
00:37:38,576 --> 00:37:40,536
You know when you see those guys,
they get shot in the shoulder
817
00:37:40,619 --> 00:37:41,620
and you see them do that?
818
00:37:41,704 --> 00:37:43,706
That's me literally going
like that and pushing him
819
00:37:43,789 --> 00:37:45,875
on the shoulder until he moves
820
00:37:45,958 --> 00:37:47,668
because you can't
anticipate because
821
00:37:47,751 --> 00:37:49,420
otherwise there's
that.
822
00:37:49,503 --> 00:37:52,089
He was battered, he
was really battered.
823
00:37:57,761 --> 00:38:00,806
I remember one
time Tim Stamper got the team
824
00:38:00,890 --> 00:38:04,059
into a conference room
and explained to them
825
00:38:04,143 --> 00:38:06,353
that it's not a university
project and it does
826
00:38:06,437 --> 00:38:08,355
need to be finished
at some point.
827
00:38:08,439 --> 00:38:12,234
Regardless
of the game being late
828
00:38:12,318 --> 00:38:14,612
and missing deadline
after deadline, you know,
829
00:38:14,695 --> 00:38:16,906
it wasn't because we
were putting our feet up.
830
00:38:16,989 --> 00:38:18,616
- I believe they were
all in their late twenties
831
00:38:18,699 --> 00:38:20,868
or early thirties.
Most of them were single.
832
00:38:20,951 --> 00:38:22,953
They could work 100 hour weeks.
833
00:38:23,037 --> 00:38:24,747
You know, whether
we think that's good
834
00:38:24,830 --> 00:38:27,208
or not with hindsight,
that was something
835
00:38:27,291 --> 00:38:29,376
that they wanted to
do and did willingly.
836
00:38:29,460 --> 00:38:32,630
And we were the
beneficiaries of that toil.
837
00:38:32,713 --> 00:38:34,006
- It was like a
company culture of,
838
00:38:34,089 --> 00:38:36,550
you don't just go home at
five o'clock, that's for sure.
839
00:38:36,634 --> 00:38:38,010
- We used to work late at Rare.
840
00:38:38,093 --> 00:38:39,261
We used to like being there.
841
00:38:39,386 --> 00:38:42,681
- Right from the start, we'd
be there till midnight
842
00:38:42,765 --> 00:38:44,141
and working weekends and stuff.
843
00:38:44,225 --> 00:38:46,143
- You didn't have to stay,
844
00:38:46,769 --> 00:38:49,063
but it was kind of
assumed that you would.
845
00:38:49,146 --> 00:38:51,565
So most of the time we did.
846
00:38:51,649 --> 00:38:53,567
We thought
the game was going to be
847
00:38:53,651 --> 00:38:54,818
really bad.
848
00:38:55,361 --> 00:38:56,612
So that was always the thing.
849
00:38:56,695 --> 00:38:59,657
It's like, A, there's
not enough variety.
850
00:39:00,282 --> 00:39:03,535
It's going to be boring. It's
just running and shooting.
851
00:39:04,411 --> 00:39:07,122
And also we're not going to
get all the levels finished.
852
00:39:07,706 --> 00:39:10,542
- It was hugely late, and it
was massively full of bugs.
853
00:39:11,001 --> 00:39:13,003
There was just so many
things wrong with it
854
00:39:13,087 --> 00:39:15,130
that it sort of became that game
855
00:39:15,214 --> 00:39:17,633
that we all thought would never
actually come out in the end.
856
00:39:18,175 --> 00:39:19,134
- Hi, I'm Ken Lobb.
857
00:39:19,218 --> 00:39:22,012
I'm here to tell you about
the Nintendo 64 hardware.
858
00:39:22,137 --> 00:39:24,306
Ken Lobb
was a big fan of the game.
859
00:39:24,390 --> 00:39:26,850
I mean, we had a lot of support,
particularly from America.
860
00:39:26,934 --> 00:39:28,435
- And here we have
the controller ports.
861
00:39:28,519 --> 00:39:31,981
I'd like you to notice that
we have one, two, three, four.
862
00:39:32,064 --> 00:39:33,649
Nintendo 64 shipped with
863
00:39:33,732 --> 00:39:35,067
four controller ports, right?
864
00:39:35,150 --> 00:39:38,279
And Mario Kart 64 obviously
demonstrated to the world
865
00:39:38,362 --> 00:39:40,781
how to properly use
those four ports.
866
00:39:40,864 --> 00:39:42,283
- You know, from
the very offset,
867
00:39:42,366 --> 00:39:43,826
the machine comes
with four players.
868
00:39:43,909 --> 00:39:45,744
Now you still have to buy
two other controllers,
869
00:39:45,828 --> 00:39:48,289
but not if your mates bring
them around with them, right?
870
00:39:48,372 --> 00:39:51,792
So as a developer, you're
then beginning to think,
871
00:39:51,875 --> 00:39:54,378
let's try and use it, perhaps
there is something in here.
872
00:39:54,461 --> 00:39:57,506
- That was a big departure
from having to configure
873
00:39:57,589 --> 00:40:00,426
your LAN and having multiple
copies of every game
874
00:40:00,509 --> 00:40:02,928
and playing across all
these different monitors.
875
00:40:03,012 --> 00:40:05,389
I'm gonna say
roundabout April or May, '97,
876
00:40:05,472 --> 00:40:09,601
we started work on it.
Seems insanely close.
877
00:40:10,144 --> 00:40:11,770
In the
meantime, Nintendo of America
878
00:40:11,854 --> 00:40:13,480
are going, you are
finishing the game, right?
879
00:40:13,564 --> 00:40:15,441
You're not trying to put multiplayer
in or anything are you?
880
00:40:15,524 --> 00:40:17,776
No, no, no we're not. No.
881
00:40:19,361 --> 00:40:21,613
It's fine. Yeah, we're
finishing the game.
882
00:40:21,697 --> 00:40:23,782
There was no
way Martin going to be able
883
00:40:23,866 --> 00:40:25,993
to go to management
and say, you know what?
884
00:40:26,076 --> 00:40:27,619
We'd really like to
put multiplayer in.
885
00:40:27,703 --> 00:40:30,497
'Cause just like no, you're
failing to do the thing
886
00:40:30,581 --> 00:40:31,540
you're supposed to be doing,
887
00:40:31,623 --> 00:40:33,500
don't be asking for more time.
888
00:40:33,584 --> 00:40:36,378
I just remember the day
we showed it to Ken
889
00:40:36,462 --> 00:40:38,714
because Ken would come
over every kind of,
890
00:40:38,797 --> 00:40:40,924
couple of months,
something, to Rare.
891
00:40:41,008 --> 00:40:44,470
I remember him coming
over and we'd set up.
892
00:40:44,595 --> 00:40:49,641
It was in the office where
Steve and Duncan were
893
00:40:50,309 --> 00:40:54,355
we had TV and we had with
the four controllers sitting.
894
00:40:54,646 --> 00:40:56,065
So that was the thing.
So he came in,
895
00:40:56,148 --> 00:40:57,524
I just remember,
walked in with Ken,
896
00:40:57,608 --> 00:40:58,942
Ken, we've got something
to show you.
897
00:40:59,026 --> 00:41:00,110
And he's like, wow!
898
00:41:00,194 --> 00:41:01,653
Ken was always...
He used to say,
899
00:41:01,737 --> 00:41:04,948
Oh my God, you guys!
It's like, yeah, it works.
900
00:41:05,032 --> 00:41:07,368
- And he was so
excited by it
901
00:41:07,785 --> 00:41:09,953
that he wanted to be the
one who revealed it
902
00:41:10,079 --> 00:41:13,457
to the testers at Nintendo.
903
00:41:13,540 --> 00:41:16,543
- So Treehouse is NoA's,
Nintendo of America's,
904
00:41:16,627 --> 00:41:20,005
testing and kind of like
game evaluation department,
905
00:41:20,089 --> 00:41:22,383
which Ken Lobb was
heavily involved in,
906
00:41:23,217 --> 00:41:25,427
and we started to get
feedback from them,
907
00:41:25,511 --> 00:41:27,221
which was, you know,
people are coming in
908
00:41:27,304 --> 00:41:28,514
and playing at the weekend.
909
00:41:28,597 --> 00:41:30,182
It's like, you know,
everyone wants
910
00:41:30,265 --> 00:41:32,601
to be testing your game,
all that kind of stuff.
911
00:41:32,684 --> 00:41:34,728
Going to E3 was kind of
seen as a break for us
912
00:41:34,812 --> 00:41:37,398
because we were close
to gold
913
00:41:37,481 --> 00:41:40,734
and there was a big testing push
while we were there.
914
00:41:40,818 --> 00:41:43,362
- When we were at E3,
we had the smallest stand
915
00:41:43,445 --> 00:41:45,489
because nobody
really knew what we were doing,
916
00:41:45,572 --> 00:41:46,949
but it was played all the time.
917
00:41:47,032 --> 00:41:48,951
We had a
playable version on the floor
918
00:41:49,034 --> 00:41:50,911
and the booths were
absolutely rammed.
919
00:41:50,994 --> 00:41:52,454
I remember watching
everyone playing it
920
00:41:52,538 --> 00:41:53,789
and just really enjoying it.
921
00:41:53,872 --> 00:41:55,290
So you thought, okay,
well this is good.
922
00:41:55,374 --> 00:41:57,084
- But it was being
played all the time.
923
00:41:57,209 --> 00:41:59,294
The entire time, you
know, you were there,
924
00:41:59,378 --> 00:42:01,713
you could just see
people playing GoldenEye.
925
00:42:02,089 --> 00:42:06,051
It was busy, really busy
the whole time.
926
00:42:06,135 --> 00:42:08,053
Bolstered
by the positive feedback
927
00:42:08,137 --> 00:42:10,347
from E3 and testing,
the team
928
00:42:10,431 --> 00:42:13,267
head into the final stretch
with their spirits high.
929
00:42:13,350 --> 00:42:14,810
All their hard work
and dedication
930
00:42:14,893 --> 00:42:16,103
appeared to be paying off,
931
00:42:16,186 --> 00:42:18,188
but just as the game
was about to be shipped,
932
00:42:18,272 --> 00:42:21,024
an order came through
from mission headquarters.
933
00:42:21,108 --> 00:42:25,487
- Yes. I made Timothy Dalton,
Roger Moore, and Sean Connery.
934
00:42:25,571 --> 00:42:27,573
And I made them all particularly
935
00:42:27,656 --> 00:42:30,117
because I gave them all
different types of jackets.
936
00:42:30,200 --> 00:42:31,910
So one of them
had a white one on,
937
00:42:31,994 --> 00:42:33,245
one had a little red carnation.
938
00:42:33,328 --> 00:42:34,872
One of them had the
double breasted suit.
939
00:42:34,955 --> 00:42:36,707
So yeah, I have
pictures of them all
940
00:42:36,790 --> 00:42:38,292
because I definitely made them.
941
00:42:38,417 --> 00:42:40,961
- Got a fax I think it was
in those days,
942
00:42:41,044 --> 00:42:43,130
saying you can't have
the other Bonds in it.
943
00:42:43,213 --> 00:42:44,214
We don't have the rights.
944
00:42:44,756 --> 00:42:47,092
- There is one cartridge
with all four Bonds in.
945
00:42:47,676 --> 00:42:51,096
And I think I know who
has it at the moment,
946
00:42:51,638 --> 00:42:54,641
but we had to take them out
because Sean Connery
947
00:42:54,725 --> 00:42:56,727
wouldn't let us
use his likeness.
948
00:42:56,810 --> 00:42:58,729
In a somewhat
ceremonial goodbye,
949
00:42:58,812 --> 00:43:01,523
the team played one
final death match.
950
00:43:01,607 --> 00:43:03,484
Doak, Hollis,
Edmonds, and Hilton
951
00:43:03,567 --> 00:43:06,528
took part in a three-hour
marathon session
952
00:43:06,612 --> 00:43:09,239
to decide who was the
ultimate James Bond.
953
00:43:09,323 --> 00:43:12,326
- So we thought, well, we
need to have a final game.
954
00:43:12,409 --> 00:43:14,495
So we all sat around one
evening and played it,
955
00:43:14,578 --> 00:43:16,580
and yeah, I can't
remember who won.
956
00:43:16,663 --> 00:43:17,789
It wouldn't have been me,
957
00:43:17,873 --> 00:43:20,876
but I usually played Roger
Moore 'cause he was my favorite.
958
00:43:24,004 --> 00:43:25,297
When
we were making it,
959
00:43:25,380 --> 00:43:27,716
we were just trying
to get it finished.
960
00:43:28,258 --> 00:43:31,053
That was an overarching memory
961
00:43:31,512 --> 00:43:34,348
of particularly the
last year was just,
962
00:43:34,431 --> 00:43:36,350
can we just please
get it finished?
963
00:43:36,433 --> 00:43:38,519
Because it's just
taking forever.
964
00:43:38,602 --> 00:43:44,024
- You get to the end of
the game and you are blind
965
00:43:44,107 --> 00:43:46,652
to what's good about it
and all you can see
966
00:43:46,735 --> 00:43:49,321
is all the things that
were on your wishlist
967
00:43:49,404 --> 00:43:51,448
that you haven't
had the time to do.
968
00:43:51,740 --> 00:43:53,867
So you kind of only
see its flaws.
969
00:43:53,951 --> 00:43:55,577
- You see all the things
that are wrong with it.
970
00:43:55,661 --> 00:43:57,246
We knew the frame rate
was awful in places,
971
00:43:57,329 --> 00:43:58,956
there were loads
of art that I did
972
00:43:59,039 --> 00:44:00,541
that we didn't manage to get in.
973
00:44:00,624 --> 00:44:02,834
There were game ideas
that we didn't get in.
974
00:44:02,918 --> 00:44:05,712
It was late and we knew the
film had long since gone.
975
00:44:05,796 --> 00:44:07,506
So, you know, whether
anyone was going
976
00:44:07,589 --> 00:44:09,591
to be remotely interested
in it when it came out,
977
00:44:09,675 --> 00:44:10,926
I had no idea at all.
978
00:44:12,386 --> 00:44:15,180
After working
some utterly back-breaking hours,
979
00:44:15,264 --> 00:44:17,516
the game was finally
deemed finished
980
00:44:17,599 --> 00:44:19,351
and sent to the distributors.
981
00:44:19,476 --> 00:44:24,231
GoldenEye 007 released on
the 25th of August, 1997.
982
00:44:30,362 --> 00:44:33,323
GoldenEye
was not a smash hit on day one
983
00:44:33,407 --> 00:44:36,535
like in the way that the
really big games are today.
984
00:44:36,785 --> 00:44:40,205
GoldenEye 007 not
only defined a generation,
985
00:44:40,289 --> 00:44:42,541
but defied all expectation.
986
00:44:42,624 --> 00:44:44,418
It
was more word of mouth
987
00:44:44,501 --> 00:44:46,336
and sort of a snowball effect.
988
00:44:47,963 --> 00:44:50,340
When it did
finally release and everyone
989
00:44:50,424 --> 00:44:53,260
started playing it and people
start playing the multiplayer,
990
00:44:54,011 --> 00:44:55,637
there was a real buzz around it.
991
00:44:55,721 --> 00:44:57,431
People were talking
about, you know,
992
00:44:57,514 --> 00:44:59,433
people talking about it at
the playground, at work.
993
00:44:59,516 --> 00:45:01,018
- You like shoot
people in the head
994
00:45:01,101 --> 00:45:03,478
when they're having a shit in
the toilet in the air vent,
995
00:45:03,562 --> 00:45:06,273
and I'm just like, this
sounds interesting.
996
00:45:06,565 --> 00:45:08,358
- Shooting that dude
who was on the toilet
997
00:45:08,442 --> 00:45:10,027
and just being like,
oh, you poor bastard.
998
00:45:10,110 --> 00:45:11,194
I felt so bad for him.
999
00:45:11,278 --> 00:45:13,655
- Straight away you were
there. You were James Bond.
1000
00:45:13,739 --> 00:45:15,532
You were playing
James Bond, and that was it.
1001
00:45:15,657 --> 00:45:18,952
- Definitely the first time
just sticking the cartridge in,
1002
00:45:19,036 --> 00:45:23,999
turning it on, and it
was that audio cue. Shoo!
1003
00:45:25,042 --> 00:45:27,586
And then you knew
your life was different.
1004
00:45:27,669 --> 00:45:31,006
- When I got that
cartridge finally at home,
1005
00:45:31,256 --> 00:45:34,968
literally I played
throughout the night.
1006
00:45:35,052 --> 00:45:38,055
- My friend and I rented it
like that first weekend
1007
00:45:38,138 --> 00:45:40,641
it was out and it
was just all we did.
1008
00:45:40,724 --> 00:45:42,768
- I just spent the whole
weekend playing GoldenEye.
1009
00:45:42,851 --> 00:45:44,561
- There was only one
copy of GoldenEye
1010
00:45:44,645 --> 00:45:47,731
left in the Toys "R" Us
shelves in Chatswood,
1011
00:45:47,814 --> 00:45:49,691
and I remember I
bought the game first
1012
00:45:49,775 --> 00:45:52,069
because I didn't want anyone
else to have that game.
1013
00:45:52,152 --> 00:45:53,612
- There'd be four of us playing.
1014
00:45:53,695 --> 00:45:57,908
There would be four behind
the couch waiting to play.
1015
00:45:57,991 --> 00:46:01,161
There would be three more making
sandwiches in the kitchen.
1016
00:46:01,244 --> 00:46:03,622
There'd be another two
turning up after school.
1017
00:46:03,705 --> 00:46:05,415
That's what we did,
we played GoldenEye
1018
00:46:05,499 --> 00:46:06,375
for two years straight.
1019
00:46:06,458 --> 00:46:08,085
- Here is your spy playground.
1020
00:46:08,168 --> 00:46:09,711
- You felt like
you were somewhere
1021
00:46:09,795 --> 00:46:11,922
and you were actually
going towards something,
1022
00:46:12,005 --> 00:46:13,548
and, you know, working towards
1023
00:46:13,632 --> 00:46:15,050
a proper goal in a real place.
1024
00:46:15,133 --> 00:46:17,844
- I remember the
sense of wonder.
1025
00:46:17,928 --> 00:46:20,222
Just walking through
the dam for the first time
1026
00:46:20,305 --> 00:46:22,391
and sort of feeling
the big open spaces
1027
00:46:22,474 --> 00:46:25,102
that actually felt
like big open spaces.
1028
00:46:25,185 --> 00:46:27,562
- That's the freedom that
keeps you coming back.
1029
00:46:27,646 --> 00:46:29,439
- So glad they had
the vision to go,
1030
00:46:29,564 --> 00:46:31,817
what if we just took
James Bond off the rails
1031
00:46:31,900 --> 00:46:33,568
and give the player the ability
1032
00:46:33,652 --> 00:46:35,362
to run around and
do what they want?
1033
00:46:35,445 --> 00:46:37,030
- You know, running
into this gate
1034
00:46:37,114 --> 00:46:39,282
and going like, where do I
go, pulling out your gun,
1035
00:46:39,366 --> 00:46:42,828
shooting the lock, it just
blew our minds at the time.
1036
00:46:43,036 --> 00:46:44,538
- If you played it
like you played Doom,
1037
00:46:44,621 --> 00:46:45,997
you'd fail the mission.
1038
00:46:46,081 --> 00:46:47,374
You had to use your brain,
1039
00:46:47,457 --> 00:46:49,167
and I think that's
what helped it spread.
1040
00:46:49,292 --> 00:46:51,002
- It was the game
everyone wanted to play.
1041
00:46:51,086 --> 00:46:54,005
Growing up as a
PlayStation player,
1042
00:46:54,089 --> 00:46:55,924
and my friends who had 64s,
1043
00:46:56,007 --> 00:46:57,676
we were just filled
with jealousy
1044
00:46:57,759 --> 00:46:59,511
that we could not play a
game that was that good.
1045
00:46:59,594 --> 00:47:02,180
- I don't think I really
appreciated at the time
1046
00:47:02,597 --> 00:47:05,600
just how much enthusiasm
that the game,
1047
00:47:05,684 --> 00:47:06,893
you know, the game generated.
1048
00:47:06,977 --> 00:47:09,312
- I think the enemies really
brought that game to life.
1049
00:47:09,396 --> 00:47:11,106
- You'd occasionally
walk around a corner
1050
00:47:11,189 --> 00:47:13,483
and just find one scratching
their bum or something like that.
1051
00:47:13,567 --> 00:47:14,693
Really, really bizarre.
1052
00:47:14,776 --> 00:47:16,653
But that little
detail made a change.
1053
00:47:16,737 --> 00:47:18,864
- Everyone says it, but
the animations like, ah,
1054
00:47:18,947 --> 00:47:20,824
you shot him in the hand,
he's shaking it around.
1055
00:47:20,991 --> 00:47:23,160
You shoot him in the knee
or the bum cheek
1056
00:47:23,243 --> 00:47:26,413
and he clenches it?
Brilliant, like number one.
1057
00:47:26,496 --> 00:47:28,081
Then you shoot the
hats off and you think,
1058
00:47:28,165 --> 00:47:29,875
what else can this game do?
1059
00:47:29,958 --> 00:47:32,627
- You could use your
silencer and take out
1060
00:47:32,711 --> 00:47:34,921
enemies without
alerting other guards.
1061
00:47:35,005 --> 00:47:36,840
You could take out
the security cameras.
1062
00:47:36,923 --> 00:47:39,426
These stealth mechanics
really hadn't been seen,
1063
00:47:39,509 --> 00:47:41,261
especially in the first-person shooter genre.
1064
00:47:41,386 --> 00:47:43,096
- Guards were on routes
and everything,
1065
00:47:43,180 --> 00:47:44,181
and you could memorize them,
1066
00:47:44,264 --> 00:47:46,141
and you'd know when you
would see their head pop up
1067
00:47:46,224 --> 00:47:47,893
like over a snow dune and
when you could shoot him,
1068
00:47:47,976 --> 00:47:49,603
like I felt like
I was being sneaky
1069
00:47:49,686 --> 00:47:50,979
for the first time in a game.
1070
00:47:51,104 --> 00:47:52,773
- Some of the greatest
memories I have
1071
00:47:52,856 --> 00:47:57,068
is getting through that
level in a certain time limit
1072
00:47:57,194 --> 00:48:01,573
and doing certain conditions
to unlock certain things.
1073
00:48:02,115 --> 00:48:04,034
The feeling of achieving
that was great.
1074
00:48:04,117 --> 00:48:07,621
- If you wanted to
extend the life
1075
00:48:08,246 --> 00:48:11,082
of the game as a player,
1076
00:48:11,166 --> 00:48:13,835
you earn that
extension rather than
1077
00:48:13,960 --> 00:48:15,462
buying it and
downloading it, right?
1078
00:48:15,545 --> 00:48:17,172
And it was always in there.
1079
00:48:17,255 --> 00:48:19,174
- I got every
single one of them,
1080
00:48:19,257 --> 00:48:21,092
except Facility,
1081
00:48:21,259 --> 00:48:25,847
which was just so difficult.
1082
00:48:25,972 --> 00:48:27,891
- You have to have Dr. Doak
1083
00:48:28,016 --> 00:48:29,601
in the right place
at the right time.
1084
00:48:29,684 --> 00:48:31,269
- You are having the
run of your life,
1085
00:48:31,353 --> 00:48:33,104
but you could never
bank on Dr. Doak
1086
00:48:33,188 --> 00:48:34,523
being in the right spot.
1087
00:48:34,606 --> 00:48:37,150
It was just the biggest bunch
of bullshit of all time.
1088
00:48:40,403 --> 00:48:42,989
- The way you shoot him and
then feel slightly bad about it,
1089
00:48:43,114 --> 00:48:45,450
but it's fun and you can get
away with it, so why not?
1090
00:48:48,495 --> 00:48:50,622
- I think there's a
certain magic that happens
1091
00:48:50,705 --> 00:48:52,666
that GoldenEye taught all of us,
1092
00:48:52,749 --> 00:48:56,211
that sitting shoulder to shoulder
with somebody on a couch,
1093
00:48:56,294 --> 00:48:58,755
even if we're on
two separate TVs,
1094
00:48:59,047 --> 00:49:01,383
playing something,
getting the reaction,
1095
00:49:01,508 --> 00:49:05,428
feeling the energy, right,
is a magical moment.
1096
00:49:05,637 --> 00:49:08,515
- All you needed
was one Nintendo 64,
1097
00:49:08,682 --> 00:49:12,227
one copy of the game, four
controllers, and a TV.
1098
00:49:12,435 --> 00:49:14,771
The idea that you could
all play on one screen,
1099
00:49:14,855 --> 00:49:16,690
all four of you
racing down corridors,
1100
00:49:16,773 --> 00:49:19,609
sniping each other,
laughing your heads off.
1101
00:49:19,693 --> 00:49:22,153
It was as much fun
for an audience
1102
00:49:22,237 --> 00:49:24,990
as it was for the players. It
was just hysterical to watch.
1103
00:49:25,073 --> 00:49:26,741
- GoldenEye came out
and it brought everyone
1104
00:49:26,825 --> 00:49:28,535
out of their rooms,
out of their bedrooms,
1105
00:49:28,618 --> 00:49:30,370
into the lounge room
together, you know,
1106
00:49:30,453 --> 00:49:32,664
shoulder to shoulder,
having a great time.
1107
00:49:32,747 --> 00:49:34,499
- It was some of the
best times of my life,
1108
00:49:34,583 --> 00:49:36,418
you know, just with my friends.
1109
00:49:36,501 --> 00:49:38,253
- What was great was
it was so customizable.
1110
00:49:38,336 --> 00:49:40,463
- Custom matches and
the one-shot kills,
1111
00:49:40,630 --> 00:49:42,799
Man with the Golden Gun,
Slappers Only.
1112
00:49:42,883 --> 00:49:46,261
- You'd go to play GoldenEye
at a friend's house
1113
00:49:46,344 --> 00:49:49,180
and you'd choose Oddjob and
everyone would
1114
00:49:49,264 --> 00:49:50,807
and the guy in the
corner of the room
1115
00:49:50,891 --> 00:49:52,767
would stop playing the piano
and everything like that.
1116
00:49:52,851 --> 00:49:54,519
It was just not done.
1117
00:49:54,603 --> 00:49:55,770
- He'd be the smallest one.
1118
00:49:55,854 --> 00:49:58,481
And you'd fight to play Oddjob.
1119
00:49:58,565 --> 00:50:00,734
- Anyone who chose
Oddjob was the biggest
1120
00:50:00,817 --> 00:50:02,527
asshole in the lounge room.
1121
00:50:02,652 --> 00:50:04,613
- It just made it all the more
fun, all the more social.
1122
00:50:04,696 --> 00:50:06,156
And it kind of made me
look forward
1123
00:50:06,239 --> 00:50:07,616
to actually hanging
out with my family,
1124
00:50:07,699 --> 00:50:09,326
which I don't do so much now.
1125
00:50:09,409 --> 00:50:11,620
- Gaming really is
inherently social.
1126
00:50:11,703 --> 00:50:13,872
The first games that were
commercial were in arcades
1127
00:50:13,955 --> 00:50:16,458
where you'd have to go out
and be among other people.
1128
00:50:16,541 --> 00:50:17,792
Sometimes your friends,
1129
00:50:17,876 --> 00:50:20,003
sometimes you'd meet
complete strangers.
1130
00:50:20,086 --> 00:50:22,839
And it kind of recreated
that arcade feeling
1131
00:50:22,923 --> 00:50:26,468
of standing behind the
players at the controls,
1132
00:50:26,551 --> 00:50:28,678
putting your quarter on the
dash, and saying, I got next.
1133
00:50:28,762 --> 00:50:31,890
- After GoldenEye,
every FPS that came out,
1134
00:50:31,973 --> 00:50:33,975
people were asking what
kind of multiplayer modes,
1135
00:50:34,059 --> 00:50:36,186
how are you handling
split-screen, how does it run?
1136
00:50:36,269 --> 00:50:38,897
- GoldenEye became
the game that set
1137
00:50:38,980 --> 00:50:42,150
the gold standard for
first-person shooters on console.
1138
00:50:42,233 --> 00:50:44,152
It was the template
that the genre
1139
00:50:44,235 --> 00:50:47,489
would follow on
consoles going forward.
1140
00:50:54,788 --> 00:50:57,207
The
interactive title of the year...
1141
00:51:00,001 --> 00:51:01,378
is GoldenEye.
1142
00:51:06,591 --> 00:51:08,969
Getting
a BAFTA was awesome.
1143
00:51:09,427 --> 00:51:11,262
Yeah, especially because it was
1144
00:51:11,346 --> 00:51:13,723
at the interactive Oscars,
1145
00:51:14,015 --> 00:51:15,767
Martin had to go up
and give a speech
1146
00:51:15,850 --> 00:51:18,353
and thank everybody for
working on the team.
1147
00:51:18,436 --> 00:51:21,356
And he mentioned all the
team members by name,
1148
00:51:21,439 --> 00:51:23,066
and then he paused and he went...
1149
00:51:25,652 --> 00:51:27,278
- And Duncan Botwood.
1150
00:51:31,533 --> 00:51:34,995
- Because he'd forgotten him.
That was a good moment.
1151
00:51:36,037 --> 00:51:37,706
So the whole
team was there
1152
00:51:37,789 --> 00:51:39,833
and it was the first time
they ran those awards
1153
00:51:39,916 --> 00:51:43,753
and we won four of them,
including the top one.
1154
00:51:43,837 --> 00:51:45,296
So we were pleased with that.
1155
00:51:45,380 --> 00:51:48,008
- We got copies of those.
We've all got copies of those.
1156
00:51:48,091 --> 00:51:50,510
We had to pay for them
but we got copies of them
1157
00:51:50,593 --> 00:51:52,512
and they say "copy" on the back.
1158
00:51:52,595 --> 00:51:55,557
But they are real BAFTAs
and they weigh a ton
1159
00:51:55,640 --> 00:51:58,101
and I'm very proud of them,
and they sit in my living room
1160
00:51:58,184 --> 00:51:59,936
and they get
polished once a year.
1161
00:52:00,020 --> 00:52:02,147
Looking
back at it, I think there was
1162
00:52:02,230 --> 00:52:04,566
a lot of talent on
the team, you know.
1163
00:52:04,649 --> 00:52:06,317
It's certainly some
of the most talented
1164
00:52:06,401 --> 00:52:08,653
people I've ever worked
with were on that team.
1165
00:52:08,737 --> 00:52:11,614
I still
don't really, you know,
1166
00:52:11,698 --> 00:52:13,366
I don't even believe
it personally.
1167
00:52:13,450 --> 00:52:17,037
I just, I still
couldn't do the connect
1168
00:52:17,120 --> 00:52:20,248
between what was happening in
the real world, and, you know,
1169
00:52:20,331 --> 00:52:22,959
what we'd just spent two
and a half years making.
1170
00:52:23,043 --> 00:52:26,129
- And it's still like, wow,
we did a really good job.
1171
00:52:26,212 --> 00:52:27,630
We have no idea
what we were doing.
1172
00:52:27,756 --> 00:52:29,549
- Obviously like
the critical acclaims
1173
00:52:29,632 --> 00:52:32,135
super nice to see.
It was extra special.
1174
00:52:32,218 --> 00:52:33,511
My first game,
don't get me wrong,
1175
00:52:33,595 --> 00:52:35,305
it's the first box
I had in my hand,
1176
00:52:35,388 --> 00:52:37,724
that was like, oh my God,
I'm on this, you know.
1177
00:52:37,932 --> 00:52:39,726
But I was slightly detached
1178
00:52:39,809 --> 00:52:41,186
I guess towards the end of it.
1179
00:52:41,644 --> 00:52:43,521
- GoldenEye kept winning awards,
1180
00:52:43,980 --> 00:52:46,274
and at some point it
just, I don't know,
1181
00:52:46,357 --> 00:52:49,277
it stopped being a thing
that was very interesting
1182
00:52:50,320 --> 00:52:54,449
because it just, yeah, it
just won all the awards.
1183
00:52:54,532 --> 00:52:56,868
One thing I do remember
is on the walk back
1184
00:52:56,951 --> 00:53:00,538
from the AIS awards in
Atlanta back to the hotel,
1185
00:53:00,622 --> 00:53:02,832
I remember saying to the team,
1186
00:53:04,334 --> 00:53:05,877
it's all downhill from here.
1187
00:53:07,295 --> 00:53:10,090
We're never going to do
anything else this successful.
1188
00:53:10,173 --> 00:53:13,134
At that point, we'd
just won everything.
1189
00:53:13,468 --> 00:53:14,803
With the
game on store shelves
1190
00:53:14,886 --> 00:53:16,679
and the team taking a
well-earned breather,
1191
00:53:16,763 --> 00:53:19,057
the word on the street
was spreading quickly.
1192
00:53:19,140 --> 00:53:21,101
GoldenEye was the
new game in town,
1193
00:53:21,184 --> 00:53:22,644
an innovative, boundary pushing
1194
00:53:22,727 --> 00:53:24,521
cocktail of action-adventure.
1195
00:53:24,938 --> 00:53:26,606
The game was a critical darling,
1196
00:53:26,689 --> 00:53:29,317
ushering in new levels of
innovation across areas
1197
00:53:29,400 --> 00:53:31,820
including visuals,
animation, sound,
1198
00:53:31,903 --> 00:53:34,906
storytelling, and
artificial intelligence.
1199
00:53:35,115 --> 00:53:37,492
GoldenEye was innovative
in so many ways,
1200
00:53:37,575 --> 00:53:41,287
but one of the most
significant was stealth.
1201
00:53:41,371 --> 00:53:43,790
Rare replaced the search
and destroy mentality
1202
00:53:43,873 --> 00:53:46,000
of the Doom genre with
mission objectives.
1203
00:53:46,084 --> 00:53:48,128
From there on in, the
bullet was no longer
1204
00:53:48,211 --> 00:53:50,713
the only solution
to every problem.
1205
00:53:50,797 --> 00:53:51,881
This freedom of
choice would have
1206
00:53:51,965 --> 00:53:54,050
a long lasting impact
on the industry,
1207
00:53:54,134 --> 00:53:56,803
challenging our expectations
of what games could be
1208
00:53:56,886 --> 00:53:59,013
and paving the way
for a whole new genre
1209
00:53:59,097 --> 00:54:01,015
of stealth games
to emerge.
1210
00:54:01,182 --> 00:54:04,894
It was official, James Bond
had arrived in video games,
1211
00:54:04,978 --> 00:54:07,814
selling 8 million copies,
earning critical acclaim,
1212
00:54:07,897 --> 00:54:09,732
and a host of awards.
1213
00:54:09,816 --> 00:54:11,860
Turns out, the world of
international espionage
1214
00:54:11,943 --> 00:54:14,696
was a perfect formula
for video game success.
1215
00:54:14,779 --> 00:54:16,406
The game was so
successful, in fact,
1216
00:54:16,489 --> 00:54:18,366
it even surpassed the film.
1217
00:54:18,449 --> 00:54:20,785
Together, they would
reignite the Bond franchise
1218
00:54:20,869 --> 00:54:24,205
and introduced James Bond
to a whole new generation.
1219
00:54:24,289 --> 00:54:25,832
The big question would be,
1220
00:54:25,915 --> 00:54:29,085
could future games live up
to the bar set by GoldenEye?
1221
00:54:30,587 --> 00:54:33,882
Steven Spielberg's
son Max was playing
1222
00:54:33,965 --> 00:54:36,801
GoldenEye with his friends
one day and Spielberg
1223
00:54:36,885 --> 00:54:38,636
walks past and
looks at the telly,
1224
00:54:38,720 --> 00:54:40,763
and at that time I think he
was just coming to the end
1225
00:54:40,847 --> 00:54:42,974
of his work on
Saving Private Ryan
1226
00:54:43,057 --> 00:54:47,478
and can immediately see
the creative synchronicity
1227
00:54:47,562 --> 00:54:50,815
or potential between a
video game like GoldenEye
1228
00:54:50,899 --> 00:54:53,151
with a view through a
first-person perspective
1229
00:54:53,234 --> 00:54:56,779
and a period in history,
such as World War 2,
1230
00:54:56,863 --> 00:54:59,741
and immediately from
there sort of asks
1231
00:54:59,866 --> 00:55:04,204
the designers at Electronic
Arts to mock up an idea
1232
00:55:04,287 --> 00:55:06,748
of how they could
perhaps remodel
1233
00:55:06,831 --> 00:55:09,834
the Normandy landings,
I believe, or D-Day,
1234
00:55:09,918 --> 00:55:12,879
using first-person
shooter mechanics.
1235
00:55:12,962 --> 00:55:15,465
- We all talk about
the flying into the head,
1236
00:55:15,548 --> 00:55:20,345
but that's such a subtle
but important design decision
1237
00:55:20,428 --> 00:55:22,764
that literally
immerses you in it.
1238
00:55:22,847 --> 00:55:24,891
Okay, now you are in
the role of James Bond.
1239
00:55:24,974 --> 00:55:26,684
Now you are this character,
1240
00:55:26,768 --> 00:55:30,104
and now we're going to send
you through this adventure.
1241
00:55:30,188 --> 00:55:32,690
- No one had done
something set in a
1242
00:55:32,774 --> 00:55:36,861
realistic world where, there
were real things there,
1243
00:55:36,945 --> 00:55:39,656
there were like tanks,
there were jet airplanes,
1244
00:55:39,739 --> 00:55:42,659
there were ships,
there were normal guns.
1245
00:55:42,742 --> 00:55:46,204
I say normal guns like machine
guns, silenced pistols,
1246
00:55:46,371 --> 00:55:49,582
sniper rifles, everything
was recognizable,
1247
00:55:49,666 --> 00:55:51,918
including the bad guys,
obviously Russians
1248
00:55:52,001 --> 00:55:53,169
a lot of the time.
1249
00:55:53,336 --> 00:55:55,255
So all of a sudden
we went from having
1250
00:55:55,338 --> 00:55:57,257
all these fantastical elements
1251
00:55:57,340 --> 00:56:00,760
to you had actually
a real situation
1252
00:56:00,843 --> 00:56:02,262
that you could identify with.
1253
00:56:02,345 --> 00:56:05,223
- And that's something that
has definitely, I think,
1254
00:56:05,306 --> 00:56:09,143
impacted the single-player
design team on Call of Duty.
1255
00:56:09,227 --> 00:56:11,354
We never take you
out of the role
1256
00:56:11,437 --> 00:56:12,772
of that person you're playing.
1257
00:56:12,855 --> 00:56:15,233
It is a first-person experience.
1258
00:56:15,316 --> 00:56:18,653
Every action you do, whether
you're climbing up an ice wall
1259
00:56:18,736 --> 00:56:20,446
or whether you're, you know,
1260
00:56:20,530 --> 00:56:22,282
in an explosion,
you're shell shocked
1261
00:56:22,365 --> 00:56:23,700
and you're watching the events,
1262
00:56:23,783 --> 00:56:26,160
you're watching it from
the eyes of that person.
1263
00:56:26,244 --> 00:56:28,621
And I think that's
something that GoldenEye
1264
00:56:28,705 --> 00:56:31,749
set the standard for
1265
00:56:31,833 --> 00:56:34,335
because they knocked it out
of the park and they proved
1266
00:56:34,419 --> 00:56:36,838
to us how effective that can be.
1267
00:56:36,921 --> 00:56:39,757
I think after
GoldenEye we saw more games
1268
00:56:39,841 --> 00:56:44,053
moving away from hell demons
and dragons
1269
00:56:44,137 --> 00:56:45,305
and fantasy
1270
00:56:45,388 --> 00:56:48,308
and recreating that kind of
more realistic approach.
1271
00:56:48,391 --> 00:56:50,727
Like if you think of the
Tom Clancy's franchise,
1272
00:56:50,810 --> 00:56:53,062
I think, you know, GoldenEye
really showed everybody
1273
00:56:53,146 --> 00:56:55,106
that you could have, you know,
1274
00:56:55,189 --> 00:56:57,400
this kind of real-world
setting with spies,
1275
00:56:57,483 --> 00:57:00,236
and, you know,
make it a success.
1276
00:57:00,320 --> 00:57:03,489
- Metal Gear Solid was
still like the next year.
1277
00:57:03,573 --> 00:57:06,909
And a whole host of stealth
games like Thief and Tenchu.
1278
00:57:06,993 --> 00:57:09,370
So they were all, you know,
a year away or so.
1279
00:57:09,454 --> 00:57:12,040
GoldenEye
and its ability to experiment
1280
00:57:12,123 --> 00:57:15,335
becomes a progenitor for games
like Thief: The Dark Project,
1281
00:57:15,418 --> 00:57:17,795
where it's entirely
stealth oriented.
1282
00:57:17,879 --> 00:57:19,505
GoldenEye was the first
1283
00:57:19,589 --> 00:57:23,718
first-person shooter that actually
made PC developers notice
1284
00:57:23,801 --> 00:57:26,471
the genre on console
and say, oh,
1285
00:57:26,554 --> 00:57:28,431
we need to do
something like this too
1286
00:57:28,514 --> 00:57:29,515
or we'll get left behind.
1287
00:57:29,599 --> 00:57:31,726
- Half-Life came out
after GoldenEye,
1288
00:57:32,101 --> 00:57:34,937
and it was interesting
to hear the developers
1289
00:57:35,021 --> 00:57:37,231
of Half-Life speak about how
1290
00:57:37,315 --> 00:57:38,775
they were influenced
by GoldenEye.
1291
00:57:38,858 --> 00:57:41,319
They
delayed Half-Life to make sure
1292
00:57:41,402 --> 00:57:46,199
that Half-Life's AI was up
to snuff with GoldenEye's AI.
1293
00:57:46,282 --> 00:57:47,575
- One of the things
that GoldenEye
1294
00:57:47,658 --> 00:57:50,453
in particular really sells
are moving away,
1295
00:57:50,536 --> 00:57:52,830
not just from old light gun
games, like Virtua Cop,
1296
00:57:52,914 --> 00:57:55,666
but even established first-person
shooter franchises
1297
00:57:55,750 --> 00:57:57,710
like Doom,
is it's the first game
1298
00:57:57,794 --> 00:58:00,880
that really embodies
systemic design.
1299
00:58:01,297 --> 00:58:04,675
This idea that you
can create a sandbox
1300
00:58:04,759 --> 00:58:07,762
which can just be reduced
to outright anarchy,
1301
00:58:07,970 --> 00:58:10,807
where scientists are
running away in panic
1302
00:58:10,890 --> 00:58:14,268
because you're standing
there with two Klobbs
1303
00:58:14,352 --> 00:58:16,229
and shooting just relentlessly
1304
00:58:16,312 --> 00:58:19,065
at a couple of soldiers who are
then trying to hit an alarm,
1305
00:58:19,148 --> 00:58:20,900
but you've also shot
a barrel which then
1306
00:58:20,983 --> 00:58:23,611
causes this cascade
of explosions
1307
00:58:23,694 --> 00:58:26,364
throughout this room and then
that's catching scientists
1308
00:58:26,447 --> 00:58:27,824
and killing them
or it's blowing up
1309
00:58:27,907 --> 00:58:29,700
the guy that you're
trying to hit.
1310
00:58:29,784 --> 00:58:33,704
And these are things that
you can't program that.
1311
00:58:33,830 --> 00:58:36,916
You can only build the
tools within the world
1312
00:58:36,999 --> 00:58:40,086
that enable for these
sorts of things to occur.
1313
00:58:40,336 --> 00:58:44,549
And it's crazy because
now so many big games
1314
00:58:45,091 --> 00:58:46,592
try and embody systemic design.
1315
00:58:46,676 --> 00:58:50,012
That is literally the
blueprint that Far Cry runs on,
1316
00:58:50,096 --> 00:58:52,682
that they want to have you
be attacked by a tiger,
1317
00:58:52,765 --> 00:58:55,518
but you're also on a paraglider
1318
00:58:55,601 --> 00:58:57,437
and then you can drop
down and throw a C4
1319
00:58:57,520 --> 00:58:59,730
on a Jeep, which
lands on a civilian.
1320
00:58:59,814 --> 00:59:04,402
Like these are the things
that now we're expecting.
1321
00:59:04,485 --> 00:59:06,487
People jump into Red
Dead Redemption 2,
1322
00:59:06,571 --> 00:59:08,239
and they get really
excited when someone
1323
00:59:08,322 --> 00:59:10,783
gets kicked in the
face by a horse.
1324
00:59:10,867 --> 00:59:13,161
But GoldenEye, it
was the first time
1325
00:59:13,244 --> 00:59:15,163
we ever really saw
something like that.
1326
00:59:15,246 --> 00:59:18,583
And then subsequently you
can start manipulating that.
1327
00:59:18,666 --> 00:59:20,793
And that becomes
incredibly fun of, well,
1328
00:59:20,877 --> 00:59:22,670
what happens if I try
and lure the scientists
1329
00:59:22,753 --> 00:59:24,172
in front of me
because they're trying
1330
00:59:24,255 --> 00:59:25,506
to run out the back door,
1331
00:59:25,590 --> 00:59:27,216
but they are trying
to attack me,
1332
00:59:27,300 --> 00:59:30,928
and then can I get them to
shoot the scientists? I wonder.
1333
00:59:31,471 --> 00:59:33,347
And then you run off as
your own little research
1334
00:59:33,431 --> 00:59:34,682
scientist of your own, you know,
1335
00:59:34,765 --> 00:59:36,184
you're putting on
your own white coat,
1336
00:59:36,267 --> 00:59:38,728
like, let's see if we
can just cause chaos
1337
00:59:38,811 --> 00:59:41,772
and it makes it
insanely replayable.
1338
00:59:41,856 --> 00:59:43,274
- You can draw
a direct line, I think,
1339
00:59:43,357 --> 00:59:44,358
from GoldenEye to Halo.
1340
00:59:44,442 --> 00:59:47,570
- I would
argue that Halo: Combat Evolved
1341
00:59:48,446 --> 00:59:52,783
wouldn't be what it was if
it weren't for GoldenEye.
1342
00:59:52,867 --> 00:59:55,620
I think it followed
kind of the structure of
1343
00:59:55,870 --> 00:59:58,539
what GoldenEye was in terms
of these larger open levels,
1344
00:59:58,623 --> 01:00:01,334
in terms of this kind of
free flowing 3D movement
1345
01:00:01,417 --> 01:00:03,377
and letting you kind of explore
1346
01:00:03,461 --> 01:00:04,879
the level at your own
kind of pace.
1347
01:00:04,962 --> 01:00:06,964
I think that influenced
things like Halo
1348
01:00:07,048 --> 01:00:10,676
and then Halo inspired
Call of Duty and all the others.
1349
01:00:10,760 --> 01:00:14,388
It all leads on, it all
influences each other.
1350
01:00:15,139 --> 01:00:17,099
- After GoldenEye,
we all thought Rare
1351
01:00:17,183 --> 01:00:18,476
would make another Bond game.
1352
01:00:18,559 --> 01:00:21,312
I mean, you roll the
credits on GoldenEye,
1353
01:00:21,395 --> 01:00:23,147
it says James Bond will return.
1354
01:00:23,231 --> 01:00:25,233
And obviously that's
what the movies do,
1355
01:00:25,316 --> 01:00:27,527
but we all hoped
that Rare was saying,
1356
01:00:27,610 --> 01:00:29,070
hey, we had a blast
making this game.
1357
01:00:29,153 --> 01:00:32,073
We're going to give you
another FPS like GoldenEye,
1358
01:00:32,240 --> 01:00:35,326
maybe for the next Pierce
Brosnan movie. Didn't happen.
1359
01:00:35,409 --> 01:00:37,912
We were going
to do the next Bond license.
1360
01:00:37,995 --> 01:00:40,540
That was the plan.
But because GoldenEye
1361
01:00:40,623 --> 01:00:42,959
sort of reinvigorated
the franchise,
1362
01:00:43,042 --> 01:00:44,627
suddenly the money went up
1363
01:00:44,710 --> 01:00:46,295
suddenly it's like,
if you want to do this,
1364
01:00:46,379 --> 01:00:47,380
you're gonna have to pay for it.
1365
01:00:47,463 --> 01:00:49,340
- The movie license
wasn't that expensive
1366
01:00:49,423 --> 01:00:51,300
the first time round,
as I understand it,
1367
01:00:51,384 --> 01:00:53,010
Obviously with the
success of GoldenEye,
1368
01:00:53,094 --> 01:00:55,721
then the price goes up and
we were told quite early on
1369
01:00:55,805 --> 01:00:58,474
that it's unlikely we
would do the next one
1370
01:00:58,558 --> 01:01:01,310
because they weren't
going to get the license.
1371
01:01:01,394 --> 01:01:02,728
You know, you're
slightly disappointed.
1372
01:01:02,812 --> 01:01:04,105
You're also sort of, actually,
1373
01:01:04,188 --> 01:01:06,232
probably it's better to
do our own thing now.
1374
01:01:06,315 --> 01:01:08,234
- We know how to make
a video game now.
1375
01:01:08,317 --> 01:01:09,527
So we're just going
to make a better one.
1376
01:01:09,610 --> 01:01:14,323
- It's actually really hard
to do spiritual successors.
1377
01:01:14,407 --> 01:01:17,243
To actually encapsulate
or capture
1378
01:01:17,326 --> 01:01:20,037
what were the magic qualities
of that particular game.
1379
01:01:20,121 --> 01:01:21,956
Can you
recreate something like that?
1380
01:01:22,039 --> 01:01:24,292
Can you, you know, catch the
lightning in a bottle twice?
1381
01:01:24,375 --> 01:01:26,669
It was very much a
product of the time.
1382
01:01:26,752 --> 01:01:30,006
- People have tried that,
it's super, super, super, hard.
1383
01:01:30,131 --> 01:01:33,884
You know,
GoldenEye kind of set up this
1384
01:01:34,010 --> 01:01:36,721
expectation, I think,
with audiences that, oh,
1385
01:01:36,804 --> 01:01:39,140
these Bond games
are going to be,
1386
01:01:39,265 --> 01:01:41,434
or at least should be,
as good as GoldenEye,
1387
01:01:41,517 --> 01:01:43,853
like, you know, Rare
set the standard.
1388
01:01:43,936 --> 01:01:46,480
And so there was just
this expectation in place.
1389
01:01:46,856 --> 01:01:49,233
- After GoldenEye, the
history of Bond games
1390
01:01:49,317 --> 01:01:50,860
is very very erratic.
1391
01:01:50,943 --> 01:01:52,486
- I didn't quite realize
how big of a deal
1392
01:01:52,570 --> 01:01:56,741
it was that Rare lost
the rights to Bond,
1393
01:01:56,866 --> 01:01:58,993
in that I heard that Tomorrow
Never Dies was coming out.
1394
01:01:59,076 --> 01:02:01,287
- Tomorrow Never Dies had a
tie-in on the PlayStation.
1395
01:02:01,370 --> 01:02:06,083
And I think that was PlayStation
hoping that, you know,
1396
01:02:06,167 --> 01:02:08,586
well, GoldenEye did
gangbusters for Nintendo,
1397
01:02:09,086 --> 01:02:11,130
Tomorrow Never Dies
will do the same for us.
1398
01:02:11,213 --> 01:02:13,132
- Sweet, it's the
sequel to GoldenEye.
1399
01:02:13,215 --> 01:02:15,176
And I remember getting that
and playing it and being like,
1400
01:02:15,259 --> 01:02:17,803
this is not GoldenEye at
all. This is nothing close.
1401
01:02:17,887 --> 01:02:19,722
Like I don't know,
they really screwed up.
1402
01:02:19,805 --> 01:02:21,849
Like, not knowing that it was
a completely different team,
1403
01:02:21,932 --> 01:02:22,892
different everything.
1404
01:02:22,975 --> 01:02:24,727
- You're running round levels,
1405
01:02:24,810 --> 01:02:26,687
like running around
sets to the film,
1406
01:02:26,771 --> 01:02:28,856
but it wasn't quite as
accurate as Rare had managed.
1407
01:02:28,939 --> 01:02:31,817
I remember reading reviews
of Tomorrow Never Dies,
1408
01:02:31,901 --> 01:02:33,778
and thinking like,
ah, that's too bad.
1409
01:02:33,861 --> 01:02:35,488
- You have The World Is
Not Enough afterwards,
1410
01:02:35,571 --> 01:02:37,406
which they kind of like, okay,
1411
01:02:37,490 --> 01:02:39,492
let's not mess with
the GoldenEye formula.
1412
01:02:39,575 --> 01:02:41,577
Clearly James Bond
works in first person.
1413
01:02:41,661 --> 01:02:43,621
We'll do another
first-person shooter.
1414
01:02:43,704 --> 01:02:45,498
And it was good, but it
was another developer
1415
01:02:45,581 --> 01:02:48,542
and it didn't quite have
the same Rare magic.
1416
01:02:48,626 --> 01:02:51,295
I think it did feel very
kind of A to B,
1417
01:02:51,379 --> 01:02:52,546
very kind of linear.
1418
01:02:52,630 --> 01:02:54,090
- I remember
thinking that like, okay,
1419
01:02:54,173 --> 01:02:55,841
this has gotta be the
GoldenEye that I wanted.
1420
01:02:55,925 --> 01:02:57,510
And it's like, ah,
that's not it either.
1421
01:02:57,593 --> 01:02:58,844
And then I found out, oh, okay.
1422
01:02:58,928 --> 01:03:00,680
The team that made
that is making this game
1423
01:03:00,763 --> 01:03:01,639
called Perfect Dark,
1424
01:03:01,722 --> 01:03:03,599
and that's the closest you're
gonna get to GoldenEye.
1425
01:03:04,016 --> 01:03:06,185
Welcome to 2023.
1426
01:03:07,937 --> 01:03:10,398
- So Perfect Dark
came along in 2000,
1427
01:03:10,481 --> 01:03:14,235
and it was Rare's second
effort in this realm
1428
01:03:14,318 --> 01:03:17,488
of first-person shooter and
it was highly anticipated.
1429
01:03:17,571 --> 01:03:20,241
Like yeah, I mean, you
did it right the first time.
1430
01:03:20,324 --> 01:03:22,451
Let's just do that again.
Just give me more of that.
1431
01:03:22,535 --> 01:03:24,995
- A big thing with
Perfect Dark was escaping
1432
01:03:25,079 --> 01:03:27,665
what we saw as the confines
of the GoldenEye universe.
1433
01:03:27,748 --> 01:03:28,916
- We could
make up the storyline,
1434
01:03:28,999 --> 01:03:29,875
we can make up the characters.
1435
01:03:29,959 --> 01:03:32,086
We could do whatever the
hell we wanted with it.
1436
01:03:32,169 --> 01:03:33,671
We could make it darker.
We could make it bigger.
1437
01:03:33,754 --> 01:03:36,173
We could go into space. We
could have laser pistols.
1438
01:03:36,257 --> 01:03:37,842
You know, that was the point.
1439
01:03:37,925 --> 01:03:40,511
We could do anything
we wanted with this one
1440
01:03:40,594 --> 01:03:41,971
because we
weren't restricted.
1441
01:03:42,054 --> 01:03:43,639
- And then
you're on to the next thing,
1442
01:03:43,723 --> 01:03:46,475
so after GoldenEye we
were doing Perfect Dark
1443
01:03:46,559 --> 01:03:49,103
and we were going
to make this game
1444
01:03:49,311 --> 01:03:50,604
so much better than GoldenEye.
1445
01:03:50,688 --> 01:03:52,022
- Perfect Dark certainly feels
1446
01:03:52,106 --> 01:03:54,275
like an evolution of
GoldenEye. It clearly is.
1447
01:03:55,109 --> 01:03:56,694
It still feels very similar,
1448
01:03:56,777 --> 01:03:58,446
but obviously
everything is opened up.
1449
01:03:58,863 --> 01:04:01,449
- In a lot of ways,
it was the kind of
1450
01:04:01,532 --> 01:04:03,325
sequel that the fans wanted.
1451
01:04:03,409 --> 01:04:05,619
It doubled down on the
multiplayer aspect,
1452
01:04:05,703 --> 01:04:09,707
you had bots, you had
much more customization
1453
01:04:09,832 --> 01:04:12,835
you could do in the multiplayer,
lots more weapons,
1454
01:04:13,043 --> 01:04:15,629
just a huge array of things.
1455
01:04:15,713 --> 01:04:18,132
But then it went kind
of off the rails,
1456
01:04:18,215 --> 01:04:22,470
like Indiana Jones 4 style,
with aliens and stuff like that.
1457
01:04:22,553 --> 01:04:24,805
I don't know,
it got a little silly.
1458
01:04:24,889 --> 01:04:27,391
- The big fight we had, myself
1459
01:04:27,475 --> 01:04:29,101
and Martin and
others on the team,
1460
01:04:29,185 --> 01:04:31,395
we really wanted to
have a female character.
1461
01:04:31,479 --> 01:04:33,189
- Jeanne d'Arc, yes.
1462
01:04:33,314 --> 01:04:34,982
Joan of Arc, that's where
it comes from originally.
1463
01:04:35,065 --> 01:04:37,109
And that was Dr. Doak's idea.
1464
01:04:37,485 --> 01:04:43,073
- Just because it was such
a misogynist industry.
1465
01:04:43,199 --> 01:04:45,117
It's nice to look back
on that and to think
1466
01:04:45,201 --> 01:04:47,787
that we kind of got to
push something there
1467
01:04:47,870 --> 01:04:50,039
because we had some
clout at the time.
1468
01:04:50,122 --> 01:04:52,583
- Perfect Dark sold a little
over 2 million copies,
1469
01:04:52,666 --> 01:04:55,586
I think, as compared with
GoldenEye's 8 million.
1470
01:04:55,669 --> 01:04:58,214
- The debate between whether
GoldenEye or Perfect Dark
1471
01:04:58,297 --> 01:05:01,634
is the better game
is a very complicated one.
1472
01:05:01,717 --> 01:05:03,427
And there's going
to be lots of people
1473
01:05:03,511 --> 01:05:04,720
on each side of the fence.
1474
01:05:04,804 --> 01:05:07,807
You can break
Perfect Dark really badly.
1475
01:05:07,890 --> 01:05:11,519
I mean, you can do stuff that
brings the game to a crawl.
1476
01:05:11,602 --> 01:05:13,395
Although
certainly what they were
1477
01:05:13,479 --> 01:05:15,189
doing with bots and
stuff was incredible.
1478
01:05:15,272 --> 01:05:16,273
There are a lot of features,
1479
01:05:16,357 --> 01:05:19,109
like the counter operative
stuff was amazing.
1480
01:05:19,193 --> 01:05:23,280
There were so many great ideas
in it, but I think for me,
1481
01:05:23,364 --> 01:05:25,991
it just didn't come
out at the right time.
1482
01:05:26,075 --> 01:05:29,119
- GoldenEye just never left
the machine as a multiplayer.
1483
01:05:29,203 --> 01:05:31,705
And even though Perfect
Dark has more stuff
1484
01:05:31,789 --> 01:05:34,375
going on in there in
terms of AI, weapons,
1485
01:05:34,458 --> 01:05:37,920
laptop guns, you know,
it has more, but again,
1486
01:05:38,003 --> 01:05:40,256
when it comes to a quick
plug and play session
1487
01:05:40,339 --> 01:05:42,466
with your mates,
less is more, you know?
1488
01:05:52,893 --> 01:05:55,604
Right here,
it's this one. My insane pace.
1489
01:06:00,317 --> 01:06:01,402
Oh my God.
1490
01:06:01,485 --> 01:06:02,987
I wait, I wait, I wait,
1491
01:06:04,196 --> 01:06:06,448
right when he starts firing
to try to backboost me.
1492
01:06:06,532 --> 01:06:09,451
The double. Body armor.
Two quick ones.
1493
01:06:09,535 --> 01:06:11,579
I already know I'm getting
there on the perfect line.
1494
01:06:14,623 --> 01:06:16,625
Oh, fuck, what a run.
1495
01:06:23,841 --> 01:06:24,884
Fuck.
1496
01:06:24,967 --> 01:06:27,344
I can't even play anymore
tonight after that.
1497
01:06:30,472 --> 01:06:31,724
It's... I don't know.
1498
01:06:34,351 --> 01:06:35,853
Oh! Fuck!
1499
01:06:36,145 --> 01:06:40,065
Fuck. Oh my God. Oh my God.
1500
01:06:43,444 --> 01:06:44,904
My friends,
hello and welcome
1501
01:06:44,987 --> 01:06:48,824
to GoldenEye SpeedLore,
the series where
1502
01:06:48,908 --> 01:06:52,119
we look at the speed run
world record progression
1503
01:06:52,202 --> 01:06:54,914
of a stage in GoldenEye,
and the stories...
1504
01:06:55,122 --> 01:07:00,461
So speed running is the act
of trying to beat a video game
1505
01:07:00,586 --> 01:07:04,256
or a part of a video game
as quickly as possible.
1506
01:07:04,798 --> 01:07:06,425
And it might sound
crazy to some,
1507
01:07:06,508 --> 01:07:09,678
but it's kind of this
additional challenge
1508
01:07:09,803 --> 01:07:12,640
that anyone can do in a game.
1509
01:07:13,015 --> 01:07:15,059
- The cheat system
in GoldenEye was one of
1510
01:07:15,142 --> 01:07:17,770
the things that really
drove the initial desire
1511
01:07:17,853 --> 01:07:20,397
to beat the levels fast
because you had to clear
1512
01:07:20,481 --> 01:07:23,609
a level on a particular
difficulty under a certain time
1513
01:07:23,692 --> 01:07:25,110
in order to unlock the cheats.
1514
01:07:25,194 --> 01:07:28,405
- Speed running now,
after 2010 or even
1515
01:07:28,489 --> 01:07:30,866
the mid-2000s, started
getting popularity,
1516
01:07:30,950 --> 01:07:33,327
but GoldenEye was
big from the start.
1517
01:07:33,410 --> 01:07:35,120
When I
took over the website,
1518
01:07:35,204 --> 01:07:38,248
I was updating all of
the records by hand,
1519
01:07:38,374 --> 01:07:40,793
literally by editing HTML files.
1520
01:07:40,876 --> 01:07:43,462
And so people would
send me emails
1521
01:07:43,545 --> 01:07:45,464
with all of their new records.
1522
01:07:45,547 --> 01:07:48,634
And then I would go and
manually insert them.
1523
01:07:48,717 --> 01:07:51,720
When I was 15 years old, it
was a big part of who I was.
1524
01:07:51,804 --> 01:07:52,930
- If you achieve a good time,
1525
01:07:53,013 --> 01:07:54,765
you can go online and
say, hey, I did this.
1526
01:07:54,848 --> 01:07:56,892
And the people who also
share that same passion
1527
01:07:56,976 --> 01:08:00,729
can give you some
attention and respect.
1528
01:08:00,813 --> 01:08:03,732
- All these teenagers came
together in the late nineties,
1529
01:08:03,816 --> 01:08:06,360
early 2000s, and became
lifelong friends.
1530
01:08:06,443 --> 01:08:09,822
- When you get a really
good new untied world record
1531
01:08:09,905 --> 01:08:11,657
that no one's ever had before,
1532
01:08:11,865 --> 01:08:15,119
it almost feels like
exploring new lands.
1533
01:08:15,202 --> 01:08:16,620
You
would finish the level
1534
01:08:16,704 --> 01:08:18,789
and there would be, like your
heart would skip two beats,
1535
01:08:18,872 --> 01:08:20,582
and then you would press
A and you'd be like,
1536
01:08:20,666 --> 01:08:23,627
you know, did I get it?
And be like just... you know.
1537
01:08:23,794 --> 01:08:26,380
- You're the only
person in the world
1538
01:08:26,588 --> 01:08:30,175
to see those numbers
1539
01:08:30,968 --> 01:08:32,511
on the end screen of the game.
1540
01:08:33,053 --> 01:08:34,596
You know, you're it.
1541
01:08:34,680 --> 01:08:38,392
- There's this sort of
psychological catnip
1542
01:08:38,475 --> 01:08:41,228
that led to this addictive,
kind of obsessive,
1543
01:08:41,311 --> 01:08:42,438
cycle with the game.
1544
01:08:42,521 --> 01:08:45,524
- There are very few things
that beat that rush still today.
1545
01:08:45,607 --> 01:08:46,692
I can say that.
1546
01:08:46,775 --> 01:08:48,819
- What would lead
a person to play
1547
01:08:48,902 --> 01:08:51,864
the same stage a
thousand times in a row?
1548
01:08:51,947 --> 01:08:55,409
- You see a lot of guys
who maybe, you know,
1549
01:08:55,492 --> 01:08:58,037
they're not at the best place
in their life at the time.
1550
01:08:58,454 --> 01:09:00,330
Maybe they've just lost a job
1551
01:09:00,497 --> 01:09:03,751
or gotten out of a
relationship or, you know,
1552
01:09:03,834 --> 01:09:05,669
maybe they're a bit downtrodden.
1553
01:09:05,753 --> 01:09:09,673
Speed running can be a natural
kind of place of comfort
1554
01:09:09,798 --> 01:09:14,928
to give them a sense of
direction and focus to carry on.
1555
01:09:19,224 --> 01:09:20,934
Fresh off
the success of GoldenEye
1556
01:09:21,018 --> 01:09:23,187
and deep into production
of Perfect Dark,
1557
01:09:23,270 --> 01:09:25,355
the unthinkable happened.
1558
01:09:25,439 --> 01:09:26,940
Several key members of the team,
1559
01:09:27,024 --> 01:09:30,319
Hilton, Norgate, Doak, and
Ellis, left the company,
1560
01:09:30,402 --> 01:09:33,655
setting off to form a new
studio, Free Radical Design.
1561
01:09:36,950 --> 01:09:40,329
So we started
off with myself, Dave Doak,
1562
01:09:40,412 --> 01:09:43,540
Karl Hilton, Graeme
Norgate, and Lee Ray,
1563
01:09:43,624 --> 01:09:47,086
who all left Rare
roughly at the same time.
1564
01:09:47,169 --> 01:09:49,463
And we started in April, '99.
1565
01:09:49,546 --> 01:09:52,424
It was a
hugely difficult decision.
1566
01:09:52,508 --> 01:09:54,927
In some respects,
I mean, on the one hand,
1567
01:09:55,010 --> 01:09:57,054
I think we were all ready
to go and do Free Radical.
1568
01:09:57,137 --> 01:09:59,264
And we were all very excited
by the idea of Free Radical.
1569
01:09:59,348 --> 01:10:02,684
And we all knew we were
young and confident
1570
01:10:02,768 --> 01:10:04,311
enough that we thought,
oh, it's going to be,
1571
01:10:04,394 --> 01:10:05,896
yeah, we'll do this.
It'll be a great success.
1572
01:10:05,979 --> 01:10:07,189
We'll be fine, you know.
1573
01:10:07,898 --> 01:10:10,818
- It was a thing that I was
thinking about for a while.
1574
01:10:11,235 --> 01:10:12,861
After GoldenEye...
1575
01:10:14,696 --> 01:10:17,658
I don't know.
I mean, we were young and naive
1576
01:10:17,741 --> 01:10:21,245
and we kind of
felt like we'd done it
1577
01:10:21,328 --> 01:10:23,372
all ourselves,
which in retrospect,
1578
01:10:23,455 --> 01:10:25,624
I now realize that there
will have been things
1579
01:10:25,707 --> 01:10:28,377
going on behind the scenes
that we were unaware of
1580
01:10:28,460 --> 01:10:30,379
that allowed us to have the time
1581
01:10:30,462 --> 01:10:32,965
that we had to make
that game good.
1582
01:10:33,048 --> 01:10:34,174
With
their stock high,
1583
01:10:34,258 --> 01:10:37,302
they signed an exclusive
deal with publisher Eidos
1584
01:10:37,386 --> 01:10:39,721
to develop a game
for a new console,
1585
01:10:39,805 --> 01:10:42,015
the Sony PlayStation 2.
1586
01:10:42,099 --> 01:10:44,268
The new game would
be Time Splitters.
1587
01:10:44,351 --> 01:10:45,936
But could it live up
to the standard
1588
01:10:46,019 --> 01:10:47,563
they'd set with GoldenEye?
1589
01:10:48,397 --> 01:10:50,023
PlayStation
2 was around the corner.
1590
01:10:50,107 --> 01:10:52,526
So as soon as Eidos had
signed us up, you know,
1591
01:10:52,609 --> 01:10:53,694
then it was straight to Sony.
1592
01:10:53,777 --> 01:10:55,154
Look, we're going
to make another game.
1593
01:10:55,237 --> 01:10:56,697
It's going to be a multiplayer.
1594
01:10:56,780 --> 01:10:59,116
I think your console is clearly
going to be a great console
1595
01:10:59,199 --> 01:11:01,451
to do it on, and then
Sony was super supportive,
1596
01:11:01,535 --> 01:11:04,037
and yes, suddenly we had
dev kits in our office.
1597
01:11:04,121 --> 01:11:06,248
We were
all super excited about
1598
01:11:06,331 --> 01:11:08,792
Free Radical and then after
we played Time Splitters,
1599
01:11:08,876 --> 01:11:10,586
we really liked what we saw.
1600
01:11:10,669 --> 01:11:13,172
- We were the only
European-developed launch title,
1601
01:11:13,255 --> 01:11:15,048
you know, so that was
a very quick sort of,
1602
01:11:15,132 --> 01:11:17,009
here's a fun game,
not much to it,
1603
01:11:17,092 --> 01:11:18,552
but it's got all
these bits and pieces
1604
01:11:18,635 --> 01:11:19,761
and have a bit of fun with it.
1605
01:11:19,845 --> 01:11:22,346
- When we made the Time Splitters'
games with Free Radical,
1606
01:11:22,431 --> 01:11:24,725
it was kind of like,
we want a chocolate box,
1607
01:11:24,808 --> 01:11:27,560
we want to do everything.
So those games were that.
1608
01:11:27,644 --> 01:11:30,605
The original Time Splitters
was a multiplayer game,
1609
01:11:30,772 --> 01:11:33,858
just let's throw everything
and see what sticks.
1610
01:11:33,942 --> 01:11:36,486
- I think a lot of fans went
to Time Splitters and said,
1611
01:11:36,570 --> 01:11:38,988
oh my God, this brings
back all the memories
1612
01:11:39,071 --> 01:11:41,241
from GoldenEye and
the way it feels,
1613
01:11:41,366 --> 01:11:43,200
but what Free Radical
did with that game
1614
01:11:43,285 --> 01:11:44,453
is just speed it up.
1615
01:11:44,536 --> 01:11:48,372
- It was all about
immediacy and accessibility.
1616
01:11:48,498 --> 01:11:49,750
Pick up and play.
1617
01:11:50,125 --> 01:11:51,960
You should just be able
to start playing,
1618
01:11:52,211 --> 01:11:55,297
choose a bunch of
settings that you fancy
1619
01:11:55,380 --> 01:11:58,050
at that time and have
fun straightaway.
1620
01:11:58,133 --> 01:12:00,801
- There was no great design
document for Time Splitters
1621
01:12:00,885 --> 01:12:01,802
at the start that said,
1622
01:12:01,886 --> 01:12:03,805
this is the game and this
is how it's going to work
1623
01:12:03,888 --> 01:12:05,265
and this is what things
you're going to do.
1624
01:12:05,349 --> 01:12:07,559
- It just had such
a nice feel to it.
1625
01:12:07,643 --> 01:12:09,394
And you could pick
it up and play it
1626
01:12:09,478 --> 01:12:11,939
without a whole lot of
learning for it as well,
1627
01:12:12,022 --> 01:12:13,649
which means you can get
people who aren't so
1628
01:12:13,732 --> 01:12:15,776
big a gamers in on it,
and you could actually
1629
01:12:15,859 --> 01:12:17,361
have your four
player split-screen
1630
01:12:17,443 --> 01:12:18,946
and everybody's having fun.
1631
01:12:19,695 --> 01:12:22,366
- It wasn't representative
of what we were capable of.
1632
01:12:22,449 --> 01:12:25,577
It was representative of what
we had enough time to do.
1633
01:12:25,868 --> 01:12:27,537
So Time Splitters 2 was where
1634
01:12:27,621 --> 01:12:29,873
we wanted to show
what we could do.
1635
01:12:35,796 --> 01:12:38,674
- Time Splitters 2 was obviously
our chance to do it properly.
1636
01:12:38,757 --> 01:12:41,385
And we had more time and the
first one had been successful.
1637
01:12:41,467 --> 01:12:42,886
So Eidos were happy
for us to spend
1638
01:12:42,970 --> 01:12:44,679
a bit more money
and a bit more time
1639
01:12:44,762 --> 01:12:46,681
making a more detailed
one with a proper story,
1640
01:12:46,764 --> 01:12:48,600
and then a bit more
character development in it.
1641
01:12:48,684 --> 01:12:50,519
- And they were quite hands-off.
1642
01:12:50,893 --> 01:12:55,983
That's a thing that was
also true of GoldenEye.
1643
01:12:56,065 --> 01:12:57,943
I think that's the thing
that makes a big difference
1644
01:12:58,026 --> 01:13:01,154
to the end result of a project.
1645
01:13:01,237 --> 01:13:02,489
The Time Splitters series
1646
01:13:02,572 --> 01:13:04,533
would go on to be one
of the most successful
1647
01:13:04,616 --> 01:13:06,493
franchises on the PlayStation 2,
1648
01:13:06,576 --> 01:13:09,496
selling over 3.5 million
copies on the system
1649
01:13:09,579 --> 01:13:12,416
and earning a dedicated
and passionate fan base.
1650
01:13:12,499 --> 01:13:14,668
Throughout the mid-2000s,
Free Radical Design
1651
01:13:14,751 --> 01:13:16,878
would go on to create
titles like Second Sight
1652
01:13:16,962 --> 01:13:19,881
for the PS2 and
Haze for the PS3.
1653
01:13:19,965 --> 01:13:21,466
After we
finished Time Splitters,
1654
01:13:21,550 --> 01:13:23,635
Lucas Arts approached
us and said
1655
01:13:23,719 --> 01:13:26,513
they'd like us to
make a Star Wars game.
1656
01:13:27,556 --> 01:13:29,975
- It was a hugely fun
thing to be working on.
1657
01:13:30,058 --> 01:13:31,393
Obviously the team
was stoked because
1658
01:13:31,476 --> 01:13:34,229
we got access to
all of the great
1659
01:13:34,354 --> 01:13:37,316
resources and
history of Star Wars.
1660
01:13:37,399 --> 01:13:39,234
I can
remember it just being an
1661
01:13:39,318 --> 01:13:41,778
absolute joy to go to work.
1662
01:13:41,862 --> 01:13:43,905
We were making what
we wanted to make.
1663
01:13:44,239 --> 01:13:47,326
We personally felt vested
in it because we owned
1664
01:13:47,409 --> 01:13:50,162
the business and we
were creating our thing.
1665
01:13:56,501 --> 01:13:59,087
Back at Rare,
change was in the air.
1666
01:13:59,171 --> 01:14:01,214
The Nintendo deal
had reached its end
1667
01:14:01,298 --> 01:14:03,300
and Rare needed a new partner.
1668
01:14:03,383 --> 01:14:06,178
Companies like Activision
and Microsoft were circling.
1669
01:14:06,261 --> 01:14:07,554
And for the successful bidder,
1670
01:14:07,637 --> 01:14:09,723
the spoils would be
Rare's reputation
1671
01:14:09,806 --> 01:14:11,600
and its passionate fan base.
1672
01:14:11,683 --> 01:14:13,769
For Rare, it was an
opportunity to secure
1673
01:14:13,852 --> 01:14:16,063
the long-term viability
of the company,
1674
01:14:16,146 --> 01:14:18,231
but it wouldn't be without risk.
1675
01:14:18,315 --> 01:14:20,233
The Rare faithful would
have to hold their breath
1676
01:14:20,317 --> 01:14:22,736
as giant corporations moved in.
1677
01:14:24,613 --> 01:14:26,698
Owners of
the company and the founders,
1678
01:14:26,823 --> 01:14:30,077
Chris and Tim stamper, put
the company up for sale.
1679
01:14:30,327 --> 01:14:31,828
And they're looking
to find a buyer.
1680
01:14:31,912 --> 01:14:34,164
Microsoft's interested,
Activision's interested
1681
01:14:34,247 --> 01:14:36,208
and Nintendo is interested.
1682
01:14:36,291 --> 01:14:38,752
And I think a lot of the staff
were like, well, you know,
1683
01:14:38,835 --> 01:14:41,713
hopefully we'll be
acquired fully by Nintendo,
1684
01:14:41,797 --> 01:14:46,885
but Nintendo's CEO at the
time gives them a valuation
1685
01:14:47,010 --> 01:14:49,638
that's way, way lower
than what they're after.
1686
01:14:49,721 --> 01:14:51,640
And Activision
puts in a big bid.
1687
01:14:51,723 --> 01:14:53,517
So it looks for a moment
that they're going to go
1688
01:14:53,600 --> 01:14:55,310
with Activision, and then
for one reason or another,
1689
01:14:55,394 --> 01:14:56,353
that deal falls through.
1690
01:15:02,275 --> 01:15:05,195
When
Microsoft bought Rare in 2002,
1691
01:15:05,278 --> 01:15:07,572
I believe it was, I think
they lost a little bit.
1692
01:15:07,656 --> 01:15:10,033
I think some people at Rare
would kind of agree with that.
1693
01:15:10,117 --> 01:15:11,284
Case in point,
that's when you started
1694
01:15:11,368 --> 01:15:13,578
to see people leave Rare
and form Free Radical.
1695
01:15:13,662 --> 01:15:15,288
Microsoft wanted to
really push Kinect
1696
01:15:15,372 --> 01:15:18,583
and really want to push this
kind of hands-free control thing.
1697
01:15:18,667 --> 01:15:19,876
But you had Kinect
Sports, Kinect Adventure,
1698
01:15:19,960 --> 01:15:21,253
all these kinds of
games that people
1699
01:15:21,336 --> 01:15:22,587
just didn't feel were Rare.
1700
01:15:22,671 --> 01:15:24,548
You didn't feel that
Rare quality about it
1701
01:15:24,631 --> 01:15:26,383
because they were
mini game collections
1702
01:15:26,466 --> 01:15:29,553
and that's not really what
Rare did. Rare built worlds.
1703
01:15:29,636 --> 01:15:32,305
- I left Rare because
I became less enamoured
1704
01:15:32,389 --> 01:15:34,474
with it as time went,
after Tim and Chris left,
1705
01:15:34,558 --> 01:15:36,476
that was it for me.
I liked them being there.
1706
01:15:36,560 --> 01:15:38,645
When they left, I don't
think I left long after that.
1707
01:15:38,728 --> 01:15:40,772
I didn't want to be
there really anymore.
1708
01:15:43,316 --> 01:15:45,652
For a long
time we described that as
1709
01:15:45,735 --> 01:15:48,071
the best publisher
relationship we'd ever had,
1710
01:15:48,155 --> 01:15:49,948
it was working
really, really well.
1711
01:15:50,031 --> 01:15:52,909
It was going so well
that not long after that,
1712
01:15:53,076 --> 01:15:55,370
they asked us to
also start working
1713
01:15:55,454 --> 01:15:57,831
on the sequel at the same time.
1714
01:15:57,914 --> 01:16:00,083
In order to do that, we
had to grow the company.
1715
01:16:00,167 --> 01:16:02,419
As it
got bigger and bigger,
1716
01:16:03,128 --> 01:16:07,424
more time was kind of
spent on dealing
1717
01:16:07,507 --> 01:16:09,509
with the frictions
that you have,
1718
01:16:09,593 --> 01:16:12,846
particularly with publishers.
1719
01:16:12,929 --> 01:16:14,347
- It was two and a half years,
1720
01:16:14,431 --> 01:16:17,267
but I mean the
amount of money
1721
01:16:17,350 --> 01:16:19,603
in at that point would
have been eight figures.
1722
01:16:19,686 --> 01:16:22,355
The funding model then
was publisher advances.
1723
01:16:22,439 --> 01:16:25,609
And if you have a good
publisher relationship,
1724
01:16:25,817 --> 01:16:27,235
then you're safe,
1725
01:16:27,319 --> 01:16:31,364
but that relationship has
always got some conflict in it.
1726
01:16:31,448 --> 01:16:33,700
It got to the point where
we were doing milestones
1727
01:16:33,783 --> 01:16:35,160
every month and
sending them off.
1728
01:16:35,243 --> 01:16:38,705
And if the publisher
didn't like what they saw,
1729
01:16:38,788 --> 01:16:42,167
we wouldn't get paid, and our
burn rate was astronomical.
1730
01:16:42,250 --> 01:16:46,129
So, you know,
it doesn't take much
1731
01:16:46,213 --> 01:16:47,464
for the wheels to come off.
1732
01:16:47,547 --> 01:16:49,841
- Unfortunately,
you know, the story was
1733
01:16:49,925 --> 01:16:52,928
not a great one obviously,
you know, the studio
1734
01:16:53,011 --> 01:16:55,764
running into trouble with
Battlefront development.
1735
01:16:55,847 --> 01:16:57,641
- That becomes quite difficult
1736
01:16:57,724 --> 01:17:00,185
if that goes on for
more than a few months,
1737
01:17:00,268 --> 01:17:02,062
because everyone
needs to get paid.
1738
01:17:05,190 --> 01:17:08,485
- When it came to
the end of the year,
1739
01:17:08,568 --> 01:17:12,113
we had to put the company
into administration.
1740
01:17:12,197 --> 01:17:13,532
- That was gutting, you know.
1741
01:17:13,615 --> 01:17:15,659
- In almost every
publisher we worked with,
1742
01:17:15,742 --> 01:17:18,328
there was some
degree of conflict
1743
01:17:19,788 --> 01:17:22,332
and that took us
down in the end.
1744
01:17:33,635 --> 01:17:36,346
- Today is a culmination of
about three years of planning.
1745
01:17:36,429 --> 01:17:38,348
We're filming an
actual real film
1746
01:17:38,431 --> 01:17:40,225
called Bringing Back GoldenEye.
1747
01:17:47,065 --> 01:17:48,775
- I'm Dan Guest,
I'm the director
1748
01:17:48,858 --> 01:17:50,443
of Bringing Back GoldenEye,
1749
01:17:50,860 --> 01:17:53,572
the mockumentary
written by Jim Miskell,
1750
01:17:53,655 --> 01:17:56,950
all about the GoldenEye
world championships.
1751
01:17:57,033 --> 01:17:58,660
It was the first thing
I'd ever been good at,
1752
01:17:58,743 --> 01:18:01,371
never mind a game,
and I was amazing at it.
1753
01:18:01,538 --> 01:18:03,331
So I've written two
films about GoldenEye.
1754
01:18:03,415 --> 01:18:04,708
Obviously,
this is the second one.
1755
01:18:04,791 --> 01:18:06,501
First was Going For GoldenEye.
1756
01:18:06,918 --> 01:18:08,670
I made it myself,
basically wrote it,
1757
01:18:08,753 --> 01:18:12,674
directed it, produced it,
made the costumes, edited it.
1758
01:18:12,757 --> 01:18:14,801
I made everything apart
from hold the camera,
1759
01:18:15,552 --> 01:18:17,387
hold the boom, and
act in it basically.
1760
01:18:17,512 --> 01:18:21,099
And I'd never do that ever
again. It was very stressful.
1761
01:18:21,516 --> 01:18:24,019
Grant Kirkhope said it
was the film of the year,
1762
01:18:24,102 --> 01:18:27,022
which, you know, what more
could you want, really?
1763
01:18:27,105 --> 01:18:30,775
David Doak compared it to
Spinal Tap, King of Kong.
1764
01:18:30,859 --> 01:18:33,903
I'm really happy that
the Rare guys liked it.
1765
01:18:33,987 --> 01:18:37,490
I'm really, really proud of it
just because I did it,
1766
01:18:37,574 --> 01:18:39,034
you know, end of the day,
1767
01:18:39,117 --> 01:18:41,536
a lot of people can say
they're going to do stuff,
1768
01:18:41,620 --> 01:18:43,413
but I'll put my money
where my mouth is.
1769
01:18:43,496 --> 01:18:44,748
And I went through and did it.
1770
01:18:44,831 --> 01:18:46,916
And I saw it all
the way through.
1771
01:18:47,000 --> 01:18:50,086
But now I've hired a
lovely crew and producers
1772
01:18:50,170 --> 01:18:52,547
and everything and lots
of lovely actors and,
1773
01:18:52,839 --> 01:18:55,258
yeah, they're making
an awesome film.
1774
01:18:57,969 --> 01:18:59,512
It's
written by a massive fan.
1775
01:18:59,596 --> 01:19:01,097
Jim's just written a
great story with
1776
01:19:01,181 --> 01:19:04,476
a lot of little inside jokes and
obviously David Doak's involved.
1777
01:19:04,559 --> 01:19:07,437
And it's just a great nostalgia
trip for fans of the game.
1778
01:19:08,355 --> 01:19:10,231
- What we're filming
these next couple of days
1779
01:19:10,315 --> 01:19:13,943
is the world championships
interior parts of the film.
1780
01:19:14,319 --> 01:19:15,904
There'll be a hundred extras in,
1781
01:19:16,363 --> 01:19:18,031
and we've got a stage full of
1782
01:19:18,114 --> 01:19:19,491
new competitors and characters.
1783
01:19:20,533 --> 01:19:21,743
So it's going to be a big day,
1784
01:19:21,826 --> 01:19:23,453
and David Doak from
the GoldenEye team
1785
01:19:23,536 --> 01:19:25,080
is coming to present the trophy.
1786
01:19:25,789 --> 01:19:27,165
Which is just mind blowing
1787
01:19:27,374 --> 01:19:28,625
because I've shot
that guy in the head
1788
01:19:28,750 --> 01:19:30,460
so many times in the facility!
1789
01:19:43,765 --> 01:19:47,519
I guess the legacy of
GoldenEye is the fans.
1790
01:19:47,894 --> 01:19:50,730
You know, and what they
do with those memories
1791
01:19:50,814 --> 01:19:52,148
and how they keep it alive.
1792
01:19:52,232 --> 01:19:54,401
I mean like, look
what's going on here.
1793
01:19:55,735 --> 01:19:58,905
To me, I'm hopefully
contributing to the legacy
1794
01:19:58,988 --> 01:20:00,990
of GoldenEye and people
enjoy what I'm doing
1795
01:20:01,116 --> 01:20:04,994
because, you know,
I think it's important
1796
01:20:05,078 --> 01:20:09,082
that we tell stories
based on video games.
1797
01:20:09,165 --> 01:20:10,709
You know, we're the first couple
1798
01:20:10,792 --> 01:20:13,420
of generations where
that's our entertainment.
1799
01:20:13,503 --> 01:20:14,796
And so I'm celebrating this game
1800
01:20:14,879 --> 01:20:16,548
that's a big part of my life.
1801
01:20:23,054 --> 01:20:24,806
- It's really
interesting when you look
1802
01:20:24,889 --> 01:20:27,267
at the James Bond games
that came after GoldenEye.
1803
01:20:27,350 --> 01:20:29,769
The Eurocom Bond games
were pretty competent.
1804
01:20:29,853 --> 01:20:32,439
Some of the more
vehicular-based,
1805
01:20:32,522 --> 01:20:35,608
like some of the other ones
were trying to do some of
1806
01:20:35,692 --> 01:20:38,069
the stuff that GoldenEye
did, but failed.
1807
01:20:39,487 --> 01:20:41,489
GoldenEye's the one
that people keep coming back to.
1808
01:20:41,573 --> 01:20:43,116
When in doubt,
do a GoldenEye.
1809
01:20:43,199 --> 01:20:46,244
So EA did this with
GoldenEye Rogue Agent.
1810
01:20:46,327 --> 01:20:47,912
You worked for the
villains and there's kind
1811
01:20:47,996 --> 01:20:49,289
of almost like a mob war,
1812
01:20:49,372 --> 01:20:50,582
like you're working with
the villains
1813
01:20:50,665 --> 01:20:52,417
as they kind of fight
against each other.
1814
01:20:52,500 --> 01:20:54,252
And it was called
GoldenEye because
1815
01:20:54,335 --> 01:20:56,212
he actually has a golden eye,
1816
01:20:56,296 --> 01:20:58,506
and Activision did the same
thing after Quantum of Solace,
1817
01:20:58,590 --> 01:21:02,177
was basically a Call of Duty
with a bit of a Bond skin.
1818
01:21:02,260 --> 01:21:05,805
They did the GoldenEye
007 re-imagining for Wii
1819
01:21:06,014 --> 01:21:08,600
to try and tap in that nostalgia
1820
01:21:08,683 --> 01:21:10,477
because that's the game
that people remember.
1821
01:21:10,560 --> 01:21:11,686
That's the game
that people love.
1822
01:21:11,770 --> 01:21:13,396
Who here
would say that it's one of
1823
01:21:13,480 --> 01:21:15,190
the greatest shooters of all time?
1824
01:21:17,275 --> 01:21:19,319
- Everybody.
- It set the standard.
1825
01:21:19,694 --> 01:21:21,613
- Problem is, as good as
some of these games were,
1826
01:21:21,988 --> 01:21:23,740
none of them match GoldenEye.
1827
01:21:23,823 --> 01:21:26,159
- Nobody ever got close
to kind of
1828
01:21:26,242 --> 01:21:28,119
bringing home that magic again.
1829
01:21:28,203 --> 01:21:30,038
I think
by calling it GoldenEye
1830
01:21:30,121 --> 01:21:32,499
and then releasing a game that
1831
01:21:32,582 --> 01:21:37,003
is not in beat or in tune
with what made
1832
01:21:37,086 --> 01:21:40,089
GoldenEye so special, I
think upset a lot of people.
1833
01:21:40,173 --> 01:21:42,842
I think a lot of people were
expecting a one-to-one remake,
1834
01:21:42,926 --> 01:21:44,344
but that's not what they got.
1835
01:22:27,345 --> 01:22:30,390
The XBLA remake,
for a lot of us,
1836
01:22:30,473 --> 01:22:32,392
we had heard rumblings about it.
1837
01:22:34,269 --> 01:22:37,105
Sounds
like it was almost at 100%,
1838
01:22:37,188 --> 01:22:40,066
like it sounds like it was
pretty much ready to go.
1839
01:22:41,484 --> 01:22:42,819
It was written about
1840
01:22:42,902 --> 01:22:46,114
absolutely by every
major gaming publication
1841
01:22:46,197 --> 01:22:48,157
and it even actually
did hit a couple
1842
01:22:48,241 --> 01:22:49,534
of mainstream press as well.
1843
01:22:54,289 --> 01:22:57,208
Yes, I was
there, I was part of the staff
1844
01:22:57,333 --> 01:23:00,587
when the news broke
about a GoldenEye
1845
01:23:00,670 --> 01:23:02,297
release for the
Xbox Live Arcade.
1846
01:23:03,131 --> 01:23:05,842
I think what made the Rare
employee want to do it
1847
01:23:05,925 --> 01:23:07,927
was I don't think it had
anything to do with anger,
1848
01:23:08,011 --> 01:23:09,804
I don't think it had
anything to do with spite,
1849
01:23:09,888 --> 01:23:11,306
I think it was...
1850
01:23:11,431 --> 01:23:14,225
the intention was
to get it out there
1851
01:23:14,309 --> 01:23:15,852
so that the
world could see it.
1852
01:23:16,060 --> 01:23:19,355
- Just the way those
leaks were released,
1853
01:23:19,439 --> 01:23:21,357
by almost like a double agent.
1854
01:23:21,441 --> 01:23:23,401
- It's such a shame
that we never got
1855
01:23:23,484 --> 01:23:26,321
the GoldenEye HD remake
that was rumored
1856
01:23:26,404 --> 01:23:28,281
for Xbox 360, I think it was.
1857
01:23:28,364 --> 01:23:31,159
So it was going to be a HD
version of GoldenEye 64,
1858
01:23:31,242 --> 01:23:33,661
all the levels you
remember, but with kind of
1859
01:23:33,745 --> 01:23:37,206
much more realistic graphics
and online multiplayer,
1860
01:23:37,415 --> 01:23:40,501
and the problem is at the
time, it was such a legal mess.
1861
01:23:40,585 --> 01:23:42,420
- We're talking, you know,
three, four companies
1862
01:23:42,503 --> 01:23:45,465
that need to all see eye to eye
1863
01:23:45,548 --> 01:23:48,259
and get a proper
piece of that pie.
1864
01:23:48,343 --> 01:23:50,929
- Microsoft owned Rare
and Rare owned the game,
1865
01:23:51,012 --> 01:23:53,222
except GoldenEye 64 was
published by Nintendo,
1866
01:23:53,306 --> 01:23:55,099
so Nintendo had the
rights to that game
1867
01:23:55,183 --> 01:23:57,477
because Rare worked for
them and was licensed.
1868
01:23:57,560 --> 01:23:58,728
It was all licensed by them,
1869
01:23:58,811 --> 01:24:01,689
except Activision at the time
had the James Bond license.
1870
01:24:01,773 --> 01:24:02,941
Just became this massive,
1871
01:24:03,024 --> 01:24:05,109
you've got three
companies arguing over
1872
01:24:05,193 --> 01:24:07,570
who does and doesn't
have the rights to it.
1873
01:24:07,654 --> 01:24:09,906
And it meant that
ultimately it never came out.
1874
01:24:43,815 --> 01:24:46,609
People who
grew up on GoldenEye are now
1875
01:24:46,693 --> 01:24:51,322
trying to make the remake
that they didn't get.
1876
01:25:03,584 --> 01:25:05,128
I mean, we had the Quake engine
1877
01:25:05,211 --> 01:25:06,713
and the Doom engine
that we, you know,
1878
01:25:06,796 --> 01:25:08,214
and yet saw some impressive mods
1879
01:25:08,297 --> 01:25:10,008
that were being made
from those engines.
1880
01:25:10,133 --> 01:25:12,135
But then Source
engine came along.
1881
01:25:12,260 --> 01:25:14,679
- GoldenEye: Source
is this project
1882
01:25:14,762 --> 01:25:17,265
that is totally fan
made that is built
1883
01:25:17,348 --> 01:25:19,559
on the Source engine by Valve.
1884
01:25:19,642 --> 01:25:22,103
So the engine that
ran Half-Life 2.
1885
01:25:22,186 --> 01:25:23,938
GoldenEye: Source is a remake
1886
01:25:24,022 --> 01:25:26,399
of the multiplayer
component of GoldenEye.
1887
01:25:26,482 --> 01:25:29,152
They
have essentially re-imagined
1888
01:25:29,235 --> 01:25:33,114
the GoldenEye levels
to be remastered
1889
01:25:33,197 --> 01:25:35,825
to make it look
more like the movie.
1890
01:25:35,908 --> 01:25:40,788
It's higher res textures,
higher polygon count models.
1891
01:25:40,872 --> 01:25:44,751
All the weapons are redone,
sound effects, and music even,
1892
01:25:44,834 --> 01:25:49,505
and all in the spirit of
let's get our favorite
1893
01:25:49,589 --> 01:25:54,093
kind of couch death match
game online
1894
01:25:54,177 --> 01:25:56,137
so that we can
play it, you know,
1895
01:25:56,220 --> 01:25:57,764
with people from
all over the world.
1896
01:25:58,347 --> 01:26:00,516
So we didn't
get the remake that we want.
1897
01:26:00,641 --> 01:26:03,186
We constantly hear these
rumblings in the industry
1898
01:26:03,269 --> 01:26:06,731
about how there is a
GoldenEye out there,
1899
01:26:06,814 --> 01:26:10,193
remake that is done. It's
just not being released.
1900
01:26:10,568 --> 01:26:13,029
The inability
for the corporations to
1901
01:26:13,112 --> 01:26:16,616
figure out a way to get a
remastered version of GoldenEye
1902
01:26:16,699 --> 01:26:19,660
out has created a vacuum
1903
01:26:19,744 --> 01:26:23,581
into which fans have fallen
1904
01:26:23,664 --> 01:26:25,374
and they're making
their own projects.
1905
01:26:25,458 --> 01:26:28,086
You know, their sort of
black label versions.
1906
01:26:28,544 --> 01:26:29,837
I am Curtis Higgins.
1907
01:26:29,921 --> 01:26:32,256
I am co-creator of
GoldenEye: Source.
1908
01:26:32,381 --> 01:26:35,885
GoldenEye: Source is a adaptation
1909
01:26:35,968 --> 01:26:40,765
of the original Nintendo 64
game. We started in 2004.
1910
01:26:40,848 --> 01:26:42,892
The team has touched all
corners of the globe.
1911
01:26:42,975 --> 01:26:46,854
We currently have
members from Canada, US,
1912
01:26:47,230 --> 01:26:52,318
Switzerland, UK, Spain,
Australia, Brazil.
1913
01:26:52,777 --> 01:26:54,529
- Says something about
the fondness that people
1914
01:26:54,612 --> 01:26:56,739
hold for this game that
they would dedicate
1915
01:26:56,823 --> 01:26:58,825
so much of their time
to recreating it,
1916
01:26:58,991 --> 01:27:00,910
you know, either for
their own pleasure,
1917
01:27:00,993 --> 01:27:04,080
but also probably for
younger generations.
1918
01:27:04,163 --> 01:27:05,665
- The cool thing
about indie development
1919
01:27:05,748 --> 01:27:08,709
is you can either make
something yourself
1920
01:27:08,793 --> 01:27:11,963
or get one or two or
three or half a dozen
1921
01:27:12,046 --> 01:27:15,258
of your friends and build
something with tools
1922
01:27:15,341 --> 01:27:18,761
that are free or cheap
and widely available.
1923
01:27:18,845 --> 01:27:20,596
- You can learn
how to 3D model
1924
01:27:20,680 --> 01:27:23,307
with free open
source software now.
1925
01:27:23,391 --> 01:27:26,602
You can learn, you know,
Unreal Engine, Unity,
1926
01:27:26,686 --> 01:27:30,106
these are free to play
around with game engines.
1927
01:27:30,189 --> 01:27:33,025
So
now we have these tools,
1928
01:27:33,151 --> 01:27:36,154
these game development tools,
that we never had before.
1929
01:27:36,237 --> 01:27:38,614
What's interesting to
see is how these tools
1930
01:27:38,698 --> 01:27:44,203
are being utilized by people
who grew up playing GoldenEye.
1931
01:27:44,370 --> 01:27:47,248
And so that
democratization of the tools
1932
01:27:47,331 --> 01:27:49,458
is kind of leveling
this whole field
1933
01:27:49,542 --> 01:27:52,920
and making these
projects possible.
1934
01:27:53,004 --> 01:27:55,590
In the end,
it's just a group of people
1935
01:27:55,673 --> 01:27:58,676
who absolutely love
the original game
1936
01:27:59,051 --> 01:28:03,848
and they just want
to bring an updated,
1937
01:28:03,973 --> 01:28:06,851
modern version to
people who love it.
1938
01:28:06,934 --> 01:28:08,895
- No other game that you play,
1939
01:28:08,978 --> 01:28:11,772
where you're playing Call
of Duty or another game,
1940
01:28:11,856 --> 01:28:14,066
and you're like, oh, I really
hate the way this happens,
1941
01:28:14,150 --> 01:28:16,319
all of a sudden a developer
or somebody pops up and goes,
1942
01:28:16,402 --> 01:28:17,778
oh, I'll change that next week.
1943
01:28:18,196 --> 01:28:19,447
Next thing you know,
all the problems
1944
01:28:19,530 --> 01:28:21,616
you had with the
game are now fixed.
1945
01:28:21,699 --> 01:28:24,118
Those teams
that are kind of off the leash
1946
01:28:24,202 --> 01:28:28,206
and can do what they
want without fear of, you know,
1947
01:28:28,289 --> 01:28:31,667
failing any focus tests
or anything like that.
1948
01:28:31,751 --> 01:28:35,171
Sometimes I
feel like the corporatization
1949
01:28:35,254 --> 01:28:38,549
of it all has sucked a bit of
the creativity out of it.
1950
01:28:38,633 --> 01:28:39,884
That's what I feel.
1951
01:28:39,967 --> 01:28:42,970
I like that kind of gamers
making games for gamers model.
1952
01:28:43,054 --> 01:28:45,097
I kind of feel that's
a great way to do it.
1953
01:28:45,181 --> 01:28:47,433
- We've had a few
members, they reached out
1954
01:28:47,516 --> 01:28:49,268
to Dr. Doak on Twitter,
1955
01:28:49,685 --> 01:28:53,356
we arranged a session
where we were able to play.
1956
01:28:53,439 --> 01:28:57,777
He came in, we played with
him. He played with the team.
1957
01:28:58,110 --> 01:29:01,239
We were only expecting him
to play for about an hour.
1958
01:29:01,781 --> 01:29:05,034
And he ended up staying
for about five hours.
1959
01:29:05,826 --> 01:29:08,788
It was definitely a
dream of mine to
1960
01:29:09,038 --> 01:29:12,708
show my work to an
original developer.
1961
01:29:13,042 --> 01:29:16,921
Modding provides an outlet
for your creativity.
1962
01:29:17,004 --> 01:29:20,132
It allows you to try
and fail
1963
01:29:20,258 --> 01:29:24,136
and you just get to
have fun.
1964
01:29:24,220 --> 01:29:27,265
GoldenEye is still very alive
1965
01:29:27,348 --> 01:29:29,725
and well in the modding scene.
1966
01:29:29,809 --> 01:29:33,479
You know, when Elon Musk
unveiled the cyber truck,
1967
01:29:33,729 --> 01:29:36,482
it was like a day
or two after that
1968
01:29:36,565 --> 01:29:38,567
that someone modded the truck
1969
01:29:38,651 --> 01:29:42,196
into the streets level
and even had, you know,
1970
01:29:42,280 --> 01:29:44,073
a low poly Elon
Musk in there that
1971
01:29:44,156 --> 01:29:47,660
actually spoke to the
character in the game.
1972
01:29:47,743 --> 01:29:49,537
It's like, it's just
so wonderful that
1973
01:29:49,620 --> 01:29:51,622
that kind of stuff is out there.
1974
01:29:52,206 --> 01:29:53,791
The
GoldenEye modding scene
1975
01:29:53,874 --> 01:29:57,253
has really exploded with so
many different custom levels.
1976
01:29:57,336 --> 01:29:58,921
There's new sounds,
there's new characters,
1977
01:29:59,005 --> 01:30:01,674
there's new weapons,
there's new music.
1978
01:30:01,757 --> 01:30:03,009
- One of the things
I really love
1979
01:30:03,092 --> 01:30:04,719
about GoldenEye 007
is that there's still
1980
01:30:04,802 --> 01:30:06,554
this community around the world.
1981
01:30:06,637 --> 01:30:09,098
They're making
mods for the game.
1982
01:30:09,181 --> 01:30:11,892
- What people can do nowadays
is practically endless.
1983
01:30:11,976 --> 01:30:13,853
It's constantly evolving.
1984
01:30:13,936 --> 01:30:17,732
What you see one year, the
next year will be even greater.
1985
01:30:17,815 --> 01:30:19,317
There's mods where people have
1986
01:30:19,400 --> 01:30:22,153
completely changed
the style of the game,
1987
01:30:22,236 --> 01:30:25,156
the timeframe, the genre,
1988
01:30:25,239 --> 01:30:28,159
and making world war type games
1989
01:30:28,242 --> 01:30:30,453
where you might still be Bond,
1990
01:30:30,536 --> 01:30:33,122
but you're taking on Nazis
1991
01:30:33,205 --> 01:30:36,834
and you're going through
old hangars and streets,
1992
01:30:36,917 --> 01:30:39,128
and you're using
these classic weapons
1993
01:30:39,462 --> 01:30:42,465
that sound extremely
realistic and accurate
1994
01:30:42,548 --> 01:30:44,717
to the original representation,
1995
01:30:44,800 --> 01:30:47,136
but then there's other ones
that base themselves
1996
01:30:47,219 --> 01:30:49,347
on something
completely different.
1997
01:30:49,430 --> 01:30:52,183
- Everything in the game,
from wall textures
1998
01:30:52,266 --> 01:30:54,435
to weapons, to characters,
to items,
1999
01:30:54,518 --> 01:30:55,603
has been changed.
2000
01:30:55,728 --> 01:30:58,814
- It still has the same physics
and controls and engine,
2001
01:30:58,898 --> 01:31:02,485
but it takes on
a whole new life.
2002
01:31:02,610 --> 01:31:06,614
- These projects are
just amazing efforts.
2003
01:31:06,947 --> 01:31:09,283
And it's all in
these small modding
2004
01:31:09,367 --> 01:31:11,118
communities where they crop up.
2005
01:31:11,327 --> 01:31:13,329
It's a
very close knit community
2006
01:31:13,454 --> 01:31:16,374
and that's awesome. A lot
of people willing to share
2007
01:31:16,457 --> 01:31:18,667
and promote other
people's projects
2008
01:31:18,751 --> 01:31:21,629
and keen to see other
people in industry
2009
01:31:21,712 --> 01:31:24,715
and other developers'
projects do really well.
2010
01:31:25,049 --> 01:31:26,842
We were
all helping each other.
2011
01:31:27,343 --> 01:31:29,178
Anybody would come
up with an idea
2012
01:31:29,261 --> 01:31:32,056
and if they didn't have
the thought process
2013
01:31:32,139 --> 01:31:33,140
of how to possibly do it,
2014
01:31:33,224 --> 01:31:34,892
they might pass it
on to somebody else
2015
01:31:34,975 --> 01:31:37,395
who is more experienced
and they can try it out
2016
01:31:37,478 --> 01:31:39,230
and they have different
opinions of their own.
2017
01:31:39,313 --> 01:31:41,607
And we were all just
kind of banking off
2018
01:31:41,690 --> 01:31:44,276
each other to come up
with as many cool
2019
01:31:44,360 --> 01:31:45,778
new discoveries as we could.
2020
01:31:45,861 --> 01:31:48,030
And it just really
blew the game apart.
2021
01:31:48,280 --> 01:31:51,200
- When you want to talk
about the future of gaming
2022
01:31:51,283 --> 01:31:54,036
and the company
or group of people
2023
01:31:54,120 --> 01:31:55,871
who are going to move the needle
2024
01:31:55,955 --> 01:31:57,998
or take the next
evolutionary step,
2025
01:31:58,082 --> 01:32:00,084
it probably won't be AAA.
2026
01:32:00,167 --> 01:32:02,336
- I think innovation has
now moved from AAA
2027
01:32:02,420 --> 01:32:04,296
to the indie scene
because the indie scene
2028
01:32:04,380 --> 01:32:06,424
is basically what Rare
was back in the nineties.
2029
01:32:06,507 --> 01:32:09,051
It's small teams,
pretty inexperienced,
2030
01:32:09,135 --> 01:32:10,594
doing it out of
the love for making
2031
01:32:10,678 --> 01:32:12,179
something that
they want to make.
2032
01:32:16,684 --> 01:32:20,062
In 2012, following
the lackluster 007 Legends,
2033
01:32:20,146 --> 01:32:23,107
Activision abandoned
the Bond license.
2034
01:32:23,190 --> 01:32:25,484
James Bond would be
absent from video game
2035
01:32:25,568 --> 01:32:27,820
store shelves for
nearly 10 years,
2036
01:32:27,903 --> 01:32:29,530
and discovering
the magic formula
2037
01:32:29,613 --> 01:32:33,159
of GoldenEye's success
remains elusive to this day.
2038
01:32:33,617 --> 01:32:35,369
Nobody
ever got close to
2039
01:32:35,453 --> 01:32:38,164
kind of bringing home
that magic again.
2040
01:32:38,247 --> 01:32:40,916
And that's, you know,
because maybe it was,
2041
01:32:41,000 --> 01:32:42,877
everybody tried to
take what GoldenEye
2042
01:32:42,960 --> 01:32:45,129
had created and tried
to replicate it.
2043
01:32:45,212 --> 01:32:48,340
And so it kind of felt
like more up-to-date,
2044
01:32:48,424 --> 01:32:51,093
but kind of cheaper
copies of GoldenEye.
2045
01:32:51,177 --> 01:32:53,721
What we didn't see was
a lot of innovation
2046
01:32:53,804 --> 01:32:55,973
in the newer Bond
games that really
2047
01:32:56,056 --> 01:32:59,518
kind of maybe also adapted
with what James Bond
2048
01:32:59,602 --> 01:33:02,605
was becoming in the
Pierce Brosnan era.
2049
01:33:03,147 --> 01:33:05,399
I often say, you know,
2050
01:33:05,483 --> 01:33:07,610
when I'm explaining to
newcomers to the industry,
2051
01:33:07,693 --> 01:33:10,446
that I think a lot
of great games
2052
01:33:10,529 --> 01:33:15,659
are not necessarily the result
of a great person in charge
2053
01:33:15,743 --> 01:33:18,287
or a great team making the game,
2054
01:33:18,370 --> 01:33:22,833
but they kind of reflect
a great environment
2055
01:33:23,125 --> 01:33:27,213
that allows them the
flexibility to experiment.
2056
01:33:27,296 --> 01:33:29,215
- It was
about eight people.
2057
01:33:29,757 --> 01:33:32,760
In my experience,
later in the games industry
2058
01:33:32,843 --> 01:33:35,221
was once you get to
teams which are bigger
2059
01:33:35,304 --> 01:33:38,015
than say the size
of a sports team,
2060
01:33:38,140 --> 01:33:42,228
that network of interpersonal
connections gets fuzzier.
2061
01:33:42,686 --> 01:33:44,647
And also you end up
with a hierarchy
2062
01:33:44,730 --> 01:33:47,399
because you have to have some
kind of production hierarchy.
2063
01:33:47,566 --> 01:33:50,402
So people don't
feel that empowered.
2064
01:33:51,028 --> 01:33:54,448
Somebody, anyone on the team
could have an idea
2065
01:33:54,865 --> 01:33:57,284
and within an hour
we could all have discussed it.
2066
01:33:58,035 --> 01:33:59,286
So we were very agile.
2067
01:33:59,370 --> 01:34:00,871
- You definitely
feel the presence
2068
01:34:00,955 --> 01:34:02,456
of corporations a lot more.
2069
01:34:02,540 --> 01:34:05,376
A lot of the most
prominent UK developers
2070
01:34:05,459 --> 01:34:07,378
are owned by massive publishers
2071
01:34:07,461 --> 01:34:10,005
or have been owned and shut
down by massive publishers.
2072
01:34:10,089 --> 01:34:12,216
Rare is owned by
Microsoft, and all right,
2073
01:34:12,299 --> 01:34:14,134
they're allowed to
do their own thing,
2074
01:34:14,218 --> 01:34:16,178
but they are very much doing
2075
01:34:16,262 --> 01:34:17,721
their own thing on
Microsoft's payroll.
2076
01:34:17,805 --> 01:34:19,974
- Things have become a little
bit more corporate and safe.
2077
01:34:20,057 --> 01:34:22,184
Generally, I think that's true
of all game development.
2078
01:34:22,268 --> 01:34:24,603
Some of the risks
that are taken in GoldenEye
2079
01:34:24,687 --> 01:34:27,690
just wouldn't fly
in this day and age.
2080
01:34:27,773 --> 01:34:29,108
Going back to
that inexperienced team,
2081
01:34:29,191 --> 01:34:30,859
small team, you
know, movie license,
2082
01:34:30,943 --> 01:34:33,279
even the freedom that
they had with the license
2083
01:34:33,362 --> 01:34:34,863
these days wouldn't
happen, you know,
2084
01:34:34,947 --> 01:34:36,574
to be able to kind of
include stuff
2085
01:34:36,657 --> 01:34:39,118
from previous Bond films,
you know, characters,
2086
01:34:39,201 --> 01:34:40,911
to actually go on the movie set,
2087
01:34:40,995 --> 01:34:42,580
photograph everything,
going back to that
2088
01:34:42,663 --> 01:34:44,290
and the idea of perfect storm,
2089
01:34:44,373 --> 01:34:47,001
everything kind of
just aligned to create
2090
01:34:47,084 --> 01:34:50,379
this wonderful experience.
2091
01:34:50,462 --> 01:34:53,340
- The size of their team in
many respects was a strength.
2092
01:34:53,424 --> 01:34:54,675
You know, they didn't
have the problem
2093
01:34:54,758 --> 01:34:56,510
of having sort of
too many shifts.
2094
01:34:56,594 --> 01:34:59,638
They didn't really have the
problem of too many layers
2095
01:34:59,722 --> 01:35:02,516
of management that a lot of
AAA games have these days.
2096
01:35:02,600 --> 01:35:04,018
And they didn't
really have anyone
2097
01:35:04,101 --> 01:35:06,979
telling them what they should
do, or more importantly,
2098
01:35:07,062 --> 01:35:08,606
they didn't really have
anyone telling them
2099
01:35:08,689 --> 01:35:10,649
what they couldn't do, but
they just did everything.
2100
01:35:10,733 --> 01:35:12,443
And they just found a way.
2101
01:35:20,701 --> 01:35:22,453
- Everything that
I've done since, obviously,
2102
01:35:22,536 --> 01:35:23,996
comes from the fact
that Martin Hollis
2103
01:35:24,079 --> 01:35:26,081
walked into my room that
morning and I said yes.
2104
01:35:27,041 --> 01:35:28,292
And I shudder when
I think about
2105
01:35:28,375 --> 01:35:31,086
what would have happened
if I had gone, eh. You know!
2106
01:35:31,211 --> 01:35:32,296
- When people are successful,
2107
01:35:32,379 --> 01:35:34,465
they're generally successful
because they worked hard
2108
01:35:34,548 --> 01:35:37,092
and they have ability, but
they've always been lucky.
2109
01:35:37,301 --> 01:35:39,845
You know, that's the thing
that they don't tell you.
2110
01:35:40,596 --> 01:35:43,974
- If you didn't
have any one of us
2111
01:35:44,058 --> 01:35:47,436
on the actual team, you wouldn't
have got the same game.
2112
01:35:47,519 --> 01:35:50,022
- It was
a great project to work on.
2113
01:35:50,105 --> 01:35:51,732
'Cause it was a
small close knit team
2114
01:35:51,815 --> 01:35:53,734
who were working
with a great license.
2115
01:35:53,817 --> 01:35:55,986
It's a once in a lifetime
opportunity.
2116
01:35:56,070 --> 01:35:57,821
We had enormous fun.
2117
01:35:57,946 --> 01:36:00,115
- It was the right people
at the right time.
2118
01:36:00,199 --> 01:36:02,660
It really was. The fact we all
loved Bond, I loved Bond,
2119
01:36:02,743 --> 01:36:04,203
we all just loved Bond,
you know, so
2120
01:36:04,286 --> 01:36:06,372
you just put the extra
effort in, didn't you?
2121
01:36:06,455 --> 01:36:08,332
- People keep
coming up to me and telling me
2122
01:36:08,415 --> 01:36:09,958
I've changed their childhood
2123
01:36:11,877 --> 01:36:13,087
or taken their childhood.
2124
01:36:14,004 --> 01:36:16,882
- It's surreal
that after all this time
2125
01:36:16,965 --> 01:36:19,301
it's still a thing that
we're talking about.
2126
01:36:19,385 --> 01:36:21,762
It was the first thing that
I did after leaving uni.
2127
01:36:21,845 --> 01:36:25,349
It was literally more
than half of my life ago.
2128
01:36:25,432 --> 01:36:28,227
And here we are
talking about it.
2129
01:36:28,310 --> 01:36:30,437
- Over 23 years in
or something
2130
01:36:30,521 --> 01:36:34,149
and people will still
remember it fondly
2131
01:36:34,233 --> 01:36:36,610
and have questions about it.
2132
01:36:36,694 --> 01:36:38,362
- Although it frustrates
the hell out of me
2133
01:36:38,445 --> 01:36:41,115
that that's the only thing people
remember you for, you know,
2134
01:36:41,198 --> 01:36:43,200
it's still nice that
you've done that thing
2135
01:36:43,283 --> 01:36:44,952
and people go,
that was my game.
2136
01:36:45,077 --> 01:36:47,454
- GoldenEye in one word
for me, is fun.
2137
01:36:48,163 --> 01:36:49,915
Simple as that, because
2138
01:36:49,998 --> 01:36:52,668
it was just fun to play
from start to finish.
2139
01:36:53,210 --> 01:36:57,005
- Bond. It's just
so very, very Bond.
2140
01:36:57,631 --> 01:36:58,966
- One word.
2141
01:37:01,468 --> 01:37:02,845
Evolutionary.
2142
01:37:02,928 --> 01:37:05,681
In terms of video games,
2143
01:37:06,181 --> 01:37:08,475
and me. It evolved me.
2144
01:37:08,559 --> 01:37:11,979
It changed me. It changed
exactly who I am now.
2145
01:37:12,062 --> 01:37:13,272
It's...
2146
01:37:13,731 --> 01:37:16,233
No other video game will get the
chance to do that again.
2147
01:37:16,525 --> 01:37:19,903
- There was something
very special, that...
2148
01:37:20,237 --> 01:37:23,532
some kind of spark, some kind
of life that GoldenEye had
2149
01:37:23,615 --> 01:37:26,744
that these other Bond
games didn't quite get,
2150
01:37:26,827 --> 01:37:28,829
as close as they came.
2151
01:37:29,121 --> 01:37:31,081
- Even 20 years later,
there's a certain,
2152
01:37:31,165 --> 01:37:33,542
you know, je ne sais quoi
about it, but...
2153
01:37:35,669 --> 01:37:38,589
Yeah, if somebody
has a better answer,
2154
01:37:38,672 --> 01:37:41,175
I'd be very interested in that.
2155
01:37:41,884 --> 01:37:45,512
- I'm so glad
that I am my age now
2156
01:37:45,596 --> 01:37:48,766
because I don't want to sound
patronizing or condescending,
2157
01:37:48,849 --> 01:37:51,018
but if you've got
a multiplayer game,
2158
01:37:51,101 --> 01:37:52,853
just go round your
friend's house and play it.
2159
01:37:52,936 --> 01:37:55,939
Don't play it online.
Don't. I sound really old.
2160
01:37:56,023 --> 01:37:57,441
But just sit next
to 'em on a couch
2161
01:37:57,524 --> 01:37:59,735
with two other people
or five people,
2162
01:37:59,818 --> 01:38:02,946
six people, and just
enjoy the game,
2163
01:38:03,197 --> 01:38:04,782
as well as your...
2164
01:38:05,991 --> 01:38:08,118
your bodies
being next to each other.
2165
01:38:08,494 --> 01:38:11,121
- You hear all these
stories about how people
2166
01:38:11,205 --> 01:38:16,126
have met and Dave was
halfway across the world
2167
01:38:16,210 --> 01:38:21,340
and because of our
mutual love of a game,
2168
01:38:22,549 --> 01:38:25,344
we happened to meet,
and that's insane.
2169
01:38:26,428 --> 01:38:28,514
- GoldenEye: Source
became this big thing,
2170
01:38:28,597 --> 01:38:30,265
and then that
brought us together
2171
01:38:30,349 --> 01:38:32,684
now that we're young adults
2172
01:38:33,393 --> 01:38:35,270
and now we're married
2173
01:38:35,354 --> 01:38:39,650
and have a house
because of that game.
2174
01:38:39,733 --> 01:38:41,819
- To think that if we'd
never met in that game,
2175
01:38:41,902 --> 01:38:44,947
we'd never have met in person.
2176
01:38:45,030 --> 01:38:46,824
It just keeps coming back
2177
01:38:46,907 --> 01:38:49,368
into our lives in some
kind of degree.
2178
01:38:50,202 --> 01:38:51,745
- It grabbed people.
2179
01:38:51,870 --> 01:38:53,914
I've seen people come and go,
2180
01:38:53,997 --> 01:38:56,583
and they come back
and they come back
2181
01:38:56,667 --> 01:38:59,002
and they come back because
they can't stay away from it.
2182
01:38:59,086 --> 01:39:00,879
They might go away from
it for a couple years,
2183
01:39:00,963 --> 01:39:04,049
but something about it
always pulls them back in.
2184
01:39:04,132 --> 01:39:06,885
- In the office
at IGN, every day,
2185
01:39:06,969 --> 01:39:09,763
we would boot up GoldenEye
at the end of the day,
2186
01:39:09,847 --> 01:39:11,640
and then people would
forget to go home.
2187
01:39:11,723 --> 01:39:13,267
It's lovely that
people still loved it.
2188
01:39:13,350 --> 01:39:14,935
It's lovely that we
had such an effect,
2189
01:39:15,018 --> 01:39:17,855
that people clearly
enjoyed playing it so much.
2190
01:39:17,938 --> 01:39:20,023
You know, you don't think about
that when you're making it,
2191
01:39:20,107 --> 01:39:22,234
we were having fun playing
it. We knew we liked it.
2192
01:39:22,734 --> 01:39:24,903
And you hope that other
people will like it.
2193
01:39:25,112 --> 01:39:26,947
- It's just
this entire era for me
2194
01:39:27,030 --> 01:39:30,701
of just having fun with
a game that you bought
2195
01:39:30,826 --> 01:39:32,619
and there wasn't anything
else to buy for it.
2196
01:39:32,703 --> 01:39:35,163
No microtransactions,
no expansions,
2197
01:39:35,247 --> 01:39:36,498
everybody had the same game.
2198
01:39:36,582 --> 01:39:38,292
You just had to sit in
front of the console,
2199
01:39:38,375 --> 01:39:40,294
pick up a controller,
and away you go.
2200
01:39:40,627 --> 01:39:42,337
- I mean, some people
stormed out the house
2201
01:39:42,421 --> 01:39:44,631
like almost in tears that they
lost GoldenEye matches.
2202
01:39:44,715 --> 01:39:46,300
You know what I mean?
Because they were like, yeah,
2203
01:39:46,383 --> 01:39:47,384
I'm the best at GoldenEye.
2204
01:39:47,467 --> 01:39:49,177
Come round Will's on
Saturday and see what happens.
2205
01:39:49,261 --> 01:39:50,596
You got destroyed, didn't you?
2206
01:39:51,013 --> 01:39:52,598
Yeah, and they just walk away,
2207
01:39:52,681 --> 01:39:54,558
and you're like,
see you next week?
2208
01:39:54,641 --> 01:39:56,101
Yeah. See you...
2209
01:40:05,360 --> 01:40:08,572
We've been
talking about this game for so long.
2210
01:40:08,655 --> 01:40:10,198
A game from the
olden times.
2211
01:40:10,324 --> 01:40:13,201
...most beloved
licensed video games ever made.
2212
01:40:13,577 --> 01:40:16,371
GoldenEye 007 for Xbox Live...
2213
01:40:18,457 --> 01:40:22,127
In early 2021,
something remarkable happened.
2214
01:40:22,210 --> 01:40:25,672
The shelved GoldenEye remake
leaked onto the internet.
2215
01:40:25,756 --> 01:40:28,175
After being locked
away for over a decade,
2216
01:40:28,258 --> 01:40:30,844
a full play through of the
much anticipated remake
2217
01:40:30,928 --> 01:40:32,971
was streamed online by
the world's most prominent
2218
01:40:33,055 --> 01:40:36,016
GoldenEye streamer, Graslu00.
2219
01:40:36,099 --> 01:40:38,685
Almost a quarter of a
century after its release,
2220
01:40:38,769 --> 01:40:40,646
players all around the
world came together
2221
01:40:40,729 --> 01:40:43,774
once again to reconnect
over their favorite game.
2222
01:40:43,857 --> 01:40:46,526
Global news outlets
beamed fresh GoldenEye news
2223
01:40:46,610 --> 01:40:48,111
into living rooms
as the rights holders
2224
01:40:48,195 --> 01:40:49,947
could only watch on as the sales
2225
01:40:50,030 --> 01:40:52,282
the remake might've
made vanished.
2226
01:40:53,283 --> 01:40:54,826
Deep into the 21st century,
2227
01:40:54,910 --> 01:40:58,288
nearly 25 years after
its original release,
2228
01:40:58,372 --> 01:41:00,707
the impact is undeniable.
2229
01:41:01,416 --> 01:41:04,419
Rare's GoldenEye 007 lives on.
2230
01:41:31,405 --> 01:41:34,741
# No time to waste,
feel the silvery shake #
2231
01:41:35,826 --> 01:41:38,662
# You got the guts to try #
2232
01:41:40,122 --> 01:41:43,417
# To be the best,
better or play the rest #
2233
01:41:43,500 --> 01:41:47,254
# You know it,
to be the Golden Child #
2234
01:41:48,839 --> 01:41:52,134
# You better shoot straight,
there ain't no debate #
2235
01:41:53,301 --> 01:41:56,138
# It takes a steely eye #
2236
01:41:57,472 --> 01:42:00,809
# Flick of the wrist,
guess a hit or miss #
2237
01:42:00,934 --> 01:42:06,189
# Or then it's somebody's
time to die #
2238
01:42:08,400 --> 01:42:10,736
# GoldenEye #
2239
01:42:10,861 --> 01:42:12,362
# It's gonna get you #
2240
01:42:12,529 --> 01:42:15,240
# GoldenEye #
2241
01:42:15,365 --> 01:42:17,409
# Yeah, it's got you in its sights #
2242
01:42:17,534 --> 01:42:19,244
# GoldenEye #
2243
01:42:19,369 --> 01:42:21,955
# So take the pain and realise #
2244
01:42:22,080 --> 01:42:23,665
# GoldenEye #
2245
01:42:23,790 --> 01:42:27,586
# There's no escape from GoldenEye #
2246
01:42:28,045 --> 01:42:31,423
# Can't keep your nerve,
you'll get all you deserve #
2247
01:42:32,340 --> 01:42:34,926
# If you can hold the line #
2248
01:42:36,553 --> 01:42:40,015
# She lacks a will,
bring a thrill of the kill #
2249
01:42:40,098 --> 01:42:44,728
# That'll keep you pumped up,
adrenalised #
2250
01:42:45,395 --> 01:42:46,772
# This ain't no game #
2251
01:42:46,897 --> 01:42:49,608
# Don't be fooled by the name,
no, no, no #
2252
01:42:49,775 --> 01:42:52,360
# This is a way of life #
2253
01:42:54,154 --> 01:42:57,324
# So strap on in, it's about to begin #
2254
01:42:57,491 --> 01:43:01,745
# The victor will run the golden mile #
2255
01:43:01,912 --> 01:43:04,372
# Run the golden mile #
2256
01:43:04,873 --> 01:43:07,167
# GoldenEye #
2257
01:43:07,250 --> 01:43:09,086
# It's gonna get you #
2258
01:43:09,252 --> 01:43:11,713
# GoldenEye #
2259
01:43:11,838 --> 01:43:13,757
# Yeah, it's got you in its sights #
2260
01:43:13,924 --> 01:43:16,009
# GoldenEye #
2261
01:43:16,176 --> 01:43:18,220
# So take the pain and realise #
2262
01:43:18,345 --> 01:43:20,388
# GoldenEye #
2263
01:43:20,514 --> 01:43:25,227
# There's no escape from GoldenEye #
2264
01:43:39,658 --> 01:43:41,910
# GoldenEye #
2265
01:43:42,035 --> 01:43:43,829
# It's gonna get you #
2266
01:43:44,079 --> 01:43:46,373
# GoldenEye #
2267
01:43:46,581 --> 01:43:48,834
# Yeah, it's got you in its sights #
2268
01:43:48,917 --> 01:43:50,627
# GoldenEye #
2269
01:43:50,752 --> 01:43:53,213
# Take the pain and realise #
2270
01:43:53,296 --> 01:43:55,090
# GoldenEye #
2271
01:43:55,215 --> 01:43:57,342
# There's no escape, there's no escape #
2272
01:43:57,467 --> 01:43:59,261
# GoldenEye #
2273
01:43:59,344 --> 01:44:01,179
# It's gonna get you #
2274
01:44:01,471 --> 01:44:04,057
# GoldenEye #
2275
01:44:04,141 --> 01:44:06,434
# Yeah, it's got you in its sights #
2276
01:44:06,518 --> 01:44:08,395
# GoldenEye #
2277
01:44:08,520 --> 01:44:10,564
# Take the pain and realise #
2278
01:44:10,689 --> 01:44:12,315
# GoldenEye #
2279
01:44:12,524 --> 01:44:19,489
# There's no escape from GoldenEye #
185234
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