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These are the user uploaded subtitles that are being translated: 1 00:00:48,993 --> 00:00:50,912 Final Fantasy VII. 2 00:00:52,997 --> 00:00:55,124 GoldenEye 007. 3 00:00:55,458 --> 00:00:56,709 - 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. 9 00:01:09,889 --> 00:01:12,976 - I wanted to show people that I could do this. 10 00:01:14,978 --> 00:01:16,144 - It was our first game, 11 00:01:16,270 --> 00:01:17,981 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. 33 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 57 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 61 00:04:13,823 --> 00:04:16,117 of Japanese gaming giant Nintendo. 62 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 66 00:04:27,086 --> 00:04:30,423 fruitful collaborations in video game history. 67 00:04:30,506 --> 00:04:31,966 Together, they would go on to create 68 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 114 00:06:25,329 --> 00:06:27,373 just in this little Rare world. 115 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. 119 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 126 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 129 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 147 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 151 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, 160 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, 170 00:08:47,555 --> 00:08:48,848 let's remember at the time, weren't a thing, 171 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 174 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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