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Downloaded from
HQCINEMAS.COM
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Official HQCINEMAS movies site:
HQCINEMAS.COM
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(intense music)
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(electronic music)
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- [Presenter] Final Fantasy VII.
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- [Presenter] GoldenEye 007.
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- We were all really
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I think we were all
kind of at that stage
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in our lives where we were
really hungry to do something.
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- We were young and naive.
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- Young and inexperienced,
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and had no idea what
they were doing.
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- I wanted to show people
that I could do this.
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- It was our first game,
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I don't think we knew
quite what we had.
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- [Presenter] It's
a great lineup.
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- [Presenter] The interactive
title of the year.
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(upbeat music)
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- It was a movie license
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done by a small team
of inexperienced
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developers and
somehow ended up being
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the greatest first-person
shooter of its era.
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- [Jimmy Fallon] This is
one of the best video games
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of all time.
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- You couldn't ask for a
better cocktail recipe.
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- Here's your spy playground.
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- The guns, the
gadgets, the cars,
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the girls, the memorable
villains, amazing exotic settings.
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- One of the most important
video games yet made,
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had a transformative
effect on the industry.
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You can look at the video
game landscape today
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and trace back its
origins in GoldenEye.
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- GoldenEye is one of
those wonderful games
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that almost splits the game
industry into two times.
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There's before GoldenEye
and there's after GoldenEye.
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- Halo, Call of Duty,
Medal of Honor, Battlefield,
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all of that goes
back to GoldenEye.
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First-person shooters were
really this PC elite genre.
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3D gaming was really coming to
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the fore for the first time.
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The social element,
the friendship element,
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the skill and personal
achievement, right?
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It's one package that
sums up all the reasons
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I play and want to make games.
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- [Narrator] Ah, the
1990s, a time of innocence,
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optimism, and social
cohesion, and Spice Girls.
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There were no mobile
phones, no social media,
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the internet was but
a whisper on the wind
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and TV consisted
entirely of the same
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old channels we'd
had for decades.
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The video games industry
was still young,
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widely considered to be
the realm of children
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and toy makers, but
it was changing fast
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as game makers were still
discovering what games could be.
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Many video games have graced
our screens over the years,
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few are played decades later,
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even fewer change
the way we play.
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This is the story of a
game that did just that.
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(intense music)
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- [Narrator] Rare was
founded in the 1980s
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by brothers Tim
and Chris Stamper.
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The Stamper brothers
began their journey
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developing a series
of acclaimed titles
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for the ZX Spectrum
and built themselves
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quite a reputation for
innovative high quality games.
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In 1985, their
work caught the eye
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of Japanese gaming
giant Nintendo.
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In fact, Nintendo loved
what they saw so much,
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they invested in the
fledgling outfit,
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taking a 49% shareholding
in the company.
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This relationship would
go down as one of the most
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fruitful collaborations
in video game history.
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Together, they would
go on to create
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some of the most beloved
video games of the nineties.
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- [James Batchelor] What's
amazing is that Rare
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is this just, really...
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at the time, it was this
really reclusive developer.
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They didn't tell you anything.
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They were very kind of secret,
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and so secret that not
many people knew where they
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were based,
and they were based on
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what used to be a
farm in the Midlands.
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- [Mick Gordon] Middle
of England, a barn,
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groups of people that
had really not done
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a lot of video game stuff
before, were killing it.
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- [Grant Kirkhope]
Twycross is absolutely,
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there's nothing in it.
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Twycross is a village that
contains, it's got one pub.
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It's got a private school.
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A bit further up the road
there's Twycross zoo
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which is quite famous,
but that is it.
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- [Krishan Sharma] You have
this extremely talented
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cutting edge
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game development studio out in
the middle of nowhere, right?
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In countryside in England.
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- [Mick Gordon] I mean over
that period of what, six years,
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they'd done some of the
best 2D platformers,
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some of the best 3D platformers,
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one of the best fighting games,
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one of the best racing games,
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and certainly one of the
best first-person shooters.
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- [Grant Kirkhope] People
underestimate the influence
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of Tim Stamper
and Chris Stamper.
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They were just absolutely
always in complete sync.
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There was never a
point in time where
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those two guys didn't
agree on something.
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There was always
absolute solidarity
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and they knew exactly
what they wanted.
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There was never a time you
could say, we're not sure.
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Tim would always
know how it needs to be
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for that to be fantastic.
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- [James Batchelor] The whole point
of Rare was to do things differently,
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to not just make the same games
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that have come before,
but it works for them.
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They're kind of
isolated a little bit
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in that they're on this
kind of farm style campus.
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They've got different barns,
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so different buildings
where the different teams
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make different games
and they are
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00:06:01,040 --> 00:06:03,000
just in this little Rare world.
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00:06:03,240 --> 00:06:05,200
- [James Miskell] You know,
when you buy a Nintendo game,
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00:06:05,280 --> 00:06:07,840
it would have the
Nintendo seal of quality?
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00:06:07,920 --> 00:06:09,920
To me, the Rare logo, back then,
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was the Nintendo
seal of quality.
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You knew you were
getting an amazing game.
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00:06:13,920 --> 00:06:15,840
- [Grant Kirkhope] You used to
always want to make the fact
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00:06:15,920 --> 00:06:17,440
that the Rare logo
should sell the game
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00:06:17,520 --> 00:06:18,920
without even knowing
about the review.
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You see that blue R on
that game box, you buy it.
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- They just didn't
make bad games.
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- Rare was a very sort of
clandestine place in some respects
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nobody ever did interviews,
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no one knew what we were up to
until the game came out.
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No one had any idea
because Tim and Chris
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weren't interested in fame,
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we just work on the games,
we focus on the games,
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make them the best they can be,
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we put them out and
they do the talking.
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- [Martin Watts] Rare
was a very important
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and iconic developer
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back during the
nineties, you know.
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It really pushed the boundaries,
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not just with the N64.
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So, they developed
Donkey Kong Country.
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That was a game which used
pre-rendered 3D graphics.
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And for it to be on that console
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at that time, it looked amazing.
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00:07:01,800 --> 00:07:04,320
- [David Craddock] They were
able to render these gorgeous
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00:07:04,400 --> 00:07:08,440
3D models and then
make them 2D sprites,
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but they maintained almost
the same level of graphical
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fidelity as their original
source models had.
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It just made the
Super Nintendo look
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like it could be the
next generation console.
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It wasn't old. It was new again.
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- [Mick Gordon] It was evident
back in Donkey Kong Country
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where they were using
3D development stuff
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in a 2D environment to give
the illusion of a 3D world.
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Nobody was doing that at all.
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- [Peer Schneider] So
in the late nineties
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we saw a lot of innovation
around how games are played,
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how games control, how
camera systems work,
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how progression in levels
work, all of that stuff.
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It was kind of this
Wild West of developers
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trying a whole bunch
of different things.
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And then, you know, over time,
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certain things stuck around,
certain things went away.
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- [Graeme Mason] The PC
market was absolutely booming
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thanks to the advent
of 3D graphics cards.
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00:08:02,560 --> 00:08:05,320
- [Ad Narrator] Welcome
to the world of Doom.
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00:08:05,400 --> 00:08:07,240
A hellish nightmare
for the more real...
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00:08:07,320 --> 00:08:10,360
- Because the PC was the home
of the first-person shooter.
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- [Tommy Thompson] We didn't
call them first-person shooters.
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We called them Doom clones
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because everyone made games
that were kind of like Doom.
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- [Joao Diniz Sanches]
First-person shooters,
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let's remember at the
time, weren't a thing,
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they weren't a genre.
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They were just shooters
in a 3D environment.
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- [Peer Schneider] The landscape
for first-person shooters
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was pretty young back then.
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It was more about monster
closets, fast paced shooting,
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you know, skill-based gameplay,
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but not really campaign-based
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storytelling and puzzle solving.
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- [Dan Ryckert] For me,
FPS was just id games.
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It was Wolfenstein and Doom
because that's all I knew.
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- [Tommy Thompson] And then
moving into Quake and Unreal
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around the same
era as one another.
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00:08:47,960 --> 00:08:49,720
- [Joao Diniz Sanchez]
You had kind of, you know
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violent games beginning
to kind of become popular.
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And so you needed the
consoles to match that.
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- I'd seen really rad, awesome
3D stuff in the arcades
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playing all sorts of video games
like Virtua Cop and things.
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But the concept of
having three-dimensional
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00:09:07,240 --> 00:09:10,720
first-person shooter game
at home was revolutionary.
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- This transition from Mega
Drive and Super Nintendo
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to the PlayStation or
even the Sega Saturn
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00:09:18,560 --> 00:09:22,240
adapting to these new
forms is introducing
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00:09:22,320 --> 00:09:24,000
all these new
challenges and problems.
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00:09:24,080 --> 00:09:25,880
- You'd seen some
experimentations with 3D
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00:09:25,960 --> 00:09:28,400
on the Super Nintendo, things
like Star Fox and F-Zero
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00:09:28,480 --> 00:09:31,320
and Pilotwings, and it
was sort of fake 3D.
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00:09:31,440 --> 00:09:32,960
It wasn't really good 3D.
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- Most interesting is how
the different developers
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kind of used this newfound power
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00:09:37,920 --> 00:09:39,360
of using the third dimension,
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00:09:39,440 --> 00:09:43,600
like how they would use it
to create new experiences.
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- It's also around
this sort of time
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that you had Tomb Raider.
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00:09:46,520 --> 00:09:48,960
Tomb Raider was made in Britain.
You had Grand Theft Auto.
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00:09:49,040 --> 00:09:51,040
Grand Theft Auto was
made in Scotland.
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00:09:51,120 --> 00:09:53,520
There were a lot of
very kind of ambitious
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00:09:53,600 --> 00:09:57,640
creative UK developers
trying to push the bounds
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00:09:57,720 --> 00:10:00,640
of this new 3D world and
what we could do with it,
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00:10:00,720 --> 00:10:02,760
and they were having
worldwide hits.
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00:10:07,840 --> 00:10:09,840
- [Karl Hilton] I'd been to
lots of interviews in London.
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00:10:09,920 --> 00:10:11,840
It was like, great, London.
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00:10:11,920 --> 00:10:14,520
Then I ended up in a
farmhouse in Warwickshire
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00:10:14,600 --> 00:10:16,120
it was quite bizarre.
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00:10:16,200 --> 00:10:17,960
- [Brett Jones] The
actual layout was you have
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00:10:18,040 --> 00:10:19,440
the big farmhouse itself
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00:10:19,520 --> 00:10:21,560
which was sorting out all
the minutia of the day.
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00:10:21,640 --> 00:10:22,880
You know, making sure
the company works
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00:10:22,960 --> 00:10:24,080
and all that sort of stuff.
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00:10:24,160 --> 00:10:25,600
And then there were
literally barns
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00:10:25,680 --> 00:10:27,080
where they used to
keep the horses.
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00:10:27,160 --> 00:10:29,040
And these had been
turned into offices
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00:10:29,120 --> 00:10:31,800
and each team was
in one of the barns
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00:10:31,880 --> 00:10:34,600
and where the horse
sort of stalls where
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00:10:34,680 --> 00:10:36,840
they'd been turned into
our individual offices.
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00:10:36,920 --> 00:10:38,200
- [Steve Ellis] They
were each big enough for
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00:10:38,280 --> 00:10:39,560
two or three people.
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00:10:39,640 --> 00:10:41,480
When I started, I
had one to myself,
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00:10:41,560 --> 00:10:43,920
which was right
next to the crรจche.
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00:10:44,000 --> 00:10:45,880
So I got to hear kids
playing all day.
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00:10:45,960 --> 00:10:47,720
- [Brett Jones] Of course
there was no internet,
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00:10:47,800 --> 00:10:48,880
so it was like get on with this,
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00:10:48,960 --> 00:10:51,160
you're in your computer
now, get on with it.
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00:10:51,240 --> 00:10:54,200
But it was really nice, that
barn sort of feel to it.
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00:10:54,280 --> 00:10:56,400
- [David Doak] That was
very much how Rare worked.
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00:10:56,480 --> 00:10:58,120
It was kind of everyone
was in their little silo
242
00:10:58,200 --> 00:10:59,880
and there was a Donkey Kong barn,
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00:10:59,960 --> 00:11:02,440
and there was a barn that
ended up where Banjo was.
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00:11:02,520 --> 00:11:05,080
There was the Killer block,
people making Killer Instinct.
245
00:11:05,160 --> 00:11:06,880
- [Steve Ellis] I was
22 when I joined Rare.
246
00:11:08,000 --> 00:11:11,200
I think the others were
mostly about the same
247
00:11:11,280 --> 00:11:12,720
or a little bit older.
248
00:11:12,800 --> 00:11:14,160
Well, I was straight out of uni,
249
00:11:14,240 --> 00:11:16,480
so I'd never worked on an actual
250
00:11:16,560 --> 00:11:18,560
game that had been released.
251
00:11:19,040 --> 00:11:22,520
- [Karl Hilton] 24 and no
experience at all in making games.
252
00:11:22,600 --> 00:11:24,080
Rare was my first job
out of the university, so.
253
00:11:24,240 --> 00:11:25,760
- [David Doak]
I was a scientist.
254
00:11:25,840 --> 00:11:30,040
So I was at Oxford University
and I'd done my degree and PhD
255
00:11:30,120 --> 00:11:33,960
and I worked in molecular
structure determination.
256
00:11:34,040 --> 00:11:36,880
- [Duncan Botwood] So I
was about 23, I guess.
257
00:11:37,000 --> 00:11:39,400
I had not got a
degree at that point.
258
00:11:39,480 --> 00:11:40,720
I'd dropped out of architecture.
259
00:11:40,840 --> 00:11:42,200
- [Grant Kirkhope]
For someone like me,
260
00:11:42,280 --> 00:11:44,280
I really genuinely thought I'd
just end up like a tramp.
261
00:11:44,360 --> 00:11:46,120
I did the university thing,
messed around in bands
262
00:11:46,200 --> 00:11:47,600
for years and years
to get to 33,
263
00:11:47,680 --> 00:11:50,760
so 11 years as a long time
just living at home with my mother.
264
00:11:50,840 --> 00:11:53,520
I don't know, I would've
just been a pub rocker
265
00:11:53,600 --> 00:11:56,800
making 30 quid a night
probably to this day.
266
00:11:56,880 --> 00:11:58,680
- [Graeme Norgate] So when I
joined Rare, I would have been,
267
00:11:58,760 --> 00:12:02,760
I'd just turned 23 and all
my experience up to that point
268
00:12:02,840 --> 00:12:07,040
was playing games and wanting
to do music for games.
269
00:12:07,120 --> 00:12:09,120
- As well as the
artists and programmers,
270
00:12:09,200 --> 00:12:10,560
they wanted a
system administrator
271
00:12:10,640 --> 00:12:12,880
to go and run their
Silicon Graphics network.
272
00:12:12,960 --> 00:12:15,720
And at the time I was running
a Silicon Graphics network
273
00:12:15,800 --> 00:12:19,840
as part of my job in the lab.
And I'd had a bad day...
274
00:12:21,560 --> 00:12:24,240
I kinda thought, well, yeah,
screw it. I'll apply for this.
275
00:12:24,600 --> 00:12:26,800
- This was my first job.
It was a good job.
276
00:12:26,880 --> 00:12:28,640
I was earning more money
than I ever had done before.
277
00:12:28,720 --> 00:12:31,080
And I was getting to
work on James Bond.
278
00:12:31,160 --> 00:12:33,720
- The name's Bond, James Bond.
279
00:12:37,320 --> 00:12:39,000
- A new project had
come in from Nintendo.
280
00:12:39,080 --> 00:12:40,520
They've got the
rights to GoldenEye.
281
00:12:40,920 --> 00:12:42,680
(upbeat music)
282
00:12:43,440 --> 00:12:45,200
And they'd come
to Rare and said,
283
00:12:45,280 --> 00:12:47,880
would you lead a new team
to make this GoldenEye game?
284
00:12:47,960 --> 00:12:49,720
- [David Craddock] The
offer for a movie game,
285
00:12:49,800 --> 00:12:51,680
a movie tie-in game,
came up to Rare.
286
00:12:51,760 --> 00:12:53,880
It was kind of the last
thing anyone wanted to do.
287
00:12:53,960 --> 00:12:56,640
- They didn't really
like making adult games.
288
00:12:56,760 --> 00:12:58,720
They wanted to make broad
appeal family games.
289
00:12:58,800 --> 00:13:00,680
So GoldenEye was a little bit
out of the ordinary for them.
290
00:13:00,760 --> 00:13:02,160
- Martin Hollis was
the guy who stepped up
291
00:13:02,240 --> 00:13:04,400
and said, okay, I'll do this.
This could be kind of fun.
292
00:13:04,480 --> 00:13:05,600
And everyone else was
like, great, cool.
293
00:13:05,680 --> 00:13:07,240
We want to keep
making our own games.
294
00:13:07,320 --> 00:13:09,280
- [Narrator] Martin Hollis,
a young, ambitious
295
00:13:09,360 --> 00:13:11,440
university graduate from the
south of England
296
00:13:11,520 --> 00:13:13,320
had only been with
Rare a short time
297
00:13:13,400 --> 00:13:15,840
before the opportunity to
make GoldenEye came up.
298
00:13:15,920 --> 00:13:17,680
His total experience
working in games
299
00:13:17,760 --> 00:13:19,560
was a brief stint
working on a coin-op
300
00:13:19,640 --> 00:13:23,320
conversion of Killer
Instinct, and that was it.
301
00:13:23,400 --> 00:13:25,840
He was, however, a
massive Bond fan,
302
00:13:25,920 --> 00:13:27,360
as evidenced by this homage to
303
00:13:27,440 --> 00:13:29,440
the infamous Bond
gun barrel sequence
304
00:13:29,520 --> 00:13:31,360
he made with his
brothers as a young lad,
305
00:13:31,440 --> 00:13:34,640
shown here at a GDC
2012 GoldenEye talk.
306
00:13:34,720 --> 00:13:36,240
But making a game
about Bond
307
00:13:36,320 --> 00:13:38,120
would be a much larger challenge.
308
00:13:38,200 --> 00:13:41,560
Hollis would have to build a
team and a game from scratch.
309
00:13:41,640 --> 00:13:43,160
Martin's first
recruit to the team
310
00:13:43,240 --> 00:13:45,760
was programming
prodigy, Mark Edmonds.
311
00:13:45,840 --> 00:13:47,680
A man of few words,
Mark was in charge
312
00:13:47,760 --> 00:13:50,280
of the core engine
and AI systems.
313
00:13:50,360 --> 00:13:52,160
Joining him was
architecture graduate
314
00:13:52,240 --> 00:13:54,080
turned lead artist, Karl Hilton,
315
00:13:54,160 --> 00:13:56,640
and populating Karl's environments
with character models
316
00:13:56,720 --> 00:13:58,920
and animations was Brett Jones.
317
00:13:59,000 --> 00:14:00,920
Duncan Botwood came
aboard next as a designer
318
00:14:01,000 --> 00:14:03,400
to work on level progression
and mission structures,
319
00:14:03,480 --> 00:14:05,320
programmer Steve Ellis
was brought in
320
00:14:05,400 --> 00:14:07,200
to code the weapons
and explosion effects,
321
00:14:07,280 --> 00:14:09,800
and David Doak joined to
help craft the missions,
322
00:14:09,880 --> 00:14:12,040
storylines, and objectives.
323
00:14:12,120 --> 00:14:14,400
But what of GoldenEye's
signature soundscape?
324
00:14:14,480 --> 00:14:16,920
Well, that came courtesy
of Graeme Norgate
325
00:14:17,000 --> 00:14:19,240
and Grant Kirkhope,
with the dynamic duo
326
00:14:19,320 --> 00:14:21,680
providing the music
and sound effects.
327
00:14:21,760 --> 00:14:23,680
And last but not
least, Adrian Smith
328
00:14:23,760 --> 00:14:25,280
was the final piece
of the puzzle,
329
00:14:25,360 --> 00:14:28,160
joining the team to help
with effects and UI.
330
00:14:28,240 --> 00:14:31,360
- The level of
ambivalence in terms of
331
00:14:31,440 --> 00:14:34,480
the studio that's
managing that project,
332
00:14:34,560 --> 00:14:36,560
the publisher that's
funding the project,
333
00:14:36,640 --> 00:14:40,200
the license holder who
also has a lot of say
334
00:14:40,280 --> 00:14:42,080
in what that game
should be...
335
00:14:42,160 --> 00:14:46,120
James Bond is one of the
biggest IPs in pop culture
336
00:14:46,360 --> 00:14:49,000
and everyone's like,
ah, they'll make it.
337
00:14:49,080 --> 00:14:52,240
- Yeah, Martin Hollis came
in one day, didn't know him.
338
00:14:53,200 --> 00:14:55,760
Then Martin said, "I've been
offered you for my new team."
339
00:14:55,840 --> 00:14:57,640
I'm like, oh great, what is it?
340
00:14:57,720 --> 00:15:00,400
He said, "Well, do you
like James Bond movies?"
341
00:15:00,480 --> 00:15:02,080
And at the time I was
thinking, you know,
342
00:15:02,160 --> 00:15:03,320
I love James Bond movies.
343
00:15:03,400 --> 00:15:06,520
I'm thinking, but video game
James Bond movies?
344
00:15:06,600 --> 00:15:09,360
- [Simon Parkin] In the late
nineties, every major film
345
00:15:09,440 --> 00:15:13,240
that came along had to have a
licensed video game attached.
346
00:15:13,320 --> 00:15:15,960
And this was not because
Hollywood, you know,
347
00:15:16,040 --> 00:15:19,120
particularly valued or respected
the video game industry.
348
00:15:19,200 --> 00:15:21,400
It was like, this is a
really useful marketing tool.
349
00:15:21,480 --> 00:15:24,440
- Nobody believed that a
GoldenEye game would work.
350
00:15:24,520 --> 00:15:30,280
Licensed tie-in games at
the time were like a toy.
351
00:15:30,440 --> 00:15:32,360
You know, you had
the baseball cap,
352
00:15:32,440 --> 00:15:34,680
you had the lunchbox, and
you had the video game.
353
00:15:34,760 --> 00:15:37,320
- [Peer Schneider] Movie
license games often failed
354
00:15:37,400 --> 00:15:39,120
because the game play
wasn't good. Right?
355
00:15:39,200 --> 00:15:41,240
They were cranked out
to just kind of hit
356
00:15:41,320 --> 00:15:43,360
a deadline and kind of resemble
357
00:15:43,440 --> 00:15:45,480
the franchises that
were so popular.
358
00:15:45,560 --> 00:15:48,200
- We all got Bond.
359
00:15:48,280 --> 00:15:50,600
There wasn't some style
sheet that we needed to read.
360
00:15:50,680 --> 00:15:51,880
- We were James Bond fans.
361
00:15:51,960 --> 00:15:54,960
We all wanted to be James
Bond. That was the whole point.
362
00:15:55,040 --> 00:15:56,640
- And I was able to
rattle off a load
363
00:15:56,720 --> 00:15:59,120
of kind of Bond ideas because
I'd read all the books
364
00:15:59,200 --> 00:16:01,600
and obviously seen all
the films and so on.
365
00:16:01,680 --> 00:16:04,480
So I wouldn't stop talking
for about half an hour
366
00:16:04,560 --> 00:16:05,800
about all the things
we could do with it.
367
00:16:05,880 --> 00:16:08,320
- I was a big Bond fan. So
I watched all the Bonds.
368
00:16:08,400 --> 00:16:09,480
- When the movies came out,
369
00:16:09,560 --> 00:16:11,360
they were the biggest
movie of the year, always.
370
00:16:11,440 --> 00:16:12,600
The best effects,
the best music,
371
00:16:12,720 --> 00:16:14,360
everything was
spectacular in Bond films.
372
00:16:14,440 --> 00:16:15,480
So you always knew
373
00:16:15,560 --> 00:16:17,200
you're in for a great ride
on a Bond movie.
374
00:16:17,280 --> 00:16:18,240
In the first few days,
375
00:16:18,320 --> 00:16:19,920
I do remember sitting
down and talking about
376
00:16:20,000 --> 00:16:21,240
what kind of a
game it should be.
377
00:16:21,320 --> 00:16:23,200
I used to love playing
Spy Hunter in the arcades.
378
00:16:23,280 --> 00:16:25,040
Maybe it's a sort of
Spy Hunter, sort of,
379
00:16:25,120 --> 00:16:26,360
top-down driving game.
380
00:16:26,480 --> 00:16:28,960
- [Graeme Mason] They wanted to do
something for the Super Nintendo,
381
00:16:29,080 --> 00:16:32,600
the SNES, I assume
it would have been vastly
382
00:16:32,680 --> 00:16:35,400
different given the different
powers of the two machines,
383
00:16:35,480 --> 00:16:38,120
probably a 2D platformer.
384
00:16:38,200 --> 00:16:40,320
- Everyone was working on
Super Nintendo at the time.
385
00:16:40,840 --> 00:16:42,840
And Martin had said
to them, I will do it,
386
00:16:42,920 --> 00:16:44,680
but he wanted to work
on the new console
387
00:16:44,760 --> 00:16:45,720
that was coming along.
388
00:16:45,800 --> 00:16:46,960
- Martin had the
vision, you know,
389
00:16:47,040 --> 00:16:49,680
he was the only guy that had
actually done a game before.
390
00:16:49,760 --> 00:16:51,640
So he was the one powering
through this and saying,
391
00:16:51,720 --> 00:16:53,040
you know, I think
we'd like to do this.
392
00:16:53,120 --> 00:16:54,240
I think we'd like to do that.
393
00:16:54,320 --> 00:16:56,000
- Especially in
those early phases,
394
00:16:56,080 --> 00:16:58,520
it's Mark Edmonds
and Martin Hollis.
395
00:16:58,600 --> 00:17:00,040
But Mark was the engineer.
396
00:17:00,120 --> 00:17:03,480
Mark essentially
built the core engine
397
00:17:03,560 --> 00:17:06,160
and an awful lot of
the subsequent tools
398
00:17:06,240 --> 00:17:08,319
that were available to
the rest of the team
399
00:17:08,400 --> 00:17:10,319
to start building
all the level designs
400
00:17:10,400 --> 00:17:13,400
and create all these really
fun, unique experiences.
401
00:17:13,480 --> 00:17:14,720
- Of course you
have to remember,
402
00:17:14,800 --> 00:17:18,200
first-person shooters got off
to a much slower start on consoles.
403
00:17:18,280 --> 00:17:20,960
Yes, there were ports of
games like Wolfenstein 3D
404
00:17:21,040 --> 00:17:24,319
and Doom on earlier systems
like the Super Nintendo,
405
00:17:24,440 --> 00:17:27,800
and the 32X, but technically
they were really ugly
406
00:17:27,880 --> 00:17:30,360
and kind of just stumbled
compared to the PC counterparts.
407
00:17:30,440 --> 00:17:31,480
- At the time, people are like,
408
00:17:31,560 --> 00:17:33,640
a shooter won't work on
consoles because you need a PC.
409
00:17:33,720 --> 00:17:35,800
You need mouse control
because it's more accurate
410
00:17:35,880 --> 00:17:37,320
or you need a keyboard
because you've
411
00:17:37,400 --> 00:17:39,440
got so many different buttons,
so many different options.
412
00:17:39,520 --> 00:17:41,160
- They were much better
suited, that sort of game,
413
00:17:41,240 --> 00:17:44,120
to the PC because you
can use the mouse to aim.
414
00:17:44,200 --> 00:17:46,840
You can use the keyboard
to move your character.
415
00:17:46,920 --> 00:17:49,400
You can map different
keys to different actions.
416
00:17:49,560 --> 00:17:52,120
On a video game
console controller,
417
00:17:52,200 --> 00:17:53,920
you're much more limited
in what you can do.
418
00:17:54,000 --> 00:17:57,320
- At some point, details
about the Ultra 64.
419
00:17:57,400 --> 00:18:00,000
They were boasting about
all this new power
420
00:18:00,080 --> 00:18:01,560
that this console would have.
421
00:18:01,640 --> 00:18:04,720
And at some point
Martin got a brain storm
422
00:18:04,800 --> 00:18:06,320
and decided that actually
423
00:18:06,400 --> 00:18:08,960
this sort of game
would work in 3D.
424
00:18:09,040 --> 00:18:10,600
- We all knew it was
coming. No one had seen it.
425
00:18:10,680 --> 00:18:12,280
No one knew much
about it but we knew
426
00:18:12,360 --> 00:18:14,040
it was going to be a 3D console.
427
00:18:14,120 --> 00:18:16,080
- With the early
through mid-nineties,
428
00:18:16,160 --> 00:18:19,200
you're going through this
massive technological upheaval,
429
00:18:19,280 --> 00:18:22,480
like consoles are
adapting and being built
430
00:18:22,560 --> 00:18:24,200
and being released
like really frequently
431
00:18:24,280 --> 00:18:26,120
and really quickly, the
hardware is changing,
432
00:18:26,200 --> 00:18:28,360
and in turn the software
that we have to build
433
00:18:28,440 --> 00:18:29,920
for it is changing as well.
434
00:18:30,000 --> 00:18:32,680
At this transition
from 2D into 3D gaming,
435
00:18:33,040 --> 00:18:35,400
we don't really know
what's the standard
436
00:18:35,480 --> 00:18:38,040
by which we're going
to build 3D games.
437
00:18:38,120 --> 00:18:41,760
- Because the 3D
thing was a new thing,
438
00:18:42,120 --> 00:18:45,080
there wasn't a body of
people with those experiences
439
00:18:45,160 --> 00:18:47,480
or those skills,
so you're almost
440
00:18:47,560 --> 00:18:49,320
kind of taking a punt on people.
441
00:18:49,960 --> 00:18:52,440
So like Karl, for instance,
Karl Hilton
442
00:18:52,520 --> 00:18:55,520
was an architecture
graduate, you know,
443
00:18:55,600 --> 00:18:58,000
and, yeah, he'd done a
bit of messing around
444
00:18:58,080 --> 00:19:00,720
doing 3D modeling, but not much.
445
00:19:01,040 --> 00:19:03,560
- The developers are...
446
00:19:03,800 --> 00:19:07,600
relatively new
to this experience.
447
00:19:07,760 --> 00:19:10,600
Many of them had never
shipped a game before
448
00:19:10,720 --> 00:19:13,480
and given a tremendous
amount of freedom
449
00:19:13,600 --> 00:19:16,400
to experiment and
play around with ideas
450
00:19:16,480 --> 00:19:19,800
and throwing things in ad hoc
to see whether it sticks.
451
00:19:19,880 --> 00:19:21,640
- And then we also were
talking about different
452
00:19:21,720 --> 00:19:23,680
shooters, particularly
the Virtua Cop games.
453
00:19:23,760 --> 00:19:25,960
- Originally it was supposed
to be an on-rails game.
454
00:19:26,040 --> 00:19:27,480
The feel of that
is quite different.
455
00:19:27,560 --> 00:19:30,760
- So you would go through
each level at the same pace,
456
00:19:30,840 --> 00:19:32,960
kind of almost Star Fox
style or Time Crisis,
457
00:19:33,040 --> 00:19:35,760
that sort of thing, and it
would be the same each time.
458
00:19:35,840 --> 00:19:37,760
And you just have to kind of
improve your score each time.
459
00:19:37,840 --> 00:19:39,960
- You didn't have
control over movement,
460
00:19:40,040 --> 00:19:42,360
but you could aim
just in some of
461
00:19:42,440 --> 00:19:44,760
the classic kind of
arcade on-rails shooters.
462
00:19:44,840 --> 00:19:47,880
- And they put everything in
to make it play like Virtua Cop,
463
00:19:48,000 --> 00:19:49,880
and then everyone was
playing it and going
464
00:19:50,520 --> 00:19:51,640
it's not any fun.
465
00:19:51,720 --> 00:19:54,000
It looks like Virtua Cop,
it moves like Virtua Cop,
466
00:19:54,080 --> 00:19:56,680
it's got the Bond,
but it's not fun.
467
00:19:57,880 --> 00:19:59,600
- GoldenEye was
one of those games that
468
00:19:59,680 --> 00:20:01,040
kept on getting
delayed and obviously
469
00:20:01,120 --> 00:20:02,440
missed the release of the movie,
470
00:20:02,520 --> 00:20:04,080
and even the home video release.
471
00:20:04,160 --> 00:20:08,360
- It has the markings of
like a small indie outfit now
472
00:20:08,640 --> 00:20:11,400
who's got far more
resource and budget
473
00:20:11,480 --> 00:20:13,360
than anyone would
potentially imagine
474
00:20:13,440 --> 00:20:15,120
with no constraint on,
475
00:20:15,200 --> 00:20:17,200
right, you've got to ship
this in six months.
476
00:20:17,280 --> 00:20:18,800
It's, we'll keep paying the bills,
477
00:20:18,880 --> 00:20:20,800
but could you try
and ship something?
478
00:20:20,880 --> 00:20:25,560
- Nintendo is not like many
other video game companies
479
00:20:25,720 --> 00:20:29,160
in that, you know,
it was able to say
480
00:20:29,240 --> 00:20:31,800
it cares most, first and
foremost about the quality
481
00:20:31,880 --> 00:20:34,040
of the games that
appear on its hardware.
482
00:20:34,120 --> 00:20:36,640
So it's less about we need
to hit this release date
483
00:20:36,720 --> 00:20:38,960
so that we maximize
our profits
484
00:20:39,040 --> 00:20:41,040
because we're tying in with
the film's release.
485
00:20:41,120 --> 00:20:43,920
It's more like, no,
we're gonna wait on this
486
00:20:44,080 --> 00:20:47,520
until it's right, until
it's ready, until it's good.
487
00:20:47,600 --> 00:20:49,800
- Now there was concerns that
it wasn't a very Nintendo-ish
488
00:20:49,880 --> 00:20:51,800
product, it was quite,
we got told
489
00:20:51,880 --> 00:20:54,080
repeatedly it was too
dark and it was violent.
490
00:20:54,160 --> 00:20:55,800
To which our response was, well,
491
00:20:55,880 --> 00:20:57,680
it's dark because the
film's dark and it's violent
492
00:20:57,760 --> 00:20:59,440
because it's James Bond
and he kills people.
493
00:20:59,520 --> 00:21:01,200
- There's a very
well-known story now
494
00:21:01,280 --> 00:21:03,760
that Martin Hollis tells about
495
00:21:03,840 --> 00:21:06,480
late into the game's
development receiving a fax
496
00:21:06,560 --> 00:21:10,480
from Shigeru Miyamoto,
who is still the most
497
00:21:10,560 --> 00:21:12,040
famous video game
designer in the world.
498
00:21:12,120 --> 00:21:13,840
And certainly was at that time.
499
00:21:13,920 --> 00:21:15,640
Sort of giving us
feedback on GoldenEye,
500
00:21:15,720 --> 00:21:17,480
and he says he doesn't
like the violence.
501
00:21:19,680 --> 00:21:21,960
He says it sort of feels tragic,
502
00:21:22,040 --> 00:21:24,640
and is there no way that
at the end of the game,
503
00:21:24,720 --> 00:21:28,640
you as Agent 007 can
visit the hospital ward
504
00:21:28,720 --> 00:21:30,560
where all of the people
that you've taken down
505
00:21:30,640 --> 00:21:32,720
during the course of the
game are sort of holed up
506
00:21:32,800 --> 00:21:34,200
and can you not
work your way down
507
00:21:34,280 --> 00:21:36,760
the beds shaking
everyone's hands?
508
00:21:37,320 --> 00:21:41,440
It's obviously a very funny
story, but it also illustrates,
509
00:21:41,520 --> 00:21:43,120
I think, something
about Nintendo
510
00:21:43,200 --> 00:21:45,160
and Miyamoto's approach
to video game design,
511
00:21:45,240 --> 00:21:48,280
and probably their
nervousness about a game
512
00:21:48,360 --> 00:21:50,800
like GoldenEye appearing
on their flagship hardware.
513
00:21:50,880 --> 00:21:52,360
At one point they were
even saying, well,
514
00:21:52,440 --> 00:21:54,520
we're not sure about this.
Maybe we just cancel it.
515
00:21:54,600 --> 00:21:57,680
And because they'd
rather lose that money
516
00:21:57,760 --> 00:22:00,520
and preserve their reputation
as a fantastic
517
00:22:00,600 --> 00:22:03,560
video game publisher
than they would to
518
00:22:03,640 --> 00:22:04,680
recoup some of that money
519
00:22:04,760 --> 00:22:06,840
and put something else
out that's substandard.
520
00:22:07,840 --> 00:22:09,640
- [Narrator] So let's do
a quick summary. Shall we?
521
00:22:09,720 --> 00:22:11,560
We have an inexperienced
ragtag group
522
00:22:11,640 --> 00:22:13,720
of university graduates
working in a barn
523
00:22:13,800 --> 00:22:15,480
somewhere in the
English countryside
524
00:22:15,560 --> 00:22:17,360
on a game
based off a movie,
525
00:22:17,440 --> 00:22:20,120
a game about a spy
with a license to kill,
526
00:22:20,200 --> 00:22:22,720
to be played on a console
that didn't exist yet
527
00:22:22,800 --> 00:22:23,960
for the company that brought you
528
00:22:24,040 --> 00:22:26,880
Princess Peach and
Zelda. Get all that?
529
00:22:30,800 --> 00:22:35,200
- It's the N64! Oh my God!
530
00:22:37,240 --> 00:22:40,360
- This holiday season,
it's the new Nintendo 64.
531
00:22:40,440 --> 00:22:41,640
So what's the big deal,
532
00:22:41,720 --> 00:22:43,880
and why is Toys "R"
Us already sold out?
533
00:22:43,960 --> 00:22:46,520
- [David Doak] When we all
got our production N64s
534
00:22:46,640 --> 00:22:48,920
and everyone had Mario,
and Pilotwings and stuff,
535
00:22:49,000 --> 00:22:50,640
but particularly Mario,
536
00:22:50,720 --> 00:22:52,280
literally people were
sitting in offices
537
00:22:52,360 --> 00:22:53,800
watching other
people play Mario,
538
00:22:53,880 --> 00:22:55,040
and everyone was going...
539
00:22:56,400 --> 00:22:57,960
You know, jaw drop.
540
00:22:58,040 --> 00:22:59,880
From the moment you
pick up that game,
541
00:22:59,960 --> 00:23:02,480
it just says, go, explore.
542
00:23:02,600 --> 00:23:04,400
- It was symbolic of
the time that, you know,
543
00:23:04,480 --> 00:23:06,560
you had this new level
of freedom, you know,
544
00:23:06,640 --> 00:23:09,320
afforded by games like
GoldenEye 007,
545
00:23:09,400 --> 00:23:12,680
and Super Mario 64, and
Zelda: Ocarina of Time.
546
00:23:12,760 --> 00:23:15,280
You know, there was,
I think, an emphasis
547
00:23:15,360 --> 00:23:18,120
from a gameplay
perspective to get
548
00:23:18,200 --> 00:23:20,880
the players to go
off and explore.
549
00:23:20,960 --> 00:23:23,080
I remember the first time
seeing Super Mario 64,
550
00:23:23,160 --> 00:23:26,040
and it was really the first
time I'd seen a 3D game
551
00:23:26,120 --> 00:23:28,200
and it was like the
world had changed.
552
00:23:28,280 --> 00:23:29,920
And we're right on
this tipping era
553
00:23:30,000 --> 00:23:32,280
that we'll never see
again in the same way
554
00:23:32,360 --> 00:23:35,440
of moving from two dimensions
to three dimensions,
555
00:23:35,560 --> 00:23:38,720
which was such a
tremendous shift
556
00:23:38,800 --> 00:23:40,640
in the way that not only games
would be made,
557
00:23:40,720 --> 00:23:42,600
but also thought
about, but also played.
558
00:23:42,680 --> 00:23:44,440
- That just blew people's minds.
559
00:23:44,520 --> 00:23:47,000
You can wander around doing stuff
that you'd never been able
560
00:23:47,080 --> 00:23:48,600
to do before, exploring
the game in a way
561
00:23:48,680 --> 00:23:50,000
that you'd never been able to.
562
00:23:50,080 --> 00:23:51,800
- I had that curiosity,
I was just like,
563
00:23:51,920 --> 00:23:53,320
oh, what's that over there?
564
00:23:53,400 --> 00:23:56,040
N64 games and
GoldenEye specifically,
565
00:23:57,160 --> 00:23:59,040
which led me to be the
games tester that I am now.
566
00:23:59,120 --> 00:24:00,600
You know, that curiosity,
I was just like,
567
00:24:00,680 --> 00:24:02,320
let's zoom into that
with a sniper rifle.
568
00:24:02,400 --> 00:24:04,680
There's a thing over there.
How do we get over there?
569
00:24:05,080 --> 00:24:06,160
Don't know, we'll find out.
570
00:24:06,240 --> 00:24:07,960
And then you go to Facility
and you poke around
571
00:24:08,040 --> 00:24:09,520
all the corners and
you see some flasks
572
00:24:09,600 --> 00:24:11,880
and a vent and you're like,
who put flasks up there?
573
00:24:11,960 --> 00:24:15,240
- It just had this go
anywhere, do anything,
574
00:24:15,320 --> 00:24:17,040
kind of flavor to it even though
575
00:24:17,120 --> 00:24:18,760
it's not really an
open world game.
576
00:24:18,840 --> 00:24:20,920
A lot of the levels
kind of feel like you
577
00:24:21,000 --> 00:24:23,680
can kind of go
everywhere, go anywhere,
578
00:24:23,840 --> 00:24:25,680
and just play around with it.
579
00:24:25,760 --> 00:24:29,680
And so it was just
such an open feeling.
580
00:24:29,800 --> 00:24:31,720
- Before GoldenEye, most
first-person shooters
581
00:24:31,800 --> 00:24:34,160
operated with the
Doom clone mentality.
582
00:24:34,240 --> 00:24:36,240
Shoot everything that
moves, collect the keys,
583
00:24:36,320 --> 00:24:39,160
go through the doors, find
the exit, rinse and repeat.
584
00:24:39,240 --> 00:24:41,480
GoldenEye, depending on the
difficulty you selected,
585
00:24:41,560 --> 00:24:43,160
would give you
different objectives.
586
00:24:43,240 --> 00:24:44,760
It's not just A to B.
587
00:24:44,840 --> 00:24:46,640
Some of them are A
to B, but it's A to B
588
00:24:46,720 --> 00:24:48,760
via objectives C, D, and E.
589
00:24:48,840 --> 00:24:50,960
Here's a level,
this is what you need
590
00:24:51,040 --> 00:24:52,440
to do in the level
before you leave.
591
00:24:52,600 --> 00:24:54,640
- Doom had it to a point
and Quake had it to a point
592
00:24:54,720 --> 00:24:56,080
where there's keycards, right?
593
00:24:56,600 --> 00:24:59,960
Blue, the gold, the red, but
it was kind of rudimentary,
594
00:25:00,040 --> 00:25:02,120
'cause it was early
nineties gaming, you know?
595
00:25:02,280 --> 00:25:04,480
GoldenEye come out,
and it was just like,
596
00:25:04,680 --> 00:25:07,160
no, we have to talk to
this character over here.
597
00:25:07,240 --> 00:25:09,080
That's never happened to
me before in a video game,
598
00:25:09,160 --> 00:25:11,360
in terms of FPS, I have
to then look at my watch
599
00:25:11,440 --> 00:25:13,920
to get something,
throw it at a thing,
600
00:25:14,160 --> 00:25:18,960
it was doing so many things
new and fresh at the time,
601
00:25:19,080 --> 00:25:21,400
but looking back like
it completely rewrote
602
00:25:21,480 --> 00:25:24,080
the rules for video games,
FPS and otherwise.
603
00:25:27,480 --> 00:25:29,080
(intense music)
604
00:25:34,280 --> 00:25:37,280
- It wasn't until,
I would say, 1997,
605
00:25:37,360 --> 00:25:39,320
kind of the year that
first-person shooters
606
00:25:39,400 --> 00:25:42,120
exploded on the Nintendo 64,
607
00:25:42,200 --> 00:25:46,120
when you had this perfect
union of a controller
608
00:25:46,200 --> 00:25:48,240
that was up to the
job of playing FPS
609
00:25:48,400 --> 00:25:50,920
and hardware that was
up to the job of running
610
00:25:51,000 --> 00:25:53,440
and displaying
FPS that the genre
611
00:25:53,520 --> 00:25:55,800
really took off on consoles.
612
00:25:55,880 --> 00:25:59,760
- Within the year of
GoldenEye coming out in 1997,
613
00:25:59,840 --> 00:26:02,440
there was Doom 64, which
isn't a port of Doom,
614
00:26:02,520 --> 00:26:04,120
it's a completely
separate Doom game
615
00:26:04,200 --> 00:26:06,280
that was made with id
Software's blessing,
616
00:26:06,400 --> 00:26:09,360
Hexen 64, which is a
direct port of the game,
617
00:26:09,440 --> 00:26:11,480
but also, Turok:
Dinosaur Hunter.
618
00:26:11,560 --> 00:26:15,160
- It was very impressive
from a lot of standpoints,
619
00:26:15,240 --> 00:26:17,080
very complex worlds were built.
620
00:26:17,160 --> 00:26:19,880
The characters were
not sprites anymore.
621
00:26:19,960 --> 00:26:21,960
They were fully 3D again
622
00:26:22,080 --> 00:26:25,200
and had pretty intricate
animations.
623
00:26:25,280 --> 00:26:27,800
- When you see something like that
and you look at your own work,
624
00:26:27,880 --> 00:26:30,160
and all you can see are the
things that are wrong with it.
625
00:26:30,240 --> 00:26:31,640
You know, you're
thinking, oh God,
626
00:26:31,720 --> 00:26:32,960
we're miles behind on this.
627
00:26:33,040 --> 00:26:35,480
I remember being really worried
because it had very nice
628
00:26:35,560 --> 00:26:37,600
looking art and it
ran really smoothly.
629
00:26:37,680 --> 00:26:40,320
It had really good frame rate
because they had the fog
630
00:26:40,400 --> 00:26:41,920
a lot of the time
and these dinosaurs
631
00:26:42,000 --> 00:26:43,800
would run out of the fog at you
at a really nice frame rate.
632
00:26:43,880 --> 00:26:45,520
You'd be like, oh, that's nice.
633
00:26:45,600 --> 00:26:46,720
We did look at
that and think, oh,
634
00:26:46,800 --> 00:26:48,360
do we need to go back
and try and get the game
635
00:26:48,440 --> 00:26:50,640
to run faster, is there
anything else I can do?
636
00:26:50,720 --> 00:26:53,200
Should we be turning off the
Z buffer and things like that?
637
00:26:53,280 --> 00:26:55,720
Yeah, it was a real
benchmark for us.
638
00:27:00,640 --> 00:27:02,920
- [Duncan Botwood] So I started
building the dam
639
00:27:03,000 --> 00:27:05,800
without any real
technical knowledge
640
00:27:06,040 --> 00:27:08,960
and I was playing around with
the size of it and we realized
641
00:27:09,040 --> 00:27:11,120
we could take the movies
as a source for sure.
642
00:27:11,200 --> 00:27:15,560
And we also look at the set
models and the set diagrams
643
00:27:15,640 --> 00:27:17,480
that they'd drawn out,
that they built.
644
00:27:18,360 --> 00:27:19,720
- And he just built the dam
645
00:27:20,080 --> 00:27:22,040
and then we put it in
and it's like, woah!
646
00:27:22,200 --> 00:27:26,000
- We ended up with this real
sprawling mass of a level
647
00:27:26,080 --> 00:27:29,840
that was running at an
abysmally low frame rate.
648
00:27:29,920 --> 00:27:32,160
- So then that's why you have
the tunnels leading up to it,
649
00:27:32,240 --> 00:27:34,640
was to try and cut as much
of the views off as possible.
650
00:27:34,720 --> 00:27:36,800
You know, and then I went
through and basically hacked
651
00:27:36,880 --> 00:27:38,800
as many polys out as I could.
652
00:27:38,960 --> 00:27:40,080
There'd be a big thing
653
00:27:40,160 --> 00:27:41,520
that Martin put up
which would show you
654
00:27:41,600 --> 00:27:42,720
the frame rate
you currently had.
655
00:27:42,800 --> 00:27:44,760
So I could spin around and
look at what he was doing.
656
00:27:44,840 --> 00:27:47,080
And then suddenly the framerate
would drop horrendously.
657
00:27:47,160 --> 00:27:48,520
It's like, right,
what's over there?
658
00:27:48,600 --> 00:27:50,320
Okay. Go in, hack around.
659
00:27:50,400 --> 00:27:52,720
- [Duncan Botwood] That was
a kind of awakening for me.
660
00:27:52,800 --> 00:27:56,120
Like, oh yeah, it's got
to run. Oh, okay.
661
00:27:56,320 --> 00:27:58,280
- The engine was great
because I could sit there
662
00:27:58,360 --> 00:27:59,760
on my machine
and play with stuff
663
00:27:59,840 --> 00:28:01,200
and then immediately
make the level,
664
00:28:01,280 --> 00:28:03,040
put it in the game, and
then try it out again.
665
00:28:03,120 --> 00:28:04,560
So I could just
go through this process
666
00:28:04,640 --> 00:28:06,120
of just hacking away at this.
667
00:28:06,200 --> 00:28:08,040
So you start off with
levels that look fantastic.
668
00:28:08,120 --> 00:28:09,760
And by the time I'd
finished with them,
669
00:28:09,840 --> 00:28:11,960
they were sort of a bare bones.
670
00:28:12,120 --> 00:28:14,440
- And we got to go
to Leavesden Studios,
671
00:28:14,520 --> 00:28:15,920
where they were
filming GoldenEye.
672
00:28:16,320 --> 00:28:18,800
And we had a day's visit there.
673
00:28:18,880 --> 00:28:22,080
And because I had
this very rare thing
674
00:28:22,160 --> 00:28:23,520
called the digital
camera at the time,
675
00:28:23,600 --> 00:28:26,400
which was this massive,
massive, heavy camera.
676
00:28:26,480 --> 00:28:28,680
My job was to go round
and film and, you know,
677
00:28:28,760 --> 00:28:30,600
try and get reference
for everything.
678
00:28:30,680 --> 00:28:33,120
And we saw St. Petersburg
where they had the tank chase
679
00:28:33,200 --> 00:28:34,160
and that was all still up.
680
00:28:34,240 --> 00:28:37,280
And then inside one of the
actual studios was the huge,
681
00:28:37,360 --> 00:28:39,240
you know, the villain's
lair set at the end.
682
00:28:39,320 --> 00:28:42,240
And we saw that while it was
in its pristine condition.
683
00:28:42,320 --> 00:28:43,440
Then we went back
the second time
684
00:28:43,520 --> 00:28:44,920
we saw it in its
blown up condition.
685
00:28:45,000 --> 00:28:47,560
- Martin was very
pragmatic about stuff.
686
00:28:47,640 --> 00:28:50,120
It's like, you go off and
make what you want to make.
687
00:28:50,200 --> 00:28:51,800
And then we'll look
at it and work out
688
00:28:51,880 --> 00:28:53,040
how we're going
to get it to work.
689
00:28:53,120 --> 00:28:54,600
It was all very,
very co-operative.
690
00:28:54,680 --> 00:28:56,120
It was never like,
this is what you do.
691
00:28:56,200 --> 00:28:58,440
This is how you do it.
Don't break these rules.
692
00:28:58,520 --> 00:29:01,200
It was much more, what
kind of things do you need?
693
00:29:01,280 --> 00:29:02,680
- [David Doak] A good
example is the frigate.
694
00:29:02,760 --> 00:29:04,720
That's in it because in the film
695
00:29:04,800 --> 00:29:07,760
there's a helicopter is
on a frigate in Monaco.
696
00:29:07,840 --> 00:29:09,880
So Karl had built the frigate
and we had
697
00:29:09,960 --> 00:29:12,280
a helicopter model
and that was it.
698
00:29:12,680 --> 00:29:13,840
So it was like, well, okay,
699
00:29:13,920 --> 00:29:15,840
so what are you going
to do in that level?
700
00:29:15,920 --> 00:29:17,640
Maybe you're trying
to rescue hostages.
701
00:29:18,080 --> 00:29:19,400
Well, that sounds
like it might work.
702
00:29:19,480 --> 00:29:21,520
Okay. Well, let's
roll with that.
703
00:29:21,600 --> 00:29:23,480
- Someone would come back
in and go actually, Mark,
704
00:29:23,560 --> 00:29:25,280
what would also be
great, can we do this?
705
00:29:25,360 --> 00:29:26,800
Can we have them like dodge roll
706
00:29:26,880 --> 00:29:30,160
or hide behind
cover, like, okay.
707
00:29:30,240 --> 00:29:33,080
That's not in there now, and
then a couple of days later,
708
00:29:33,160 --> 00:29:35,600
boom, it appears in the source.
709
00:29:35,680 --> 00:29:38,520
- [Adrian Smith] I was then
doing a lot of the gun modeling.
710
00:29:38,600 --> 00:29:41,640
So I was working in
conjunction with Mark Edmonds,
711
00:29:41,720 --> 00:29:43,800
not only to get
the front end in,
712
00:29:43,880 --> 00:29:45,800
'cause I had to
model all the hands.
713
00:29:45,880 --> 00:29:48,440
It was myself and Mark
that came up with the HUD,
714
00:29:49,560 --> 00:29:51,000
and I should have
trademarked that
715
00:29:51,120 --> 00:29:55,360
because the HUD was
pretty much then the go-to
716
00:29:55,440 --> 00:29:58,160
front end for any
of the consoles.
717
00:29:58,240 --> 00:30:01,120
- It was always, what can
we do? What can we create?
718
00:30:01,640 --> 00:30:04,320
What sort of things can
we do? How do we do it?
719
00:30:05,040 --> 00:30:07,880
- Creates this kind of
crazy cycle of iteration,
720
00:30:07,960 --> 00:30:09,600
everything that Mark
Edmonds was doing
721
00:30:09,680 --> 00:30:11,040
and building, that code base,
722
00:30:11,120 --> 00:30:13,200
but also allowing the
designers that kind of level
723
00:30:13,280 --> 00:30:15,920
of flexibility to just
create whatever they wanted.
724
00:30:16,000 --> 00:30:18,200
He was working really
hard in this whole backend
725
00:30:18,280 --> 00:30:20,480
that was reduced
into byte code
726
00:30:20,840 --> 00:30:23,400
that was really performant
and ran super quick
727
00:30:23,480 --> 00:30:27,240
on what was ultimately very
limited hardware on the N64.
728
00:30:27,320 --> 00:30:29,120
- [Narrator] Under the
watchful eye of the Stampers,
729
00:30:29,200 --> 00:30:31,480
the team would work
long days and weekends
730
00:30:31,560 --> 00:30:35,160
polishing and refining the
gameplay levels and difficulty.
731
00:30:35,240 --> 00:30:37,880
They would even bring in elements
of the extended James Bond
732
00:30:37,960 --> 00:30:40,600
universe to create a game
overflowing with content
733
00:30:40,680 --> 00:30:44,240
and creativity, but
would it pay off?
734
00:30:44,320 --> 00:30:46,160
(upbeat music)
735
00:31:44,600 --> 00:31:46,400
- [Grant Kirkhope] These days,
you can load up a synth patch
736
00:31:46,480 --> 00:31:47,960
put your finger on a
keyboard and it's this
737
00:31:48,040 --> 00:31:50,240
huge, great, swathe of sound
that's just incredible.
738
00:31:50,320 --> 00:31:52,440
It's just amazing, but
we couldn't do that then.
739
00:31:52,520 --> 00:31:54,160
Most of the sounds in
GoldenEye are probably
740
00:31:54,240 --> 00:31:56,520
16 or 11 kilohertz, right
down at the bottom end.
741
00:31:56,640 --> 00:31:59,360
Like bass drums, you
put them in at eight, you know.
742
00:31:59,440 --> 00:32:01,080
So, you know, it's a quarter
743
00:32:01,160 --> 00:32:02,800
of the quality that
you would get on a CD.
744
00:32:02,880 --> 00:32:04,440
- The gas plant music
is a particular one.
745
00:32:04,520 --> 00:32:07,360
You know, that opening
kind of, "doo, doo".
746
00:32:07,960 --> 00:32:10,760
When I hear that, I still get
a bit goosepimply about it.
747
00:32:10,840 --> 00:32:13,920
The music and the soundscape
and the pacing itself
748
00:32:14,000 --> 00:32:15,320
it's like, now you're Bond.
749
00:32:18,200 --> 00:32:20,760
- It's what I love, I think,
is it sounds like a score.
750
00:32:20,840 --> 00:32:22,680
Every song feels like it's come
751
00:32:22,760 --> 00:32:25,080
from the same soundtrack.
It feels cohesive.
752
00:32:25,160 --> 00:32:27,200
And that's very difficult to do.
753
00:32:28,160 --> 00:32:31,080
Their ability to carve a theme
754
00:32:32,040 --> 00:32:34,040
and create an emotion
755
00:32:34,120 --> 00:32:36,680
and a feeling that
instantly linked you
756
00:32:36,760 --> 00:32:39,800
to whatever your goal was,
whatever your mission was,
757
00:32:39,960 --> 00:32:42,240
but also whatever
the environment was,
758
00:32:42,360 --> 00:32:44,080
whether it's a
snowy sort of area
759
00:32:44,160 --> 00:32:46,360
or a sneaky area
through a facility.
760
00:32:46,440 --> 00:32:49,200
- GoldenEye, I think,
is an excellent example
761
00:32:49,280 --> 00:32:52,200
of having a believable
world that you can explore
762
00:32:52,280 --> 00:32:53,480
and you add kind of, you know,
763
00:32:53,560 --> 00:32:56,720
atmospheric music and then
you've got action, et cetera.
764
00:32:56,800 --> 00:33:00,800
You begin to build the
sense of a narrative-led
765
00:33:01,040 --> 00:33:03,240
first-person
shooting experience,
766
00:33:03,400 --> 00:33:05,800
which obviously we have,
you know, everywhere now.
767
00:33:05,880 --> 00:33:08,040
- Their ability to
use nothing more
768
00:33:08,120 --> 00:33:10,680
than a limited sound palette
and a series of notes
769
00:33:10,760 --> 00:33:12,880
is what makes that
a great score.
770
00:33:12,960 --> 00:33:15,920
A lot of thought had
gone into creating,
771
00:33:16,040 --> 00:33:19,200
again, a believable
aural landscape.
772
00:33:26,560 --> 00:33:29,320
- With Graeme Norgate
doing the sound design,
773
00:33:29,400 --> 00:33:31,400
the gun sounds in
that game are really,
774
00:33:31,480 --> 00:33:33,520
really good for their time.
775
00:33:33,600 --> 00:33:36,560
That soundscape was crafted with
776
00:33:36,640 --> 00:33:39,240
just absolute love and respect.
777
00:33:39,320 --> 00:33:41,120
- [Graeme Norgate] It's a
luxury of being in-house.
778
00:33:41,200 --> 00:33:44,480
We could play the game,
so you'd load up Servenya,
779
00:33:46,160 --> 00:33:50,200
walk through it, play it, and
you'd get the idea for it.
780
00:33:50,280 --> 00:33:53,400
And you could write something
and have that playing
781
00:33:53,480 --> 00:33:54,880
whilst you're playing
the level again,
782
00:33:54,960 --> 00:33:56,640
and, you know, iterate.
783
00:33:56,720 --> 00:33:58,720
- That's another person
who is a talented person
784
00:33:58,800 --> 00:34:00,200
at the height of their skills,
785
00:34:00,280 --> 00:34:02,440
trying to do
something really well.
786
00:34:02,880 --> 00:34:06,560
And then it all came together.
787
00:34:06,640 --> 00:34:08,400
- [Steve Ellis] When
I joined the project
788
00:34:08,480 --> 00:34:10,760
they weren't any effects really,
789
00:34:10,840 --> 00:34:13,880
so I think the first thing that
I worked on was explosions.
790
00:34:15,960 --> 00:34:17,800
- Everything explodes.
It's ridiculous.
791
00:34:19,760 --> 00:34:21,639
- Yeah, everything did
explode if you shot it
792
00:34:21,719 --> 00:34:23,199
long enough, I think,
pretty much.
793
00:34:23,280 --> 00:34:24,360
- But it's part of the world.
794
00:34:24,440 --> 00:34:26,280
It's like you're in this
world and there's this
795
00:34:26,360 --> 00:34:28,320
kind of brittle
consequence for things
796
00:34:28,400 --> 00:34:31,480
and this escalating calamity
if you do something wrong
797
00:34:31,560 --> 00:34:33,080
and this explodes,
this explodes,
798
00:34:33,159 --> 00:34:34,679
then this scientist
gets blown across the room.
799
00:34:34,760 --> 00:34:37,159
- [Steve Ellis] Yeah. I
spent ages working on that.
800
00:34:37,239 --> 00:34:39,800
I think it was more than
a month on the explosions.
801
00:34:39,880 --> 00:34:41,760
Effects are always one
of the most expensive things.
802
00:34:41,840 --> 00:34:44,000
They can have quite a large
impact on the frame rate
803
00:34:44,080 --> 00:34:45,600
of the game, the responsiveness.
804
00:34:45,679 --> 00:34:48,800
- That sense of immersion
and impact on the game world
805
00:34:48,880 --> 00:34:50,440
is another thing
that's going to keep
806
00:34:50,520 --> 00:34:52,440
bringing players
back to keep playing
807
00:34:52,520 --> 00:34:54,520
because it's a space
that they can control
808
00:34:54,600 --> 00:34:58,240
in more of a way than they
could with things like Doom.
809
00:34:58,320 --> 00:35:02,240
- It's not in Doom, there's
not that collateral damage.
810
00:35:02,720 --> 00:35:05,520
And the idea that the environment
is mutable in some way.
811
00:35:05,600 --> 00:35:08,040
It was something that was
really important to us.
812
00:35:12,960 --> 00:35:14,720
- [Duncan Botwood]
The job I was not expecting
813
00:35:14,800 --> 00:35:17,800
when I answered an advertisement
for a game designer
814
00:35:17,880 --> 00:35:20,840
and document writer was to
be stuffed into a sweaty
815
00:35:20,920 --> 00:35:24,160
neoprene suit and asked
to fall over. But...
816
00:35:25,400 --> 00:35:27,480
(rhythmic grunting noises)
817
00:35:34,680 --> 00:35:36,040
(screaming)
818
00:35:36,640 --> 00:35:40,960
One day, I was asked to put
on a sweaty neoprene suit
819
00:35:41,040 --> 00:35:44,000
that'd been used for Killer
Instinct and to fall over a lot.
820
00:35:44,080 --> 00:35:45,480
- [Brett Jones] I would
have Mr. Botwood there,
821
00:35:45,560 --> 00:35:47,160
all covered in the markers,
822
00:35:47,240 --> 00:35:49,160
and then depending on how he was
823
00:35:49,240 --> 00:35:50,960
going to get killed
at that point,
824
00:35:51,040 --> 00:35:52,400
he would either have
a rope around him
825
00:35:52,480 --> 00:35:55,480
and I'd yank him or
he would get pushed
826
00:35:55,600 --> 00:35:57,480
or he would get
kicked in the knee.
827
00:35:57,560 --> 00:35:59,440
You know when you see those guys,
they get shot in the shoulder
828
00:35:59,520 --> 00:36:00,480
and you see them do that?
829
00:36:00,560 --> 00:36:02,480
That's me literally going
like that and pushing him
830
00:36:02,560 --> 00:36:04,560
on the shoulder until he moves
831
00:36:04,640 --> 00:36:06,280
because you can't
anticipate because
832
00:36:06,360 --> 00:36:07,960
otherwise there's
that (deep breath).
833
00:36:08,040 --> 00:36:10,520
He was battered, he
was really battered.
834
00:36:10,600 --> 00:36:11,480
(laughing)
835
00:36:12,840 --> 00:36:14,920
(rhythmic grunting noises)
836
00:36:15,960 --> 00:36:18,880
- [Steve Ellis] I remember one
time Tim Stamper got the team
837
00:36:18,960 --> 00:36:22,000
into a conference room
and explained to them
838
00:36:22,080 --> 00:36:24,200
that it's not a university
project and it does
839
00:36:24,280 --> 00:36:26,120
need to be finished
at some point.
840
00:36:26,200 --> 00:36:29,840
- [Graeme Norgate] Regardless
of the game being late
841
00:36:29,920 --> 00:36:32,120
and missing deadline
after deadline, you know,
842
00:36:32,200 --> 00:36:34,320
it wasn't because we
were putting our feet up.
843
00:36:34,400 --> 00:36:35,960
- I believe they were
all in their late twenties
844
00:36:36,040 --> 00:36:38,120
or early thirties.
Most of them were single.
845
00:36:38,200 --> 00:36:40,120
They could work 100 hour weeks.
846
00:36:40,200 --> 00:36:41,840
You know, whether
we think that's good
847
00:36:41,920 --> 00:36:44,200
or not with hindsight,
that was something
848
00:36:44,280 --> 00:36:46,280
that they wanted to
do and did willingly.
849
00:36:46,360 --> 00:36:49,400
And we were the
beneficiaries of that toil.
850
00:36:49,480 --> 00:36:50,720
- It was like a
company culture of,
851
00:36:50,800 --> 00:36:53,160
you don't just go home at
five o'clock, that's for sure.
852
00:36:53,240 --> 00:36:54,560
- We used to work late at Rare.
853
00:36:54,640 --> 00:36:55,760
We used to like being there.
854
00:36:55,880 --> 00:36:59,040
- Right from the start, we'd
be there till midnight
855
00:36:59,120 --> 00:37:00,440
and working weekends and stuff.
856
00:37:00,520 --> 00:37:02,360
- You didn't have to stay,
857
00:37:02,960 --> 00:37:05,160
but it was kind of
assumed that you would.
858
00:37:05,240 --> 00:37:07,560
So most of the time we did.
859
00:37:07,640 --> 00:37:09,480
- [David Doak] We thought
the game was going to be
860
00:37:09,560 --> 00:37:10,680
really bad.
861
00:37:11,200 --> 00:37:12,400
So that was always the thing.
862
00:37:12,480 --> 00:37:15,320
It's like, A, there's
not enough variety.
863
00:37:15,920 --> 00:37:19,040
It's going to be boring. It's
just running and shooting.
864
00:37:19,880 --> 00:37:22,480
And also we're not going to
get all the levels finished.
865
00:37:23,040 --> 00:37:25,760
- It was hugely late, and it
was massively full of bugs.
866
00:37:26,200 --> 00:37:28,120
There was just so many
things wrong with it
867
00:37:28,200 --> 00:37:30,160
that it sort of became that game
868
00:37:30,240 --> 00:37:32,560
that we all thought would never
actually come out in the end.
869
00:37:33,080 --> 00:37:34,000
- Hi, I'm Ken Lobb.
870
00:37:34,080 --> 00:37:36,760
I'm here to tell you about
the Nintendo 64 hardware.
871
00:37:36,880 --> 00:37:38,960
- [Karl Hilton] Ken Lobb
was a big fan of the game.
872
00:37:39,040 --> 00:37:41,400
I mean, we had a lot of support,
particularly from America.
873
00:37:41,480 --> 00:37:42,920
- And here we have
the controller ports.
874
00:37:43,000 --> 00:37:46,320
I'd like you to notice that
we have one, two, three, four.
875
00:37:46,400 --> 00:37:47,920
- [Peer Schnieder]
Nintendo 64 shipped with
876
00:37:48,000 --> 00:37:49,280
four controller ports, right?
877
00:37:49,360 --> 00:37:52,360
And Mario Kart 64 obviously
demonstrated to the world
878
00:37:52,440 --> 00:37:54,760
how to properly use
those four ports.
879
00:37:54,840 --> 00:37:56,200
- You know, from
the very offset,
880
00:37:56,280 --> 00:37:57,680
the machine comes
with four players.
881
00:37:57,760 --> 00:37:59,520
Now you still have to buy
two other controllers,
882
00:37:59,600 --> 00:38:01,960
but not if your mates bring
them around with them, right?
883
00:38:02,040 --> 00:38:05,320
So as a developer, you're
then beginning to think,
884
00:38:05,400 --> 00:38:07,800
let's try and use it, perhaps
there is something in here.
885
00:38:07,880 --> 00:38:10,800
- That was a big departure
from having to configure
886
00:38:10,880 --> 00:38:13,600
your LAN and having multiple
copies of every game
887
00:38:13,680 --> 00:38:16,000
and playing across all
these different monitors.
888
00:38:16,080 --> 00:38:18,360
- [Steve Ellis] I'm gonna say
roundabout April or May, '97,
889
00:38:18,440 --> 00:38:22,400
we started work on it.
Seems insanely close.
890
00:38:22,920 --> 00:38:24,480
- [Duncan Botwood] In the
meantime, Nintendo of America
891
00:38:24,560 --> 00:38:26,120
are going, you are
finishing the game, right?
892
00:38:26,200 --> 00:38:28,000
You're not trying to put multiplayer
in or anything are you?
893
00:38:28,080 --> 00:38:30,240
No, no, no we're not. No.
894
00:38:31,760 --> 00:38:33,920
It's fine. Yeah, we're
finishing the game.
895
00:38:34,000 --> 00:38:36,000
- [David Doak] There was no
way Martin going to be able
896
00:38:36,080 --> 00:38:38,120
to go to management
and say, you know what?
897
00:38:38,200 --> 00:38:39,680
We'd really like to
put multiplayer in.
898
00:38:39,760 --> 00:38:42,440
'Cause just like no, you're
failing to do the thing
899
00:38:42,520 --> 00:38:43,440
you're supposed to be doing,
900
00:38:43,520 --> 00:38:45,320
don't be asking for more time.
901
00:38:45,400 --> 00:38:48,080
I just remember the day
we showed it to Ken
902
00:38:48,160 --> 00:38:50,320
because Ken would come
over every kind of,
903
00:38:50,400 --> 00:38:52,440
couple of months,
something, to Rare.
904
00:38:52,520 --> 00:38:55,840
I remember him coming
over and we'd set up.
905
00:38:55,960 --> 00:39:00,800
It was in the office where
Steve and Duncan were
906
00:39:01,440 --> 00:39:05,320
we had TV and we had with
the four controllers sitting.
907
00:39:05,600 --> 00:39:06,960
So that was the thing.
So he came in,
908
00:39:07,040 --> 00:39:08,360
I just remember,
walked in with Ken,
909
00:39:08,440 --> 00:39:09,720
Ken, we've got something
to show you.
910
00:39:09,800 --> 00:39:10,840
And he's like, wow!
911
00:39:10,920 --> 00:39:12,320
Ken was always...
He used to say,
912
00:39:12,400 --> 00:39:15,480
Oh my God, you guys!
It's like, yeah, it works.
913
00:39:15,560 --> 00:39:17,800
- And he was so
excited by it
914
00:39:18,200 --> 00:39:20,280
that he wanted to be the
one who revealed it
915
00:39:20,400 --> 00:39:23,640
to the testers at Nintendo.
916
00:39:23,720 --> 00:39:26,600
- So Treehouse is NoA's,
Nintendo of America's,
917
00:39:26,680 --> 00:39:29,920
testing and kind of like
game evaluation department,
918
00:39:30,000 --> 00:39:32,200
which Ken Lobb was
heavily involved in,
919
00:39:33,000 --> 00:39:35,120
and we started to get
feedback from them,
920
00:39:35,200 --> 00:39:36,840
which was, you know,
people are coming in
921
00:39:36,920 --> 00:39:38,080
and playing at the weekend.
922
00:39:38,160 --> 00:39:39,680
It's like, you know,
everyone wants
923
00:39:39,760 --> 00:39:42,000
to be testing your game,
all that kind of stuff.
924
00:39:42,080 --> 00:39:44,040
Going to E3 was kind of
seen as a break for us
925
00:39:44,120 --> 00:39:46,600
because we were close
to gold
926
00:39:46,680 --> 00:39:49,800
and there was a big testing push
while we were there.
927
00:39:49,880 --> 00:39:52,320
- When we were at E3,
we had the smallest stand
928
00:39:52,400 --> 00:39:54,360
because nobody
really knew what we were doing,
929
00:39:54,440 --> 00:39:55,760
but it was played all the time.
930
00:39:55,840 --> 00:39:57,680
- [Karl Hilton] We had a
playable version on the floor
931
00:39:57,760 --> 00:39:59,560
and the booths were
absolutely rammed.
932
00:39:59,640 --> 00:40:01,040
I remember watching
everyone playing it
933
00:40:01,120 --> 00:40:02,320
and just really enjoying it.
934
00:40:02,400 --> 00:40:03,760
So you thought, okay,
well this is good.
935
00:40:03,840 --> 00:40:05,480
- But it was being
played all the time.
936
00:40:05,600 --> 00:40:07,600
The entire time, you
know, you were there,
937
00:40:07,680 --> 00:40:09,920
you could just see
people playing GoldenEye.
938
00:40:10,280 --> 00:40:14,080
It was busy, really busy
the whole time.
939
00:40:14,160 --> 00:40:16,000
- [Narrator] Bolstered
by the positive feedback
940
00:40:16,080 --> 00:40:18,200
from E3 and testing,
the team
941
00:40:18,280 --> 00:40:21,000
head into the final stretch
with their spirits high.
942
00:40:21,080 --> 00:40:22,480
All their hard work
and dedication
943
00:40:22,560 --> 00:40:23,720
appeared to be paying off,
944
00:40:23,800 --> 00:40:25,720
but just as the game
was about to be shipped,
945
00:40:25,800 --> 00:40:28,440
an order came through
from mission headquarters.
946
00:40:28,520 --> 00:40:32,720
- Yes. I made Timothy Dalton,
Roger Moore, and Sean Connery.
947
00:40:32,800 --> 00:40:34,720
And I made them all particularly
948
00:40:34,800 --> 00:40:37,160
because I gave them all
different types of jackets.
949
00:40:37,240 --> 00:40:38,880
So one of them
had a white one on,
950
00:40:38,960 --> 00:40:40,160
one had a little red carnation.
951
00:40:40,240 --> 00:40:41,720
One of them had the
double breasted suit.
952
00:40:41,800 --> 00:40:43,480
So yeah, I have
pictures of them all
953
00:40:43,560 --> 00:40:45,000
because I definitely made them.
954
00:40:45,120 --> 00:40:47,560
- Got a fax I think it was
in those days,
955
00:40:47,640 --> 00:40:49,640
saying you can't have
the other Bonds in it.
956
00:40:49,720 --> 00:40:50,680
We don't have the rights.
957
00:40:51,200 --> 00:40:53,440
- There is one cartridge
with all four Bonds in.
958
00:40:54,000 --> 00:40:57,280
And I think I know who
has it at the moment,
959
00:40:57,800 --> 00:41:00,680
but we had to take them out
because Sean Connery
960
00:41:00,760 --> 00:41:02,680
wouldn't let us
use his likeness.
961
00:41:02,760 --> 00:41:04,600
- [Narrator] In a somewhat
ceremonial goodbye,
962
00:41:04,680 --> 00:41:07,280
the team played one
final death match.
963
00:41:07,360 --> 00:41:09,160
Doak, Hollis,
Edmonds, and Hilton
964
00:41:09,240 --> 00:41:12,080
took part in a three-hour
marathon session
965
00:41:12,160 --> 00:41:14,680
to decide who was the
ultimate James Bond.
966
00:41:14,760 --> 00:41:17,640
- So we thought, well, we
need to have a final game.
967
00:41:17,720 --> 00:41:19,720
So we all sat around one
evening and played it,
968
00:41:19,800 --> 00:41:21,720
and yeah, I can't
remember who won.
969
00:41:21,800 --> 00:41:22,880
It wouldn't have been me,
970
00:41:22,960 --> 00:41:25,840
but I usually played Roger
Moore 'cause he was my favorite.
971
00:41:28,840 --> 00:41:30,080
- [David Doak] When
we were making it,
972
00:41:30,160 --> 00:41:32,400
we were just trying
to get it finished.
973
00:41:32,920 --> 00:41:35,600
That was an overarching memory
974
00:41:36,040 --> 00:41:38,760
of particularly the
last year was just,
975
00:41:38,840 --> 00:41:40,680
can we just please
get it finished?
976
00:41:40,760 --> 00:41:42,760
Because it's just
taking forever.
977
00:41:42,840 --> 00:41:48,040
- You get to the end of
the game and you are blind
978
00:41:48,120 --> 00:41:50,560
to what's good about it
and all you can see
979
00:41:50,640 --> 00:41:53,120
is all the things that
were on your wishlist
980
00:41:53,200 --> 00:41:55,160
that you haven't
had the time to do.
981
00:41:55,440 --> 00:41:57,480
So you kind of only
see its flaws.
982
00:41:57,560 --> 00:41:59,120
- You see all the things
that are wrong with it.
983
00:41:59,200 --> 00:42:00,720
We knew the frame rate
was awful in places,
984
00:42:00,800 --> 00:42:02,360
there were loads
of art that I did
985
00:42:02,440 --> 00:42:03,880
that we didn't manage to get in.
986
00:42:03,960 --> 00:42:06,080
There were game ideas
that we didn't get in.
987
00:42:06,160 --> 00:42:08,840
It was late and we knew the
film had long since gone.
988
00:42:08,920 --> 00:42:10,560
So, you know, whether
anyone was going
989
00:42:10,640 --> 00:42:12,560
to be remotely interested
in it when it came out,
990
00:42:12,640 --> 00:42:13,840
I had no idea at all.
991
00:42:15,240 --> 00:42:17,920
- [Narrator] After working
some utterly back-breaking hours,
992
00:42:18,000 --> 00:42:20,160
the game was finally
deemed finished
993
00:42:20,240 --> 00:42:21,920
and sent to the distributors.
994
00:42:22,040 --> 00:42:26,600
GoldenEye 007 released on
the 25th of August, 1997.
995
00:42:32,480 --> 00:42:35,320
- [Simon Parkin] GoldenEye
was not a smash hit on day one
996
00:42:35,400 --> 00:42:38,400
like in the way that the
really big games are today.
997
00:42:38,640 --> 00:42:41,920
- [Radio voice] GoldenEye 007 not
only defined a generation,
998
00:42:42,000 --> 00:42:44,160
but defied all expectation.
999
00:42:44,240 --> 00:42:45,960
- [Brett Jones] It
was more word of mouth
1000
00:42:46,040 --> 00:42:47,800
and sort of a snowball effect.
1001
00:42:49,360 --> 00:42:51,640
- [Martin Watts] When it did
finally release and everyone
1002
00:42:51,720 --> 00:42:54,440
started playing it and people
start playing the multiplayer,
1003
00:42:55,160 --> 00:42:56,720
there was a real buzz around it.
1004
00:42:56,800 --> 00:42:58,440
People were talking
about, you know,
1005
00:42:58,520 --> 00:43:00,360
people talking about it at
the playground, at work.
1006
00:43:00,440 --> 00:43:01,880
- You like shoot
people in the head
1007
00:43:01,960 --> 00:43:04,240
when they're having a shit in
the toilet in the air vent,
1008
00:43:04,320 --> 00:43:06,920
and I'm just like, this
sounds interesting.
1009
00:43:07,200 --> 00:43:08,920
- Shooting that dude
who was on the toilet
1010
00:43:09,000 --> 00:43:10,520
and just being like,
oh, you poor bastard.
1011
00:43:10,600 --> 00:43:11,640
I felt so bad for him.
1012
00:43:11,720 --> 00:43:14,000
- Straight away you were
there. You were James Bond.
1013
00:43:14,080 --> 00:43:15,800
You were playing
James Bond, and that was it.
1014
00:43:15,920 --> 00:43:19,080
- Definitely the first time
just sticking the cartridge in,
1015
00:43:19,160 --> 00:43:23,920
turning it on, and it
was that audio cue. Shoo!
1016
00:43:24,920 --> 00:43:27,360
And then you knew
your life was different.
1017
00:43:27,440 --> 00:43:30,640
- When I got that
cartridge finally at home,
1018
00:43:30,880 --> 00:43:34,440
literally I played
throughout the night.
1019
00:43:34,520 --> 00:43:37,400
- My friend and I rented it
like that first weekend
1020
00:43:37,480 --> 00:43:39,880
it was out and it
was just all we did.
1021
00:43:39,960 --> 00:43:41,920
- I just spent the whole
weekend playing GoldenEye.
1022
00:43:42,000 --> 00:43:43,640
- There was only one
copy of GoldenEye
1023
00:43:43,720 --> 00:43:46,680
left in the Toys "R" Us
shelves in Chatswood,
1024
00:43:46,760 --> 00:43:48,560
and I remember I
bought the game first
1025
00:43:48,640 --> 00:43:50,840
because I didn't want anyone
else to have that game.
1026
00:43:50,920 --> 00:43:52,320
- There'd be four of us playing.
1027
00:43:52,400 --> 00:43:56,440
There would be four behind
the couch waiting to play.
1028
00:43:56,520 --> 00:43:59,560
There would be three more making
sandwiches in the kitchen.
1029
00:43:59,640 --> 00:44:01,920
There'd be another two
turning up after school.
1030
00:44:02,000 --> 00:44:03,640
That's what we did,
we played GoldenEye
1031
00:44:03,720 --> 00:44:04,560
for two years straight.
1032
00:44:04,640 --> 00:44:06,200
- Here is your spy playground.
1033
00:44:06,280 --> 00:44:07,760
- You felt like
you were somewhere
1034
00:44:07,840 --> 00:44:09,880
and you were actually
going towards something,
1035
00:44:09,960 --> 00:44:11,440
and, you know, working towards
1036
00:44:11,520 --> 00:44:12,880
a proper goal in a real place.
1037
00:44:12,960 --> 00:44:15,560
- I remember the
sense of wonder.
1038
00:44:15,640 --> 00:44:17,840
Just walking through
the dam for the first time
1039
00:44:17,920 --> 00:44:19,920
and sort of feeling
the big open spaces
1040
00:44:20,000 --> 00:44:22,520
that actually felt
like big open spaces.
1041
00:44:22,600 --> 00:44:24,880
- That's the freedom that
keeps you coming back.
1042
00:44:24,960 --> 00:44:26,680
- So glad they had
the vision to go,
1043
00:44:26,800 --> 00:44:28,960
what if we just took
James Bond off the rails
1044
00:44:29,040 --> 00:44:30,640
and give the player the ability
1045
00:44:30,720 --> 00:44:32,360
to run around and
do what they want?
1046
00:44:32,440 --> 00:44:33,960
- You know, running
into this gate
1047
00:44:34,040 --> 00:44:36,120
and going like, where do I
go, pulling out your gun,
1048
00:44:36,200 --> 00:44:39,520
shooting the lock, it just
blew our minds at the time.
1049
00:44:39,720 --> 00:44:41,160
- If you played it
like you played Doom,
1050
00:44:41,240 --> 00:44:42,560
you'd fail the mission.
1051
00:44:42,640 --> 00:44:43,880
You had to use your brain,
1052
00:44:43,960 --> 00:44:45,600
and I think that's
what helped it spread.
1053
00:44:45,720 --> 00:44:47,360
- It was the game
everyone wanted to play.
1054
00:44:47,440 --> 00:44:50,240
Growing up as a
PlayStation player,
1055
00:44:50,320 --> 00:44:52,080
and my friends who had 64s,
1056
00:44:52,160 --> 00:44:53,760
we were just filled
with jealousy
1057
00:44:53,840 --> 00:44:55,520
that we could not play a
game that was that good.
1058
00:44:55,600 --> 00:44:58,080
- I don't think I really
appreciated at the time
1059
00:44:58,480 --> 00:45:01,360
just how much enthusiasm
that the game,
1060
00:45:01,440 --> 00:45:02,600
you know, the game generated.
1061
00:45:02,680 --> 00:45:04,920
- I think the enemies really
brought that game to life.
1062
00:45:05,000 --> 00:45:06,640
- You'd occasionally
walk around a corner
1063
00:45:06,720 --> 00:45:08,920
and just find one scratching
their bum or something like that.
1064
00:45:09,000 --> 00:45:10,080
Really, really bizarre.
1065
00:45:10,160 --> 00:45:11,960
But that little
detail made a change.
1066
00:45:12,040 --> 00:45:14,080
- Everyone says it, but
the animations like, ah,
1067
00:45:14,160 --> 00:45:15,960
you shot him in the hand,
he's shaking it around.
1068
00:45:16,120 --> 00:45:18,200
You shoot him in the knee
or the bum cheek
1069
00:45:18,280 --> 00:45:21,320
and he clenches it?
Brilliant, like number one.
1070
00:45:21,400 --> 00:45:22,920
Then you shoot the
hats off and you think,
1071
00:45:23,000 --> 00:45:24,640
what else can this game do?
1072
00:45:24,720 --> 00:45:27,280
- You could use your
silencer and take out
1073
00:45:27,360 --> 00:45:29,480
enemies without
alerting other guards.
1074
00:45:29,560 --> 00:45:31,320
You could take out
the security cameras.
1075
00:45:31,400 --> 00:45:33,800
These stealth mechanics
really hadn't been seen,
1076
00:45:33,880 --> 00:45:35,560
especially in the first-person shooter genre.
1077
00:45:35,680 --> 00:45:37,320
- Guards were on routes
and everything,
1078
00:45:37,400 --> 00:45:38,360
and you could memorize them,
1079
00:45:38,440 --> 00:45:40,240
and you'd know when you
would see their head pop up
1080
00:45:40,320 --> 00:45:41,920
like over a snow dune and
when you could shoot him,
1081
00:45:42,000 --> 00:45:43,560
like I felt like
I was being sneaky
1082
00:45:43,640 --> 00:45:44,880
for the first time in a game.
1083
00:45:45,000 --> 00:45:46,600
- Some of the greatest
memories I have
1084
00:45:46,680 --> 00:45:50,720
is getting through that
level in a certain time limit
1085
00:45:50,840 --> 00:45:55,040
and doing certain conditions
to unlock certain things.
1086
00:45:55,560 --> 00:45:57,400
The feeling of achieving
that was great.
1087
00:45:57,480 --> 00:46:00,840
- If you wanted to
extend the life
1088
00:46:01,440 --> 00:46:04,160
of the game as a player,
1089
00:46:04,240 --> 00:46:06,800
you earn that
extension rather than
1090
00:46:06,920 --> 00:46:08,360
buying it and
downloading it, right?
1091
00:46:08,440 --> 00:46:10,000
And it was always in there.
1092
00:46:10,080 --> 00:46:11,920
- I got every
single one of them,
1093
00:46:12,000 --> 00:46:13,760
except Facility,
1094
00:46:13,920 --> 00:46:18,320
which was just so difficult.
1095
00:46:18,440 --> 00:46:20,280
- You have to have Dr. Doak
1096
00:46:20,400 --> 00:46:21,920
in the right place
at the right time.
1097
00:46:22,000 --> 00:46:23,520
- You are having the
run of your life,
1098
00:46:23,600 --> 00:46:25,280
but you could never
bank on Dr. Doak
1099
00:46:25,360 --> 00:46:26,640
being in the right spot.
1100
00:46:26,720 --> 00:46:29,160
It was just the biggest bunch
of bullshit of all time.
1101
00:46:32,280 --> 00:46:34,760
- The way you shoot him and
then feel slightly bad about it,
1102
00:46:34,880 --> 00:46:37,120
but it's fun and you can get
away with it, so why not?
1103
00:46:40,040 --> 00:46:42,080
- I think there's a
certain magic that happens
1104
00:46:42,160 --> 00:46:44,040
that GoldenEye taught all of us,
1105
00:46:44,120 --> 00:46:47,440
that sitting shoulder to shoulder
with somebody on a couch,
1106
00:46:47,520 --> 00:46:49,880
even if we're on
two separate TVs,
1107
00:46:50,160 --> 00:46:52,400
playing something,
getting the reaction,
1108
00:46:52,520 --> 00:46:56,280
feeling the energy, right,
is a magical moment.
1109
00:46:56,480 --> 00:46:59,240
- All you needed
was one Nintendo 64,
1110
00:46:59,400 --> 00:47:02,800
one copy of the game, four
controllers, and a TV.
1111
00:47:03,000 --> 00:47:05,240
The idea that you could
all play on one screen,
1112
00:47:05,320 --> 00:47:07,080
all four of you
racing down corridors,
1113
00:47:07,160 --> 00:47:09,880
sniping each other,
laughing your heads off.
1114
00:47:09,960 --> 00:47:12,320
It was as much fun
for an audience
1115
00:47:12,400 --> 00:47:15,040
as it was for the players. It
was just hysterical to watch.
1116
00:47:15,120 --> 00:47:16,720
- GoldenEye came out
and it brought everyone
1117
00:47:16,800 --> 00:47:18,440
out of their rooms,
out of their bedrooms,
1118
00:47:18,520 --> 00:47:20,200
into the lounge room
together, you know,
1119
00:47:20,280 --> 00:47:22,400
shoulder to shoulder,
having a great time.
1120
00:47:22,480 --> 00:47:24,160
- It was some of the
best times of my life,
1121
00:47:24,240 --> 00:47:26,000
you know, just with my friends.
1122
00:47:26,080 --> 00:47:27,760
- What was great was
it was so customizable.
1123
00:47:27,840 --> 00:47:29,880
- Custom matches and
the one-shot kills,
1124
00:47:30,040 --> 00:47:32,120
Man with the Golden Gun,
Slappers Only.
1125
00:47:32,200 --> 00:47:35,440
- You'd go to play GoldenEye
at a friend's house
1126
00:47:35,520 --> 00:47:38,240
and you'd choose Oddjob and
everyone would (deep breath)
1127
00:47:38,320 --> 00:47:39,800
and the guy in the
corner of the room
1128
00:47:39,880 --> 00:47:41,680
would stop playing the piano
and everything like that.
1129
00:47:41,760 --> 00:47:43,360
It was just not done.
1130
00:47:43,440 --> 00:47:44,560
- He'd be the smallest one.
1131
00:47:44,640 --> 00:47:47,160
And you'd fight to play Oddjob.
1132
00:47:47,240 --> 00:47:49,320
- Anyone who chose
Oddjob was the biggest
1133
00:47:49,400 --> 00:47:51,040
asshole in the lounge room.
1134
00:47:51,160 --> 00:47:53,040
- It just made it all the more
fun, all the more social.
1135
00:47:53,120 --> 00:47:54,520
And it kind of made me
look forward
1136
00:47:54,600 --> 00:47:55,920
to actually hanging
out with my family,
1137
00:47:56,000 --> 00:47:57,560
which I don't do so much now.
1138
00:47:57,640 --> 00:47:59,760
- Gaming really is
inherently social.
1139
00:47:59,840 --> 00:48:01,920
The first games that were
commercial were in arcades
1140
00:48:02,000 --> 00:48:04,400
where you'd have to go out
and be among other people.
1141
00:48:04,480 --> 00:48:05,680
Sometimes your friends,
1142
00:48:05,760 --> 00:48:07,800
sometimes you'd meet
complete strangers.
1143
00:48:07,880 --> 00:48:10,520
And it kind of recreated
that arcade feeling
1144
00:48:10,600 --> 00:48:14,000
of standing behind the
players at the controls,
1145
00:48:14,080 --> 00:48:16,120
putting your quarter on the
dash, and saying, I got next.
1146
00:48:16,200 --> 00:48:19,200
- After GoldenEye,
every FPS that came out,
1147
00:48:19,280 --> 00:48:21,200
people were asking what
kind of multiplayer modes,
1148
00:48:21,280 --> 00:48:23,320
how are you handling
split-screen, how does it run?
1149
00:48:23,400 --> 00:48:25,920
- GoldenEye became
the game that set
1150
00:48:26,000 --> 00:48:29,040
the gold standard for
first-person shooters on console.
1151
00:48:29,120 --> 00:48:30,960
It was the template
that the genre
1152
00:48:31,040 --> 00:48:34,160
would follow on
consoles going forward.
1153
00:48:41,160 --> 00:48:43,480
- [Presenter] The
interactive title of the year...
1154
00:48:46,160 --> 00:48:47,480
is GoldenEye.
1155
00:48:47,640 --> 00:48:49,360
(audience cheers)
1156
00:48:52,480 --> 00:48:54,760
- [Brett Jones] Getting
a BAFTA was awesome.
1157
00:48:55,200 --> 00:48:56,960
Yeah, especially because it was
1158
00:48:57,040 --> 00:48:59,320
at the interactive Oscars,
1159
00:48:59,600 --> 00:49:01,280
Martin had to go up
and give a speech
1160
00:49:01,360 --> 00:49:03,760
and thank everybody for
working on the team.
1161
00:49:03,840 --> 00:49:06,640
And he mentioned all the
team members by name,
1162
00:49:06,720 --> 00:49:08,280
and then he paused and he went...
1163
00:49:10,760 --> 00:49:12,320
- And Duncan Botwood.
1164
00:49:14,560 --> 00:49:16,240
(laughter)
1165
00:49:16,400 --> 00:49:19,720
- Because he'd forgotten him.
That was a good moment.
1166
00:49:20,720 --> 00:49:22,320
- [Steve Ellis] So the whole
team was there
1167
00:49:22,400 --> 00:49:24,360
and it was the first time
they ran those awards
1168
00:49:24,440 --> 00:49:28,120
and we won four of them,
including the top one.
1169
00:49:28,200 --> 00:49:29,600
So we were pleased with that.
1170
00:49:29,680 --> 00:49:32,200
- We got copies of those.
We've all got copies of those.
1171
00:49:32,280 --> 00:49:34,600
We had to pay for them
but we got copies of them
1172
00:49:34,680 --> 00:49:36,520
and they say "copy" on the back.
1173
00:49:36,600 --> 00:49:39,440
But they are real BAFTAs
and they weigh a ton
1174
00:49:39,520 --> 00:49:41,880
and I'm very proud of them,
and they sit in my living room
1175
00:49:41,960 --> 00:49:43,640
and they get
polished once a year.
1176
00:49:43,720 --> 00:49:45,760
- [David Doak] Looking
back at it, I think there was
1177
00:49:45,840 --> 00:49:48,080
a lot of talent on
the team, you know.
1178
00:49:48,160 --> 00:49:49,760
It's certainly some
of the most talented
1179
00:49:49,840 --> 00:49:52,000
people I've ever worked
with were on that team.
1180
00:49:52,080 --> 00:49:54,840
- [Graeme Norgate] I still
don't really, you know,
1181
00:49:54,920 --> 00:49:56,520
I don't even believe
it personally.
1182
00:49:56,600 --> 00:50:00,040
I just, I still
couldn't do the connect
1183
00:50:00,120 --> 00:50:03,120
between what was happening in
the real world, and, you know,
1184
00:50:03,200 --> 00:50:05,720
what we'd just spent two
and a half years making.
1185
00:50:05,800 --> 00:50:08,760
- And it's still like, wow,
we did a really good job.
1186
00:50:08,840 --> 00:50:10,200
We have no idea
what we were doing.
1187
00:50:10,320 --> 00:50:12,040
- Obviously like
the critical acclaims
1188
00:50:12,120 --> 00:50:14,520
super nice to see.
It was extra special.
1189
00:50:14,600 --> 00:50:15,840
My first game,
don't get me wrong,
1190
00:50:15,920 --> 00:50:17,560
it's the first box
I had in my hand,
1191
00:50:17,640 --> 00:50:19,880
that was like, oh my God,
I'm on this, you know.
1192
00:50:20,080 --> 00:50:21,800
But I was slightly detached
1193
00:50:21,880 --> 00:50:23,200
I guess towards the end of it.
1194
00:50:23,640 --> 00:50:25,440
- GoldenEye kept winning awards,
1195
00:50:25,880 --> 00:50:28,080
and at some point it
just, I don't know,
1196
00:50:28,160 --> 00:50:30,960
it stopped being a thing
that was very interesting
1197
00:50:31,960 --> 00:50:35,920
because it just, yeah, it
just won all the awards.
1198
00:50:36,000 --> 00:50:38,240
One thing I do remember
is on the walk back
1199
00:50:38,320 --> 00:50:41,760
from the AIS awards in
Atlanta back to the hotel,
1200
00:50:41,840 --> 00:50:43,960
I remember saying to the team,
1201
00:50:45,400 --> 00:50:46,880
it's all downhill from here.
1202
00:50:48,240 --> 00:50:50,920
We're never going to do
anything else this successful.
1203
00:50:51,000 --> 00:50:53,840
At that point, we'd
just won everything.
1204
00:50:54,160 --> 00:50:55,440
- [Narrator] With the
game on store shelves
1205
00:50:55,520 --> 00:50:57,240
and the team taking a
well-earned breather,
1206
00:50:57,320 --> 00:50:59,520
the word on the street
was spreading quickly.
1207
00:50:59,600 --> 00:51:01,480
GoldenEye was the
new game in town,
1208
00:51:01,560 --> 00:51:02,960
an innovative, boundary pushing
1209
00:51:03,040 --> 00:51:04,760
cocktail of action-adventure.
1210
00:51:05,160 --> 00:51:06,760
The game was a critical darling,
1211
00:51:06,840 --> 00:51:09,360
ushering in new levels of
innovation across areas
1212
00:51:09,440 --> 00:51:11,760
including visuals,
animation, sound,
1213
00:51:11,840 --> 00:51:14,720
storytelling, and
artificial intelligence.
1214
00:51:14,920 --> 00:51:17,200
GoldenEye was innovative
in so many ways,
1215
00:51:17,280 --> 00:51:20,840
but one of the most
significant was stealth.
1216
00:51:20,920 --> 00:51:23,240
Rare replaced the search
and destroy mentality
1217
00:51:23,320 --> 00:51:25,360
of the Doom genre with
mission objectives.
1218
00:51:25,440 --> 00:51:27,400
From there on in, the
bullet was no longer
1219
00:51:27,480 --> 00:51:29,880
the only solution
to every problem.
1220
00:51:29,960 --> 00:51:31,000
This freedom of
choice would have
1221
00:51:31,080 --> 00:51:33,080
a long lasting impact
on the industry,
1222
00:51:33,160 --> 00:51:35,720
challenging our expectations
of what games could be
1223
00:51:35,800 --> 00:51:37,840
and paving the way
for a whole new genre
1224
00:51:37,920 --> 00:51:39,760
of stealth games
to emerge.
1225
00:51:39,920 --> 00:51:43,480
It was official, James Bond
had arrived in video games,
1226
00:51:43,560 --> 00:51:46,280
selling 8 million copies,
earning critical acclaim,
1227
00:51:46,360 --> 00:51:48,120
and a host of awards.
1228
00:51:48,200 --> 00:51:50,160
Turns out, the world of
international espionage
1229
00:51:50,240 --> 00:51:52,880
was a perfect formula
for video game success.
1230
00:51:52,960 --> 00:51:54,520
The game was so
successful, in fact,
1231
00:51:54,600 --> 00:51:56,400
it even surpassed the film.
1232
00:51:56,480 --> 00:51:58,720
Together, they would
reignite the Bond franchise
1233
00:51:58,800 --> 00:52:02,000
and introduced James Bond
to a whole new generation.
1234
00:52:02,080 --> 00:52:03,560
The big question would be,
1235
00:52:03,640 --> 00:52:06,680
could future games live up
to the bar set by GoldenEye?
1236
00:52:08,120 --> 00:52:11,280
- [Simon Parkin] Steven Spielberg's
son Max was playing
1237
00:52:11,360 --> 00:52:14,080
GoldenEye with his friends
one day and Spielberg
1238
00:52:14,160 --> 00:52:15,840
walks past and
looks at the telly,
1239
00:52:15,920 --> 00:52:17,880
and at that time I think he
was just coming to the end
1240
00:52:17,960 --> 00:52:20,000
of his work on
Saving Private Ryan
1241
00:52:20,080 --> 00:52:24,320
and can immediately see
the creative synchronicity
1242
00:52:24,400 --> 00:52:27,520
or potential between a
video game like GoldenEye
1243
00:52:27,600 --> 00:52:29,760
with a view through a
first-person perspective
1244
00:52:29,840 --> 00:52:33,240
and a period in history,
such as World War 2,
1245
00:52:33,320 --> 00:52:36,080
and immediately from
there sort of asks
1246
00:52:36,200 --> 00:52:40,360
the designers at Electronic
Arts to mock up an idea
1247
00:52:40,440 --> 00:52:42,800
of how they could
perhaps remodel
1248
00:52:42,880 --> 00:52:45,760
the Normandy landings,
I believe, or D-Day,
1249
00:52:45,840 --> 00:52:48,680
using first-person
shooter mechanics.
1250
00:52:48,760 --> 00:52:51,160
- We all talk about
the flying into the head,
1251
00:52:51,240 --> 00:52:55,840
but that's such a subtle
but important design decision
1252
00:52:55,920 --> 00:52:58,160
that literally
immerses you in it.
1253
00:52:58,240 --> 00:53:00,200
Okay, now you are in
the role of James Bond.
1254
00:53:00,280 --> 00:53:01,920
Now you are this character,
1255
00:53:02,000 --> 00:53:05,200
and now we're going to send
you through this adventure.
1256
00:53:05,280 --> 00:53:07,680
- No one had done
something set in a
1257
00:53:07,760 --> 00:53:11,680
realistic world where, there
were real things there,
1258
00:53:11,760 --> 00:53:14,360
there were like tanks,
there were jet airplanes,
1259
00:53:14,440 --> 00:53:17,240
there were ships,
there were normal guns.
1260
00:53:17,320 --> 00:53:20,640
I say normal guns like machine
guns, silenced pistols,
1261
00:53:20,800 --> 00:53:23,880
sniper rifles, everything
was recognizable,
1262
00:53:23,960 --> 00:53:26,120
including the bad guys,
obviously Russians
1263
00:53:26,200 --> 00:53:27,320
a lot of the time.
1264
00:53:27,480 --> 00:53:29,320
So all of a sudden
we went from having
1265
00:53:29,400 --> 00:53:31,240
all these fantastical elements
1266
00:53:31,320 --> 00:53:34,600
to you had actually
a real situation
1267
00:53:34,680 --> 00:53:36,040
that you could identify with.
1268
00:53:36,120 --> 00:53:38,880
- And that's something that
has definitely, I think,
1269
00:53:38,960 --> 00:53:42,640
impacted the single-player
design team on Call of Duty.
1270
00:53:42,720 --> 00:53:44,760
We never take you
out of the role
1271
00:53:44,840 --> 00:53:46,120
of that person you're playing.
1272
00:53:46,200 --> 00:53:48,480
It is a first-person experience.
1273
00:53:48,560 --> 00:53:51,760
Every action you do, whether
you're climbing up an ice wall
1274
00:53:51,840 --> 00:53:53,480
or whether you're, you know,
1275
00:53:53,560 --> 00:53:55,240
in an explosion,
you're shell shocked
1276
00:53:55,320 --> 00:53:56,600
and you're watching the events,
1277
00:53:56,680 --> 00:53:58,960
you're watching it from
the eyes of that person.
1278
00:53:59,040 --> 00:54:01,320
And I think that's
something that GoldenEye
1279
00:54:01,400 --> 00:54:04,320
set the standard for
1280
00:54:04,400 --> 00:54:06,800
because they knocked it out
of the park and they proved
1281
00:54:06,880 --> 00:54:09,200
to us how effective that can be.
1282
00:54:09,280 --> 00:54:12,000
- [Peer Schneider] I think after
GoldenEye we saw more games
1283
00:54:12,080 --> 00:54:16,120
moving away from hell demons
and dragons
1284
00:54:16,200 --> 00:54:17,320
and fantasy
1285
00:54:17,400 --> 00:54:20,200
and recreating that kind of
more realistic approach.
1286
00:54:20,280 --> 00:54:22,520
Like if you think of the
Tom Clancy's franchise,
1287
00:54:22,600 --> 00:54:24,760
I think, you know, GoldenEye
really showed everybody
1288
00:54:24,840 --> 00:54:26,720
that you could have, you know,
1289
00:54:26,800 --> 00:54:28,920
this kind of real-world
setting with spies,
1290
00:54:29,000 --> 00:54:31,640
and, you know,
make it a success.
1291
00:54:31,720 --> 00:54:34,760
- Metal Gear Solid was
still like the next year.
1292
00:54:34,840 --> 00:54:38,040
And a whole host of stealth
games like Thief and Tenchu.
1293
00:54:38,120 --> 00:54:40,400
So they were all, you know,
a year away or so.
1294
00:54:40,480 --> 00:54:42,960
- [Tommy Thompson] GoldenEye
and its ability to experiment
1295
00:54:43,040 --> 00:54:46,120
becomes a progenitor for games
like Thief: The Dark Project,
1296
00:54:46,200 --> 00:54:48,480
where it's entirely
stealth oriented.
1297
00:54:48,560 --> 00:54:50,120
- [David Craddock]
GoldenEye was the first
1298
00:54:50,200 --> 00:54:54,160
first-person shooter that actually
made PC developers notice
1299
00:54:54,240 --> 00:54:56,800
the genre on console
and say, oh,
1300
00:54:56,880 --> 00:54:58,680
we need to do
something like this too
1301
00:54:58,760 --> 00:54:59,720
or we'll get left behind.
1302
00:54:59,800 --> 00:55:01,840
- Half-Life came out
after GoldenEye,
1303
00:55:02,200 --> 00:55:04,920
and it was interesting
to hear the developers
1304
00:55:05,000 --> 00:55:07,120
of Half-Life speak about how
1305
00:55:07,200 --> 00:55:08,600
they were influenced
by GoldenEye.
1306
00:55:08,680 --> 00:55:11,040
- [David Craddock] They
delayed Half-Life to make sure
1307
00:55:11,120 --> 00:55:15,720
that Half-Life's AI was up
to snuff with GoldenEye's AI.
1308
00:55:15,800 --> 00:55:17,040
- One of the things
that GoldenEye
1309
00:55:17,120 --> 00:55:19,800
in particular really sells
are moving away,
1310
00:55:19,880 --> 00:55:22,080
not just from old light gun
games, like Virtua Cop,
1311
00:55:22,160 --> 00:55:24,800
but even established first-person
shooter franchises
1312
00:55:24,880 --> 00:55:26,760
like Doom,
is it's the first game
1313
00:55:26,840 --> 00:55:29,800
that really embodies
systemic design.
1314
00:55:30,200 --> 00:55:33,440
This idea that you
can create a sandbox
1315
00:55:33,520 --> 00:55:36,400
which can just be reduced
to outright anarchy,
1316
00:55:36,600 --> 00:55:39,320
where scientists are
running away in panic
1317
00:55:39,400 --> 00:55:42,640
because you're standing
there with two Klobbs
1318
00:55:42,720 --> 00:55:44,520
and shooting just relentlessly
1319
00:55:44,600 --> 00:55:47,240
at a couple of soldiers who are
then trying to hit an alarm,
1320
00:55:47,320 --> 00:55:49,000
but you've also shot
a barrel which then
1321
00:55:49,080 --> 00:55:51,600
causes this cascade
of explosions
1322
00:55:51,680 --> 00:55:54,240
throughout this room and then
that's catching scientists
1323
00:55:54,320 --> 00:55:55,640
and killing them
or it's blowing up
1324
00:55:55,720 --> 00:55:57,440
the guy that you're
trying to hit.
1325
00:55:57,520 --> 00:56:01,280
And these are things that
you can't program that.
1326
00:56:01,400 --> 00:56:04,360
You can only build the
tools within the world
1327
00:56:04,440 --> 00:56:07,400
that enable for these
sorts of things to occur.
1328
00:56:07,640 --> 00:56:11,680
And it's crazy because
now so many big games
1329
00:56:12,200 --> 00:56:13,640
try and embody systemic design.
1330
00:56:13,720 --> 00:56:16,920
That is literally the
blueprint that Far Cry runs on,
1331
00:56:17,000 --> 00:56:19,480
that they want to have you
be attacked by a tiger,
1332
00:56:19,560 --> 00:56:22,200
but you're also on a paraglider
1333
00:56:22,280 --> 00:56:24,040
and then you can drop
down and throw a C4
1334
00:56:24,120 --> 00:56:26,240
on a Jeep, which
lands on a civilian.
1335
00:56:26,320 --> 00:56:30,720
Like these are the things
that now we're expecting.
1336
00:56:30,800 --> 00:56:32,720
People jump into Red
Dead Redemption 2,
1337
00:56:32,800 --> 00:56:34,400
and they get really
excited when someone
1338
00:56:34,480 --> 00:56:36,840
gets kicked in the
face by a horse.
1339
00:56:36,920 --> 00:56:39,120
But GoldenEye, it
was the first time
1340
00:56:39,200 --> 00:56:41,040
we ever really saw
something like that.
1341
00:56:41,120 --> 00:56:44,320
And then subsequently you
can start manipulating that.
1342
00:56:44,400 --> 00:56:46,440
And that becomes
incredibly fun of, well,
1343
00:56:46,520 --> 00:56:48,240
what happens if I try
and lure the scientists
1344
00:56:48,320 --> 00:56:49,680
in front of me
because they're trying
1345
00:56:49,760 --> 00:56:50,960
to run out the back door,
1346
00:56:51,040 --> 00:56:52,600
but they are trying
to attack me,
1347
00:56:52,680 --> 00:56:56,160
and then can I get them to
shoot the scientists? I wonder.
1348
00:56:56,680 --> 00:56:58,480
And then you run off as
your own little research
1349
00:56:58,560 --> 00:56:59,760
scientist of your own, you know,
1350
00:56:59,840 --> 00:57:01,200
you're putting on
your own white coat,
1351
00:57:01,280 --> 00:57:03,640
like, let's see if we
can just cause chaos
1352
00:57:03,720 --> 00:57:06,560
and it makes it
insanely replayable.
1353
00:57:06,640 --> 00:57:08,000
- You can draw
a direct line, I think,
1354
00:57:08,080 --> 00:57:09,040
from GoldenEye to Halo.
1355
00:57:09,120 --> 00:57:12,120
- [James Batchelor] I would
argue that Halo: Combat Evolved
1356
00:57:12,960 --> 00:57:17,120
wouldn't be what it was if
it weren't for GoldenEye.
1357
00:57:17,200 --> 00:57:19,840
I think it followed
kind of the structure of
1358
00:57:20,080 --> 00:57:22,640
what GoldenEye was in terms
of these larger open levels,
1359
00:57:22,720 --> 00:57:25,320
in terms of this kind of
free flowing 3D movement
1360
00:57:25,400 --> 00:57:27,280
and letting you kind of explore
1361
00:57:27,360 --> 00:57:28,720
the level at your own
kind of pace.
1362
00:57:28,800 --> 00:57:30,720
I think that influenced
things like Halo
1363
00:57:30,800 --> 00:57:34,280
and then Halo inspired
Call of Duty and all the others.
1364
00:57:34,360 --> 00:57:37,840
It all leads on, it all
influences each other.
1365
00:57:38,560 --> 00:57:40,440
- After GoldenEye,
we all thought Rare
1366
00:57:40,520 --> 00:57:41,760
would make another Bond game.
1367
00:57:41,840 --> 00:57:44,480
I mean, you roll the
credits on GoldenEye,
1368
00:57:44,560 --> 00:57:46,240
it says James Bond will return.
1369
00:57:46,320 --> 00:57:48,240
And obviously that's
what the movies do,
1370
00:57:48,320 --> 00:57:50,440
but we all hoped
that Rare was saying,
1371
00:57:50,520 --> 00:57:51,920
hey, we had a blast
making this game.
1372
00:57:52,000 --> 00:57:54,800
We're going to give you
another FPS like GoldenEye,
1373
00:57:54,960 --> 00:57:57,920
maybe for the next Pierce
Brosnan movie. Didn't happen.
1374
00:57:58,000 --> 00:58:00,400
- [Brett Jones] We were going
to do the next Bond license.
1375
00:58:00,480 --> 00:58:02,920
That was the plan.
But because GoldenEye
1376
00:58:03,000 --> 00:58:05,240
sort of reinvigorated
the franchise,
1377
00:58:05,320 --> 00:58:06,840
suddenly the money went up
1378
00:58:06,920 --> 00:58:08,440
suddenly it's like,
if you want to do this,
1379
00:58:08,520 --> 00:58:09,480
you're gonna have to pay for it.
1380
00:58:09,560 --> 00:58:11,360
- The movie license
wasn't that expensive
1381
00:58:11,440 --> 00:58:13,240
the first time round,
as I understand it,
1382
00:58:13,320 --> 00:58:14,880
Obviously with the
success of GoldenEye,
1383
00:58:14,960 --> 00:58:17,480
then the price goes up and
we were told quite early on
1384
00:58:17,560 --> 00:58:20,120
that it's unlikely we
would do the next one
1385
00:58:20,200 --> 00:58:22,840
because they weren't
going to get the license.
1386
00:58:22,920 --> 00:58:24,200
You know, you're
slightly disappointed.
1387
00:58:24,280 --> 00:58:25,520
You're also sort of, actually,
1388
00:58:25,600 --> 00:58:27,560
probably it's better to
do our own thing now.
1389
00:58:27,640 --> 00:58:29,480
- We know how to make
a video game now.
1390
00:58:29,560 --> 00:58:30,720
So we're just going
to make a better one.
1391
00:58:30,800 --> 00:58:35,320
- It's actually really hard
to do spiritual successors.
1392
00:58:35,400 --> 00:58:38,120
To actually encapsulate
or capture
1393
00:58:38,200 --> 00:58:40,800
what were the magic qualities
of that particular game.
1394
00:58:40,880 --> 00:58:42,640
- [Stuart Ashen] Can you
recreate something like that?
1395
00:58:42,720 --> 00:58:44,880
Can you, you know, catch the
lightning in a bottle twice?
1396
00:58:44,960 --> 00:58:47,160
It was very much a
product of the time.
1397
00:58:47,240 --> 00:58:50,360
- People have tried that,
it's super, super, super, hard.
1398
00:58:50,480 --> 00:58:54,080
- [Blaine Morehead] You know,
GoldenEye kind of set up this
1399
00:58:54,200 --> 00:58:56,800
expectation, I think,
with audiences that, oh,
1400
00:58:56,880 --> 00:58:59,120
these Bond games
are going to be,
1401
00:58:59,240 --> 00:59:01,320
or at least should be,
as good as GoldenEye,
1402
00:59:01,400 --> 00:59:03,640
like, you know, Rare
set the standard.
1403
00:59:03,720 --> 00:59:06,160
And so there was just
this expectation in place.
1404
00:59:06,520 --> 00:59:08,800
- After GoldenEye, the
history of Bond games
1405
00:59:08,880 --> 00:59:10,360
is very very erratic.
1406
00:59:10,440 --> 00:59:11,920
- I didn't quite realize
how big of a deal
1407
00:59:12,000 --> 00:59:16,000
it was that Rare lost
the rights to Bond,
1408
00:59:16,120 --> 00:59:18,160
in that I heard that Tomorrow
Never Dies was coming out.
1409
00:59:18,240 --> 00:59:20,360
- Tomorrow Never Dies had a
tie-in on the PlayStation.
1410
00:59:20,440 --> 00:59:24,960
And I think that was PlayStation
hoping that, you know,
1411
00:59:25,040 --> 00:59:27,360
well, GoldenEye did
gangbusters for Nintendo,
1412
00:59:27,840 --> 00:59:29,800
Tomorrow Never Dies
will do the same for us.
1413
00:59:29,880 --> 00:59:31,720
- Sweet, it's the
sequel to GoldenEye.
1414
00:59:31,800 --> 00:59:33,680
And I remember getting that
and playing it and being like,
1415
00:59:33,760 --> 00:59:36,200
this is not GoldenEye at
all. This is nothing close.
1416
00:59:36,280 --> 00:59:38,040
Like I don't know,
they really screwed up.
1417
00:59:38,120 --> 00:59:40,080
Like, not knowing that it was
a completely different team,
1418
00:59:40,160 --> 00:59:41,080
different everything.
1419
00:59:41,160 --> 00:59:42,840
- You're running round levels,
1420
00:59:42,920 --> 00:59:44,720
like running around
sets to the film,
1421
00:59:44,800 --> 00:59:46,800
but it wasn't quite as
accurate as Rare had managed.
1422
00:59:46,880 --> 00:59:49,640
I remember reading reviews
of Tomorrow Never Dies,
1423
00:59:49,720 --> 00:59:51,520
and thinking like,
ah, that's too bad.
1424
00:59:51,600 --> 00:59:53,160
- You have The World Is
Not Enough afterwards,
1425
00:59:53,240 --> 00:59:55,000
which they kind of like, okay,
1426
00:59:55,080 --> 00:59:57,000
let's not mess with
the GoldenEye formula.
1427
00:59:57,080 --> 00:59:59,000
Clearly James Bond
works in first person.
1428
00:59:59,080 --> 01:00:00,960
We'll do another
first-person shooter.
1429
01:00:01,040 --> 01:00:02,760
And it was good, but it
was another developer
1430
01:00:02,840 --> 01:00:05,680
and it didn't quite have
the same Rare magic.
1431
01:00:05,760 --> 01:00:08,320
I think it did feel very
kind of A to B,
1432
01:00:08,400 --> 01:00:09,520
very kind of linear.
1433
01:00:09,600 --> 01:00:11,000
- I remember
thinking that like, okay,
1434
01:00:11,080 --> 01:00:12,680
this has gotta be the
GoldenEye that I wanted.
1435
01:00:12,760 --> 01:00:14,280
And it's like, ah,
that's not it either.
1436
01:00:14,360 --> 01:00:15,560
And then I found out, oh, okay.
1437
01:00:15,640 --> 01:00:17,320
The team that made
that is making this game
1438
01:00:17,400 --> 01:00:18,240
called Perfect Dark,
1439
01:00:18,320 --> 01:00:20,120
and that's the closest you're
gonna get to GoldenEye.
1440
01:00:20,520 --> 01:00:22,600
- [Ad Narrator] Welcome to 2023.
1441
01:00:24,280 --> 01:00:26,640
- So Perfect Dark
came along in 2000,
1442
01:00:26,720 --> 01:00:30,320
and it was Rare's second
effort in this realm
1443
01:00:30,400 --> 01:00:33,440
of first-person shooter and
it was highly anticipated.
1444
01:00:33,520 --> 01:00:36,080
Like yeah, I mean, you
did it right the first time.
1445
01:00:36,160 --> 01:00:38,200
Let's just do that again.
Just give me more of that.
1446
01:00:38,280 --> 01:00:40,640
- A big thing with
Perfect Dark was escaping
1447
01:00:40,720 --> 01:00:43,200
what we saw as the confines
of the GoldenEye universe.
1448
01:00:43,280 --> 01:00:44,400
- We could
make up the storyline,
1449
01:00:44,480 --> 01:00:45,320
we can make up the characters.
1450
01:00:45,400 --> 01:00:47,440
We could do whatever the
hell we wanted with it.
1451
01:00:47,520 --> 01:00:48,960
We could make it darker.
We could make it bigger.
1452
01:00:49,040 --> 01:00:51,360
We could go into space. We
could have laser pistols.
1453
01:00:51,440 --> 01:00:52,960
You know, that was the point.
1454
01:00:53,040 --> 01:00:55,520
We could do anything
we wanted with this one
1455
01:00:55,600 --> 01:00:56,920
because we
weren't restricted.
1456
01:00:57,000 --> 01:00:58,520
- And then
you're on to the next thing,
1457
01:00:58,600 --> 01:01:01,240
so after GoldenEye we
were doing Perfect Dark
1458
01:01:01,320 --> 01:01:03,760
and we were going
to make this game
1459
01:01:03,960 --> 01:01:05,200
so much better than GoldenEye.
1460
01:01:05,280 --> 01:01:06,560
- Perfect Dark certainly feels
1461
01:01:06,640 --> 01:01:08,720
like an evolution of
GoldenEye. It clearly is.
1462
01:01:09,520 --> 01:01:11,040
It still feels very similar,
1463
01:01:11,120 --> 01:01:12,720
but obviously
everything is opened up.
1464
01:01:13,120 --> 01:01:15,600
- In a lot of ways,
it was the kind of
1465
01:01:15,680 --> 01:01:17,400
sequel that the fans wanted.
1466
01:01:17,480 --> 01:01:19,600
It doubled down on the
multiplayer aspect,
1467
01:01:19,680 --> 01:01:23,520
you had bots, you had
much more customization
1468
01:01:23,640 --> 01:01:26,520
you could do in the multiplayer,
lots more weapons,
1469
01:01:26,720 --> 01:01:29,200
just a huge array of things.
1470
01:01:29,280 --> 01:01:31,600
But then it went kind
of off the rails,
1471
01:01:31,680 --> 01:01:35,760
like Indiana Jones 4 style,
with aliens and stuff like that.
1472
01:01:35,840 --> 01:01:38,000
I don't know,
it got a little silly.
1473
01:01:38,080 --> 01:01:40,480
- The big fight we had, myself
1474
01:01:40,560 --> 01:01:42,120
and Martin and
others on the team,
1475
01:01:42,200 --> 01:01:44,320
we really wanted to
have a female character.
1476
01:01:44,400 --> 01:01:46,040
- Jeanne d'Arc, yes.
1477
01:01:46,160 --> 01:01:47,760
Joan of Arc, that's where
it comes from originally.
1478
01:01:47,840 --> 01:01:49,800
And that was Dr. Doak's idea.
1479
01:01:50,160 --> 01:01:55,520
- Just because it was such
a misogynist industry.
1480
01:01:55,640 --> 01:01:57,480
It's nice to look back
on that and to think
1481
01:01:57,560 --> 01:02:00,040
that we kind of got to
push something there
1482
01:02:00,120 --> 01:02:02,200
because we had some
clout at the time.
1483
01:02:02,280 --> 01:02:04,640
- Perfect Dark sold a little
over 2 million copies,
1484
01:02:04,720 --> 01:02:07,520
I think, as compared with
GoldenEye's 8 million.
1485
01:02:07,600 --> 01:02:10,040
- The debate between whether
GoldenEye or Perfect Dark
1486
01:02:10,120 --> 01:02:13,320
is the better game
is a very complicated one.
1487
01:02:13,400 --> 01:02:15,040
And there's going
to be lots of people
1488
01:02:15,120 --> 01:02:16,280
on each side of the fence.
1489
01:02:16,360 --> 01:02:19,240
You can break
Perfect Dark really badly.
1490
01:02:19,320 --> 01:02:22,800
I mean, you can do stuff that
brings the game to a crawl.
1491
01:02:22,880 --> 01:02:24,600
- [Naz Pattison] Although
certainly what they were
1492
01:02:24,680 --> 01:02:26,320
doing with bots and
stuff was incredible.
1493
01:02:26,400 --> 01:02:27,360
There are a lot of features,
1494
01:02:27,440 --> 01:02:30,080
like the counter operative
stuff was amazing.
1495
01:02:30,160 --> 01:02:34,080
There were so many great ideas
in it, but I think for me,
1496
01:02:34,160 --> 01:02:36,680
it just didn't come
out at the right time.
1497
01:02:36,760 --> 01:02:39,680
- GoldenEye just never left
the machine as a multiplayer.
1498
01:02:39,760 --> 01:02:42,160
And even though Perfect
Dark has more stuff
1499
01:02:42,240 --> 01:02:44,720
going on in there in
terms of AI, weapons,
1500
01:02:44,800 --> 01:02:48,120
laptop guns, you know,
it has more, but again,
1501
01:02:48,200 --> 01:02:50,360
when it comes to a quick
plug and play session
1502
01:02:50,440 --> 01:02:52,480
with your mates,
less is more, you know?
1503
01:02:58,320 --> 01:02:59,800
(upbeat music)
1504
01:03:02,480 --> 01:03:05,080
- [Speedrunner] Right here,
it's this one. My insane pace.
1505
01:03:09,600 --> 01:03:10,640
- [Karl Jobst] Oh my God.
1506
01:03:10,720 --> 01:03:12,160
- [Speedrunner]
I wait, I wait, I wait,
1507
01:03:13,320 --> 01:03:15,480
right when he starts firing
to try to backboost me.
1508
01:03:15,560 --> 01:03:18,360
The double. Body armor.
Two quick ones.
1509
01:03:18,440 --> 01:03:20,400
I already know I'm getting
there on the perfect line.
1510
01:03:23,320 --> 01:03:25,240
Oh, fuck, what a run.
1511
01:03:32,160 --> 01:03:33,160
Fuck.
1512
01:03:33,240 --> 01:03:35,520
I can't even play anymore
tonight after that.
1513
01:03:38,520 --> 01:03:39,720
It's... I don't know.
1514
01:03:42,240 --> 01:03:43,680
Oh! Fuck!
1515
01:03:43,960 --> 01:03:47,720
Fuck. Oh my God. Oh my God.
1516
01:03:50,960 --> 01:03:52,360
- [Ryan White] My friends,
hello and welcome
1517
01:03:52,440 --> 01:03:56,120
to GoldenEye SpeedLore,
the series where
1518
01:03:56,200 --> 01:03:59,280
we look at the speed run
world record progression
1519
01:03:59,360 --> 01:04:01,960
of a stage in GoldenEye,
and the stories...
1520
01:04:02,160 --> 01:04:07,280
So speed running is the act
of trying to beat a video game
1521
01:04:07,400 --> 01:04:10,920
or a part of a video game
as quickly as possible.
1522
01:04:11,440 --> 01:04:13,000
And it might sound
crazy to some,
1523
01:04:13,080 --> 01:04:16,120
but it's kind of this
additional challenge
1524
01:04:16,240 --> 01:04:18,960
that anyone can do in a game.
1525
01:04:19,320 --> 01:04:21,280
- The cheat system
in GoldenEye was one of
1526
01:04:21,360 --> 01:04:23,880
the things that really
drove the initial desire
1527
01:04:23,960 --> 01:04:26,400
to beat the levels fast
because you had to clear
1528
01:04:26,480 --> 01:04:29,480
a level on a particular
difficulty under a certain time
1529
01:04:29,560 --> 01:04:30,920
in order to unlock the cheats.
1530
01:04:31,000 --> 01:04:34,080
- Speed running now,
after 2010 or even
1531
01:04:34,160 --> 01:04:36,440
the mid-2000s, started
getting popularity,
1532
01:04:36,520 --> 01:04:38,800
but GoldenEye was
big from the start.
1533
01:04:38,880 --> 01:04:40,520
- [Wes McKinney] When I
took over the website,
1534
01:04:40,600 --> 01:04:43,520
I was updating all of
the records by hand,
1535
01:04:43,640 --> 01:04:45,960
literally by editing HTML files.
1536
01:04:46,040 --> 01:04:48,520
And so people would
send me emails
1537
01:04:48,600 --> 01:04:50,440
with all of their new records.
1538
01:04:50,520 --> 01:04:53,480
And then I would go and
manually insert them.
1539
01:04:53,560 --> 01:04:56,440
When I was 15 years old, it
was a big part of who I was.
1540
01:04:56,520 --> 01:04:57,600
- If you achieve a good time,
1541
01:04:57,680 --> 01:04:59,360
you can go online and
say, hey, I did this.
1542
01:04:59,440 --> 01:05:01,400
And the people who also
share that same passion
1543
01:05:01,480 --> 01:05:05,080
can give you some
attention and respect.
1544
01:05:05,160 --> 01:05:07,960
- All these teenagers came
together in the late nineties,
1545
01:05:08,040 --> 01:05:10,480
early 2000s, and became
lifelong friends.
1546
01:05:10,560 --> 01:05:13,800
- When you get a really
good new untied world record
1547
01:05:13,880 --> 01:05:15,560
that no one's ever had before,
1548
01:05:15,760 --> 01:05:18,880
it almost feels like
exploring new lands.
1549
01:05:18,960 --> 01:05:20,320
- [Wes McKinney] You
would finish the level
1550
01:05:20,400 --> 01:05:22,400
and there would be, like your
heart would skip two beats,
1551
01:05:22,480 --> 01:05:24,120
and then you would press
A and you'd be like,
1552
01:05:24,200 --> 01:05:27,040
you know, did I get it?
And be like just... you know.
1553
01:05:27,200 --> 01:05:29,680
- You're the only
person in the world
1554
01:05:29,880 --> 01:05:33,320
to see those numbers
1555
01:05:34,080 --> 01:05:35,560
on the end screen of the game.
1556
01:05:36,080 --> 01:05:37,560
You know, you're it.
1557
01:05:37,640 --> 01:05:41,200
- There's this sort of
psychological catnip
1558
01:05:41,280 --> 01:05:43,920
that led to this addictive,
kind of obsessive,
1559
01:05:44,000 --> 01:05:45,080
cycle with the game.
1560
01:05:45,160 --> 01:05:48,040
- There are very few things
that beat that rush still today.
1561
01:05:48,120 --> 01:05:49,160
I can say that.
1562
01:05:49,240 --> 01:05:51,200
- What would lead
a person to play
1563
01:05:51,280 --> 01:05:54,120
the same stage a
thousand times in a row?
1564
01:05:54,200 --> 01:05:57,520
- You see a lot of guys
who maybe, you know,
1565
01:05:57,600 --> 01:06:00,040
they're not at the best place
in their life at the time.
1566
01:06:00,440 --> 01:06:02,240
Maybe they've just lost a job
1567
01:06:02,400 --> 01:06:05,520
or gotten out of a
relationship or, you know,
1568
01:06:05,600 --> 01:06:07,360
maybe they're a bit downtrodden.
1569
01:06:07,440 --> 01:06:11,200
Speed running can be a natural
kind of place of comfort
1570
01:06:11,320 --> 01:06:16,240
to give them a sense of
direction and focus to carry on.
1571
01:06:20,360 --> 01:06:22,000
- [Narrator] Fresh off
the success of GoldenEye
1572
01:06:22,080 --> 01:06:24,160
and deep into production
of Perfect Dark,
1573
01:06:24,240 --> 01:06:26,240
the unthinkable happened.
1574
01:06:26,320 --> 01:06:27,760
Several key members of the team,
1575
01:06:27,840 --> 01:06:31,000
Hilton, Norgate, Doak, and
Ellis, left the company,
1576
01:06:31,080 --> 01:06:34,200
setting off to form a new
studio, Free Radical Design.
1577
01:06:37,360 --> 01:06:40,600
- [Steve Ellis] So we started
off with myself, Dave Doak,
1578
01:06:40,680 --> 01:06:43,680
Karl Hilton, Graeme
Norgate, and Lee Ray,
1579
01:06:43,760 --> 01:06:47,080
who all left Rare
roughly at the same time.
1580
01:06:47,160 --> 01:06:49,360
And we started in April, '99.
1581
01:06:49,440 --> 01:06:52,200
- [Karl Hilton] It was a
hugely difficult decision.
1582
01:06:52,280 --> 01:06:54,600
In some respects,
I mean, on the one hand,
1583
01:06:54,680 --> 01:06:56,640
I think we were all ready
to go and do Free Radical.
1584
01:06:56,720 --> 01:06:58,760
And we were all very excited
by the idea of Free Radical.
1585
01:06:58,840 --> 01:07:02,040
And we all knew we were
young and confident
1586
01:07:02,120 --> 01:07:03,600
enough that we thought,
oh, it's going to be,
1587
01:07:03,680 --> 01:07:05,120
yeah, we'll do this.
It'll be a great success.
1588
01:07:05,200 --> 01:07:06,360
We'll be fine, you know.
1589
01:07:07,040 --> 01:07:09,840
- It was a thing that I was
thinking about for a while.
1590
01:07:10,240 --> 01:07:11,800
After GoldenEye...
1591
01:07:13,560 --> 01:07:16,400
I don't know.
I mean, we were young and naive
1592
01:07:16,480 --> 01:07:19,840
and we kind of
felt like we'd done it
1593
01:07:19,920 --> 01:07:21,880
all ourselves,
which in retrospect,
1594
01:07:21,960 --> 01:07:24,040
I now realize that there
will have been things
1595
01:07:24,120 --> 01:07:26,680
going on behind the scenes
that we were unaware of
1596
01:07:26,760 --> 01:07:28,600
that allowed us to have the time
1597
01:07:28,680 --> 01:07:31,080
that we had to make
that game good.
1598
01:07:31,160 --> 01:07:32,240
- [Narrator] With
their stock high,
1599
01:07:32,320 --> 01:07:35,240
they signed an exclusive
deal with publisher Eidos
1600
01:07:35,320 --> 01:07:37,560
to develop a game
for a new console,
1601
01:07:37,640 --> 01:07:39,760
the Sony PlayStation 2.
1602
01:07:39,840 --> 01:07:41,920
The new game would
be Time Splitters.
1603
01:07:42,000 --> 01:07:43,520
But could it live up
to the standard
1604
01:07:43,600 --> 01:07:45,080
they'd set with GoldenEye?
1605
01:07:45,880 --> 01:07:47,440
- [Karl Hilton] PlayStation
2 was around the corner.
1606
01:07:47,520 --> 01:07:49,840
So as soon as Eidos had
signed us up, you know,
1607
01:07:49,920 --> 01:07:50,960
then it was straight to Sony.
1608
01:07:51,040 --> 01:07:52,360
Look, we're going
to make another game.
1609
01:07:52,440 --> 01:07:53,840
It's going to be a multiplayer.
1610
01:07:53,920 --> 01:07:56,160
I think your console is clearly
going to be a great console
1611
01:07:56,240 --> 01:07:58,400
to do it on, and then
Sony was super supportive,
1612
01:07:58,480 --> 01:08:00,880
and yes, suddenly we had
dev kits in our office.
1613
01:08:00,960 --> 01:08:03,000
- [Peer Schnieder] We were
all super excited about
1614
01:08:03,080 --> 01:08:05,440
Free Radical and then after
we played Time Splitters,
1615
01:08:05,520 --> 01:08:07,160
we really liked what we saw.
1616
01:08:07,240 --> 01:08:09,640
- We were the only
European-developed launch title,
1617
01:08:09,720 --> 01:08:11,440
you know, so that was
a very quick sort of,
1618
01:08:11,520 --> 01:08:13,320
here's a fun game,
not much to it,
1619
01:08:13,400 --> 01:08:14,800
but it's got all
these bits and pieces
1620
01:08:14,880 --> 01:08:15,960
and have a bit of fun with it.
1621
01:08:16,040 --> 01:08:18,439
- When we made the Time Splitters'
games with Free Radical,
1622
01:08:18,520 --> 01:08:20,720
it was kind of like,
we want a chocolate box,
1623
01:08:20,800 --> 01:08:23,439
we want to do everything.
So those games were that.
1624
01:08:23,520 --> 01:08:26,359
The original Time Splitters
was a multiplayer game,
1625
01:08:26,520 --> 01:08:29,479
just let's throw everything
and see what sticks.
1626
01:08:29,560 --> 01:08:32,000
- I think a lot of fans went
to Time Splitters and said,
1627
01:08:32,080 --> 01:08:34,399
oh my God, this brings
back all the memories
1628
01:08:34,479 --> 01:08:36,560
from GoldenEye and
the way it feels,
1629
01:08:36,680 --> 01:08:38,439
but what Free Radical
did with that game
1630
01:08:38,520 --> 01:08:39,640
is just speed it up.
1631
01:08:39,720 --> 01:08:43,399
- It was all about
immediacy and accessibility.
1632
01:08:43,520 --> 01:08:44,720
Pick up and play.
1633
01:08:45,080 --> 01:08:46,840
You should just be able
to start playing,
1634
01:08:47,080 --> 01:08:50,040
choose a bunch of
settings that you fancy
1635
01:08:50,120 --> 01:08:52,680
at that time and have
fun straightaway.
1636
01:08:52,760 --> 01:08:55,319
- There was no great design
document for Time Splitters
1637
01:08:55,399 --> 01:08:56,279
at the start that said,
1638
01:08:56,359 --> 01:08:58,200
this is the game and this
is how it's going to work
1639
01:08:58,279 --> 01:08:59,600
and this is what things
you're going to do.
1640
01:08:59,680 --> 01:09:01,800
- It just had such
a nice feel to it.
1641
01:09:01,880 --> 01:09:03,560
And you could pick
it up and play it
1642
01:09:03,640 --> 01:09:06,000
without a whole lot of
learning for it as well,
1643
01:09:06,080 --> 01:09:07,640
which means you can get
people who aren't so
1644
01:09:07,720 --> 01:09:09,680
big a gamers in on it,
and you could actually
1645
01:09:09,760 --> 01:09:11,200
have your four
player split-screen
1646
01:09:11,279 --> 01:09:12,720
and everybody's having fun.
1647
01:09:13,439 --> 01:09:16,000
- It wasn't representative
of what we were capable of.
1648
01:09:16,080 --> 01:09:19,080
It was representative of what
we had enough time to do.
1649
01:09:19,359 --> 01:09:20,960
So Time Splitters 2 was where
1650
01:09:21,040 --> 01:09:23,200
we wanted to show
what we could do.
1651
01:09:28,880 --> 01:09:31,640
- Time Splitters 2 was obviously
our chance to do it properly.
1652
01:09:31,720 --> 01:09:34,240
And we had more time and the
first one had been successful.
1653
01:09:34,319 --> 01:09:35,680
So Eidos were happy
for us to spend
1654
01:09:35,760 --> 01:09:37,399
a bit more money
and a bit more time
1655
01:09:37,479 --> 01:09:39,319
making a more detailed
one with a proper story,
1656
01:09:39,399 --> 01:09:41,160
and then a bit more
character development in it.
1657
01:09:41,240 --> 01:09:43,000
- And they were quite hands-off.
1658
01:09:43,359 --> 01:09:48,240
That's a thing that was
also true of GoldenEye.
1659
01:09:48,319 --> 01:09:50,120
I think that's the thing
that makes a big difference
1660
01:09:50,200 --> 01:09:53,200
to the end result of a project.
1661
01:09:53,279 --> 01:09:54,480
- [Narrator]
The Time Splitters series
1662
01:09:54,560 --> 01:09:56,440
would go on to be one
of the most successful
1663
01:09:56,520 --> 01:09:58,320
franchises on the PlayStation 2,
1664
01:09:58,400 --> 01:10:01,200
selling over 3.5 million
copies on the system
1665
01:10:01,280 --> 01:10:04,000
and earning a dedicated
and passionate fan base.
1666
01:10:04,080 --> 01:10:06,160
Throughout the mid-2000s,
Free Radical Design
1667
01:10:06,240 --> 01:10:08,280
would go on to create
titles like Second Sight
1668
01:10:08,360 --> 01:10:11,160
for the PS2 and
Haze for the PS3.
1669
01:10:11,240 --> 01:10:12,680
- [Steve Ellis] After we
finished Time Splitters,
1670
01:10:12,760 --> 01:10:14,760
Lucas Arts approached
us and said
1671
01:10:14,840 --> 01:10:17,520
they'd like us to
make a Star Wars game.
1672
01:10:18,520 --> 01:10:20,840
- It was a hugely fun
thing to be working on.
1673
01:10:20,920 --> 01:10:22,200
Obviously the team
was stoked because
1674
01:10:22,280 --> 01:10:24,920
we got access to
all of the great
1675
01:10:25,040 --> 01:10:27,880
resources and
history of Star Wars.
1676
01:10:27,960 --> 01:10:29,720
- [David Doak] I can
remember it just being an
1677
01:10:29,800 --> 01:10:32,160
absolute joy to go to work.
1678
01:10:32,240 --> 01:10:34,200
We were making what
we wanted to make.
1679
01:10:34,520 --> 01:10:37,480
We personally felt vested
in it because we owned
1680
01:10:37,560 --> 01:10:40,200
the business and we
were creating our thing.
1681
01:10:46,280 --> 01:10:48,760
- [Narrator] Back at Rare,
change was in the air.
1682
01:10:48,840 --> 01:10:50,800
The Nintendo deal
had reached its end
1683
01:10:50,880 --> 01:10:52,800
and Rare needed a new partner.
1684
01:10:52,880 --> 01:10:55,560
Companies like Activision
and Microsoft were circling.
1685
01:10:55,640 --> 01:10:56,880
And for the successful bidder,
1686
01:10:56,960 --> 01:10:58,960
the spoils would be
Rare's reputation
1687
01:10:59,040 --> 01:11:00,760
and its passionate fan base.
1688
01:11:00,840 --> 01:11:02,840
For Rare, it was an
opportunity to secure
1689
01:11:02,920 --> 01:11:05,040
the long-term viability
of the company,
1690
01:11:05,120 --> 01:11:07,120
but it wouldn't be without risk.
1691
01:11:07,200 --> 01:11:09,040
The Rare faithful would
have to hold their breath
1692
01:11:09,120 --> 01:11:11,440
as giant corporations moved in.
1693
01:11:13,240 --> 01:11:15,240
- [Simon Parkin] Owners of
the company and the founders,
1694
01:11:15,360 --> 01:11:18,480
Chris and Tim stamper, put
the company up for sale.
1695
01:11:18,720 --> 01:11:20,160
And they're looking
to find a buyer.
1696
01:11:20,240 --> 01:11:22,400
Microsoft's interested,
Activision's interested
1697
01:11:22,480 --> 01:11:24,360
and Nintendo is interested.
1698
01:11:24,440 --> 01:11:26,800
And I think a lot of the staff
were like, well, you know,
1699
01:11:26,880 --> 01:11:29,640
hopefully we'll be
acquired fully by Nintendo,
1700
01:11:29,720 --> 01:11:34,600
but Nintendo's CEO at the
time gives them a valuation
1701
01:11:34,720 --> 01:11:37,240
that's way, way lower
than what they're after.
1702
01:11:37,320 --> 01:11:39,160
And Activision
puts in a big bid.
1703
01:11:39,240 --> 01:11:40,960
So it looks for a moment
that they're going to go
1704
01:11:41,040 --> 01:11:42,680
with Activision, and then
for one reason or another,
1705
01:11:42,760 --> 01:11:43,680
that deal falls through.
1706
01:11:46,600 --> 01:11:48,760
(Conker yelling)
1707
01:11:49,360 --> 01:11:52,160
- [James Batchelor] When
Microsoft bought Rare in 2002,
1708
01:11:52,240 --> 01:11:54,440
I believe it was, I think
they lost a little bit.
1709
01:11:54,520 --> 01:11:56,800
I think some people at Rare
would kind of agree with that.
1710
01:11:56,880 --> 01:11:58,000
Case in point,
that's when you started
1711
01:11:58,080 --> 01:12:00,200
to see people leave Rare
and form Free Radical.
1712
01:12:00,280 --> 01:12:01,840
Microsoft wanted to
really push Kinect
1713
01:12:01,920 --> 01:12:05,000
and really want to push this
kind of hands-free control thing.
1714
01:12:05,080 --> 01:12:06,240
But you had Kinect
Sports, Kinect Adventure,
1715
01:12:06,320 --> 01:12:07,560
all these kinds of
games that people
1716
01:12:07,640 --> 01:12:08,840
just didn't feel were Rare.
1717
01:12:08,920 --> 01:12:10,720
You didn't feel that
Rare quality about it
1718
01:12:10,800 --> 01:12:12,480
because they were
mini game collections
1719
01:12:12,560 --> 01:12:15,520
and that's not really what
Rare did. Rare built worlds.
1720
01:12:15,600 --> 01:12:18,160
- I left Rare because
I became less enamoured
1721
01:12:18,240 --> 01:12:20,240
with it as time went,
after Tim and Chris left,
1722
01:12:20,320 --> 01:12:22,160
that was it for me.
I liked them being there.
1723
01:12:22,240 --> 01:12:24,240
When they left, I don't
think I left long after that.
1724
01:12:24,320 --> 01:12:26,280
I didn't want to be
there really anymore.
1725
01:12:28,720 --> 01:12:30,960
- [Steve Ellis] For a long
time we described that as
1726
01:12:31,040 --> 01:12:33,280
the best publisher
relationship we'd ever had,
1727
01:12:33,360 --> 01:12:35,080
it was working
really, really well.
1728
01:12:35,160 --> 01:12:37,920
It was going so well
that not long after that,
1729
01:12:38,080 --> 01:12:40,280
they asked us to
also start working
1730
01:12:40,360 --> 01:12:42,640
on the sequel at the same time.
1731
01:12:42,720 --> 01:12:44,800
In order to do that, we
had to grow the company.
1732
01:12:44,880 --> 01:12:47,040
- [David Doak] As it
got bigger and bigger,
1733
01:12:47,720 --> 01:12:51,840
more time was kind of
spent on dealing
1734
01:12:51,920 --> 01:12:53,840
with the frictions
that you have,
1735
01:12:53,920 --> 01:12:57,040
particularly with publishers.
1736
01:12:57,120 --> 01:12:58,480
- It was two and a half years,
1737
01:12:58,560 --> 01:13:01,280
but I mean the
amount of money
1738
01:13:01,360 --> 01:13:03,520
in at that point would
have been eight figures.
1739
01:13:03,600 --> 01:13:06,160
The funding model then
was publisher advances.
1740
01:13:06,240 --> 01:13:09,280
And if you have a good
publisher relationship,
1741
01:13:09,480 --> 01:13:10,840
then you're safe,
1742
01:13:10,920 --> 01:13:14,800
but that relationship has
always got some conflict in it.
1743
01:13:14,880 --> 01:13:17,040
It got to the point where
we were doing milestones
1744
01:13:17,120 --> 01:13:18,440
every month and
sending them off.
1745
01:13:18,520 --> 01:13:21,840
And if the publisher
didn't like what they saw,
1746
01:13:21,920 --> 01:13:25,160
we wouldn't get paid, and our
burn rate was astronomical.
1747
01:13:25,240 --> 01:13:28,960
So, you know,
it doesn't take much
1748
01:13:29,040 --> 01:13:30,240
for the wheels to come off.
1749
01:13:30,320 --> 01:13:32,520
- Unfortunately,
you know, the story was
1750
01:13:32,600 --> 01:13:35,480
not a great one obviously,
you know, the studio
1751
01:13:35,560 --> 01:13:38,200
running into trouble with
Battlefront development.
1752
01:13:38,280 --> 01:13:40,000
- That becomes quite difficult
1753
01:13:40,080 --> 01:13:42,440
if that goes on for
more than a few months,
1754
01:13:42,520 --> 01:13:44,240
because everyone
needs to get paid.
1755
01:13:47,240 --> 01:13:50,400
- When it came to
the end of the year,
1756
01:13:50,480 --> 01:13:53,880
we had to put the company
into administration.
1757
01:13:53,960 --> 01:13:55,240
- That was gutting, you know.
1758
01:13:55,320 --> 01:13:57,280
- In almost every
publisher we worked with,
1759
01:13:57,360 --> 01:13:59,840
there was some
degree of conflict
1760
01:14:01,240 --> 01:14:03,680
and that took us
down in the end.
1761
01:14:04,440 --> 01:14:06,280
(somber music)
1762
01:14:14,520 --> 01:14:17,120
- Today is a culmination of
about three years of planning.
1763
01:14:17,200 --> 01:14:19,040
We're filming an
actual real film
1764
01:14:19,120 --> 01:14:20,840
called Bringing Back GoldenEye.
1765
01:14:27,400 --> 01:14:29,040
- I'm Dan Guest,
I'm the director
1766
01:14:29,120 --> 01:14:30,640
of Bringing Back GoldenEye,
1767
01:14:31,040 --> 01:14:33,640
the mockumentary
written by Jim Miskell,
1768
01:14:33,720 --> 01:14:36,880
all about the GoldenEye
world championships.
1769
01:14:36,960 --> 01:14:38,520
- [Jim Miskell] It was the first thing
I'd ever been good at,
1770
01:14:38,600 --> 01:14:41,120
never mind a game,
and I was amazing at it.
1771
01:14:41,280 --> 01:14:43,000
So I've written two
films about GoldenEye.
1772
01:14:43,080 --> 01:14:44,320
Obviously,
this is the second one.
1773
01:14:44,400 --> 01:14:46,040
First was Going For GoldenEye.
1774
01:14:46,440 --> 01:14:48,120
I made it myself,
basically wrote it,
1775
01:14:48,200 --> 01:14:51,960
directed it, produced it,
made the costumes, edited it.
1776
01:14:52,040 --> 01:14:54,000
I made everything apart
from hold the camera,
1777
01:14:54,720 --> 01:14:56,480
hold the boom, and
act in it basically.
1778
01:14:56,600 --> 01:15:00,040
And I'd never do that ever
again. It was very stressful.
1779
01:15:00,440 --> 01:15:02,840
Grant Kirkhope said it
was the film of the year,
1780
01:15:02,920 --> 01:15:05,720
which, you know, what more
could you want, really?
1781
01:15:05,800 --> 01:15:09,320
David Doak compared it to
Spinal Tap, King of Kong.
1782
01:15:09,400 --> 01:15:12,320
I'm really happy that
the Rare guys liked it.
1783
01:15:12,400 --> 01:15:15,760
I'm really, really proud of it
just because I did it,
1784
01:15:15,840 --> 01:15:17,240
you know, end of the day,
1785
01:15:17,320 --> 01:15:19,640
a lot of people can say
they're going to do stuff,
1786
01:15:19,720 --> 01:15:21,440
but I'll put my money
where my mouth is.
1787
01:15:21,520 --> 01:15:22,720
And I went through and did it.
1788
01:15:22,800 --> 01:15:24,800
And I saw it all
the way through.
1789
01:15:24,880 --> 01:15:27,840
But now I've hired a
lovely crew and producers
1790
01:15:27,920 --> 01:15:30,200
and everything and lots
of lovely actors and,
1791
01:15:30,480 --> 01:15:32,800
yeah, they're making
an awesome film.
1792
01:15:35,400 --> 01:15:36,880
- [Dan Guest] It's
written by a massive fan.
1793
01:15:36,960 --> 01:15:38,400
Jim's just written a
great story with
1794
01:15:38,480 --> 01:15:41,640
a lot of little inside jokes and
obviously David Doak's involved.
1795
01:15:41,720 --> 01:15:44,480
And it's just a great nostalgia
trip for fans of the game.
1796
01:15:45,360 --> 01:15:47,160
- What we're filming
these next couple of days
1797
01:15:47,240 --> 01:15:50,720
is the world championships
interior parts of the film.
1798
01:15:51,080 --> 01:15:52,600
There'll be a hundred extras in,
1799
01:15:53,040 --> 01:15:54,640
and we've got a stage full of
1800
01:15:54,720 --> 01:15:56,040
new competitors and characters.
1801
01:15:57,040 --> 01:15:58,200
So it's going to be a big day,
1802
01:15:58,280 --> 01:15:59,840
and David Doak from
the GoldenEye team
1803
01:15:59,920 --> 01:16:01,400
is coming to present the trophy.
1804
01:16:02,080 --> 01:16:03,400
Which is just mind blowing
1805
01:16:03,600 --> 01:16:04,800
because I've shot
that guy in the head
1806
01:16:04,920 --> 01:16:06,560
so many times in the facility!
1807
01:16:07,240 --> 01:16:09,280
(upbeat music)
1808
01:16:19,320 --> 01:16:22,920
I guess the legacy of
GoldenEye is the fans.
1809
01:16:23,280 --> 01:16:26,000
You know, and what they
do with those memories
1810
01:16:26,080 --> 01:16:27,360
and how they keep it alive.
1811
01:16:27,440 --> 01:16:29,520
I mean like, look
what's going on here.
1812
01:16:30,800 --> 01:16:33,840
To me, I'm hopefully
contributing to the legacy
1813
01:16:33,920 --> 01:16:35,840
of GoldenEye and people
enjoy what I'm doing
1814
01:16:35,960 --> 01:16:39,680
because, you know,
I think it's important
1815
01:16:39,760 --> 01:16:43,600
that we tell stories
based on video games.
1816
01:16:43,680 --> 01:16:45,160
You know, we're the first couple
1817
01:16:45,240 --> 01:16:47,760
of generations where
that's our entertainment.
1818
01:16:47,840 --> 01:16:49,080
And so I'm celebrating this game
1819
01:16:49,160 --> 01:16:50,760
that's a big part of my life.
1820
01:16:57,000 --> 01:16:58,680
- It's really
interesting when you look
1821
01:16:58,760 --> 01:17:01,040
at the James Bond games
that came after GoldenEye.
1822
01:17:01,120 --> 01:17:03,440
The Eurocom Bond games
were pretty competent.
1823
01:17:03,520 --> 01:17:06,000
Some of the more
vehicular-based,
1824
01:17:06,080 --> 01:17:09,040
like some of the other ones
were trying to do some of
1825
01:17:09,120 --> 01:17:11,400
the stuff that GoldenEye
did, but failed.
1826
01:17:12,760 --> 01:17:14,680
- [James Batchelor] GoldenEye's the one
that people keep coming back to.
1827
01:17:14,760 --> 01:17:16,240
When in doubt,
do a GoldenEye.
1828
01:17:16,320 --> 01:17:19,240
So EA did this with
GoldenEye Rogue Agent.
1829
01:17:19,320 --> 01:17:20,840
You worked for the
villains and there's kind
1830
01:17:20,920 --> 01:17:22,160
of almost like a mob war,
1831
01:17:22,240 --> 01:17:23,400
like you're working with
the villains
1832
01:17:23,480 --> 01:17:25,160
as they kind of fight
against each other.
1833
01:17:25,240 --> 01:17:26,920
And it was called
GoldenEye because
1834
01:17:27,000 --> 01:17:28,800
he actually has a golden eye,
1835
01:17:28,880 --> 01:17:31,000
and Activision did the same
thing after Quantum of Solace,
1836
01:17:31,080 --> 01:17:34,520
was basically a Call of Duty
with a bit of a Bond skin.
1837
01:17:34,600 --> 01:17:38,000
They did the GoldenEye
007 re-imagining for Wii
1838
01:17:38,200 --> 01:17:40,680
to try and tap in that nostalgia
1839
01:17:40,760 --> 01:17:42,480
because that's the game
that people remember.
1840
01:17:42,560 --> 01:17:43,640
That's the game
that people love.
1841
01:17:43,720 --> 01:17:45,280
- [Ad Narrator] Who here
would say that it's one of
1842
01:17:45,360 --> 01:17:47,000
the greatest shooters of all time?
1843
01:17:49,000 --> 01:17:50,960
- Everybody.
- It set the standard.
1844
01:17:51,320 --> 01:17:53,160
- Problem is, as good as
some of these games were,
1845
01:17:53,520 --> 01:17:55,200
none of them match GoldenEye.
1846
01:17:55,280 --> 01:17:57,520
- Nobody ever got close
to kind of
1847
01:17:57,600 --> 01:17:59,400
bringing home that magic again.
1848
01:17:59,480 --> 01:18:01,240
- [Krishan Sharma] I think
by calling it GoldenEye
1849
01:18:01,320 --> 01:18:03,600
and then releasing a game that
1850
01:18:03,680 --> 01:18:07,920
is not in beat or in tune
with what made
1851
01:18:08,000 --> 01:18:10,880
GoldenEye so special, I
think upset a lot of people.
1852
01:18:10,960 --> 01:18:13,520
I think a lot of people were
expecting a one-to-one remake,
1853
01:18:13,600 --> 01:18:14,960
but that's not what they got.
1854
01:18:19,720 --> 01:18:21,360
(upbeat music)
1855
01:18:33,520 --> 01:18:34,960
(keyboard clicking)
1856
01:18:56,200 --> 01:18:59,120
The XBLA remake,
for a lot of us,
1857
01:18:59,200 --> 01:19:01,040
we had heard rumblings about it.
1858
01:19:02,840 --> 01:19:05,560
- [Blaine Morehead] Sounds
like it was almost at 100%,
1859
01:19:05,640 --> 01:19:08,400
like it sounds like it was
pretty much ready to go.
1860
01:19:09,760 --> 01:19:11,040
- [Krishan Sharma]
It was written about
1861
01:19:11,120 --> 01:19:14,200
absolutely by every
major gaming publication
1862
01:19:14,280 --> 01:19:16,160
and it even actually
did hit a couple
1863
01:19:16,240 --> 01:19:17,480
of mainstream press as well.
1864
01:19:22,040 --> 01:19:24,840
- [Journalist] Yes, I was
there, I was part of the staff
1865
01:19:24,960 --> 01:19:28,080
when the news broke
about a GoldenEye
1866
01:19:28,160 --> 01:19:29,720
release for the
Xbox Live Arcade.
1867
01:19:30,520 --> 01:19:33,120
I think what made the Rare
employee want to do it
1868
01:19:33,200 --> 01:19:35,120
was I don't think it had
anything to do with anger,
1869
01:19:35,200 --> 01:19:36,920
I don't think it had
anything to do with spite,
1870
01:19:37,000 --> 01:19:38,360
I think it was...
1871
01:19:38,480 --> 01:19:41,160
the intention was
to get it out there
1872
01:19:41,240 --> 01:19:42,720
so that the
world could see it.
1873
01:19:42,920 --> 01:19:46,080
- Just the way those
leaks were released,
1874
01:19:46,160 --> 01:19:48,000
by almost like a double agent.
1875
01:19:48,080 --> 01:19:49,960
- It's such a shame
that we never got
1876
01:19:50,040 --> 01:19:52,760
the GoldenEye HD remake
that was rumored
1877
01:19:52,840 --> 01:19:54,640
for Xbox 360, I think it was.
1878
01:19:54,720 --> 01:19:57,400
So it was going to be a HD
version of GoldenEye 64,
1879
01:19:57,480 --> 01:19:59,800
all the levels you
remember, but with kind of
1880
01:19:59,880 --> 01:20:03,200
much more realistic graphics
and online multiplayer,
1881
01:20:03,400 --> 01:20:06,360
and the problem is at the
time, it was such a legal mess.
1882
01:20:06,440 --> 01:20:08,200
- We're talking, you know,
three, four companies
1883
01:20:08,280 --> 01:20:11,120
that need to all see eye to eye
1884
01:20:11,200 --> 01:20:13,800
and get a proper
piece of that pie.
1885
01:20:13,880 --> 01:20:16,360
- Microsoft owned Rare
and Rare owned the game,
1886
01:20:16,440 --> 01:20:18,560
except GoldenEye 64 was
published by Nintendo,
1887
01:20:18,640 --> 01:20:20,360
so Nintendo had the
rights to that game
1888
01:20:20,440 --> 01:20:22,640
because Rare worked for
them and was licensed.
1889
01:20:22,720 --> 01:20:23,840
It was all licensed by them,
1890
01:20:23,920 --> 01:20:26,680
except Activision at the time
had the James Bond license.
1891
01:20:26,760 --> 01:20:27,880
Just became this massive,
1892
01:20:27,960 --> 01:20:29,960
you've got three
companies arguing over
1893
01:20:30,040 --> 01:20:32,320
who does and doesn't
have the rights to it.
1894
01:20:32,400 --> 01:20:34,560
And it meant that
ultimately it never came out.
1895
01:20:37,760 --> 01:20:39,720
(keyboard clicking)
1896
01:20:40,120 --> 01:20:41,720
(upbeat music)
1897
01:20:58,200 --> 01:21:00,000
(ominous music)
1898
01:21:07,080 --> 01:21:09,760
- [Krishan Sharma] People who
grew up on GoldenEye are now
1899
01:21:09,840 --> 01:21:14,280
trying to make the remake
that they didn't get.
1900
01:21:18,640 --> 01:21:20,320
(upbeat music)
1901
01:21:26,040 --> 01:21:27,520
I mean, we had the Quake engine
1902
01:21:27,600 --> 01:21:29,040
and the Doom engine
that we, you know,
1903
01:21:29,120 --> 01:21:30,480
and yet saw some impressive mods
1904
01:21:30,560 --> 01:21:32,200
that were being made
from those engines.
1905
01:21:32,320 --> 01:21:34,240
But then Source
engine came along.
1906
01:21:34,360 --> 01:21:36,680
- GoldenEye: Source
is this project
1907
01:21:36,760 --> 01:21:39,160
that is totally fan
made that is built
1908
01:21:39,240 --> 01:21:41,360
on the Source engine by Valve.
1909
01:21:41,440 --> 01:21:43,800
So the engine that
ran Half-Life 2.
1910
01:21:43,880 --> 01:21:45,560
- GoldenEye: Source is a remake
1911
01:21:45,640 --> 01:21:47,920
of the multiplayer
component of GoldenEye.
1912
01:21:48,000 --> 01:21:50,560
- [Blaine Morehead] They
have essentially re-imagined
1913
01:21:50,640 --> 01:21:54,360
the GoldenEye levels
to be remastered
1914
01:21:54,440 --> 01:21:56,960
to make it look
more like the movie.
1915
01:21:57,040 --> 01:22:01,720
It's higher res textures,
higher polygon count models.
1916
01:22:01,800 --> 01:22:05,520
All the weapons are redone,
sound effects, and music even,
1917
01:22:05,600 --> 01:22:10,080
and all in the spirit of
let's get our favorite
1918
01:22:10,160 --> 01:22:14,480
kind of couch death match
game online
1919
01:22:14,560 --> 01:22:16,440
so that we can
play it, you know,
1920
01:22:16,520 --> 01:22:18,000
with people from
all over the world.
1921
01:22:18,560 --> 01:22:20,640
- [Krishan Sharma] So we didn't
get the remake that we want.
1922
01:22:20,760 --> 01:22:23,200
We constantly hear these
rumblings in the industry
1923
01:22:23,280 --> 01:22:26,600
about how there is a
GoldenEye out there,
1924
01:22:26,680 --> 01:22:29,920
remake that is done. It's
just not being released.
1925
01:22:30,280 --> 01:22:32,640
- [Simon Parkin] The inability
for the corporations to
1926
01:22:32,720 --> 01:22:36,080
figure out a way to get a
remastered version of GoldenEye
1927
01:22:36,160 --> 01:22:39,000
out has created a vacuum
1928
01:22:39,080 --> 01:22:42,760
into which fans have fallen
1929
01:22:42,840 --> 01:22:44,480
and they're making
their own projects.
1930
01:22:44,560 --> 01:22:47,080
You know, their sort of
black label versions.
1931
01:22:47,520 --> 01:22:48,760
- [Curtis Higgins]
I am Curtis Higgins.
1932
01:22:48,840 --> 01:22:51,080
I am co-creator of
GoldenEye: Source.
1933
01:22:51,200 --> 01:22:54,560
GoldenEye: Source is a adaptation
1934
01:22:54,640 --> 01:22:59,240
of the original Nintendo 64
game. We started in 2004.
1935
01:22:59,320 --> 01:23:01,280
The team has touched all
corners of the globe.
1936
01:23:01,360 --> 01:23:05,080
We currently have
members from Canada, US,
1937
01:23:05,440 --> 01:23:10,320
Switzerland, UK, Spain,
Australia, Brazil.
1938
01:23:10,760 --> 01:23:12,440
- Says something about
the fondness that people
1939
01:23:12,520 --> 01:23:14,560
hold for this game that
they would dedicate
1940
01:23:14,640 --> 01:23:16,560
so much of their time
to recreating it,
1941
01:23:16,720 --> 01:23:18,560
you know, either for
their own pleasure,
1942
01:23:18,640 --> 01:23:21,600
but also probably for
younger generations.
1943
01:23:21,680 --> 01:23:23,120
- The cool thing
about indie development
1944
01:23:23,200 --> 01:23:26,040
is you can either make
something yourself
1945
01:23:26,120 --> 01:23:29,160
or get one or two or
three or half a dozen
1946
01:23:29,240 --> 01:23:32,320
of your friends and build
something with tools
1947
01:23:32,400 --> 01:23:35,680
that are free or cheap
and widely available.
1948
01:23:35,760 --> 01:23:37,440
- You can learn
how to 3D model
1949
01:23:37,520 --> 01:23:40,040
with free open
source software now.
1950
01:23:40,120 --> 01:23:43,200
You can learn, you know,
Unreal Engine, Unity,
1951
01:23:43,280 --> 01:23:46,560
these are free to play
around with game engines.
1952
01:23:46,640 --> 01:23:49,360
- [Krishan Sharma] So
now we have these tools,
1953
01:23:49,480 --> 01:23:52,360
these game development tools,
that we never had before.
1954
01:23:52,440 --> 01:23:54,720
What's interesting to
see is how these tools
1955
01:23:54,800 --> 01:24:00,080
are being utilized by people
who grew up playing GoldenEye.
1956
01:24:00,240 --> 01:24:03,000
- [Blaine Morehead] And so that
democratization of the tools
1957
01:24:03,080 --> 01:24:05,120
is kind of leveling
this whole field
1958
01:24:05,200 --> 01:24:08,440
and making these
projects possible.
1959
01:24:08,520 --> 01:24:11,000
- [Emily Elmund] In the end,
it's just a group of people
1960
01:24:11,080 --> 01:24:13,960
who absolutely love
the original game
1961
01:24:14,320 --> 01:24:18,920
and they just want
to bring an updated,
1962
01:24:19,040 --> 01:24:21,800
modern version to
people who love it.
1963
01:24:21,880 --> 01:24:23,760
- No other game that you play,
1964
01:24:23,840 --> 01:24:26,520
where you're playing Call
of Duty or another game,
1965
01:24:26,600 --> 01:24:28,720
and you're like, oh, I really
hate the way this happens,
1966
01:24:28,800 --> 01:24:30,880
all of a sudden a developer
or somebody pops up and goes,
1967
01:24:30,960 --> 01:24:32,280
oh, I'll change that next week.
1968
01:24:32,680 --> 01:24:33,880
Next thing you know,
all the problems
1969
01:24:33,960 --> 01:24:35,960
you had with the
game are now fixed.
1970
01:24:36,040 --> 01:24:38,360
- [Tristan Ogilvie] Those teams
that are kind of off the leash
1971
01:24:38,440 --> 01:24:42,280
and can do what they
want without fear of, you know,
1972
01:24:42,360 --> 01:24:45,600
failing any focus tests
or anything like that.
1973
01:24:45,680 --> 01:24:48,960
- [Grant Kirkhope] Sometimes I
feel like the corporatization
1974
01:24:49,040 --> 01:24:52,200
of it all has sucked a bit of
the creativity out of it.
1975
01:24:52,280 --> 01:24:53,480
That's what I feel.
1976
01:24:53,560 --> 01:24:56,440
I like that kind of gamers
making games for gamers model.
1977
01:24:56,520 --> 01:24:58,480
I kind of feel that's
a great way to do it.
1978
01:24:58,560 --> 01:25:00,720
- We've had a few
members, they reached out
1979
01:25:00,800 --> 01:25:02,480
to Dr. Doak on Twitter,
1980
01:25:02,880 --> 01:25:06,400
we arranged a session
where we were able to play.
1981
01:25:06,480 --> 01:25:10,640
He came in, we played with
him. He played with the team.
1982
01:25:10,960 --> 01:25:13,960
We were only expecting him
to play for about an hour.
1983
01:25:14,480 --> 01:25:17,600
And he ended up staying
for about five hours.
1984
01:25:18,360 --> 01:25:21,200
It was definitely a
dream of mine to
1985
01:25:21,440 --> 01:25:24,960
show my work to an
original developer.
1986
01:25:25,280 --> 01:25:29,000
Modding provides an outlet
for your creativity.
1987
01:25:29,080 --> 01:25:32,080
It allows you to try
and fail
1988
01:25:32,200 --> 01:25:35,920
and you just get to
have fun.
1989
01:25:36,000 --> 01:25:38,920
- [Blaine Morehead]
GoldenEye is still very alive
1990
01:25:39,000 --> 01:25:41,280
and well in the modding scene.
1991
01:25:41,360 --> 01:25:44,880
You know, when Elon Musk
unveiled the cyber truck,
1992
01:25:45,120 --> 01:25:47,760
it was like a day
or two after that
1993
01:25:47,840 --> 01:25:49,760
that someone modded the truck
1994
01:25:49,840 --> 01:25:53,240
into the streets level
and even had, you know,
1995
01:25:53,320 --> 01:25:55,040
a low poly Elon
Musk in there that
1996
01:25:55,120 --> 01:25:58,480
actually spoke to the
character in the game.
1997
01:25:58,560 --> 01:26:00,280
It's like, it's just
so wonderful that
1998
01:26:00,360 --> 01:26:02,280
that kind of stuff is out there.
1999
01:26:02,840 --> 01:26:04,360
- [Donnie York] The
GoldenEye modding scene
2000
01:26:04,440 --> 01:26:07,680
has really exploded with so
many different custom levels.
2001
01:26:07,760 --> 01:26:09,280
There's new sounds,
there's new characters,
2002
01:26:09,360 --> 01:26:11,920
there's new weapons,
there's new music.
2003
01:26:12,000 --> 01:26:13,200
- One of the things
I really love
2004
01:26:13,280 --> 01:26:14,840
about GoldenEye 007
is that there's still
2005
01:26:14,920 --> 01:26:16,600
this community around the world.
2006
01:26:16,680 --> 01:26:19,040
They're making
mods for the game.
2007
01:26:19,120 --> 01:26:21,720
- What people can do nowadays
is practically endless.
2008
01:26:21,800 --> 01:26:23,600
It's constantly evolving.
2009
01:26:23,680 --> 01:26:27,320
What you see one year, the
next year will be even greater.
2010
01:26:27,400 --> 01:26:28,840
There's mods where people have
2011
01:26:28,920 --> 01:26:31,560
completely changed
the style of the game,
2012
01:26:31,640 --> 01:26:34,440
the timeframe, the genre,
2013
01:26:34,520 --> 01:26:37,320
and making world war type games
2014
01:26:37,400 --> 01:26:39,520
where you might still be Bond,
2015
01:26:39,600 --> 01:26:42,080
but you're taking on Nazis
2016
01:26:42,160 --> 01:26:45,640
and you're going through
old hangars and streets,
2017
01:26:45,720 --> 01:26:47,840
and you're using
these classic weapons
2018
01:26:48,160 --> 01:26:51,040
that sound extremely
realistic and accurate
2019
01:26:51,120 --> 01:26:53,200
to the original representation,
2020
01:26:53,280 --> 01:26:55,520
but then there's other ones
that base themselves
2021
01:26:55,600 --> 01:26:57,640
on something
completely different.
2022
01:26:57,720 --> 01:27:00,360
- Everything in the game,
from wall textures
2023
01:27:00,440 --> 01:27:02,520
to weapons, to characters,
to items,
2024
01:27:02,600 --> 01:27:03,640
has been changed.
2025
01:27:03,760 --> 01:27:06,720
- It still has the same physics
and controls and engine,
2026
01:27:06,800 --> 01:27:10,240
but it takes on
a whole new life.
2027
01:27:10,360 --> 01:27:14,200
- These projects are
just amazing efforts.
2028
01:27:14,520 --> 01:27:16,760
And it's all in
these small modding
2029
01:27:16,840 --> 01:27:18,520
communities where they crop up.
2030
01:27:18,720 --> 01:27:20,640
- [Daniel Scales] It's a
very close knit community
2031
01:27:20,760 --> 01:27:23,560
and that's awesome. A lot
of people willing to share
2032
01:27:23,640 --> 01:27:25,760
and promote other
people's projects
2033
01:27:25,840 --> 01:27:28,600
and keen to see other
people in industry
2034
01:27:28,680 --> 01:27:31,560
and other developers'
projects do really well.
2035
01:27:31,880 --> 01:27:33,600
- [Donnie York] We were
all helping each other.
2036
01:27:34,080 --> 01:27:35,840
Anybody would come
up with an idea
2037
01:27:35,920 --> 01:27:38,600
and if they didn't have
the thought process
2038
01:27:38,680 --> 01:27:39,640
of how to possibly do it,
2039
01:27:39,720 --> 01:27:41,320
they might pass it
on to somebody else
2040
01:27:41,400 --> 01:27:43,720
who is more experienced
and they can try it out
2041
01:27:43,800 --> 01:27:45,480
and they have different
opinions of their own.
2042
01:27:45,560 --> 01:27:47,760
And we were all just
kind of banking off
2043
01:27:47,840 --> 01:27:50,320
each other to come up
with as many cool
2044
01:27:50,400 --> 01:27:51,760
new discoveries as we could.
2045
01:27:51,840 --> 01:27:53,920
And it just really
blew the game apart.
2046
01:27:54,160 --> 01:27:56,960
- When you want to talk
about the future of gaming
2047
01:27:57,040 --> 01:27:59,680
and the company
or group of people
2048
01:27:59,760 --> 01:28:01,440
who are going to move the needle
2049
01:28:01,520 --> 01:28:03,480
or take the next
evolutionary step,
2050
01:28:03,560 --> 01:28:05,480
it probably won't be AAA.
2051
01:28:05,560 --> 01:28:07,640
- I think innovation has
now moved from AAA
2052
01:28:07,720 --> 01:28:09,520
to the indie scene
because the indie scene
2053
01:28:09,600 --> 01:28:11,560
is basically what Rare
was back in the nineties.
2054
01:28:11,640 --> 01:28:14,080
It's small teams,
pretty inexperienced,
2055
01:28:14,160 --> 01:28:15,560
doing it out of
the love for making
2056
01:28:15,640 --> 01:28:17,080
something that
they want to make.
2057
01:28:21,400 --> 01:28:24,640
- [Narrator] In 2012, following
the lackluster 007 Legends,
2058
01:28:24,720 --> 01:28:27,560
Activision abandoned
the Bond license.
2059
01:28:27,640 --> 01:28:29,840
James Bond would be
absent from video game
2060
01:28:29,920 --> 01:28:32,080
store shelves for
nearly 10 years,
2061
01:28:32,160 --> 01:28:33,720
and discovering
the magic formula
2062
01:28:33,800 --> 01:28:37,200
of GoldenEye's success
remains elusive to this day.
2063
01:28:37,640 --> 01:28:39,320
- [Peer Schnieder] Nobody
ever got close to
2064
01:28:39,400 --> 01:28:42,000
kind of bringing home
that magic again.
2065
01:28:42,080 --> 01:28:44,640
And that's, you know,
because maybe it was,
2066
01:28:44,720 --> 01:28:46,520
everybody tried to
take what GoldenEye
2067
01:28:46,600 --> 01:28:48,680
had created and tried
to replicate it.
2068
01:28:48,760 --> 01:28:51,760
And so it kind of felt
like more up-to-date,
2069
01:28:51,840 --> 01:28:54,400
but kind of cheaper
copies of GoldenEye.
2070
01:28:54,480 --> 01:28:56,920
What we didn't see was
a lot of innovation
2071
01:28:57,000 --> 01:28:59,080
in the newer Bond
games that really
2072
01:28:59,160 --> 01:29:02,480
kind of maybe also adapted
with what James Bond
2073
01:29:02,560 --> 01:29:05,440
was becoming in the
Pierce Brosnan era.
2074
01:29:05,960 --> 01:29:08,120
- [Steve Ellis]
I often say, you know,
2075
01:29:08,200 --> 01:29:10,240
when I'm explaining to
newcomers to the industry,
2076
01:29:10,320 --> 01:29:12,960
that I think a lot
of great games
2077
01:29:13,040 --> 01:29:17,960
are not necessarily the result
of a great person in charge
2078
01:29:18,040 --> 01:29:20,480
or a great team making the game,
2079
01:29:20,560 --> 01:29:24,840
but they kind of reflect
a great environment
2080
01:29:25,120 --> 01:29:29,040
that allows them the
flexibility to experiment.
2081
01:29:29,120 --> 01:29:30,960
- It was
about eight people.
2082
01:29:31,480 --> 01:29:34,360
In my experience,
later in the games industry
2083
01:29:34,440 --> 01:29:36,720
was once you get to
teams which are bigger
2084
01:29:36,800 --> 01:29:39,400
than say the size
of a sports team,
2085
01:29:39,520 --> 01:29:43,440
that network of interpersonal
connections gets fuzzier.
2086
01:29:43,880 --> 01:29:45,760
And also you end up
with a hierarchy
2087
01:29:45,840 --> 01:29:48,400
because you have to have some
kind of production hierarchy.
2088
01:29:48,560 --> 01:29:51,280
So people don't
feel that empowered.
2089
01:29:51,880 --> 01:29:55,160
Somebody, anyone on the team
could have an idea
2090
01:29:55,560 --> 01:29:57,880
and within an hour
we could all have discussed it.
2091
01:29:58,600 --> 01:29:59,800
So we were very agile.
2092
01:29:59,880 --> 01:30:01,320
- You definitely
feel the presence
2093
01:30:01,400 --> 01:30:02,840
of corporations a lot more.
2094
01:30:02,920 --> 01:30:05,640
A lot of the most
prominent UK developers
2095
01:30:05,720 --> 01:30:07,560
are owned by massive publishers
2096
01:30:07,640 --> 01:30:10,080
or have been owned and shut
down by massive publishers.
2097
01:30:10,160 --> 01:30:12,200
Rare is owned by
Microsoft, and all right,
2098
01:30:12,280 --> 01:30:14,040
they're allowed to
do their own thing,
2099
01:30:14,120 --> 01:30:16,000
but they are very much doing
2100
01:30:16,080 --> 01:30:17,480
their own thing on
Microsoft's payroll.
2101
01:30:17,560 --> 01:30:19,640
- Things have become a little
bit more corporate and safe.
2102
01:30:19,720 --> 01:30:21,760
Generally, I think that's true
of all game development.
2103
01:30:21,840 --> 01:30:24,080
Some of the risks
that are taken in GoldenEye
2104
01:30:24,160 --> 01:30:27,040
just wouldn't fly
in this day and age.
2105
01:30:27,120 --> 01:30:28,400
Going back to
that inexperienced team,
2106
01:30:28,480 --> 01:30:30,080
small team, you
know, movie license,
2107
01:30:30,160 --> 01:30:32,400
even the freedom that
they had with the license
2108
01:30:32,480 --> 01:30:33,920
these days wouldn't
happen, you know,
2109
01:30:34,000 --> 01:30:35,560
to be able to kind of
include stuff
2110
01:30:35,640 --> 01:30:38,000
from previous Bond films,
you know, characters,
2111
01:30:38,080 --> 01:30:39,720
to actually go on the movie set,
2112
01:30:39,800 --> 01:30:41,320
photograph everything,
going back to that
2113
01:30:41,400 --> 01:30:42,960
and the idea of perfect storm,
2114
01:30:43,040 --> 01:30:45,560
everything kind of
just aligned to create
2115
01:30:45,640 --> 01:30:48,800
this wonderful experience.
2116
01:30:48,880 --> 01:30:51,640
- The size of their team in
many respects was a strength.
2117
01:30:51,720 --> 01:30:52,920
You know, they didn't
have the problem
2118
01:30:53,000 --> 01:30:54,680
of having sort of
too many shifts.
2119
01:30:54,760 --> 01:30:57,680
They didn't really have the
problem of too many layers
2120
01:30:57,760 --> 01:31:00,440
of management that a lot of
AAA games have these days.
2121
01:31:00,520 --> 01:31:01,880
And they didn't
really have anyone
2122
01:31:01,960 --> 01:31:04,720
telling them what they should
do, or more importantly,
2123
01:31:04,800 --> 01:31:06,280
they didn't really have
anyone telling them
2124
01:31:06,360 --> 01:31:08,240
what they couldn't do, but
they just did everything.
2125
01:31:08,320 --> 01:31:09,960
And they just found a way.
2126
01:31:11,000 --> 01:31:12,800
(somber music)
2127
01:31:17,880 --> 01:31:19,560
- Everything that
I've done since, obviously,
2128
01:31:19,640 --> 01:31:21,040
comes from the fact
that Martin Hollis
2129
01:31:21,120 --> 01:31:23,040
walked into my room that
morning and I said yes.
2130
01:31:23,960 --> 01:31:25,160
And I shudder when
I think about
2131
01:31:25,240 --> 01:31:27,840
what would have happened
if I had gone, eh. You know!
2132
01:31:27,960 --> 01:31:29,000
- When people are successful,
2133
01:31:29,080 --> 01:31:31,080
they're generally successful
because they worked hard
2134
01:31:31,160 --> 01:31:33,600
and they have ability, but
they've always been lucky.
2135
01:31:33,800 --> 01:31:36,240
You know, that's the thing
that they don't tell you.
2136
01:31:36,960 --> 01:31:40,200
- If you didn't
have any one of us
2137
01:31:40,280 --> 01:31:43,520
on the actual team, you wouldn't
have got the same game.
2138
01:31:43,600 --> 01:31:46,000
- It was
a great project to work on.
2139
01:31:46,080 --> 01:31:47,640
'Cause it was a
small close knit team
2140
01:31:47,720 --> 01:31:49,560
who were working
with a great license.
2141
01:31:49,640 --> 01:31:51,720
It's a once in a lifetime
opportunity.
2142
01:31:51,800 --> 01:31:53,480
We had enormous fun.
2143
01:31:53,600 --> 01:31:55,680
- It was the right people
at the right time.
2144
01:31:55,760 --> 01:31:58,120
It really was. The fact we all
loved Bond, I loved Bond,
2145
01:31:58,200 --> 01:31:59,600
we all just loved Bond,
you know, so
2146
01:31:59,680 --> 01:32:01,680
you just put the extra
effort in, didn't you?
2147
01:32:01,760 --> 01:32:03,560
- People keep
coming up to me and telling me
2148
01:32:03,640 --> 01:32:05,120
I've changed their childhood
2149
01:32:06,960 --> 01:32:08,120
or taken their childhood.
2150
01:32:09,000 --> 01:32:11,760
- It's surreal
that after all this time
2151
01:32:11,840 --> 01:32:14,080
it's still a thing that
we're talking about.
2152
01:32:14,160 --> 01:32:16,440
It was the first thing that
I did after leaving uni.
2153
01:32:16,520 --> 01:32:19,880
It was literally more
than half of my life ago.
2154
01:32:19,960 --> 01:32:22,640
And here we are
talking about it.
2155
01:32:22,720 --> 01:32:24,760
- Over 23 years in
or something
2156
01:32:24,840 --> 01:32:28,320
and people will still
remember it fondly
2157
01:32:28,400 --> 01:32:30,680
and have questions about it.
2158
01:32:30,760 --> 01:32:32,360
- Although it frustrates
the hell out of me
2159
01:32:32,440 --> 01:32:35,000
that that's the only thing people
remember you for, you know,
2160
01:32:35,080 --> 01:32:37,000
it's still nice that
you've done that thing
2161
01:32:37,080 --> 01:32:38,680
and people go,
that was my game.
2162
01:32:38,800 --> 01:32:41,080
- GoldenEye in one word
for me, is fun.
2163
01:32:41,760 --> 01:32:43,440
Simple as that, because
2164
01:32:43,520 --> 01:32:46,080
it was just fun to play
from start to finish.
2165
01:32:46,600 --> 01:32:50,240
- Bond. It's just
so very, very Bond.
2166
01:32:50,840 --> 01:32:52,120
- One word.
2167
01:32:54,520 --> 01:32:55,840
Evolutionary.
2168
01:32:55,920 --> 01:32:58,560
In terms of video games,
2169
01:32:59,040 --> 01:33:01,240
and me. It evolved me.
2170
01:33:01,320 --> 01:33:04,600
It changed me. It changed
exactly who I am now.
2171
01:33:04,680 --> 01:33:05,840
It's...
2172
01:33:06,280 --> 01:33:08,680
No other video game will get the
chance to do that again.
2173
01:33:08,960 --> 01:33:12,200
- There was something
very special, that...
2174
01:33:12,520 --> 01:33:15,680
some kind of spark, some kind
of life that GoldenEye had
2175
01:33:15,760 --> 01:33:18,760
that these other Bond
games didn't quite get,
2176
01:33:18,840 --> 01:33:20,760
as close as they came.
2177
01:33:21,040 --> 01:33:22,920
- Even 20 years later,
there's a certain,
2178
01:33:23,000 --> 01:33:25,280
you know, je ne sais quoi
about it, but...
2179
01:33:27,320 --> 01:33:30,120
Yeah, if somebody
has a better answer,
2180
01:33:30,200 --> 01:33:32,600
I'd be very interested in that.
2181
01:33:33,280 --> 01:33:36,760
- I'm so glad
that I am my age now
2182
01:33:36,840 --> 01:33:39,880
because I don't want to sound
patronizing or condescending,
2183
01:33:39,960 --> 01:33:42,040
but if you've got
a multiplayer game,
2184
01:33:42,120 --> 01:33:43,800
just go round your
friend's house and play it.
2185
01:33:43,880 --> 01:33:46,760
Don't play it online.
Don't. I sound really old.
2186
01:33:46,840 --> 01:33:48,200
But just sit next
to 'em on a couch
2187
01:33:48,280 --> 01:33:50,400
with two other people
or five people,
2188
01:33:50,480 --> 01:33:53,480
six people, and just
enjoy the game,
2189
01:33:53,720 --> 01:33:55,240
as well as your...
2190
01:33:56,400 --> 01:33:58,440
your bodies
being next to each other.
2191
01:33:58,800 --> 01:34:01,320
- You hear all these
stories about how people
2192
01:34:01,400 --> 01:34:06,120
have met and Dave was
halfway across the world
2193
01:34:06,200 --> 01:34:11,120
and because of our
mutual love of a game,
2194
01:34:12,280 --> 01:34:14,960
we happened to meet,
and that's insane.
2195
01:34:16,000 --> 01:34:18,000
- GoldenEye: Source
became this big thing,
2196
01:34:18,080 --> 01:34:19,680
and then that
brought us together
2197
01:34:19,760 --> 01:34:22,000
now that we're young adults
2198
01:34:22,680 --> 01:34:24,480
and now we're married
2199
01:34:24,560 --> 01:34:28,680
and have a house
because of that game.
2200
01:34:28,760 --> 01:34:30,760
- To think that if we'd
never met in that game,
2201
01:34:30,840 --> 01:34:33,760
we'd never have met in person.
2202
01:34:33,840 --> 01:34:35,560
It just keeps coming back
2203
01:34:35,640 --> 01:34:38,000
into our lives in some
kind of degree.
2204
01:34:38,800 --> 01:34:40,280
- It grabbed people.
2205
01:34:40,400 --> 01:34:42,360
I've seen people come and go,
2206
01:34:42,440 --> 01:34:44,920
and they come back
and they come back
2207
01:34:45,000 --> 01:34:47,240
and they come back because
they can't stay away from it.
2208
01:34:47,320 --> 01:34:49,040
They might go away from
it for a couple years,
2209
01:34:49,120 --> 01:34:52,080
but something about it
always pulls them back in.
2210
01:34:52,160 --> 01:34:54,800
- In the office
at IGN, every day,
2211
01:34:54,880 --> 01:34:57,560
we would boot up GoldenEye
at the end of the day,
2212
01:34:57,640 --> 01:34:59,360
and then people would
forget to go home.
2213
01:34:59,440 --> 01:35:00,920
It's lovely that
people still loved it.
2214
01:35:01,000 --> 01:35:02,520
It's lovely that we
had such an effect,
2215
01:35:02,600 --> 01:35:05,320
that people clearly
enjoyed playing it so much.
2216
01:35:05,400 --> 01:35:07,400
You know, you don't think about
that when you're making it,
2217
01:35:07,480 --> 01:35:09,520
we were having fun playing
it. We knew we liked it.
2218
01:35:10,000 --> 01:35:12,080
And you hope that other
people will like it.
2219
01:35:12,280 --> 01:35:14,040
- It's just
this entire era for me
2220
01:35:14,120 --> 01:35:17,640
of just having fun with
a game that you bought
2221
01:35:17,760 --> 01:35:19,480
and there wasn't anything
else to buy for it.
2222
01:35:19,560 --> 01:35:21,920
No microtransactions,
no expansions,
2223
01:35:22,000 --> 01:35:23,200
everybody had the same game.
2224
01:35:23,280 --> 01:35:24,920
You just had to sit in
front of the console,
2225
01:35:25,000 --> 01:35:26,840
pick up a controller,
and away you go.
2226
01:35:27,160 --> 01:35:28,800
- I mean, some people
stormed out the house
2227
01:35:28,880 --> 01:35:31,000
like almost in tears that they
lost GoldenEye matches.
2228
01:35:31,080 --> 01:35:32,600
You know what I mean?
Because they were like, yeah,
2229
01:35:32,680 --> 01:35:33,640
I'm the best at GoldenEye.
2230
01:35:33,720 --> 01:35:35,360
Come round Will's on
Saturday and see what happens.
2231
01:35:35,440 --> 01:35:36,720
You got destroyed, didn't you?
2232
01:35:37,120 --> 01:35:38,640
Yeah, and they just walk away,
2233
01:35:38,720 --> 01:35:40,520
and you're like,
see you next week?
2234
01:35:40,600 --> 01:35:42,000
Yeah. See you...
2235
01:35:50,880 --> 01:35:53,960
- [Overlapping presenters] We've been
talking about this game for so long.
2236
01:35:54,040 --> 01:35:55,520
A game from the
olden times.
2237
01:35:55,640 --> 01:35:58,400
...most beloved
licensed video games ever made.
2238
01:35:58,760 --> 01:36:01,440
GoldenEye 007 for Xbox Live...
2239
01:36:03,440 --> 01:36:06,960
- [Narrator] In early 2021,
something remarkable happened.
2240
01:36:07,040 --> 01:36:10,360
The shelved GoldenEye remake
leaked onto the internet.
2241
01:36:10,440 --> 01:36:12,760
After being locked
away for over a decade,
2242
01:36:12,840 --> 01:36:15,320
a full play through of the
much anticipated remake
2243
01:36:15,400 --> 01:36:17,360
was streamed online by
the world's most prominent
2244
01:36:17,440 --> 01:36:20,280
GoldenEye streamer, Graslu00.
2245
01:36:20,360 --> 01:36:22,840
Almost a quarter of a
century after its release,
2246
01:36:22,920 --> 01:36:24,720
players all around the
world came together
2247
01:36:24,800 --> 01:36:27,720
once again to reconnect
over their favorite game.
2248
01:36:27,800 --> 01:36:30,360
Global news outlets
beamed fresh GoldenEye news
2249
01:36:30,440 --> 01:36:31,880
into living rooms
as the rights holders
2250
01:36:31,960 --> 01:36:33,640
could only watch on as the sales
2251
01:36:33,720 --> 01:36:35,880
the remake might've
made vanished.
2252
01:36:36,840 --> 01:36:38,320
Deep into the 21st century,
2253
01:36:38,400 --> 01:36:41,640
nearly 25 years after
its original release,
2254
01:36:41,720 --> 01:36:43,960
the impact is undeniable.
2255
01:36:44,640 --> 01:36:47,520
Rare's GoldenEye 007 lives on.
2256
01:36:47,840 --> 01:36:49,680
(upbeat music)
2257
01:37:13,400 --> 01:37:16,600
# No time to waste,
feel the silvery shake #
2258
01:37:17,640 --> 01:37:20,360
# You got the guts to try #
2259
01:37:21,760 --> 01:37:24,920
# To be the best,
better or play the rest #
2260
01:37:25,000 --> 01:37:28,600
# You know it,
to be the Golden Child #
2261
01:37:30,120 --> 01:37:33,280
# You better shoot straight,
there ain't no debate #
2262
01:37:34,400 --> 01:37:37,120
# It takes a steely eye #
2263
01:37:38,400 --> 01:37:41,600
# Flick of the wrist,
guess a hit or miss #
2264
01:37:41,720 --> 01:37:46,760
# Or then it's somebody's
time to die #
2265
01:37:48,880 --> 01:37:51,120
# GoldenEye #
2266
01:37:51,240 --> 01:37:52,680
# It's gonna get you #
2267
01:37:52,840 --> 01:37:55,440
# GoldenEye #
2268
01:37:55,560 --> 01:37:57,520
# Yeah, it's got you in its sights #
2269
01:37:57,640 --> 01:37:59,280
# GoldenEye #
2270
01:37:59,400 --> 01:38:01,880
# So take the pain and realise #
2271
01:38:02,000 --> 01:38:03,520
# GoldenEye #
2272
01:38:03,640 --> 01:38:07,280
# There's no escape from GoldenEye #
2273
01:38:07,720 --> 01:38:10,960
# Can't keep your nerve,
you'll get all you deserve #
2274
01:38:11,840 --> 01:38:14,320
# If you can hold the line #
2275
01:38:15,880 --> 01:38:19,200
# She lacks a will,
bring a thrill of the kill #
2276
01:38:19,280 --> 01:38:23,720
# That'll keep you pumped up,
adrenalised #
2277
01:38:24,360 --> 01:38:25,680
# This ain't no game #
2278
01:38:25,800 --> 01:38:28,400
# Don't be fooled by the name,
no, no, no #
2279
01:38:28,560 --> 01:38:31,040
# This is a way of life #
2280
01:38:32,760 --> 01:38:35,800
# So strap on in, it's about to begin #
2281
01:38:35,960 --> 01:38:40,040
# The victor will run the golden mile #
2282
01:38:40,200 --> 01:38:42,560
# Run the golden mile #
2283
01:38:43,040 --> 01:38:45,240
# GoldenEye #
2284
01:38:45,320 --> 01:38:47,080
# It's gonna get you #
2285
01:38:47,240 --> 01:38:49,600
# GoldenEye #
2286
01:38:49,720 --> 01:38:51,560
# Yeah, it's got you in its sights #
2287
01:38:51,720 --> 01:38:53,720
# GoldenEye #
2288
01:38:53,880 --> 01:38:55,840
# So take the pain and realise #
2289
01:38:55,960 --> 01:38:57,920
# GoldenEye #
2290
01:38:58,040 --> 01:39:02,560
# There's no escape from GoldenEye #
2291
01:39:16,400 --> 01:39:18,560
# GoldenEye #
2292
01:39:18,680 --> 01:39:20,400
# It's gonna get you #
2293
01:39:20,640 --> 01:39:22,840
# GoldenEye #
2294
01:39:23,040 --> 01:39:25,200
# Yeah, it's got you in its sights #
2295
01:39:25,280 --> 01:39:26,920
# GoldenEye #
2296
01:39:27,040 --> 01:39:29,400
# Take the pain and realise #
2297
01:39:29,480 --> 01:39:31,200
# GoldenEye #
2298
01:39:31,320 --> 01:39:33,360
# There's no escape, there's no escape #
2299
01:39:33,480 --> 01:39:35,200
# GoldenEye #
2300
01:39:35,280 --> 01:39:37,040
# It's gonna get you #
2301
01:39:37,320 --> 01:39:39,800
# GoldenEye #
2302
01:39:39,880 --> 01:39:42,080
# Yeah, it's got you in its sights #
2303
01:39:42,160 --> 01:39:43,960
# GoldenEye #
2304
01:39:44,080 --> 01:39:46,040
# Take the pain and realise #
2305
01:39:46,160 --> 01:39:47,720
# GoldenEye #
2306
01:39:47,920 --> 01:39:54,600
# There's no escape from GoldenEye #
178151
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