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These are the user uploaded subtitles that are being translated: 1 00:00:02,000 --> 00:00:07,000 Downloaded from HQCINEMAS.COM 2 00:00:08,000 --> 00:00:13,000 Official HQCINEMAS movies site: HQCINEMAS.COM 3 00:00:21,120 --> 00:00:23,320 (intense music) 4 00:00:36,000 --> 00:00:38,120 (electronic music) 5 00:00:38,480 --> 00:00:40,320 - [Presenter] Final Fantasy VII. 6 00:00:42,320 --> 00:00:44,360 - [Presenter] GoldenEye 007. 7 00:00:44,680 --> 00:00:45,880 - We were all really 8 00:00:45,960 --> 00:00:47,400 I think we were all kind of at that stage 9 00:00:47,480 --> 00:00:50,000 in our lives where we were really hungry to do something. 10 00:00:51,600 --> 00:00:53,400 - We were young and naive. 11 00:00:53,480 --> 00:00:54,760 - Young and inexperienced, 12 00:00:54,840 --> 00:00:56,280 and had no idea what they were doing. 13 00:00:58,520 --> 00:01:01,480 - I wanted to show people that I could do this. 14 00:01:03,400 --> 00:01:04,519 - It was our first game, 15 00:01:04,640 --> 00:01:06,280 I don't think we knew quite what we had. 16 00:01:08,280 --> 00:01:09,960 - [Presenter] It's a great lineup. 17 00:01:10,080 --> 00:01:12,120 - [Presenter] The interactive title of the year. 18 00:01:12,840 --> 00:01:15,039 (upbeat music) 19 00:01:32,200 --> 00:01:33,240 - It was a movie license 20 00:01:33,360 --> 00:01:34,800 done by a small team of inexperienced 21 00:01:34,880 --> 00:01:36,640 developers and somehow ended up being 22 00:01:36,720 --> 00:01:38,880 the greatest first-person shooter of its era. 23 00:01:38,960 --> 00:01:40,680 - [Jimmy Fallon] This is one of the best video games 24 00:01:40,759 --> 00:01:41,640 of all time. 25 00:01:41,720 --> 00:01:44,920 - You couldn't ask for a better cocktail recipe. 26 00:01:45,000 --> 00:01:46,520 - Here's your spy playground. 27 00:01:46,640 --> 00:01:48,400 - The guns, the gadgets, the cars, 28 00:01:48,520 --> 00:01:52,320 the girls, the memorable villains, amazing exotic settings. 29 00:01:52,400 --> 00:01:55,160 - One of the most important video games yet made, 30 00:01:55,240 --> 00:01:58,000 had a transformative effect on the industry. 31 00:01:58,080 --> 00:02:00,920 You can look at the video game landscape today 32 00:02:01,040 --> 00:02:04,320 and trace back its origins in GoldenEye. 33 00:02:04,400 --> 00:02:06,560 - GoldenEye is one of those wonderful games 34 00:02:06,640 --> 00:02:09,639 that almost splits the game industry into two times. 35 00:02:09,720 --> 00:02:11,640 There's before GoldenEye and there's after GoldenEye. 36 00:02:11,720 --> 00:02:13,640 - Halo, Call of Duty, Medal of Honor, Battlefield, 37 00:02:13,720 --> 00:02:15,800 all of that goes back to GoldenEye. 38 00:02:17,000 --> 00:02:21,160 First-person shooters were really this PC elite genre. 39 00:02:21,240 --> 00:02:23,440 3D gaming was really coming to 40 00:02:23,520 --> 00:02:24,800 the fore for the first time. 41 00:02:24,880 --> 00:02:27,400 The social element, the friendship element, 42 00:02:27,480 --> 00:02:30,400 the skill and personal achievement, right? 43 00:02:30,480 --> 00:02:34,800 It's one package that sums up all the reasons 44 00:02:34,880 --> 00:02:37,040 I play and want to make games. 45 00:02:47,840 --> 00:02:50,920 - [Narrator] Ah, the 1990s, a time of innocence, 46 00:02:51,000 --> 00:02:55,120 optimism, and social cohesion, and Spice Girls. 47 00:02:55,200 --> 00:02:57,280 There were no mobile phones, no social media, 48 00:02:57,360 --> 00:02:59,280 the internet was but a whisper on the wind 49 00:02:59,360 --> 00:03:01,320 and TV consisted entirely of the same 50 00:03:01,400 --> 00:03:03,640 old channels we'd had for decades. 51 00:03:04,080 --> 00:03:05,920 The video games industry was still young, 52 00:03:06,000 --> 00:03:08,040 widely considered to be the realm of children 53 00:03:08,120 --> 00:03:10,520 and toy makers, but it was changing fast 54 00:03:10,600 --> 00:03:13,480 as game makers were still discovering what games could be. 55 00:03:13,560 --> 00:03:16,160 Many video games have graced our screens over the years, 56 00:03:16,240 --> 00:03:18,840 few are played decades later, 57 00:03:18,920 --> 00:03:21,840 even fewer change the way we play. 58 00:03:21,920 --> 00:03:25,440 This is the story of a game that did just that. 59 00:03:25,520 --> 00:03:27,320 (intense music) 60 00:03:39,600 --> 00:03:41,320 - [Narrator] Rare was founded in the 1980s 61 00:03:41,400 --> 00:03:43,600 by brothers Tim and Chris Stamper. 62 00:03:43,680 --> 00:03:45,120 The Stamper brothers began their journey 63 00:03:45,200 --> 00:03:47,560 developing a series of acclaimed titles 64 00:03:47,640 --> 00:03:49,520 for the ZX Spectrum and built themselves 65 00:03:49,600 --> 00:03:52,680 quite a reputation for innovative high quality games. 66 00:03:52,760 --> 00:03:54,840 In 1985, their work caught the eye 67 00:03:54,920 --> 00:03:57,120 of Japanese gaming giant Nintendo. 68 00:03:57,200 --> 00:03:59,520 In fact, Nintendo loved what they saw so much, 69 00:03:59,600 --> 00:04:01,120 they invested in the fledgling outfit, 70 00:04:01,200 --> 00:04:05,160 taking a 49% shareholding in the company. 71 00:04:05,240 --> 00:04:07,560 This relationship would go down as one of the most 72 00:04:07,640 --> 00:04:10,840 fruitful collaborations in video game history. 73 00:04:10,920 --> 00:04:12,320 Together, they would go on to create 74 00:04:12,400 --> 00:04:15,360 some of the most beloved video games of the nineties. 75 00:04:18,519 --> 00:04:20,839 - [James Batchelor] What's amazing is that Rare 76 00:04:20,920 --> 00:04:22,480 is this just, really... 77 00:04:23,760 --> 00:04:26,640 at the time, it was this really reclusive developer. 78 00:04:26,720 --> 00:04:27,720 They didn't tell you anything. 79 00:04:27,800 --> 00:04:29,240 They were very kind of secret, 80 00:04:29,320 --> 00:04:31,240 and so secret that not many people knew where they 81 00:04:31,320 --> 00:04:32,840 were based, and they were based on 82 00:04:32,920 --> 00:04:35,440 what used to be a farm in the Midlands. 83 00:04:35,520 --> 00:04:38,159 - [Mick Gordon] Middle of England, a barn, 84 00:04:38,840 --> 00:04:41,480 groups of people that had really not done 85 00:04:41,560 --> 00:04:45,360 a lot of video game stuff before, were killing it. 86 00:04:45,440 --> 00:04:46,800 - [Grant Kirkhope] Twycross is absolutely, 87 00:04:46,880 --> 00:04:47,760 there's nothing in it. 88 00:04:47,840 --> 00:04:51,640 Twycross is a village that contains, it's got one pub. 89 00:04:51,720 --> 00:04:53,440 It's got a private school. 90 00:04:54,040 --> 00:04:55,760 A bit further up the road there's Twycross zoo 91 00:04:55,840 --> 00:04:57,680 which is quite famous, but that is it. 92 00:04:58,960 --> 00:05:01,560 - [Krishan Sharma] You have this extremely talented 93 00:05:01,640 --> 00:05:02,600 cutting edge 94 00:05:02,680 --> 00:05:06,400 game development studio out in the middle of nowhere, right? 95 00:05:06,480 --> 00:05:08,280 In countryside in England. 96 00:05:08,360 --> 00:05:11,360 - [Mick Gordon] I mean over that period of what, six years, 97 00:05:11,440 --> 00:05:14,040 they'd done some of the best 2D platformers, 98 00:05:14,120 --> 00:05:16,200 some of the best 3D platformers, 99 00:05:16,280 --> 00:05:17,800 one of the best fighting games, 100 00:05:17,960 --> 00:05:19,200 one of the best racing games, 101 00:05:19,280 --> 00:05:22,040 and certainly one of the best first-person shooters. 102 00:05:23,360 --> 00:05:26,040 - [Grant Kirkhope] People underestimate the influence 103 00:05:26,120 --> 00:05:27,520 of Tim Stamper and Chris Stamper. 104 00:05:27,600 --> 00:05:30,480 They were just absolutely always in complete sync. 105 00:05:30,560 --> 00:05:31,960 There was never a point in time where 106 00:05:32,040 --> 00:05:33,600 those two guys didn't agree on something. 107 00:05:33,680 --> 00:05:35,360 There was always absolute solidarity 108 00:05:35,440 --> 00:05:37,159 and they knew exactly what they wanted. 109 00:05:37,240 --> 00:05:39,440 There was never a time you could say, we're not sure. 110 00:05:39,520 --> 00:05:42,640 Tim would always know how it needs to be 111 00:05:42,720 --> 00:05:44,400 for that to be fantastic. 112 00:05:44,480 --> 00:05:46,920 - [James Batchelor] The whole point of Rare was to do things differently, 113 00:05:47,000 --> 00:05:48,600 to not just make the same games 114 00:05:48,680 --> 00:05:50,640 that have come before, but it works for them. 115 00:05:50,720 --> 00:05:52,280 They're kind of isolated a little bit 116 00:05:52,360 --> 00:05:55,360 in that they're on this kind of farm style campus. 117 00:05:55,440 --> 00:05:56,560 They've got different barns, 118 00:05:56,640 --> 00:05:58,159 so different buildings where the different teams 119 00:05:58,240 --> 00:06:00,720 make different games and they are 120 00:06:01,040 --> 00:06:03,000 just in this little Rare world. 121 00:06:03,240 --> 00:06:05,200 - [James Miskell] You know, when you buy a Nintendo game, 122 00:06:05,280 --> 00:06:07,840 it would have the Nintendo seal of quality? 123 00:06:07,920 --> 00:06:09,920 To me, the Rare logo, back then, 124 00:06:10,000 --> 00:06:11,600 was the Nintendo seal of quality. 125 00:06:11,680 --> 00:06:13,840 You knew you were getting an amazing game. 126 00:06:13,920 --> 00:06:15,840 - [Grant Kirkhope] You used to always want to make the fact 127 00:06:15,920 --> 00:06:17,440 that the Rare logo should sell the game 128 00:06:17,520 --> 00:06:18,920 without even knowing about the review. 129 00:06:19,000 --> 00:06:22,080 You see that blue R on that game box, you buy it. 130 00:06:22,280 --> 00:06:24,360 - They just didn't make bad games. 131 00:06:24,440 --> 00:06:26,440 - Rare was a very sort of clandestine place in some respects 132 00:06:26,520 --> 00:06:27,440 nobody ever did interviews, 133 00:06:27,520 --> 00:06:29,440 no one knew what we were up to until the game came out. 134 00:06:29,520 --> 00:06:31,720 No one had any idea because Tim and Chris 135 00:06:31,800 --> 00:06:33,680 weren't interested in fame, 136 00:06:33,760 --> 00:06:35,880 we just work on the games, we focus on the games, 137 00:06:35,960 --> 00:06:37,159 make them the best they can be, 138 00:06:37,240 --> 00:06:39,000 we put them out and they do the talking. 139 00:06:39,080 --> 00:06:41,600 - [Martin Watts] Rare was a very important 140 00:06:41,680 --> 00:06:43,520 and iconic developer 141 00:06:43,600 --> 00:06:46,040 back during the nineties, you know. 142 00:06:46,120 --> 00:06:48,640 It really pushed the boundaries, 143 00:06:48,720 --> 00:06:50,280 not just with the N64. 144 00:06:50,360 --> 00:06:52,760 So, they developed Donkey Kong Country. 145 00:06:55,280 --> 00:06:58,120 That was a game which used pre-rendered 3D graphics. 146 00:06:58,200 --> 00:06:59,560 And for it to be on that console 147 00:06:59,640 --> 00:07:01,720 at that time, it looked amazing. 148 00:07:01,800 --> 00:07:04,320 - [David Craddock] They were able to render these gorgeous 149 00:07:04,400 --> 00:07:08,440 3D models and then make them 2D sprites, 150 00:07:08,520 --> 00:07:10,880 but they maintained almost the same level of graphical 151 00:07:10,960 --> 00:07:14,160 fidelity as their original source models had. 152 00:07:14,680 --> 00:07:16,200 It just made the Super Nintendo look 153 00:07:16,280 --> 00:07:18,800 like it could be the next generation console. 154 00:07:18,880 --> 00:07:21,960 It wasn't old. It was new again. 155 00:07:22,040 --> 00:07:24,000 - [Mick Gordon] It was evident back in Donkey Kong Country 156 00:07:24,080 --> 00:07:26,560 where they were using 3D development stuff 157 00:07:26,640 --> 00:07:30,720 in a 2D environment to give the illusion of a 3D world. 158 00:07:30,800 --> 00:07:32,960 Nobody was doing that at all. 159 00:07:34,560 --> 00:07:36,080 - [Peer Schneider] So in the late nineties 160 00:07:36,159 --> 00:07:39,960 we saw a lot of innovation around how games are played, 161 00:07:40,159 --> 00:07:43,440 how games control, how camera systems work, 162 00:07:43,640 --> 00:07:46,320 how progression in levels work, all of that stuff. 163 00:07:46,400 --> 00:07:49,200 It was kind of this Wild West of developers 164 00:07:49,280 --> 00:07:51,800 trying a whole bunch of different things. 165 00:07:51,880 --> 00:07:53,360 And then, you know, over time, 166 00:07:53,440 --> 00:07:56,800 certain things stuck around, certain things went away. 167 00:07:56,880 --> 00:07:59,240 - [Graeme Mason] The PC market was absolutely booming 168 00:07:59,320 --> 00:08:02,480 thanks to the advent of 3D graphics cards. 169 00:08:02,560 --> 00:08:05,320 - [Ad Narrator] Welcome to the world of Doom. 170 00:08:05,400 --> 00:08:07,240 A hellish nightmare for the more real... 171 00:08:07,320 --> 00:08:10,360 - Because the PC was the home of the first-person shooter. 172 00:08:10,440 --> 00:08:12,080 - [Tommy Thompson] We didn't call them first-person shooters. 173 00:08:12,160 --> 00:08:13,680 We called them Doom clones 174 00:08:13,760 --> 00:08:15,960 because everyone made games that were kind of like Doom. 175 00:08:16,040 --> 00:08:17,360 - [Joao Diniz Sanches] First-person shooters, 176 00:08:17,440 --> 00:08:18,680 let's remember at the time, weren't a thing, 177 00:08:18,760 --> 00:08:19,880 they weren't a genre. 178 00:08:19,960 --> 00:08:23,400 They were just shooters in a 3D environment. 179 00:08:23,480 --> 00:08:25,720 - [Peer Schneider] The landscape for first-person shooters 180 00:08:25,800 --> 00:08:27,560 was pretty young back then. 181 00:08:27,640 --> 00:08:31,600 It was more about monster closets, fast paced shooting, 182 00:08:31,680 --> 00:08:33,000 you know, skill-based gameplay, 183 00:08:33,080 --> 00:08:34,360 but not really campaign-based 184 00:08:34,440 --> 00:08:36,039 storytelling and puzzle solving. 185 00:08:36,120 --> 00:08:38,200 - [Dan Ryckert] For me, FPS was just id games. 186 00:08:38,280 --> 00:08:41,720 It was Wolfenstein and Doom because that's all I knew. 187 00:08:42,159 --> 00:08:45,440 - [Tommy Thompson] And then moving into Quake and Unreal 188 00:08:45,520 --> 00:08:47,720 around the same era as one another. 189 00:08:47,960 --> 00:08:49,720 - [Joao Diniz Sanchez] You had kind of, you know 190 00:08:49,800 --> 00:08:53,560 violent games beginning to kind of become popular. 191 00:08:53,640 --> 00:08:56,400 And so you needed the consoles to match that. 192 00:08:56,800 --> 00:09:00,480 - I'd seen really rad, awesome 3D stuff in the arcades 193 00:09:00,560 --> 00:09:04,200 playing all sorts of video games like Virtua Cop and things. 194 00:09:04,280 --> 00:09:07,160 But the concept of having three-dimensional 195 00:09:07,240 --> 00:09:10,720 first-person shooter game at home was revolutionary. 196 00:09:10,800 --> 00:09:14,920 - This transition from Mega Drive and Super Nintendo 197 00:09:15,000 --> 00:09:18,200 to the PlayStation or even the Sega Saturn 198 00:09:18,560 --> 00:09:22,240 adapting to these new forms is introducing 199 00:09:22,320 --> 00:09:24,000 all these new challenges and problems. 200 00:09:24,080 --> 00:09:25,880 - You'd seen some experimentations with 3D 201 00:09:25,960 --> 00:09:28,400 on the Super Nintendo, things like Star Fox and F-Zero 202 00:09:28,480 --> 00:09:31,320 and Pilotwings, and it was sort of fake 3D. 203 00:09:31,440 --> 00:09:32,960 It wasn't really good 3D. 204 00:09:33,200 --> 00:09:36,000 - Most interesting is how the different developers 205 00:09:36,080 --> 00:09:37,840 kind of used this newfound power 206 00:09:37,920 --> 00:09:39,360 of using the third dimension, 207 00:09:39,440 --> 00:09:43,600 like how they would use it to create new experiences. 208 00:09:43,680 --> 00:09:45,280 - It's also around this sort of time 209 00:09:45,360 --> 00:09:46,440 that you had Tomb Raider. 210 00:09:46,520 --> 00:09:48,960 Tomb Raider was made in Britain. You had Grand Theft Auto. 211 00:09:49,040 --> 00:09:51,040 Grand Theft Auto was made in Scotland. 212 00:09:51,120 --> 00:09:53,520 There were a lot of very kind of ambitious 213 00:09:53,600 --> 00:09:57,640 creative UK developers trying to push the bounds 214 00:09:57,720 --> 00:10:00,640 of this new 3D world and what we could do with it, 215 00:10:00,720 --> 00:10:02,760 and they were having worldwide hits. 216 00:10:07,840 --> 00:10:09,840 - [Karl Hilton] I'd been to lots of interviews in London. 217 00:10:09,920 --> 00:10:11,840 It was like, great, London. 218 00:10:11,920 --> 00:10:14,520 Then I ended up in a farmhouse in Warwickshire 219 00:10:14,600 --> 00:10:16,120 it was quite bizarre. 220 00:10:16,200 --> 00:10:17,960 - [Brett Jones] The actual layout was you have 221 00:10:18,040 --> 00:10:19,440 the big farmhouse itself 222 00:10:19,520 --> 00:10:21,560 which was sorting out all the minutia of the day. 223 00:10:21,640 --> 00:10:22,880 You know, making sure the company works 224 00:10:22,960 --> 00:10:24,080 and all that sort of stuff. 225 00:10:24,160 --> 00:10:25,600 And then there were literally barns 226 00:10:25,680 --> 00:10:27,080 where they used to keep the horses. 227 00:10:27,160 --> 00:10:29,040 And these had been turned into offices 228 00:10:29,120 --> 00:10:31,800 and each team was in one of the barns 229 00:10:31,880 --> 00:10:34,600 and where the horse sort of stalls where 230 00:10:34,680 --> 00:10:36,840 they'd been turned into our individual offices. 231 00:10:36,920 --> 00:10:38,200 - [Steve Ellis] They were each big enough for 232 00:10:38,280 --> 00:10:39,560 two or three people. 233 00:10:39,640 --> 00:10:41,480 When I started, I had one to myself, 234 00:10:41,560 --> 00:10:43,920 which was right next to the crรจche. 235 00:10:44,000 --> 00:10:45,880 So I got to hear kids playing all day. 236 00:10:45,960 --> 00:10:47,720 - [Brett Jones] Of course there was no internet, 237 00:10:47,800 --> 00:10:48,880 so it was like get on with this, 238 00:10:48,960 --> 00:10:51,160 you're in your computer now, get on with it. 239 00:10:51,240 --> 00:10:54,200 But it was really nice, that barn sort of feel to it. 240 00:10:54,280 --> 00:10:56,400 - [David Doak] That was very much how Rare worked. 241 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, 243 00:10:59,960 --> 00:11:02,440 and there was a barn that ended up where Banjo was. 244 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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