Perfect Dark 64 redo

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LDAsh
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Perfect Dark 64 redo

Post by LDAsh »

This is extremely cool news. Rare are repolishing the original Perfect Dark 64 (1999) for Xbox Live, updating all the textures and some models too. This is up in my top-5 favourite games of all time and is an EXTREMELY potent influence on me when coming up with Shadowing Hate, thus having everything to do with our development especially when concerning FPS games, and anyone involved in SH development really should play Perfect Dark 64, and SH will feature certain elements only found in Goldeneye and Perfect Dark (and Timesplitters), so this is definitely worth keeping an eye on:-
http://www.rareware.com/games/pdarcade/index.html
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Re: Perfect Dark 64 redo

Post by DeeP »

Ya, there is someone doing a remake WIP of Goldeneye using the Unreal 4 engine. Very droolie. :P
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Re: Perfect Dark 64 redo

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https://www.youtube.com/watch?v=Iy3VdNS ... annel=Xbox

I'd like to be excited about this, but I can't help but feel this was an original concept proposed as an original property, and the higher-ups at Microsoft insisted on just slapping the Perfect Dark brand on it, since it's just sitting around collecting dust anyway. Actually, I think this happens a whole lot more than we realise - it gives the license holders much more control and potential profits than they'd otherwise have if they just let some new property out into the wild, because who knows, it might become really big and cash flows into the wrong pockets. They insist on branding new projects with an existing property, perhaps to cash in on an existing fanbase, but, really risk killing the goose by doing that AND strangle and suffocate what could have been an otherwise potentially great new franchise.

I actually get more of an Invisible War vibe from the small crumbs in here, but you know, wrong company. Maybe I'm just way too cynical but I can't shake the feeling. I wish they'd just be honest and say "Yeah, Microsoft made us do this..."

I'll still be following it closely, though, and wishing for the best.
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LDAsh
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Re: Perfect Dark 64 redo

Post by LDAsh »

Here's something to be a lot more excited about:-
https://www.gamasutra.com/view/news/381 ... unders.php

With OG developers on-board it's more likely to stay true-to-form of what made the originals so great, and retain the formula of its inherited backbone.
True badasses don't need no jump button!
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LDAsh
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Re: Perfect Dark 64 redo

Post by LDAsh »

Something even better:-
https://www.videogameschronicle.com/new ... -possible/

Being able to dive into the finer points of this game without borky emulators or dusty ancient hardware, and solid 60FPS instead of 6. That's more exciting to me than anything.

Also, this has been a thing for quite some time:-
http://n64vault.wikidot.com/wiki:perfect-dark
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LDAsh
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Re: Perfect Dark 64 redo

Post by LDAsh »

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LDAsh
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Re: Perfect Dark 64 redo

Post by LDAsh »

Amazing christmas present this year:-
Image
http://n64vault.com/ge-levels:dwayne-s-xmas-meltdown
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LDAsh
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Re: Perfect Dark 64 redo

Post by LDAsh »

This year, christmas comes early because nothing can top this...
Image

With the advent of the major Nintendo data-breach of 2020 - finally, a PC-port of 'Perfect Dark', with 1080p internal rendering (INI-edit can likely get higher), solid 60FPS, and support for mouse and keyboard out-of-the-box, with seemingly no compromises so far. I never thought I'd ever see this game run anywhere close to 30FPS, let alone 60! This game is notorious for being nigh impossible to get working correctly on emulators, always with at least one aspect breaking apart at the seams. Because many game-mechanics are directly tied to the hardware timings and thus framerate, which is common for consoles of the era, even if the stars did align, the performance didn't really ever benefit. This is, however, not emulation. It's a port that was reverse-engineered and rebuilt from the ground up, and must have been painstakingly so since this is one of the most complex titles that the platform ever saw released. Now it escapes the shackles of emulation.
The original game was marred by its abysmal framerate which could drop into single digits frequently. Although ahead of its time (like its predecessor GoldenEye) in so many ways (sorry Halo fans), and definitely pushed the Nintendo64 to its very limits in every way, it came at significant performance penalty. Understandably it didn't jive well with anyone who wasn't already a huge Rare/GoldenEye fan with a N64 in the year 2000. Even though many of us were accustomed to dismal framerates back in those days, PD pushed things quite a bit too far and framerate drops all too much, even for a masochist like me. Nevertheless, a true classic that was a huge influence on me and which impacts my creative sensibilities through to this day, some 23 years later.
My only complaint so far is that I'm finding it a little too easy now. Well, I'll just have to play through it to unlock 'Perfect Dark difficulty-mode' so that I can tweak the AI settings and perhaps find that original pain again, because this game can really get brutally enjoyable.
https://www.dsogaming.com/news/an-unoff ... s-support/
https://github.com/fgsfdsfgs/perfect_dark

As a bonus stocking-stuffer for fellow lovers of hallucinogenics, a romhack of GoldenEye64 called "DisasterEye", which can not be described in words and simply must be seen to be believed. It is what it sounds like - James Bond on acid:-
http://n64vault.com/ge-misc:disastereye-64

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Re: Perfect Dark 64 redo

Post by DeeP »

LOVE IT!! 8) 8)
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Re: Perfect Dark 64 redo

Post by LDAsh »

For the 3 people that might be interested, I played through and unlocked all the missions and cheats. The only thing I couldn't do is some of the more difficult challenges in the combat simulator. There are only a few hundred times I can be instantly shot in the face as soon as an enemy pixel appears behind a corner. So, a couple of the multiplayer maps are not unlocked, but singleplayer is 100%.
https://www.violae.net/temp/pd23eep.zip
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