“That’s The Magic Sauce” – GoldenEye Designer Explains Why It Feels So Good To Shoot Baddies In The N64 Classic

“It’s a little beat that is always there”.

I certainly don’t need to explain why GoldenEye 007 is such a beloved game; the mix of mission-based action, tight controls and fantastic split-screen multiplayer mode have secured the game’s position as an all-time classic of the FPS genre – but it’s always nice to hear about how the game’s magic came to be.

David Doak – who worked as a designer on the game and even had his likeness and name used for one of its NPCs – has been explaining on social media why it feels so satisfying to blow bad guys away in the game (something Shigeru Miyamoto apparently wasn’t keen on).

Read the full article on timeextension.com

“It’s a little beat that is always there”.

I certainly don’t need to explain why GoldenEye 007 is such a beloved game; the mix of mission-based action, tight controls and fantastic split-screen multiplayer mode have secured the game’s position as an all-time classic of the FPS genre – but it’s always nice to hear about how the game’s magic came to be.

David Doak – who worked as a designer on the game and even had his likeness and name used for one of its NPCs – has been explaining on social media why it feels so satisfying to blow bad guys away in the game (something Shigeru Miyamoto apparently wasn’t keen on).

Read the full article on timeextension.com

 

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