

The minute you get a Perfect Sim (never-mind a Dark-Sim) playing against yourself, you understand that it’s accuracy, or rather, it’s ability to head-shot you straight-on regardless of the direction is was facing half a second before, quite literally makes the human player unable to respond as quickly because they are dealing with the “controller lag” of the N64 controller. One of the first and foremost examples of this are the bots. However, one of the main points that is missed here is that GoldenEye did more with the N64 than Perfect Dark did, because Perfect Dark established elements within it’s game that quite honestly did not fit in with the limitations on the N64. Knowing of the idea of a FPS, never-mind one that you can play with friends, Josh is quite right in that when GoldenEye landed, it did -everything- right. It was still on the up-and-coming angle rather than the accepted dominance it now holds. Gamers all knew of Doom and Wolfenstein on the P.C., but back in ’97, not everyone had one of those yet. Truly, GoldenEye’s entrance was an absolute first for not only the Nintendo market, but for the home console market simultaneously.

While the subject material for this article is brilliant in and of itself, there seems to be a few key points that are interestingly nowhere to be seen.


