I always thought it was funny how anything in the game such as a chair or table exploded with fire and smoke like everything had an explosive in it lol
EDIT: For everyone asking, the footage is captured using the GEPD edition of the 1964 emulator (plus the GLideN64 video plugin). What started as a Design Dive episode on the impact GoldenEye had upon the industry evolved into this second video where I tell you how the game actually works! The first time I've cracked open a Nintendo game to spill all its AI secrets and what a game to start with huh!?!? Thanks once again to David Doak in helping me understand how on earth they got all of this to work. It sounded like a chaotic but fun experience! I'm taking a couple of weeks off now - I deserve a break - but be back here in August for my longest episode ever on the AI of Hitman (2016).
It was a happy accident. A friend of mine heard I was making the Design Dive episode and they introduced me to David. We spoke a couple times online and then met in person briefly at the end of May. He was very friendly and really excited to talk about this stuff - given I had rather technical questions, which is not something that crops up in other interviews. It's been a very rewarding experience.
4:28 This is so truel you need to put AI that people will notice, it's sad because Half-Life developers put crazy extra features into their AI (see MarphitimusBlackimus) but 99% od people never knew about it.
Perfect Dark was such a great sequel too. It was everything that made Goldeneye great but turned up to 11, especially with the multiplayer and the bots. Who remembers killing armies of meatsims?
@@lionfire3359 only because they lost or dropped the licensing to 007. It was made as a sequel, until that happened... Honestly, it was very obviously for the best 🤙
I'm personally not fond of Perfect Dark: it went IMO way overboard with weapon variety. It's just too much. However, the addition of bots was definitely a major one: the inability to play multiplayer on your own was always my biggest gripe with Goldeneye (and literally ANY shooter that doesn't release multiplayer with bots). Fortunately there's Goldeneye X to get the best of both worlds.
@@lionfire3359 Perfect Dark was not a game on it's own. The devs reused tons of code and textures from Goldeneye. It's really obvious too when you are playing Perfect Dark that they just copied and pasted tons of Goldeneye material into Perfect Dark. It's also the reason why the developers have so much more to say about GE than PD because they built GE from the ground up while essentially copying and pasting tons of their own work into PD. I dont know why people are so disingenuous when talking about PD, you guys really dont wanna admit that GE was a standard all by itself that PD essentially copied. This is sort of like saying Saints Row is better than GTA when saints row is an obvious rip off.
Played the heck out of this game. We had it up at the cottage and spent many summers playing multiplayer with the neighbours when then weather was not cooperating or we got back from the beach and just wanted to relax on some video games with the BBQ going. Gotta say because of how the system works without needing internet connection or other console units to play with your friends, this game was enjoyed long past it's suggested shelf-life and was in service up until the 2000's when we sold the cottage! it was perfect for the time when it came out, gave us a chance to feel like we where in the city enjoying technology. gg.
This game was so next level when it released, the bullet impacts were so realistic the way the enemies reacted, the sound effects were impactful, just awesome gun play for the time.
@@randomcatdude Didn't all NPCs have the ability to smell? Even guards and scientists comment about smelling something. Also houndeyes have another mechanic that most players won't know about: they spawn in groups and do less damage the more group members you kill.
Oddly enough, Half-Life did have good AI you could notice. I remember being impressed when I shot a guy in the leg and he limped away to hide. There was a mod for Half-Life 2 that changed the combine's speech to something that was easier to understand. They had the potential for all kinds of callouts, but they were either unused or simply buried under so much filtering and jargon.
The quality and variety of the combat animations and behaviours remains almost unparalleled to this day. So few shooters have anything like that much detail and flexibility. Even Rockstar games have, generally, a single way for an enemy to fire a gun - has any other game had enemies exhibit so many firing angles and postures?
Its hard for kids that grew up after the 90s to understand just how influential this game is. I remember replaying the campaign dozens of times and it is a memory that sticks with me. It seems like a lot of games today, although beautiful, don't stick with me.
Very very awesome!! Would love to see you do a deep dive specifically on Perfect Dark because of how much further they took the AI. I could swear after years of playing PD my friend and I would still discover NEW animations and/or VO lines that would blow us away. Considering the game was 20 months over schedule I bet there are some amazing details to discover. :) Thanks in advance!
God knows me and my friends played this game every weekend through school and beyond for at least 6 years straight and I've only just literally noticed how bad ass the rocking rendition of the bond theme is coming outta the 64. We were always so eager to press start I probably didn't notice. Total nostalgia. One of the best and most important games. Rockin' theme version.
I remember reading an article in a magazine in 2007 (maybe Edge, maybe Retro Gamer; I don’t remember) about how before the N64 launch, Nintendo told 3rd party developers the console’s CPU would be much faster than it eventually was in final hardware. As a result, Rare had to crunch hard near the end of Goldeneye’s development to ‘simplify’ the game’s visuals just so it would run at a playable frame-rate. Early versions of the game (based on the original system specs Nintendo gave them) were reportedly running at a locked 30fps.
@@_baller Nice ad homs, obviously you're unaware PC couldn't even manage these graphics in 97, since you brought up "consoles" as if PC was superior in terms of graphics. You are the clown and you work for free, actual circus clowns make 50k a year, lol.
Awesome video, really enjoy your analysis. I just wanted to mention that goldeneye did differentiate between firing the kf7 Soviet and hitting vs missing. If you fired aimed shots and did not miss then it remained silent. Really useful in Bunker 2 on 00agent
I remember feeling really cool and had lots of friends because i was the only one with an N64 at the time and was fortunate enough to get GoldenEye right after its release. Party at my house in 97/98
Having come from Quake I couldn’t get over how good GE’s animation and AI where and then PD just turbo charged it. Even today GoldenEye’s animation is more impressive than many modern titles.
Sir, I have enjoyed so many of your AI videos, but this takes the cake on being so informative and hitting all the nostalgia points from childhood. Well done.
This was one of those games I played so much I knew it inside and out. Down to how enemies would react and bugs to exploit like shooting multiplayer opponent's hands clipping through doors in a deathmatch. Such a brilliant example of game design. Definitely still in my top 10 favorite games of all time. 🤘🏻🤘🏻
This feels like a video about your favorite game from the 90's - being narrated by Ewan McGregor. My brain is melting. I love this. Instant subscription.
GoldenEye wasn't the first FPS to be made. And it wasn't the innovator for first person shooters either. Wolfenstein proved you can make a successful fps for a console.
@@jesselewis525 True but what i think Mattsipka is saying is that it was the one that was designed for console and proved it could be done well on all counts.
@@magmus2 What you said had nothhing to do with what was said. Besides, do you REALLY think that I don't know that Goldeneye made an impact? I remember when it came out. All I had stated is that there had been successful FPS's made before Goldeneye. Doesn't matter how much more money Goldeneye made. Those games were still successful before Goldeneye was released.
@@jesselewis525 You missed my point, Wolfenstein 3D was not successful on consoles. Goldeneye helped push success for FPS games on consoles where others failed (ala Alien Trilogy). Especially when it came to analog stick aiming.
Awesome video! I spend my days writing line-of-business enterprise software using frameworks built by other people. I'm in awe of game developers from this era, who had to come up with these concepts and develop them by themselves, especially with such limited hardware! Really fascinating to learn more about how they went about that. Thanks.
goldeneye is literally one of the pivotal corner stones of gaming as a whole :) can you Do Dark Cloud for the PS2, i do believe that, that was the first game to feature QTE's as we know them today. DC is also one of my favorite games of all time :)
I remember being blown away by the spot sensitive hit detection on enemies. No other game did that back then, to my knowledge anyway. Maybe some PC games like SiN or Soldier of Fortune but I’m pretty sure they came later.
Literally what started me on Shooters... I did play Doom previously but Goldeneye on the N64 playing with buddies in 4 player coop was seriously the best thing ever!!! i was still a teen then, love it :D
Great work, Tommy! This is probably my all-time favourite and most played games. I have never given much thought to the AI which says a lot about how good it is. I can spot bad AI a mile away and it bugs the crap out of me.
Cheers Phil. Yeah I never really gave it much thought until I replayed GoldenEye at a festival a couple years back. Suddenly the super-AI-critic part of my brain was seeing the game again from a whole new perspective.
@@TheJeremyKentBGross I remember being impressed as well until you were trapped in a room and a hundred NPC's were at the doorway tripping over themselves to try and kill you lol.
Man, this is top-notch content, seriously. Even though I never played the game, it was still very interesting to learn about all these systems and features. And getting one of the developers to provide info is also awesome. Thank you very much for the video! P.S. Love your channel, man!
I recently played Jet Force Gemini on emulator and was impressed by how big, complex and well made that game was for its time, Rareware were serious at making games. What a mourning shame it "died".
If you were to truly code a game just for the PS4 and don't just go for pretty graphics and without a use of tons of middleware there is so much lost potential right now with the asynchronous compute units (of which the PS4 has more than a standard pitcairn) but nobody cares anymore. Back in the 90s and even during the PS3 era you really had to fight for resources and this made games do extraordinary things for their time with incredibly crummy/buggy hardware in reality (great on paper, suck in reality) And then there are game nowadays with pretty graphics but their controls aren't much better than the original HyperCard myst.. (Some of them really still use sorta HyperCard format, with QTE events like Detroit become human "The graphics look amazing but it is all pretty static and boxed in"
Mark R. Because in the hardware and graphics arms race gamers have prioritized graphics over gameplay. This is especially true in the console world. For some reason "gamers" have become hyper obsessed with graphics and engine capability, let actual gameplay fall to the wayside. This isn't exclusive to consoles or "AAA" titles either. This is gaming as a whole right now.
The health and armour are based directly on the design on Bond's watch which is taken from the film, so Time Splitters kind of has a James Bond prop design element in it.
I think that Rare was always ahead of their time. They made Donkey Kong god dammit... And Banjo Tooie, one of my favorite games on the N64. Not to mention Goldeneye whom I literary played to death. I probably got more hours in Goldeneye than every N64 games I've played combined. True childhood memories when you teamed up 4 friends and put your friendship on the line for playing Goldeneye and Mario Party 2 and 3.
Smooth navigation and path finding , except for Natalya, her AI had replaced the pathfinder with the shotfinder , she will find the most optimal way to get shot.
Ah...I'm glad there was an explanation here as to why in a few areas of the game, you could "accidentally" spawn an unlimited number of enemies into one spot!
This game remains outstanding. What is also very cool (and adds the humor mr. Hollis talks about) is when you stand behind standing enemies as they sneeze, scratch, scare flies away, yawn etc. And last, but not least, the killer Metal-based tunes brought by the great composer Grant Kirkhope. This game is simply flawless and unbeatable (as far as coming up with a better FPS, IMHO)
Hey, I know this is barely relevant... but I love that you still speak with a glottal stop and don't Americanise your accent. It's so refreshing. Great vid btw, thanks!
Nobody cared about framerate back then. As long as it was above 15-20 and you could tell what things on screen were suppose to be no one cared about technical things like that. The lust for maximum framerate and high resolution is a modern concern that arose over the last 15 years.
ExplosionRadius oh I never meant to imply people cared back then - I certainly didn’t! As 3D gaming was still in its infancy back then people didn’t really have a “reference” beyond expensive arcade hardware. However, goldeneye has a lot of “rose tinted” nostalgic appeal - I think some folks would be surprised at just how badly it ran at times, especially on PAL hardware. That is not to downplay the technical achievement of it running at all, of course. And more importantly - it’s still a great game!
ExplosionRadius Saying no one cared for technical things like that is quite a stretch. We played goldeneye in spite of its low frame rates, but the frame rates certainly didn’t go unnoticed. Plenty of games on the N64 had terrible frame rates and received criticism at the time. Some daring people went as far as overclocking N64s specifically because of games like goldeneye and perfect dark. People have been concerned with technical aspects of game performance since the beginning, 60+ years ago.
Working on Game AI in 2023 and it's hard not to reinvent the wheel. So many similar problems solved decades ago - but the exact solutions are closed source and not compatible with Unreal 5 😅 Jokes aside, I love the quality of your videos, research and production-wise, really solid work.
An excellent analysis on the subject matter, T. M apologizes for not being able to be here in person, but she has already instructed Q to implement several updates, based on your report, to the latest algorithms in MI6's other training simulations to improve opponent responses. For England, T.
Came here from a Kotaku article - great video, and I ended up watching a bunch more! I am fascinated by AI in video games so this channel is right up my alley. Unless I'm blind, I didn't see anything about STALKER: Shadow of Chernobyl and it's A-Life AI system. Despite the jank STALKER is one of my favorite games ever and reading about the A-Life system over the years has been very illuminating, would love to hear your take on it.
Welcome aboard! I've yet to do an episode on STALKER. It's been on the to-do list for a little while now. But hopefully it'll be up for vote later in the year.
I grew up playing Doom 64 and Goldeneye. Neither game was truly a proper introduction to how the average FPS game would be and still is. And, I say this because Doom 64 is its own beast and Goldeneye’s AI was incomparable to other FPS titles (I never owned Perfect Dark, but played the shit out of Timesplitters 2 in the mid-2000s).
Not at all? Half-Life inherits functionally comparable fundamental systems from Quake. STANs are the visibility primitive of Golden Eye. For visibility, Quake and HL use PVS, potentilaly visible set, a giant precomputed compressed table where rows and columns are BSP leaves, and each cell is a bit flag for whether these two leaves have line of sight to each other. For navigation, Quake and Half-Life use waypoint system, which incidentally what Golden Eye uses too, though it's called PADs here.
For those that don’t know, there is still a healthy and active community speedrunning this game. Do a UA-cam search for Goldeneye world records or google The-elite to have your mind blown.
I'm pretty sure the AI on my Goldeneye was broken, because the guards always seemed way too trigger happy with reaching into their pocket for a grenade to quell the situations at hand. Can remember going to loot the bodies and then going through my inventory and going "...where did this grenade come from?" because I'd killed a guard just as they pocketed it but hadn't pulled the pin to arm it and now I suddenly had it on my person. Also found a gap in the detection in the Archives level! At the start you're trapped in a locked room with two guards, but there's a gun with ammo laying on the table. Touch the gun, or approach the door and get shot at. But wait in the room and a third guard shows up telling the others to execute you. If you stand in front of the filing cabinets and back yourself into the corner as hard as possible that third guard will open the door, come in, and then do an about-face and walk right out without triggering the execution order or saying anything and continuing on his patrol. Dispatch the two guards, dual wield their DD44's, and then just camp the door as infinite soldiers just arrive to deal with you and also bring loads of ammunition with them to keep you ludicrously stocked the longer it goes on. I can remember finishing the level after doing this for an absurdly long time and having well over a couple hundred percent enemy kills by the end of the level and laughing at the break in continuity that James Bond just took out an entire military base...three times over and more...because everyone funneled down the same hallway.
Fun fact: The Japanese release of Goldeneye has some interesting quirks, thanks to censorship. For one, there won't be blood on the enemy's clothes when you shoot them. And due to numerous stabbing incidents in Japan at the time, the Hunting Knife and it's 2x variant was completely removed, being replaced with Bond wielding a rocket launcher and RCP-90 at the same time. And even Shigeru Miyamoto himself told that the game was too violent, and that after each mission, Bond would visit the shot guards and enemies in hospital, and cry over them, which is pretty silly. This might be the reason why the characters are called as actors in the intro scene.
Man...those Dostovei handgun sounds were just sex 🤤 It should also be noted how much Goldeneye changed the FPS paradigm going forward. Before this game, pretty much all shooters were monster smashers...using a genre based arsenal (a pistol, a shotgun, a machinegun, a rocket launcher, etc) to kill aliens, demons, robots mutants, etc. Goldeneye was the first mainstream shooter which put the player in a real world setting....shooting other humans with an arsenal of real world inspired weapons. This shortly thereafter gave rise to the spy-shooter and its more prolific successor...the military shooter.
AI in gaming has always fascinated me, and with that I'd ask a favour. Could you do a test/analysis of the AI in Resident Evil Outbreak? I find it fascinating how they attempted to recreate human behaviour in an extremely punishing survival horror setting and although it wasnt perfect, aspects of it are seriously impressive to me when you consider it was made in 2003, particularly the fact that they managed to give all 8 characters unique AI personalities to react differently in each situation, with some shooting all their ammo constantly, and others using it sparingly, or how some rush to aid you and others run away as examples.
ah, yeah back then when rare ltd. was top is it's game, playing goldeneye 007 on the n64 was so fun for both campaign and multiplayer. learning the history of how this game was made to revolutionized 1st person shooter in console and pc (but mostly console back in the days) for a 3d polygon game. but from today standard, the controls are very outdated and probably end up using modern standard controllers today, just like free radical design did with timesplitter, which timesplitter: future perfect starting to used for gamecube, xbox and ps2. but goldeneye 007 on n64 would always be #1 in first person shooter for me along with perfect dark 64 (xbla version is okay and improved on control mechanics a bit, but some levels have the light too bright that it kind of blinds the player temporary).
The Dam towers and Cavern spiral aren't the only places the STAN system breaks down. Any time there's any sort of handrail, there's a barrier that the AI can't see over, and they won't shoot at you. This happens all across the game.
WAIT Goldeneye out sold Super Smash Bros. AND Turok?! This game WAS huge! Lol. As much as I LOVE this game I can't go back and play it. Lol. Gaming especially FPSs have changed to drastically. Hell Halo is kinda hard to go back to if I'm honest. Not being able to ADS is a rough transition for me, but this game still deserves it's rightful place in gaming history as one of the all time greats. Just for the structure and story alone, it's just as much fun to watch (maybe even more so now) as play. Thanks for this video this was a great experience. I will say if they ever properly remastered GoldenEye today with everything intact, except for updating the control and aiming system it would do very well. Oh and lastly THAT SOUNDTRACK! Holds up IMHO and does a lot of heavy lifting for this game.
The gameplay in this video looks so smooth and beautiful! We’re you playing this on your own N64? If so, what television did you use to achieve such great visuals of a rather old, laggy game?
It wasn't the single player properties that attracted the masses. It was the 4 player split screen that made this game a top seller. Duke Nukem and Doom just couldn't compare with their multi-player modes.
So guards spawn clones, huh? This is genius and explains so much. For example why there won't spawn any new enemies when the player manged to clean out the level.
The Golden age of gaming. That's why I will never stop playing the oldie but Goldies, nothing better has come along. Games were more fun, challenging in the right ways and had tons of replayability. Now the majority of titles are nothing but a sad cash cow . There are some exceptions but like Witcher, Hitman, God of War and RDR2.
Any chance at doing the Metal Gear games? Specifically Snake Eater and Twin Snakes. In one a early part of the game has Spetznaz toss in a crash bang grenade, then swarm in covering all the angles while they methodically search any place you could be hiding, before moving out and searching the rest of the facility. The other had guards display accurate fire and movement, search patterns and the like, a far cry from the Playstation classic in a series that prided itself in accurate military modelling.
Perfect Dark somehow managed to improve on this formula in almost every way. I remember it came with a small hardware upgrade. The Golden yrs of gaming.
I always thought it was funny how anything in the game such as a chair or table exploded with fire and smoke like everything had an explosive in it lol
What, you don't pack your table/chair legs with black powder? What are you? Normal???
EDIT: For everyone asking, the footage is captured using the GEPD edition of the 1964 emulator (plus the GLideN64 video plugin).
What started as a Design Dive episode on the impact GoldenEye had upon the industry evolved into this second video where I tell you how the game actually works! The first time I've cracked open a Nintendo game to spill all its AI secrets and what a game to start with huh!?!? Thanks once again to David Doak in helping me understand how on earth they got all of this to work. It sounded like a chaotic but fun experience! I'm taking a couple of weeks off now - I deserve a break - but be back here in August for my longest episode ever on the AI of Hitman (2016).
This is very interesting. Thanks.
It's pretty cool that Dr. Doak is so accessible with this
It was a happy accident. A friend of mine heard I was making the Design Dive episode and they introduced me to David. We spoke a couple times online and then met in person briefly at the end of May. He was very friendly and really excited to talk about this stuff - given I had rather technical questions, which is not something that crops up in other interviews. It's been a very rewarding experience.
I'd like to know about AI in older Hitman games (pre-Absolution) as well, if possible.
The capture quality looks terrific. I'm watching on a Samsung S10 and it looks crispy
I remember karate chopping my way out of the archives to avoid the guards from spawning in.
Remember the basics of CQC.
Even as a kid I thought the infinite spawns were bullshit.
That's how I was able to beat the stage time limit on 00-agent.
@@kmieciu4ever you can't handle the spawn
When I was a kid and had this game, me and my dad called it 'slapping'
One of my favorite features of perfect dark was the fact you could play as the AI in campaign against your friend I wish more games had that
Every time I hear that intro I feel like a little kid again
So true
Nacho Libre
Stop listening to the intro then if you feel little kids when you hear it
I thinking the same thing. This game was my summer as a kid.
Too true man. : )
You are. Your body just changed.
Golden AI... nobody thought of this before :)
Biel Bestué de Luna ayee
4:28 This is so truel you need to put AI that people will notice, it's sad because Half-Life developers put crazy extra features into their AI (see MarphitimusBlackimus) but 99% od people never knew about it.
one of my fondest memories is getting an N64 and this on Christmas Day
did you shout "NINTENDO 64!"
Perfect Dark was such a great sequel too. It was everything that made Goldeneye great but turned up to 11, especially with the multiplayer and the bots.
Who remembers killing armies of meatsims?
For me, the true sequel to GoldenEye was TimeSplitters 2
Perfect. Dark was not a sequel. It was a game of its own.
@@lionfire3359 only because they lost or dropped the licensing to 007. It was made as a sequel, until that happened... Honestly, it was very obviously for the best 🤙
I'm personally not fond of Perfect Dark: it went IMO way overboard with weapon variety. It's just too much.
However, the addition of bots was definitely a major one: the inability to play multiplayer on your own was always my biggest gripe with Goldeneye (and literally ANY shooter that doesn't release multiplayer with bots). Fortunately there's Goldeneye X to get the best of both worlds.
@@lionfire3359 Perfect Dark was not a game on it's own. The devs reused tons of code and textures from Goldeneye. It's really obvious too when you are playing Perfect Dark that they just copied and pasted tons of Goldeneye material into Perfect Dark. It's also the reason why the developers have so much more to say about GE than PD because they built GE from the ground up while essentially copying and pasting tons of their own work into PD. I dont know why people are so disingenuous when talking about PD, you guys really dont wanna admit that GE was a standard all by itself that PD essentially copied. This is sort of like saying Saints Row is better than GTA when saints row is an obvious rip off.
Played the heck out of this game. We had it up at the cottage and spent many summers playing multiplayer with the neighbours when then weather was not cooperating or we got back from the beach and just wanted to relax on some video games with the BBQ going.
Gotta say because of how the system works without needing internet connection or other console units to play with your friends, this game was enjoyed long past it's suggested shelf-life and was in service up until the 2000's when we sold the cottage! it was perfect for the time when it came out, gave us a chance to feel like we where in the city enjoying technology.
gg.
This game was so next level when it released, the bullet impacts were so realistic the way the enemies reacted, the sound effects were impactful, just awesome gun play for the time.
4:25 “There’s no point having sophisticated AI that the player doesn’t notice.”
Half Life 1:
“Hold my Houndeye sense of smell AI”
Correction: It was the roaches and bullsquids that had the sense of smell AI
@@randomcatdude
Didn't all NPCs have the ability to smell? Even guards and scientists comment about smelling something.
Also houndeyes have another mechanic that most players won't know about: they spawn in groups and do less damage the more group members you kill.
Good old marphy taught us this one didn’t he
Oddly enough, Half-Life did have good AI you could notice. I remember being impressed when I shot a guy in the leg and he limped away to hide.
There was a mod for Half-Life 2 that changed the combine's speech to something that was easier to understand. They had the potential for all kinds of callouts, but they were either unused or simply buried under so much filtering and jargon.
The quality and variety of the combat animations and behaviours remains almost unparalleled to this day. So few shooters have anything like that much detail and flexibility. Even Rockstar games have, generally, a single way for an enemy to fire a gun - has any other game had enemies exhibit so many firing angles and postures?
Its hard for kids that grew up after the 90s to understand just how influential this game is. I remember replaying the campaign dozens of times and it is a memory that sticks with me. It seems like a lot of games today, although beautiful, don't stick with me.
And as memorable as that was, for so many, it was the multiplayer especially. Even though with 4, you could barely make anything out, sooooo good.
Very very awesome!! Would love to see you do a deep dive specifically on Perfect Dark because of how much further they took the AI. I could swear after years of playing PD my friend and I would still discover NEW animations and/or VO lines that would blow us away. Considering the game was 20 months over schedule I bet there are some amazing details to discover. :) Thanks in advance!
God knows me and my friends played this game every weekend through school and beyond for at least 6 years straight and I've only just literally noticed how bad ass the rocking rendition of the bond theme is coming outta the 64. We were always so eager to press start I probably didn't notice. Total nostalgia. One of the best and most important games. Rockin' theme version.
I remember reading an article in a magazine in 2007 (maybe Edge, maybe Retro Gamer; I don’t remember) about how before the N64 launch, Nintendo told 3rd party developers the console’s CPU would be much faster than it eventually was in final hardware. As a result, Rare had to crunch hard near the end of Goldeneye’s development to ‘simplify’ the game’s visuals just so it would run at a playable frame-rate. Early versions of the game (based on the original system specs Nintendo gave them) were reportedly running at a locked 30fps.
What I love about it, is that the graphics aren't even particularly good but it feels extremely real like you are "in" that gaming world
what are you talking about they were great back then
Uh, these graphics were mind blowing on the game's release. You must be a young little kid. lol
These graphics were state of the art when this game came out, everything about this game was “next gen”, honestly.
Are y'all clowns? Yeah groundbreaking for consoles but not spectacular, stay focused clowns, you off in the woods
@@_baller Nice ad homs, obviously you're unaware PC couldn't even manage these graphics in 97, since you brought up "consoles" as if PC was superior in terms of graphics. You are the clown and you work for free, actual circus clowns make 50k a year, lol.
Awesome video, really enjoy your analysis. I just wanted to mention that goldeneye did differentiate between firing the kf7 Soviet and hitting vs missing. If you fired aimed shots and did not miss then it remained silent. Really useful in Bunker 2 on 00agent
"Well over 20 years old..." I hate you!
Don't worry. I hate myself too.
@@AIandGames New subscriber btw.. Loving your content.
Nice to have a fan.... even if they hate me. 😂
Welcome aboard! Plenty more to come.
I remember feeling really cool and had lots of friends because i was the only one with an N64 at the time and was fortunate enough to get GoldenEye right after its release. Party at my house in 97/98
Thiago Vidal Yeah that was a rough one. Lol. I felt the same way when someone told me Halo is coming up on it's 20th Anniversary.
Having come from Quake I couldn’t get over how good GE’s animation and AI where and then PD just turbo charged it. Even today GoldenEye’s animation is more impressive than many modern titles.
Sir, I have enjoyed so many of your AI videos, but this takes the cake on being so informative and hitting all the nostalgia points from childhood. Well done.
This was one of those games I played so much I knew it inside and out. Down to how enemies would react and bugs to exploit like shooting multiplayer opponent's hands clipping through doors in a deathmatch. Such a brilliant example of game design. Definitely still in my top 10 favorite games of all time. 🤘🏻🤘🏻
This feels like a video about your favorite game from the 90's - being narrated by Ewan McGregor. My brain is melting. I love this. Instant subscription.
Hello there
I like how in the level *Facility* you have to speak to Dr Doak, and how that’s really one of the creators last name, too
Alec: We meet again James. For our final showdown.
Bond: Slappers only, Facility, no Oddjob?
Alec: For Queen and country James.
When I was little me and everyone I knew who played this referred to the AK-47 as the "pencil gun" 😂
I live in Ireland and me and my family called it the exact same thing.
Wow. I never noticed this before and now I can't unsee it!
Lmao yeah here in Canada, thats what we called it
Also confirming we called it the pencil gun. It really does look like a pencil.
Same here!
Goldeneye64 proved you can make a successful First Person Shooter for a console.
GoldenEye wasn't the first FPS to be made. And it wasn't the innovator for first person shooters either. Wolfenstein proved you can make a successful fps for a console.
@@jesselewis525 True but what i think Mattsipka is saying is that it was the one that was designed for console and proved it could be done well on all counts.
@@jesselewis525 Not really, most ports of Wolfenstien/Doom made no way near the impact or sales as Goldeneye did for consoles.
@@magmus2 What you said had nothhing to do with what was said. Besides, do you REALLY think that I don't know that Goldeneye made an impact? I remember when it came out. All I had stated is that there had been successful FPS's made before Goldeneye. Doesn't matter how much more money Goldeneye made. Those games were still successful before Goldeneye was released.
@@jesselewis525 You missed my point, Wolfenstein 3D was not successful on consoles. Goldeneye helped push success for FPS games on consoles where others failed (ala Alien Trilogy). Especially when it came to analog stick aiming.
Awesome video!
I spend my days writing line-of-business enterprise software using frameworks built by other people. I'm in awe of game developers from this era, who had to come up with these concepts and develop them by themselves, especially with such limited hardware!
Really fascinating to learn more about how they went about that. Thanks.
goldeneye is literally one of the pivotal corner stones of gaming as a whole :) can you Do Dark Cloud for the PS2, i do believe that, that was the first game to feature QTE's as we know them today. DC is also one of my favorite games of all time :)
I remember being blown away by the spot sensitive hit detection on enemies. No other game did that back then, to my knowledge anyway. Maybe some PC games like SiN or Soldier of Fortune but I’m pretty sure they came later.
Literally what started me on Shooters... I did play Doom previously but Goldeneye on the N64 playing with buddies in 4 player coop was seriously the best thing ever!!! i was still a teen then, love it :D
Great work, Tommy! This is probably my all-time favourite and most played games. I have never given much thought to the AI which says a lot about how good it is. I can spot bad AI a mile away and it bugs the crap out of me.
Cheers Phil. Yeah I never really gave it much thought until I replayed GoldenEye at a festival a couple years back. Suddenly the super-AI-critic part of my brain was seeing the game again from a whole new perspective.
@@AIandGames I remember being super impressed by the AI at the time, but somehow i forgot about it over time.
@@TheJeremyKentBGross I remember being impressed as well until you were trapped in a room and a hundred NPC's were at the doorway tripping over themselves to try and kill you lol.
Man, this is top-notch content, seriously. Even though I never played the game, it was still very interesting to learn about all these systems and features. And getting one of the developers to provide info is also awesome. Thank you very much for the video!
P.S. Love your channel, man!
I recently played Jet Force Gemini on emulator and was impressed by how big, complex and well made that game was for its time, Rareware were serious at making games. What a mourning shame it "died".
If you were to truly code a game just for the PS4 and don't just go for pretty graphics and without a use of tons of middleware there is so much lost potential right now with the asynchronous compute units (of which the PS4 has more than a standard pitcairn) but nobody cares anymore.
Back in the 90s and even during the PS3 era you really had to fight for resources and this made games do extraordinary things for their time with incredibly crummy/buggy hardware in reality (great on paper, suck in reality)
And then there are game nowadays with pretty graphics but their controls aren't much better than the original HyperCard myst.. (Some of them really still use sorta HyperCard format, with QTE events like Detroit become human "The graphics look amazing but it is all pretty static and boxed in"
AAA+ games don't need intelligence, they just need $multi-million budgets and endless hordes of minions to crunk out code
Mark R. Because in the hardware and graphics arms race gamers have prioritized graphics over gameplay. This is especially true in the console world. For some reason "gamers" have become hyper obsessed with graphics and engine capability, let actual gameplay fall to the wayside. This isn't exclusive to consoles or "AAA" titles either. This is gaming as a whole right now.
I just now realized that the health and armor meter in Goldeneye is the same as in Time Splitters...
I love the hell out of timesplitters 2 and future perfect
No, timesplitters. The third game is called future perfect.
Timesplitters 2 is a spiritual successor to Goldeneye 007.
The health and armour are based directly on the design on Bond's watch which is taken from the film, so Time Splitters kind of has a James Bond prop design element in it.
Time splitters was awesome, what other game so you get to do over watch for your self because time travel.
I think that Rare was always ahead of their time. They made Donkey Kong god dammit... And Banjo Tooie, one of my favorite games on the N64. Not to mention Goldeneye whom I literary played to death. I probably got more hours in Goldeneye than every N64 games I've played combined. True childhood memories when you teamed up 4 friends and put your friendship on the line for playing Goldeneye and Mario Party 2 and 3.
Smooth navigation and path finding , except for Natalya, her AI had replaced the pathfinder with the shotfinder , she will find the most optimal way to get shot.
Ah...I'm glad there was an explanation here as to why in a few areas of the game, you could "accidentally" spawn an unlimited number of enemies into one spot!
3:56 Grant Kirkhope looks really badass with long hair and that smile!
I’ve always been impressed by how smooth all of the animations and overall gameplay is 👏.
This game remains outstanding. What is also very cool (and adds the humor mr. Hollis talks about) is when you stand behind standing enemies as they sneeze, scratch, scare flies away, yawn etc. And last, but not least, the killer Metal-based tunes brought by the great composer Grant Kirkhope. This game is simply flawless and unbeatable (as far as coming up with a better FPS, IMHO)
Hey, I know this is barely relevant...
but I love that you still speak with a glottal stop and don't Americanise your accent. It's so refreshing.
Great vid btw, thanks!
If only it ran at that framerate on actual hardware!
Nobody cared about framerate back then. As long as it was above 15-20 and you could tell what things on screen were suppose to be no one cared about technical things like that. The lust for maximum framerate and high resolution is a modern concern that arose over the last 15 years.
ExplosionRadius oh I never meant to imply people cared back then - I certainly didn’t! As 3D gaming was still in its infancy back then people didn’t really have a “reference” beyond expensive arcade hardware. However, goldeneye has a lot of “rose tinted” nostalgic appeal - I think some folks would be surprised at just how badly it ran at times, especially on PAL hardware. That is not to downplay the technical achievement of it running at all, of course. And more importantly - it’s still a great game!
@@thehobnob I always just considered it "dramatic slow mo moments" when too much activity dropped the frame rate to single digits.
ExplosionRadius Saying no one cared for technical things like that is quite a stretch. We played goldeneye in spite of its low frame rates, but the frame rates certainly didn’t go unnoticed. Plenty of games on the N64 had terrible frame rates and received criticism at the time. Some daring people went as far as overclocking N64s specifically because of games like goldeneye and perfect dark. People have been concerned with technical aspects of game performance since the beginning, 60+ years ago.
@@mikesannitti6042 Same. Amazing how we percieved things that way now, isn't it.
this game footage looks smoother than i remember, also more clear
Very good video, nice touch by using the editor!
happy to of grown up playing games in this era where there was such a drastic transformation and evolvement.
Working on Game AI in 2023 and it's hard not to reinvent the wheel. So many similar problems solved decades ago - but the exact solutions are closed source and not compatible with Unreal 5 😅
Jokes aside, I love the quality of your videos, research and production-wise, really solid work.
Would be cool to see an episode about AI in monster hunter games
Wow, I really loved this episode. Very interesting! Amazing how they worked around the limitations.
An excellent analysis on the subject matter, T.
M apologizes for not being able to be here in person, but she has already instructed Q to implement several updates, based on your report, to the latest algorithms in MI6's other training simulations to improve opponent responses.
For England, T.
Came here from a Kotaku article - great video, and I ended up watching a bunch more! I am fascinated by AI in video games so this channel is right up my alley. Unless I'm blind, I didn't see anything about STALKER: Shadow of Chernobyl and it's A-Life AI system. Despite the jank STALKER is one of my favorite games ever and reading about the A-Life system over the years has been very illuminating, would love to hear your take on it.
Welcome aboard! I've yet to do an episode on STALKER. It's been on the to-do list for a little while now. But hopefully it'll be up for vote later in the year.
What an absolutely intriguing and well made video. Really appreciate the amount of effort put into this video!
I grew up playing Doom 64 and Goldeneye. Neither game was truly a proper introduction to how the average FPS game would be and still is. And, I say this because Doom 64 is its own beast and Goldeneye’s AI was incomparable to other FPS titles (I never owned Perfect Dark, but played the shit out of Timesplitters 2 in the mid-2000s).
Love the "Nintendo" and "Rare" intro :D takes me back... way way back
The STAN's remind me a lot of Half-Life's node system. So yeah, they definitely adapted some stuff from Goldeneye :P
Not at all? Half-Life inherits functionally comparable fundamental systems from Quake. STANs are the visibility primitive of Golden Eye. For visibility, Quake and HL use PVS, potentilaly visible set, a giant precomputed compressed table where rows and columns are BSP leaves, and each cell is a bit flag for whether these two leaves have line of sight to each other. For navigation, Quake and Half-Life use waypoint system, which incidentally what Golden Eye uses too, though it's called PADs here.
I still find it intriguing; this game began development as a 3d rail shooter on the SNES.
For those that don’t know, there is still a healthy and active community speedrunning this game. Do a UA-cam search for Goldeneye world records or google The-elite to have your mind blown.
As someone whos remade the Original maps in another engine, ive had to guess how it was done myself, and I was pretty close in my attempts
I'm pretty sure the AI on my Goldeneye was broken, because the guards always seemed way too trigger happy with reaching into their pocket for a grenade to quell the situations at hand. Can remember going to loot the bodies and then going through my inventory and going "...where did this grenade come from?" because I'd killed a guard just as they pocketed it but hadn't pulled the pin to arm it and now I suddenly had it on my person.
Also found a gap in the detection in the Archives level! At the start you're trapped in a locked room with two guards, but there's a gun with ammo laying on the table. Touch the gun, or approach the door and get shot at. But wait in the room and a third guard shows up telling the others to execute you. If you stand in front of the filing cabinets and back yourself into the corner as hard as possible that third guard will open the door, come in, and then do an about-face and walk right out without triggering the execution order or saying anything and continuing on his patrol.
Dispatch the two guards, dual wield their DD44's, and then just camp the door as infinite soldiers just arrive to deal with you and also bring loads of ammunition with them to keep you ludicrously stocked the longer it goes on. I can remember finishing the level after doing this for an absurdly long time and having well over a couple hundred percent enemy kills by the end of the level and laughing at the break in continuity that James Bond just took out an entire military base...three times over and more...because everyone funneled down the same hallway.
This was the best game of my youth.
How has a VR remake of Goldeneye not been made?
Fascinating! Thanks for the look at the AI that stymied us all trying to complete Train on 00Agent!
Fantastic insight brilliant follow up video.
I beat this on 007 mode. Played the level where you have to protect Natalia for like 8 hours straight before I finally beat it. Such a killer game!!
Goldeneye is absolutely amazing!
As soon as I heard that you talked to Dr Doak my eyes went wide and my jaw hit the floor.
Fun fact: The Japanese release of Goldeneye has some interesting quirks, thanks to censorship. For one, there won't be blood on the enemy's clothes when you shoot them. And due to numerous stabbing incidents in Japan at the time, the Hunting Knife and it's 2x variant was completely removed, being replaced with Bond wielding a rocket launcher and RCP-90 at the same time.
And even Shigeru Miyamoto himself told that the game was too violent, and that after each mission, Bond would visit the shot guards and enemies in hospital, and cry over them, which is pretty silly. This might be the reason why the characters are called as actors in the intro scene.
Man...those Dostovei handgun sounds were just sex 🤤
It should also be noted how much Goldeneye changed the FPS paradigm going forward. Before this game, pretty much all shooters were monster smashers...using a genre based arsenal (a pistol, a shotgun, a machinegun, a rocket launcher, etc) to kill aliens, demons, robots mutants, etc. Goldeneye was the first mainstream shooter which put the player in a real world setting....shooting other humans with an arsenal of real world inspired weapons. This shortly thereafter gave rise to the spy-shooter and its more prolific successor...the military shooter.
AI in gaming has always fascinated me, and with that I'd ask a favour.
Could you do a test/analysis of the AI in Resident Evil Outbreak? I find it fascinating how they attempted to recreate human behaviour in an extremely punishing survival horror setting and although it wasnt perfect, aspects of it are seriously impressive to me when you consider it was made in 2003, particularly the fact that they managed to give all 8 characters unique AI personalities to react differently in each situation, with some shooting all their ammo constantly, and others using it sparingly, or how some rush to aid you and others run away as examples.
It's a pretty old game (I totally forgot about it until now), but I'll add it to the research list for a later date.
That's why indie developers are so successful. They do a great things with so little
ah, yeah back then when rare ltd. was top is it's game, playing goldeneye 007 on the n64 was so fun for both campaign and multiplayer. learning the history of how this game was made to revolutionized 1st person shooter in console and pc (but mostly console back in the days) for a 3d polygon game. but from today standard, the controls are very outdated and probably end up using modern standard controllers today, just like free radical design did with timesplitter, which timesplitter: future perfect starting to used for gamecube, xbox and ps2.
but goldeneye 007 on n64 would always be #1 in first person shooter for me along with perfect dark 64 (xbla version is okay and improved on control mechanics a bit, but some levels have the light too bright that it kind of blinds the player temporary).
Can you do a video on the AI in Thief: The Dark Project / Thief: The Metal Age?
The Dam towers and Cavern spiral aren't the only places the STAN system breaks down. Any time there's any sort of handrail, there's a barrier that the AI can't see over, and they won't shoot at you. This happens all across the game.
The interrogation room was still an epic place to shoot, makes Bond feel like a boss.
The best AI reaction? The Facility scientists sometimes pulled a grenade out of their pocket and blew the entire room up.
That was fun!
00 Agent Scientist AI rocked, frantically running out of the room of a suicidal scientist lol.
WAIT Goldeneye out sold Super Smash Bros. AND Turok?! This game WAS huge! Lol. As much as I LOVE this game I can't go back and play it. Lol. Gaming especially FPSs have changed to drastically. Hell Halo is kinda hard to go back to if I'm honest. Not being able to ADS is a rough transition for me, but this game still deserves it's rightful place in gaming history as one of the all time greats. Just for the structure and story alone, it's just as much fun to watch (maybe even more so now) as play. Thanks for this video this was a great experience. I will say if they ever properly remastered GoldenEye today with everything intact, except for updating the control and aiming system it would do very well. Oh and lastly THAT SOUNDTRACK! Holds up IMHO and does a lot of heavy lifting for this game.
Now if only you used the original n64 goldeneye footage of the game, it hasn't aged very well but still playable and fun.
The gameplay in this video looks so smooth and beautiful! We’re you playing this on your own N64? If so, what television did you use to achieve such great visuals of a rather old, laggy game?
Emulator obviously. There is a 60fps version out there
Goldeneye on N64 is what started it all for me for FPS gaming. This was before Halo and Call of Duty
Watching this video just brings me nostalgia
Thankyou for this, I am currently studying Ai in games and it's too hard for me right now (just had the 2nd class) this is helping me break it down.
It wasn't the single player properties that attracted the masses. It was the 4 player split screen that made this game a top seller. Duke Nukem and Doom just couldn't compare with their multi-player modes.
Woot love your channel 🙌
i really enjoyed the video man, your style reminds me a lot of Mark Browns game makers toolkit
I'd kill for a Timesplitters episode like this
Where can I find that metal version of the Cradle theme that starts at 13:11?
Check the video description, all the music is listed in there.
@@AIandGames the link wasnt working for some reason. I don't know why it's working now but I'll take it
I am here just to like this video for: Golden AI thumbnail :D
So guards spawn clones, huh? This is genius and explains so much. For example why there won't spawn any new enemies when the player manged to clean out the level.
The Golden age of gaming. That's why I will never stop playing the oldie but Goldies, nothing better has come along. Games were more fun, challenging in the right ways and had tons of replayability. Now the majority of titles are nothing but a sad cash cow . There are some exceptions but like Witcher, Hitman, God of War and RDR2.
It's crazy how this is now 22 years old. I remember the day when I bought this on day release like it was yesterday.
I should port this to the GBA! I already posted Minecraft and Zelda
Great video, amazing stuff.
Don't have much else to say than, fascinating!
I love this game so much this game is the best that's ever been made
Any chance at doing the Metal Gear games? Specifically Snake Eater and Twin Snakes.
In one a early part of the game has Spetznaz toss in a crash bang grenade, then swarm in covering all the angles while they methodically search any place you could be hiding, before moving out and searching the rest of the facility. The other had guards display accurate fire and movement, search patterns and the like, a far cry from the Playstation classic in a series that prided itself in accurate military modelling.
After the success of GoldenEye, MGM should have been begging Rare to do another game.
Instead we got Tomorrow Never Dies by EA.
Should do a video on the ai of hidden and dangerous, would be a nice throwback to an old game
Perfect Dark somehow managed to improve on this formula in almost every way. I remember it came with a small hardware upgrade. The Golden yrs of gaming.
That's way more simple than I expected it to be. The bots pretty much just react relative to you instead of having any form of intelligence.
It's been 20 years, damn I feel old.
The fact that you know who Beavis is, and use him for an Avatar, makes you even older still.
Man, the 90s really were a different time eh?