to any younger viewers here, don't underestimate how incredible this game looked at the time. Back in the day when there were real shops, I remember seeing this game on a stand somewhere for the first time. It was one of the bunker levels, I was age 12 and I could not believe my eyes. I can still remember the exact section I saw, the bullet holes on the wall and the way it looked in general. Just amazing.
It also helps that the game running at 240p on CRTs it looked a lot smoother, which kind of masked the low resolution and low polygon count of the graphics
As a young one myself, I may have only gotten to experience this game 10 years after its release as a hand-me-down from my older siblings, but it was one of the best hand-me-downs I ever got!
When I first saw this game at a demo in a store I thought I was dreaming. At the time it was the most realistic FPS that had ever been created. And the most levels and weapons. It was amazing and left us speechless. It was an immersive experience that I had never experienced in a video game before.
@snake14088 no the first appearance of a P90 in film was 1997s "Cat's Eye" released in Japan The first TV show to feature it was a German series called "Alarm für Cobra 11 - Die Autobahnpolizei" released in 1996
Funny that Jonathan mentioned the 80 round capacity of Goldeneye's RC-P90. If you didn't know, that was a slight oversight in the coding, where they mistakenly put in 50 in hexadecimal instead of proper decimal, which comes out to the iconic 80 round mega mag the video game version has.
@@Marauder1981did you miss the whole concept of the video? Comparing video game versions of weapons to irl ones? Did you just not watch it before commenting? I’m genuinely curious as to why this is confusing to you.
@@Marauder1981 You are in the comment section of UA-cam. Everyone cruising and commenting is part of the conversation. The purpose of the comment section is to insert your comments on the video and others' comments. Your channel showed that you created it 17 years ago. You should know this.
8:04 The game originally had more blood effects but Miyamoto reportedly asked them to tone it down, hence the spark effects. He also asked them to add in an after credits scene in which Bond visits all of the guards in the hospital and shakes their hands lol
@@bradlauk1419 It would have been great wouldn't it! They did add it in a way. That is why all the characters are shown at the end, as if they are actors appearing in a role like "Soviet soldier".
My favorite little detail for this game, is that if you reload the auto-shotgun and end up with less than 5 shells in reserve, the shell holder becomes empty! It's the only game I can think of that has that neat little tidbit.
I remember seeing this too and was like "they totally didn't have to do that but I'm so glad they did." It's those little details that really stand out :)
There is something to note about the AR33's design change. It was due to a limitation in the games memory. They could not store individual animations for each and every single gun. There wasn't enough memory. So, the recoil animation of the AR33 was shared with most of the other rifles. The stock was lowered in the design, to make it reflect that animation.
@@JonathanFergusonRoyalArmouries got something to ask, if thats alright with you mate, what would you say is the most cursed gun you've reviewed in video games?
I always loved the sound effect of the automatic shotgun. So loud and menacing Also the reason why the death animations look so realistic is due to them being motion captured
you can see whoever did that motion capture work has some training in dance or mime. too bad no one bothers to hire professionals to this day though. most voice actors feel like randos of the street, scripts seem like they were written by programmers, and most movement is utilitarian and uninspired.
On the reloads animations point, it was this fact that made me gush over Perfect Dark when it released. I was dazzled by the slick, and very professional/trained reloads from Agent Dark. Impossibly awesome stuff for me as a kid (and still now, let's be real).
Please do the "sequel" to goldeneye - Perfect Dark. There are some very cool weapons, and you can read ingame descriptions at the firing range, and they even animated the reloads!
Some of the reload animations were incredible, especially when GoldenEye fudged this completely. Though the much more sci-fi vibe to PD, not sure there'd be many comparisons that could be made with real life guns 🤣
@@tonypang83 I remember having to purchase a RAM “pack” upgrade for the N64 to be able to play this game. Those flashy reloads came at a high price! I think the memory upgrade was from 32mb to 64mb. And it was worth every penny. Everything about Perfect Dark was revolutionary.
This game has 2 secret cheat versions of the PP7 that are called "Silver PP7" and "Gold PP7"; those guns are basically like the Cougar Magnum and the Golden Gun, but they function exactly like the PP7, and this makes them _VERY_ good; especially the Gold PP7, which is easily one of the most broken weapons in the whole game.
This is the first game I can remember playing and thinking, "Hey. That's not just a gun they made up on the fly just for a game, these all look like they're based on something" and later went on the internet (still kind of a new thing at the time) to see if I could identify the made up names to the real thing. I still remember how excited I was that I had figured out the Phantom was based on the Spectre.
Especially when the word "spectre" is another word for an apparition... or a "phantom" :P I did the same thing too! I knew the KF7 was obviously the AK47 just by its appearance but some of the others required digging - and that wasn't easy at the time.
Watched the movie again lately (because game, duh), and was baffled by how many Russian soldiers carried a Chinese Type 56 in the movie. But somehow Bond always manages to pick up an AKS-74U. 😁
@@aredub1847 Yes, it's also my guess that Chinese rifles were most likely cheaper and easier to come by in the west than ex-soviet rifles in the early 90s. But they didn't care about only doing close-ups of correct rifles. Lots of Type-56 in the face. 😁
@@aredub1847 there was a literal close up shot of a type 56 at the start. The scene when bond is hiding behind the gas barrels and it closes up on a random soviet soldier right before he fires at bond, then the general gets angry at the guy and shoots him
Depends on what the armorer/props company contracted by the film production has on hand. In the mid-80s the Norinco Type 56 was exported to the US civilian market by the thousands, with semi-auto only trigger groups to meet with the laws at the time. The biggest movie armorers scooped them up by the hundreds and converted them to full-auto (they had the license to do this) with blankfire adapters, and thus they appeared in A LOT of 80s and 90s (and 2000s!) movies as AKM stand-ins. Most audiences can't tell the difference between an AKM and a Type 56 anyway!
I'd love to see Jonathan look at 007 Nightfire. That was such a fun game and going back to it a few years ago I was reasonably impressed with how they modeled and animated the guns it.
Nightfire stuck with me more than some of the other games I played around that time. Quite enjoyed the intro, the overall color scheme, and the missions in that game!
I remember Nightfire very fondly on the GameCube, and it captured the essence of GoldenEye 007. One SMG in Nightfire that is extremely rare nowadays (which I hope Ian from Forgotten Weapons does a video on one day) is the Ruger MP9. It was designed by Uziel Galil - yes, THAT Uziel Galil - for Sturm, Ruger & Co. for law enforcement usage.
Nightfire was low key one of the better bond games Like, having Essentially an interactive shooting gallery as a game tutorial that also turned into the main menu is pretty lit
Jonathan should react to Receiver 2! Basically every weapon has all the internal parts modeled and each different function of the weapon (racking the slide, taking off the magazine, inserting bullets into the magazines, etc) has a key for them. It would be cool to see him nitpick the weapons! Edit: in case anyone from the gamespot team sees this: to activate the Xray mode to see the internals open the debug menu with ctrl+f12, check inspect mode and hold i while ingame
I like that the first appearance of the P90 in a game made the effort to include its piercing effect. On top of that, the "Silver PP7" is functionally a Five-seveN, being a pistol with the same effect.
17:35 I remember reading somewhere that the 80 round capacity for the RC-P90 may have come from accidentally putting the value in hexadecimal. 0x50 = 5*16 = 80.
But also remember that the Goldeneye devs intentionally made the RC-P90 have basically minigun-esque qualities. It was the wildest looking gun in the game so they gave it a fast firing rate and the same damage per bullet as the Cougar Magnum, which fired the most powerful bullets save for those of the golden gun. It was easily the most devastating automatic weapon in the game, far more powerful than the AR33 or KF7 Soviet despite the real thing being much less capable than either the M16 or AKM. It probably started as an error, but became a feature when they gave the gun the faster firing rate.
It was a blast watching you review these real weapons and their Goldeneye counterparts. Appreciate your energy, passion, and knowledge. Thanks! Do more videos please... you're fun to watch!
@@JonathanFergusonRoyalArmouries I'm glad you enjoy it, because I really enjoy watching it. You going turbo nerd mode over the fires arms to games I go turbo nerd mode over is really entertaining.
@@JonathanFergusonRoyalArmouries Did you ever put out a video or a book on how you got to where you were? I would love to hear about it because it's an interesting career path you've landed in.
One of my favourite details about the game is how they had to use the textures from the level on the guns sometimes because of limited memory, hence the Phantom looking like the ship exterior and the RCP90 looking like the train with wooden furniture
@@sirdiealot53 Nah, I’m not saying you can’t use all guns on every level, but that the game re-uses textures from levels for some of its guns, and those textures tend to be similar to the level that you first see that specific gun in. To quote IMFDB: “One sacrifice made by the game due to the N64's poor texture buffer memory is that weapons used by enemies in a particular level tend to "inherit" textures used in the level in question; this means many weapons end up made from clearly incorrect materials, such as the all-black P90 ending up with white and brown wood textures”
Now that we’ve seen Goldeneye here’s to hoping that one day we could see The World’s Not Enough N64 game covered. Amazing work and I always love seeing info about these sorts of things!
Both the "point shooting" and the offscreen reload are likely remnants of the game's original pitch as a Time Crisis-style light gun rails shooter. You can also see this in a lot of the level design: just about anywhere you can stand has all the cover and such you expect from a vantage point in a light gun shooter! For more details on the development, I strongly recommend the episode of Errant Signal's Children of Doom series about GoldenEye 64.
@@jmgonzales7701 a rails shooter is a (now old) genre where the player has no control over their movement; the game automatically moves you from location to location "on rails" after you defeat all the enemies. With the rise of FPS games, they're very rare outside of arcades. The last big one I can remember is Killer7 on the GameCube. As for point shooting, by detaching the camera from the player's aim, it lets the player (or players) react to enemies/targets faster than game settings allow. Think about the reaction times you can get playing Duck Hunt!
@@jazzf8246 tbh i feel like a good innovation for fps is having the camera be independent from the body, like the camera is in free look mode always plus combine it with point shooting.
@@jmgonzales7701 to add on to what the other commenter said, more modern (but still decently dated) examples of rail shooters include dead space extraction on the Wii, and sin and punishment 2 on the Wii u House of the dead was a classic arcade light gun game that got a bunch of console versions, and interestingly, a TYPING game with basically the same mechanics.....yes, it's called Typing of the Dead and is exactly as absurd as you'd expect it to be.
9:19 If I remember correctly, explosions in GoldenEye 007 take the form of damage rings that emit from the point of detonation in waves, leading to enemies walking into the blast radius but not immediately dying. Another effect of this is that it is also possible to walk into the blast radius a short while *after* the fireball has dissipated and take damage. 17:35 I believe this was an oversight: 50 in hexadecimal (base 16) is 80 in decimal (base 10).
I remember playing this when I was around 6 and referred to the KF7 as the pencil gun cause it looks like a black pencil and I called the grenade launcher the Frankenstein gun cause on a CRT tv the grenade round casings in the drum looked kinda "zombie green" so in my head I thought "Frankensteins fingers"
I believe the reason hands aren't depicted on the two handed weapons is because of of hardware limitations of the Nintendo 64. Larger weapons had more polygons and rendering a hand on them as well slowed the game down. Goldeneye really pushes the N64, although it is coded inefficiently for an early N64 game. Perfect Dark used much more efficient coding and did much more with the hardware. Anyway, point is that the developers figured rendering the actual gun and not the hands was more appealing to most gamers at the time.
It *might* have been doable in single player but for multiplayer not only would that be a bunch of extra polygons to render they would have had to model different arms for different playable characters and the arms would have been blocking a little bit of your already limited viewing area when the screen was split 4 ways.
Finally! I've been waiting for this for a _long_ time. Now we need Perfect Dark next, because of course we do. XD Mainly because of two guns in particular: The Cyclone (because of its mag reload is REALLY unique), and the Super Dragon (a mag-loaded under-barrel grenade launcher). Both are things I've yet to see IRL but makes a _ton_ of sense if it did.
One of the few games to feature the sneaky De Lisle carbine. I replayed NOLF 1 and 2 last year (you can download them free now because the rights are in ownership limbo) and they still hold up really well. The enemy AI is quite convincingly tough, since they're Monolith games.
They say scent is the strongest sense tied to memory, but I could listen to this video with my eyes closed and tell you exactly what gun was firing and what level it was on for each of these. I played this game a ton when I was younger.
@@aluminumfalcon552 the single-player can feel somewhat empty at times, especially after playing it a lot, which is porbably why the speedrunning community for this game is so active
24:25 I don't know if you remember, but the Nintendo 64 controller had only one analog joystick (which was revolutionary at the time! It wasn't until the Playstation 1 later made a dual-stick controller did that configuration catch on.) So when you wanted to use the precise aim by holding down one of the shoulder buttons, you had to stop moving (though I believe there was a button combination to lean somewhat). It helps that the game also has very forgiving auto-aim.
Please also do Perfect Dark, Goldeneye's spiritual successor! I suspect there'd be a lot of fun with its sci-fi take on more realistic guns to some really out there ones, all with alternate operation modes that could be very fun to examine (like the CMP150's Follow Lock-On feature)
It's funny to mention how the name for the KF7 is "far removed" from the AK, because that makes my brain go "I've had enough AK's fired at me in my time to tell you that wasn't one."
Amazing topic, brought back so many memories! The gun reviews were entertaining , but funny enough this video mainly reminded me of how excellent the music was in this game!
The Klobb was always my favorite gun in Goldeneye. I love how it looks, I love how it sounds, I love the dual wielding, and I REALLY love how I can shoot someone 50 times before they finally go down with it. It's so hilarious. Now I watch this video and find out it's based on the Scorpion, which is one of my favorite IRL guns.
The Wii introduced a good handful of games where you aim on screen while moving around with the joystick, I think it's more immersive than using 2 joysticks. They even had mods like for Half-Life 2 where you could use the Wiimote to also move the aim around the screen and had Freeman's arm and gun look in that direction - really neat stuff!
would be nice an HL episode when Jonathan make the comparisons between the original guns with their models and anims and then their revamped versions seen in Black mesa source and MMod
Little bit of trivia which explains a couple of the design choices for the game: It began development as an on-rails shooter heavily inspired by Virtua Cop. This is the primary reason for the reload animation being what it is - In Virtua Cop and other light gun shooters, you would take the Light Gun and aim it off screen to reload. Without this inspiration there may have been some other solution to the lack of reload animation. Also, the aiming around the screen by holding an R button was a remnant of the game’s time as a Light Gun shooter, as this aiming mechanism is basically “arcade shooter” mode” in the way it operates, more or less locking the screen in place and having the player aim around it.
Apparently (and I recommend Errant Signal's video on the history of the game) Goldeneye started life as a rail shooter before it became an FPS, and the independent aiming Jonathan mentions toward the end is an artefact of that origin. Great video as always - I'd forgotten half these guns were even in the game. (Though I do remember that the RCP90 was *the* gun to go for in multiplayer matches if you wanted to absolutely dominate)
Now THIS takes me back....personally speaking, I always had a soft spot for the Magnum, especially since it could shoot through walls, doors and other scenery. And the grenade launcher always made me think of the one featured in 'Predator', which is probably why Jonathan had trouble identifying it, since apparently that launcher was cobbled together specifically for that film. Still, hits me in the soft spot!
Jonathan has such a pleasant voice, I keep watching these videos and forgetting the time and suddenly it's 8pm and I've been listening to him nitpicking guns for three hours.
Perfect timing, now you got to see the Perfect Dark and Zero weapons, those are pretty much look more detailed and I would love to see the reaction to the Laptop gun.
The operational briefcase does show up in Perfect Dark as a turret type thing, I was kind of expecting him to take a tangent into Rare's other N64 shooter
I think the DD4 would have been a great gun to review. Felt like it was nerfed for what it was, a standard issue 9mm. Every game at the time had one of those "cop guns" or "enemy soldier handgun", a standard issue 9mm handgun. Mission Impossible is one that comes to mind and the detail in these guns led to more detail like in Rainbow Six. Outstanding video btw worth a like. Always a pleasure to come across one of these videos.
it appears the DD44 or Dusseldorph 44 appears to be missing from the list but otherwise awesome... however must point out the original game Goldeneye64 didn't have 2 thumb sticks, only 1, as the controller was a trident design with the D-Pad being on the left, above that a the left shoulder button, centre was the analogue control (aka the thumbstick) above that the start/pause button, to the right you had 4 yellow buttons, a red and blue (A & B button), then right shoulder button (usually defaulted as aim) underside of middle trident grip was the trigger.... however only way i could see this as being functional as 2 sticks for move and aim would be either playing it on a Wii with the Gamecube controller or playing the Xbox version aka Goldeneye 007 Reloaded
For the single player you can actually play with twinstick controls on the N64. The control schemes starting from 2.x use two controllers so that you have access to two sticks.
@@33link333 I have owned an N64 for years and that method always felt like a huge inconvenience imo, which is why i never usually think of that being an option but good point though
Control style 1.2. is a pseudo twin-stick system that is the objectively superior control method in the game. You move with either the D-pad or the C-Buttons, I always used the C-buttons, because it made hitting the a and b buttons easier, and aim with the Analog stick. If you were using with 1.1 back in the day when we played seriously, you were getting smoked. Your movement is tied to your aiming, or you have to stop and use the crosshairs. Mine isn't. I'm also moving faster. When its your choice to pick the settings you better pick something with explosives.
As a man who personally bought a .22lr PPK/s w/ threaded barrel and registered suppressor, just to be able to play Bond, I wholeheartedly approve this video.
and yes, it CAN produce the distinctive PEW noise if using polymer coated ammo that doesn't stabilize in the rifling, and therefore tumbles. Specifically CCI clean. It's not a good idea for longevity of a suppressor because it could easily cause baffle strikes, but it definitely DOES cause that iconic sound.
Goldeneye64 was my first exposure to the P90 and its unique design is what made me fall in love with it. A friend tried to convince me it wasn't a real gun, but proved him wrong when we got to see it in 'The World Is Not Enough" (the movie)
I have to interject… _'Moonraker'_ is unironically, unabashedly, unashamedly and unapologetically my all-time favourite *James Bond* movie! It was my introduction to the franchise and my nostalgia glasses are huge!
Interesting point Jonathan brought up about the P90: Which gun appeared in which game for the first time would be an interesting topic a for a video (-series?)
My fondest memory of the game was dual-wielding RC-P90s. At the time I had no idea what the gun was supposed to represent (had never seen or heard of the FN P90), but I had recently seen Starship Troopers and to my middle-school brain, the RC-P90 was basically a Morita rifle laying waste to the Russians. What a time to be alive!
I'd forgotten how much everyone hated it to be honest. I don't remember hating it although I remember it being relatively weak (which sort of matches the real gun).
This was the game that first got me interested in modern real life guns with the detailed ingame models, most guns before Goldeneye would be lucky to have anything other than 2 frames of animation and a shooting effect. I remember some automatic guns even smoked at the barrel after shooting a lot! It wasn't until Counter Strike did I see reload animations becoming popular and fascinating.
Hey everyone, since Jonathan reviewed the guns from GoldenEye, do you think it'd be worth to review the guns from the Turok games? Especially from Seeds of Evil, since they have the most detailed models. I'd love to see how he reacts to the Cerebral Bore too. :P
The Klobb can finally ascend to gun heaven after being called a "good gun" for the first time in its life, thank you Jonathan!
The only person to say it in was good
That's because the real life gun isn't being hampered by game balance.
Honestly I never had a problem with the Klobb. Other than maybe the low magazine capacity
Accuracy by volume!
Is this a joke? It's one of the best guns for tight spaces.
to any younger viewers here, don't underestimate how incredible this game looked at the time. Back in the day when there were real shops, I remember seeing this game on a stand somewhere for the first time. It was one of the bunker levels, I was age 12 and I could not believe my eyes. I can still remember the exact section I saw, the bullet holes on the wall and the way it looked in general. Just amazing.
It also helps that the game running at 240p on CRTs it looked a lot smoother, which kind of masked the low resolution and low polygon count of the graphics
As a young one myself, I may have only gotten to experience this game 10 years after its release as a hand-me-down from my older siblings, but it was one of the best hand-me-downs I ever got!
When I first saw this game at a demo in a store I thought I was dreaming. At the time it was the most realistic FPS that had ever been created. And the most levels and weapons. It was amazing and left us speechless. It was an immersive experience that I had never experienced in a video game before.
I very nearly bought an N64 for this game. The only reason I went with a PlayStation instead was the demo disk for Metal Gear Solid.
I still play this on 64 from time to time. I was 12 when this came out and I still love it
He is indeed correct. This is the first video game appearance of the P-90.
First film debut of it was the world is not enough apparently.
So James Bond basically is the father of this weapons Video game and Film use.
My favorite P-90
dang i thought fallout 2 would beat it but i was wrong! i didn’t realize FO2 come out in 1998 lol
@snake14088 no the first appearance of a P90 in film was 1997s "Cat's Eye" released in Japan
The first TV show to feature it was a German series called "Alarm für Cobra 11 - Die Autobahnpolizei" released in 1996
@@Gameprojordan It being a Japanese film might be the reason it didn't pop up during my search.
Funny that Jonathan mentioned the 80 round capacity of Goldeneye's RC-P90. If you didn't know, that was a slight oversight in the coding, where they mistakenly put in 50 in hexadecimal instead of proper decimal, which comes out to the iconic 80 round mega mag the video game version has.
what do you mean with video game version, is there any other version XD
@@Marauder1981 A P90, the real life gun the RCP-90 is based on, normally has 50 round mags
@@Marauder1981did you miss the whole concept of the video? Comparing video game versions of weapons to irl ones?
Did you just not watch it before commenting?
I’m genuinely curious as to why this is confusing to you.
@@barmacidic2257 did you miss the whole concept of the discussion, which you are not a part of.
@@Marauder1981 You are in the comment section of UA-cam. Everyone cruising and commenting is part of the conversation. The purpose of the comment section is to insert your comments on the video and others' comments. Your channel showed that you created it 17 years ago. You should know this.
Can we start a petition for Jonathan to be the next Q in the Bond films?
Him as Q would be perfect!
Is on par with Ian from Forgotten Weapons as the Gunsmith in the next John Wick movie.
Terrific idea.
I feel like James Bond would end up with an EM-2 if he was in charge.
That would actually be sick
Well now that he’s done goldeneye he’s basically obligated to do Perfect Dark. I’d love to see his reaction to the alien weapons.
Imagine the reaper irl.
I want him to reveal that there's a real laptop gun that they keep in the basement
That’s really funny while i was watching the video I was thinking how cool it would be if Johnathon looked at the weapons from perfect dark
Most of the guns were too wacky and sci-fi for his taste lol
😂 Good one!!!
You know it’s going to be a good episode when it has a custom intro.
"the name's Ferguson. *Jonathan Ferguson.* "
Yup that intro caught me off guard
I didn’t watch it cause the dd44 wasn’t on the list.
8:04 The game originally had more blood effects but Miyamoto reportedly asked them to tone it down, hence the spark effects. He also asked them to add in an after credits scene in which Bond visits all of the guards in the hospital and shakes their hands lol
I would have loved that post credit sequence lol
@@bradlauk1419 It would have been great wouldn't it! They did add it in a way. That is why all the characters are shown at the end, as if they are actors appearing in a role like "Soviet soldier".
It's only appropriate that Jonathan Ferguson gets the Bond Barrel intro for GoldenEye 007
Bond James Bond
To be fair, he literally works On Her Majesty's (not-)Secret Service.
shame he didn't shoot down it
@@CesarDaSalad*His majesty's
@@Crapartstudio Oh lol you're right, you're right 😄
My favorite little detail for this game, is that if you reload the auto-shotgun and end up with less than 5 shells in reserve, the shell holder becomes empty!
It's the only game I can think of that has that neat little tidbit.
I remember seeing this too and was like "they totally didn't have to do that but I'm so glad they did." It's those little details that really stand out :)
Yeah for that time that is amazing
There is something to note about the AR33's design change. It was due to a limitation in the games memory. They could not store individual animations for each and every single gun. There wasn't enough memory. So, the recoil animation of the AR33 was shared with most of the other rifles. The stock was lowered in the design, to make it reflect that animation.
Ah, makes sense!
@@JonathanFergusonRoyalArmouries got something to ask, if thats alright with you mate, what would you say is the most cursed gun you've reviewed in video games?
perfect dark did though but that had 32megs to play with 007 12mb i think
I always loved the sound effect of the automatic shotgun. So loud and menacing
Also the reason why the death animations look so realistic is due to them being motion captured
you can see whoever did that motion capture work has some training in dance or mime. too bad no one bothers to hire professionals to this day though. most voice actors feel like randos of the street, scripts seem like they were written by programmers, and most movement is utilitarian and uninspired.
That intro though. Perfect
AGREED!! 🤣
Maurice Binder
James Bond reference
@@TheWarmachine375 Yes
In the defense of the game they did good honestly for the tech back then
On the reloads animations point, it was this fact that made me gush over Perfect Dark when it released. I was dazzled by the slick, and very professional/trained reloads from Agent Dark. Impossibly awesome stuff for me as a kid (and still now, let's be real).
Perfect Dark was really a pinnacle of the N64. The reload animations were amazing to see, yeah
Please do the "sequel" to goldeneye - Perfect Dark. There are some very cool weapons, and you can read ingame descriptions at the firing range, and they even animated the reloads!
Some of the reload animations were incredible, especially when GoldenEye fudged this completely. Though the much more sci-fi vibe to PD, not sure there'd be many comparisons that could be made with real life guns 🤣
Excited to see the Farsight real-life equivalent
Also the sixth generation EA sequels (Agent Under Fire and Nightfire). Lots of cool guns in those games like the OICW and G11.
@@tonypang83 I remember having to purchase a RAM “pack” upgrade for the N64 to be able to play this game. Those flashy reloads came at a high price! I think the memory upgrade was from 32mb to 64mb. And it was worth every penny. Everything about Perfect Dark was revolutionary.
@@alebubu101 It went from 4MB to 8MB.
This game has 2 secret cheat versions of the PP7 that are called "Silver PP7" and "Gold PP7";
those guns are basically like the Cougar Magnum and the Golden Gun, but they function exactly like the PP7, and this makes them _VERY_ good;
especially the Gold PP7, which is easily one of the most broken weapons in the whole game.
Its always great how everyone involved seems to be having such fun. Amazing intro, of course.
In Memory Burt Bacharach (1928-2023)
I love how Jonathan does his best to hold that laugh at the beginning :D
@@azimisyauqieabdulwahab9401 F
@@azimisyauqieabdulwahab9401 F
@@azimisyauqieabdulwahab9401 F
This is the first game I can remember playing and thinking, "Hey. That's not just a gun they made up on the fly just for a game, these all look like they're based on something" and later went on the internet (still kind of a new thing at the time) to see if I could identify the made up names to the real thing. I still remember how excited I was that I had figured out the Phantom was based on the Spectre.
Especially when the word "spectre" is another word for an apparition... or a "phantom" :P I did the same thing too! I knew the KF7 was obviously the AK47 just by its appearance but some of the others required digging - and that wasn't easy at the time.
Watched the movie again lately (because game, duh), and was baffled by how many Russian soldiers carried a Chinese Type 56 in the movie. But somehow Bond always manages to pick up an AKS-74U. 😁
A wizard did it. 🧙♂️✨
probably cheaper to get the chinese rifles, but for the closeup they wanted it more correct.
@@aredub1847 Yes, it's also my guess that Chinese rifles were most likely cheaper and easier to come by in the west than ex-soviet rifles in the early 90s.
But they didn't care about only doing close-ups of correct rifles. Lots of Type-56 in the face. 😁
@@aredub1847 there was a literal close up shot of a type 56 at the start. The scene when bond is hiding behind the gas barrels and it closes up on a random soviet soldier right before he fires at bond, then the general gets angry at the guy and shoots him
Depends on what the armorer/props company contracted by the film production has on hand.
In the mid-80s the Norinco Type 56 was exported to the US civilian market by the thousands, with semi-auto only trigger groups to meet with the laws at the time.
The biggest movie armorers scooped them up by the hundreds and converted them to full-auto (they had the license to do this) with blankfire adapters, and thus they appeared in A LOT of 80s and 90s (and 2000s!) movies as AKM stand-ins.
Most audiences can't tell the difference between an AKM and a Type 56 anyway!
A Bond movie where the next Q will be our mate Jonathan Ferguson.
A MATCH MADE IN HEAVEN
I'd love to see Jonathan look at 007 Nightfire. That was such a fun game and going back to it a few years ago I was reasonably impressed with how they modeled and animated the guns it.
Emphasis on the console version. Gearbox's PC version is bad, and the GBA version is, technically impressive and nothing else.
Nightfire stuck with me more than some of the other games I played around that time. Quite enjoyed the intro, the overall color scheme, and the missions in that game!
I remember Nightfire very fondly on the GameCube, and it captured the essence of GoldenEye 007. One SMG in Nightfire that is extremely rare nowadays (which I hope Ian from Forgotten Weapons does a video on one day) is the Ruger MP9. It was designed by Uziel Galil - yes, THAT Uziel Galil - for Sturm, Ruger & Co. for law enforcement usage.
Yes good idea
Nightfire was low key one of the better bond games
Like, having Essentially an interactive shooting gallery as a game tutorial that also turned into the main menu is pretty lit
Jonathan should react to Receiver 2! Basically every weapon has all the internal parts modeled and each different function of the weapon (racking the slide, taking off the magazine, inserting bullets into the magazines, etc) has a key for them. It would be cool to see him nitpick the weapons!
Edit: in case anyone from the gamespot team sees this: to activate the Xray mode to see the internals open the debug menu with ctrl+f12, check inspect mode and hold i while ingame
Heck yes. Also, the debug menu lets you force any of the malfunction modes to happen. He definitely needs to see that gameplay feature.
I had a hard time completing this video. I would get about halfway through, and Natalya kept running ahead and getting killed so I had to restart.
Ha! Relatable.
I like that the first appearance of the P90 in a game made the effort to include its piercing effect. On top of that, the "Silver PP7" is functionally a Five-seveN, being a pistol with the same effect.
17:35 I remember reading somewhere that the 80 round capacity for the RC-P90 may have come from accidentally putting the value in hexadecimal. 0x50 = 5*16 = 80.
Yes, I believe that's correct.
But also remember that the Goldeneye devs intentionally made the RC-P90 have basically minigun-esque qualities. It was the wildest looking gun in the game so they gave it a fast firing rate and the same damage per bullet as the Cougar Magnum, which fired the most powerful bullets save for those of the golden gun. It was easily the most devastating automatic weapon in the game, far more powerful than the AR33 or KF7 Soviet despite the real thing being much less capable than either the M16 or AKM. It probably started as an error, but became a feature when they gave the gun the faster firing rate.
Why did they hire Mark Whatney to do their weapons coding?
It was a blast watching you review these real weapons and their Goldeneye counterparts. Appreciate your energy, passion, and knowledge. Thanks! Do more videos please... you're fun to watch!
Never let Jonathan go.
The man is a treasure
They wouldn't dare. He's the best thing that happened to their channel.
I wanted to see what the DD44 would be, it was one of my favorite guns in the game.
I too love the DD44! It's IRL counterpart is a Tokarev. It's colored differently in game of course, but that's what it's based on.
@@Skyburnbright Whaaat. I always thought it was the desert eagle 🤣
Same. It’s the one I was most excited to see.
The real gun it's based off of is the Tokarev TT-33, which is itself a rather crude clone of the M1911, chambered in 7.62x25mm
TT33
Wonder if Jonathan ever imagined he would get to geek out about firearms to an audience of a few hundred thousand people on a weekly basis.
I did not! I've done TV every now and then for more than a decade but this is so much more rewarding.
@@JonathanFergusonRoyalArmouries I'm glad you enjoy it, because I really enjoy watching it. You going turbo nerd mode over the fires arms to games I go turbo nerd mode over is really entertaining.
I’m pretty sure we played 1v1 on Aztec, but I didn’t think you’d be talking about it on “TV” years later :D
@@JonathanFergusonRoyalArmouries I was pleasantly surprised seeing you in Cunk on Earth the other day.
@@JonathanFergusonRoyalArmouries Did you ever put out a video or a book on how you got to where you were? I would love to hear about it because it's an interesting career path you've landed in.
Now I’m curious about his take in Perfect Dark weapon arsenal
One of my favourite details about the game is how they had to use the textures from the level on the guns sometimes because of limited memory, hence the Phantom looking like the ship exterior and the RCP90 looking like the train with wooden furniture
This isn’t true at all. You can use all guns on every level
@@sirdiealot53 Nah, I’m not saying you can’t use all guns on every level, but that the game re-uses textures from levels for some of its guns, and those textures tend to be similar to the level that you first see that specific gun in.
To quote IMFDB: “One sacrifice made by the game due to the N64's poor texture buffer memory is that weapons used by enemies in a particular level tend to "inherit" textures used in the level in question; this means many weapons end up made from clearly incorrect materials, such as the all-black P90 ending up with white and brown wood textures”
Now that we’ve seen Goldeneye here’s to hoping that one day we could see The World’s Not Enough N64 game covered. Amazing work and I always love seeing info about these sorts of things!
Both the "point shooting" and the offscreen reload are likely remnants of the game's original pitch as a Time Crisis-style light gun rails shooter. You can also see this in a lot of the level design: just about anywhere you can stand has all the cover and such you expect from a vantage point in a light gun shooter!
For more details on the development, I strongly recommend the episode of Errant Signal's Children of Doom series about GoldenEye 64.
what is a light gun rails shooter? are there more like it today? what does the mechanic of point shooting offer?
@@jmgonzales7701 a rails shooter is a (now old) genre where the player has no control over their movement; the game automatically moves you from location to location "on rails" after you defeat all the enemies. With the rise of FPS games, they're very rare outside of arcades. The last big one I can remember is Killer7 on the GameCube.
As for point shooting, by detaching the camera from the player's aim, it lets the player (or players) react to enemies/targets faster than game settings allow. Think about the reaction times you can get playing Duck Hunt!
@@jazzf8246 tbh i feel like a good innovation for fps is having the camera be independent from the body, like the camera is in free look mode always plus combine it with point shooting.
@@jmgonzales7701 to add on to what the other commenter said, more modern (but still decently dated) examples of rail shooters include dead space extraction on the Wii, and sin and punishment 2 on the Wii u
House of the dead was a classic arcade light gun game that got a bunch of console versions, and interestingly, a TYPING game with basically the same mechanics.....yes, it's called Typing of the Dead and is exactly as absurd as you'd expect it to be.
@@jmgonzales7701 Rail shooters like House of the Dead, Time Crisis, etc where you hold a plastic gun and step on a pedal in an arcade
The soundtrack and sound effects of that game are ingrained in my memory. Takes me right back.
9:19 If I remember correctly, explosions in GoldenEye 007 take the form of damage rings that emit from the point of detonation in waves, leading to enemies walking into the blast radius but not immediately dying. Another effect of this is that it is also possible to walk into the blast radius a short while *after* the fireball has dissipated and take damage.
17:35 I believe this was an oversight: 50 in hexadecimal (base 16) is 80 in decimal (base 10).
I remember playing this when I was around 6 and referred to the KF7 as the pencil gun cause it looks like a black pencil and I called the grenade launcher the Frankenstein gun cause on a CRT tv the grenade round casings in the drum looked kinda "zombie green" so in my head I thought "Frankensteins fingers"
I believe the reason hands aren't depicted on the two handed weapons is because of of hardware limitations of the Nintendo 64. Larger weapons had more polygons and rendering a hand on them as well slowed the game down. Goldeneye really pushes the N64, although it is coded inefficiently for an early N64 game. Perfect Dark used much more efficient coding and did much more with the hardware. Anyway, point is that the developers figured rendering the actual gun and not the hands was more appealing to most gamers at the time.
It *might* have been doable in single player but for multiplayer not only would that be a bunch of extra polygons to render they would have had to model different arms for different playable characters and the arms would have been blocking a little bit of your already limited viewing area when the screen was split 4 ways.
Interesting fact about Moonraker. The film came out in 1979, but the first space shuttle flight wasn’t until 1981.
Honestly with that intro, it's shocking that the Bond series hasn't gotten Jonathan for a role
He'd make an excellent Q
@@painunending4610 Exactly what I was thinking
He could also be The Sommelier in a future John Wick instalment
I'm just picturing Jonathan as Bond.
"No, Mr Bond, I expect you to die"
"Not with that weird Kalashnikov, you're not"
Finally! I've been waiting for this for a _long_ time. Now we need Perfect Dark next, because of course we do. XD
Mainly because of two guns in particular: The Cyclone (because of its mag reload is REALLY unique), and the Super Dragon (a mag-loaded under-barrel grenade launcher). Both are things I've yet to see IRL but makes a _ton_ of sense if it did.
Over 20 years and I finally know what the phantom was supposed to be. Always looked so odd to me
IMFDB is a really cool wiki site for Video Game firearms if you ever wanna know what something in a game is based off of.
@David Barr - and if you pack-a-punch it in zombies its renamed the phantom
@HorizonGaming2013 The Spectre was also in BO1
Almost got them all. Missing the DD44 and the ZMG.
Indeed!
Ya I was waiting for the dd44
I would love to see him cover the criminally underappreciated series no one lives forever.
The game needs a redux as well.
And while they're at it, Hidden and Dangerous.
Man, I loved No One Lives Forever, specifically the second one.
One of the few games to feature the sneaky De Lisle carbine. I replayed NOLF 1 and 2 last year (you can download them free now because the rights are in ownership limbo) and they still hold up really well. The enemy AI is quite convincingly tough, since they're Monolith games.
The hours I spent in this game, I smiled when this popped up in my suggestions! Nice work on the vid!
They say scent is the strongest sense tied to memory, but I could listen to this video with my eyes closed and tell you exactly what gun was firing and what level it was on for each of these. I played this game a ton when I was younger.
It’s kind of a lonely game.
Lonely? 4 player matches were the best, especially throwing knives only or slappers only.
@@aluminumfalcon552 the single-player can feel somewhat empty at times, especially after playing it a lot, which is porbably why the speedrunning community for this game is so active
24:25 I don't know if you remember, but the Nintendo 64 controller had only one analog joystick (which was revolutionary at the time! It wasn't until the Playstation 1 later made a dual-stick controller did that configuration catch on.) So when you wanted to use the precise aim by holding down one of the shoulder buttons, you had to stop moving (though I believe there was a button combination to lean somewhat). It helps that the game also has very forgiving auto-aim.
That's why you switch to Solitaire controls, where the C buttons act as move/strafe and the stick was turn/look. Nobody got time to aim with R.
Please also do Perfect Dark, Goldeneye's spiritual successor! I suspect there'd be a lot of fun with its sci-fi take on more realistic guns to some really out there ones, all with alternate operation modes that could be very fun to examine (like the CMP150's Follow Lock-On feature)
I want to see him react to the alien weapon reloads
@@daphats56 like how the Maian guns "eat" the ammo
the second function arn't meant to be explained. Just think of how the RCP120's second function is an invisibility cloaking device
Every gun having a detailed reloading animation was a huge jump up in detail.
I called the alien smg the shark gun cause it looked like it has gills
Always loved the phantom. Gun felt like it had power. I replayed frigate constantly just to use it lol.
A shame that it was only in one level (without cheats). Dual wielding was fun
We played the heck out of this back in the day and I still have it, along with mt N64 and of course Perfect Dark! Great 4 player head to head gaming!
Goldeneye, Star Fox 64 and Rush 2 were my favorite games back in the 90s.
That intro was brilliant! Would have loved to see Jonathan do a proper gunbarrel, but that was good enough on its own!
Loved this take on the classic weapons. Shame we missed the DDff Dostovei. Always wanted to know what it was based on
It was based on the Tokarev pistol
Now maybe do Perfect Dark, the unofficial sequel to Goldeneye
yes.
and that game have reloads.
It's funny to mention how the name for the KF7 is "far removed" from the AK, because that makes my brain go
"I've had enough AK's fired at me in my time to tell you that wasn't one."
Oh that intro was amazing. Loved it.
This game is so iconic. Great music, nice maps, everything. I remember a white or shiny pistol I liked playing with not mentioned in this video.
that intro was gold.. keep up the good work!
If you guys end up doing Perfect Dark as well at some point, I will squee in delight.
I wonder what he has to say about the XR Farsight. The single most OP weapon in any FPS.
As most people in the comments pointed out - 10/10 opening!
I love that intro. The pan-over of the barrel to see Jonathan sitting there looking confused and holding a gun.
He is british, has fired guns, he dresses very much like an agent.
This is Ferguson, Jonathan Ferguson.
Loved the intro and love this series so much. Best series on this channel!!!
Amazing topic, brought back so many memories! The gun reviews were entertaining , but funny enough this video mainly reminded me of how excellent the music was in this game!
The Klobb was always my favorite gun in Goldeneye. I love how it looks, I love how it sounds, I love the dual wielding, and I REALLY love how I can shoot someone 50 times before they finally go down with it. It's so hilarious. Now I watch this video and find out it's based on the Scorpion, which is one of my favorite IRL guns.
Yeah I love all those grunts they do for every shot you land lol. I also never disliked the Klobb
The Wii introduced a good handful of games where you aim on screen while moving around with the joystick, I think it's more immersive than using 2 joysticks. They even had mods like for Half-Life 2 where you could use the Wiimote to also move the aim around the screen and had Freeman's arm and gun look in that direction - really neat stuff!
What does that have to do with anything about this video…
@@ryanbacon4070 someone didn't watch the whole thing
I had a Cabela’s Wii game that came with a plastic stock to put your remote and nunchuck in and just use it like you would a real long gun.
There are a lot of Switch and PlayStation games where you can aim with both the stick and the gyro, and its incredible. Needs to be in everything.
would be nice an HL episode when Jonathan make the comparisons between the original guns with their models and anims and then their revamped versions seen in Black mesa source and MMod
Little bit of trivia which explains a couple of the design choices for the game:
It began development as an on-rails shooter heavily inspired by Virtua Cop.
This is the primary reason for the reload animation being what it is - In Virtua Cop and other light gun shooters, you would take the Light Gun and aim it off screen to reload. Without this inspiration there may have been some other solution to the lack of reload animation.
Also, the aiming around the screen by holding an R button was a remnant of the game’s time as a Light Gun shooter, as this aiming mechanism is basically “arcade shooter” mode” in the way it operates, more or less locking the screen in place and having the player aim around it.
Man I felt 16 years younger watching it! I just know that I totally annoyed my parents wanting Goldeneye 007!
You could even say you felt 26 years younger 😂
(we're getting old)
@@Dionach yup
Apparently (and I recommend Errant Signal's video on the history of the game) Goldeneye started life as a rail shooter before it became an FPS, and the independent aiming Jonathan mentions toward the end is an artefact of that origin.
Great video as always - I'd forgotten half these guns were even in the game. (Though I do remember that the RCP90 was *the* gun to go for in multiplayer matches if you wanted to absolutely dominate)
Now THIS takes me back....personally speaking, I always had a soft spot for the Magnum, especially since it could shoot through walls, doors and other scenery.
And the grenade launcher always made me think of the one featured in 'Predator', which is probably why Jonathan had trouble identifying it, since apparently that launcher was cobbled together specifically for that film. Still, hits me in the soft spot!
The greatest good you can do for another is not just to share your riches but to reveal to him his own.
Jonathan is secretly the armorer at MI6
You know when you don't know you need something until the moment you get it? THAT OPENING 🤩
Perfect dark would be cool too! A bit low def, but the guns all have really interesting firemodes
They could review the XBLA version which I has higher res models
Jonathan has such a pleasant voice, I keep watching these videos and forgetting the time and suddenly it's 8pm and I've been listening to him nitpicking guns for three hours.
Perfect timing, now you got to see the Perfect Dark and Zero weapons, those are pretty much look more detailed and I would love to see the reaction to the Laptop gun.
Awesome stuff. Love the little details like the origin of the pew sound recording!
The operational briefcase does show up in Perfect Dark as a turret type thing, I was kind of expecting him to take a tangent into Rare's other N64 shooter
The Laptop Gun! A classic.
I think the DD4 would have been a great gun to review. Felt like it was nerfed for what it was, a standard issue 9mm. Every game at the time had one of those "cop guns" or "enemy soldier handgun", a standard issue 9mm handgun. Mission Impossible is one that comes to mind and the detail in these guns led to more detail like in Rainbow Six. Outstanding video btw worth a like. Always a pleasure to come across one of these videos.
as some one who got to shoot a p90 full auto. fairly little if any kick, weird box sight is like a 2 outta 10. gun is funnnnn
I once put 100 rounds through one and 80 through an MP7, both automatic - I preferred the P90 as it felt more stable.
Never regret. If it's good, it's wonderful. If it's bad, it's experience.
it appears the DD44 or Dusseldorph 44 appears to be missing from the list but otherwise awesome... however must point out the original game Goldeneye64 didn't have 2 thumb sticks, only 1, as the controller
was a trident design with the D-Pad being on the left, above that a the left shoulder button, centre was the analogue control (aka the thumbstick) above that the start/pause button, to the right you had 4 yellow buttons, a red and blue (A & B button), then right shoulder button (usually defaulted as aim) underside of middle trident grip was the trigger....
however only way i could see this as being functional as 2 sticks for move and aim would be either playing it on a Wii with the Gamecube controller or playing the Xbox version aka Goldeneye 007 Reloaded
For the single player you can actually play with twinstick controls on the N64. The control schemes starting from 2.x use two controllers so that you have access to two sticks.
@@33link333 I have owned an N64 for years and that method always felt like a huge inconvenience imo, which is why i never usually think of that being an option but good point though
@@33link333 Yes! This is what was confusing me. I totally played single player that way and in my head it became one controller.
Control style 1.2. is a pseudo twin-stick system that is the objectively superior control method in the game. You move with either the D-pad or the C-Buttons, I always used the C-buttons, because it made hitting the a and b buttons easier, and aim with the Analog stick. If you were using with 1.1 back in the day when we played seriously, you were getting smoked. Your movement is tied to your aiming, or you have to stop and use the crosshairs. Mine isn't. I'm also moving faster. When its your choice to pick the settings you better pick something with explosives.
As a man who personally bought a .22lr PPK/s w/ threaded barrel and registered suppressor, just to be able to play Bond, I wholeheartedly approve this video.
and yes, it CAN produce the distinctive PEW noise if using polymer coated ammo that doesn't stabilize in the rifling, and therefore tumbles. Specifically CCI clean. It's not a good idea for longevity of a suppressor because it could easily cause baffle strikes, but it definitely DOES cause that iconic sound.
is KF7 perhaps "Kalashnikov Forty Seven"?
That's a very clever idea
Goldeneye64 was my first exposure to the P90 and its unique design is what made me fall in love with it. A friend tried to convince me it wasn't a real gun, but proved him wrong when we got to see it in 'The World Is Not Enough" (the movie)
If you want to see some impressive reload animations on old hardware you should check out the guns in Perfect Dark on N64
Perfect Dark was ahead of its time in so many ways.
I have to interject… _'Moonraker'_ is unironically, unabashedly, unashamedly and unapologetically my all-time favourite *James Bond* movie! It was my introduction to the franchise and my nostalgia glasses are huge!
Interesting point Jonathan brought up about the P90: Which gun appeared in which game for the first time would be an interesting topic a for a video (-series?)
The Phantom was my favourite weapon in Goldeneye. Was always disappointed it only appeared in the Frigate level alone and not in multiplayer.
Well, now I want Jonathan to look at the guns from Perfect Dark. They got reloads in that game.
Crazy how far games have come since this. Especially since GoldenEye 007 was once the pinnacle of gaming
I really want to see Jonathan break down the guns from The Order 1886
Why would you ever force him to play The Order: 1886?
Every minute of this game will forever be engrained in my brain.
Love it
totally. I feel like even as my memory inevitably fades, somehow this will stick around.
Going forth with the spy theme, would love to see Jonathan review No One Lives Forever series guns.
At 9:55 you can see the real Klobb getting blown away by his own gun. There's actually 3 of them together! Kind of an amazing coincidence
Totally need to look at the guns in Perfect Dark next. I'm curious to see what insight he'd have on those.
My fondest memory of the game was dual-wielding RC-P90s. At the time I had no idea what the gun was supposed to represent (had never seen or heard of the FN P90), but I had recently seen Starship Troopers and to my middle-school brain, the RC-P90 was basically a Morita rifle laying waste to the Russians. What a time to be alive!
Literally the first time anyone has said anything positive about the Klobb.
I'd forgotten how much everyone hated it to be honest. I don't remember hating it although I remember it being relatively weak (which sort of matches the real gun).
This was the game that first got me interested in modern real life guns with the detailed ingame models, most guns before Goldeneye would be lucky to have anything other than 2 frames of animation and a shooting effect. I remember some automatic guns even smoked at the barrel after shooting a lot! It wasn't until Counter Strike did I see reload animations becoming popular and fascinating.
Hey everyone, since Jonathan reviewed the guns from GoldenEye, do you think it'd be worth to review the guns from the Turok games? Especially from Seeds of Evil, since they have the most detailed models. I'd love to see how he reacts to the Cerebral Bore too. :P
No yeah, completely related to this game and the video. What is this comment man?
I have waited so long for this video