GoldenEye 007
A landmark console first-person shooter based on the James Bond film.
GoldenEye 007, a first-person shooter from 1997, was created by Rare and published by Nintendo for the Nintendo 64. The game puts players in the role of James Bond, tasked with stopping a criminal group from using a satellite weapon. It proved that home consoles could handle first-person shooters and is widely seen as a highly influential video game.
Quick Facts
- Director
- Martin Hollis
- Programmer
- Mark Edmonds; Steve Ellis
- Designer
- Duncan Botwood; David Doak
- Artist
- Karl Hilton
- Adrian Smith
- Brett Jones
- Writer
- David Doak
- Composer
- Graeme Norgate
- Grant Kirkhope
- Robin Beanland
- Series
- James Bond
- Platforms
- Nintendo 64
Facts from the source article.
Did You Know?
- In 1986, James Bond and Alec Trevelyan infiltrate a chemical weapons facility at the Byelomorye Dam, where Trevelyan is shot by General Arkady Ourumov.
- The GoldenEye satellite weapon fires a concentrated electromagnetic pulse to disable electrical circuits within range.
- Boris Grishenko is a programmer working at a satellite control station in Severnaya, Russia.
Development
GoldenEye 007 came from British developer Rare, with Martin Hollis directing. Hollis had been a second programmer on the arcade version of Killer Instinct. In November 1994, after Nintendo and Rare talked about making a game based on the upcoming James Bond film, Hollis told Rare's managing director Tim Stamper he wanted to work on it. Because Rare's Donkey Kong Country had done so well, the project was first planned as a 2D platformer for the Super Nintendo.
But Hollis pushed for a 3D shooter on the then-new Nintendo 64. He wrote up a design document covering gadgets, weapons, characters, story changes from the film, and enemy AI that would respond to the player. Rare pointed to Sega's Virtua Cop, id Software's Doom, and Super Mario 64 as key influences. From Virtua Cop came features like reloading guns, hit reactions that changed based on where you shot, penalties for killing civilians, and the aiming system tied to the N64's R button.
The team even thought about making players reload by pulling out and reinserting the Rumble Pak, but Nintendo said no. The idea of having multiple different objectives in each level came from Super Mario 64's stage design. The developers visited the GoldenEye movie sets several times to take photos and get blueprints. Eon Productions and MGM gave Rare a broad license, so many levels were expanded or changed to let players take part in scenes not in the film.
While the reference material helped keep things authentic, the team felt free to add their own touches. John Woo movies like Hard Boiled inspired the visual effects and action beats. Bullet holes on walls, shell casings flying from guns, and exploding objects were all part of the plan.
Reception
Before GoldenEye 007 hit store shelves, the gaming press had low hopes for it, and a rough demo at the 1997 E3 in Atlanta did little to change that. Yet when it finally arrived, critics loved it and it sold incredibly well. During its first month in the US, it was the second best-selling home console game, trailing only Star Fox 64, and it stayed in the top five for the rest of 1997. The following year, it remained among the ten best-selling games in the country, moving around 2.1 million copies. By 2001, worldwide sales had passed seven million, eventually topping eight million. That made it the third best-selling Nintendo 64 title ever, behind Super Mario 64 and Mario Kart 64. A paper on the Entertainment Software Association’s site noted the game earned $250 million globally—more than 70% of the movie’s box office take, even though its budget was just 3.3% of the film’s.
Japanese magazine Famitsu reviewed the game before its English release. Two writers called it a better version of Doom, praising the story, themes, sound quality, and Rumble Pak feedback. One reviewer said mission objectives weren’t always clear, while another felt the gameplay made you feel more like Rambo than a secret agent. On the graphics side, reviewers admired the detailed, varied environments, realistic character movements, and effects like transparent glass and smoke that lingered.
Nintendo Power said the multiplayer frame rate was high, but Electronic Gaming Monthly found it choppy and sluggish. The sniper rifle, which could zoom in, was a standout feature—Edge called it a “novel twist,” and Jeff Gerstmann of GameSpot noted it helped cut through the distance fog. The soundtrack earned praise for weaving in the James Bond Theme and building atmosphere, with some levels starting in an elevator and shifting from canned music to the full score, a detail Gerstmann highlighted as proof of the game’s careful craftsmanship.
Legacy
GoldenEye 007 has been credited with proving that a fun first-person shooter experience is possible on a home console in both single-player and multiplayer modes, opening the genre to the console market and paving the way for the popularity of Halo and Call of Duty. Its introduction of a multiplayer deathmatch mode on a console is often credited with revolutionising the genre, with Edge stating it set the standard for multiplayer console combat until surpassed by Halo: Combat Evolved in 2001.
The game introduced stealth elements unprecedented in first-person shooters, and its realistic gameplay with context-sensitive hit locations added realism previously unseen in video games, though the 1996 Team Fortress mod for Quake had introduced headshots. Alongside MDK, GoldenEye 007 has been credited with pioneering and popularising scoped sniper rifles in video games. Its mission design, enemy AI, and stealth gameplay influenced contemporary titles such as Half-Life, Thief: The Dark Project, Syphon Filter, and Deus Ex.
The game is frequently cited as one of the greatest video games of all time. Shortly after release, Electronic Gaming Monthly ranked it the 25th-best console video game of all time, calling it the best movie game and best first-person game ever. In 1999, Next Generation placed it at No. 10 on its list of Top 50 Games of All Time. In 2000, Computer and Video Games readers ranked it first in a poll of 100 Greatest Games of All Time, and fifth the following year.
Game Informer ranked it 16th on its Top 100 Games of All Time in 2001. Retro Gamer readers voted it the 33rd-greatest retro game in 2004. IGN editors ranked it 29th on their Top 100 Games of All Time in 2005, while readers placed it seventh. Official Nintendo Magazine ranked it 55th on a list of greatest Nintendo games in 2009.
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