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Released towards the end of the Nintendo 64’s lifespan in 2000, Perfect Dark was the culmination of several years of FPS development on consoles. After Rare released Goldeneye in 1997, they wanted to take another spin at the formula, but this time with an original IP. Enter Perfect Dark, featuring many of the cornerstones of FPS design that defined Goldeneye, but far more refined.
The game featured more varied level design, a ridiculous selection of weapons, improved enemy AI (with a wider range of reactions to damage) and more advanced scripting. No longer tied down to realism, Rare was free to throw in sci-fi weapons and surreal alien environments. And this extended to the story as well, which went to some absolutely wild places.
But for all its improvements upon Goldeneye, is there a fatal flaw at the heart of N64 FPS design? Or is it just an awkward middle child, playing in the shadows of both the PC behemoths and the specter of Halo?
On this episode, we discuss:
Level Design
Guns
Enemies
We answer these questions and many more on the 134th episode of the Retro Spectives Podcast!
—
Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Perfect Dark OST: Grant Kirkhope
—
What was your favourite level in Perfect Dark? Are there any indie FPS games coming out (or already out) that are evocative of its design? Did you find there was anything at all remotely redeeming about the story? Come let us know what you think on our community discord server!
You can support the show monetarily on our Buy me a Coffee Page!
By rspodcast.net4.3
1212 ratings
Released towards the end of the Nintendo 64’s lifespan in 2000, Perfect Dark was the culmination of several years of FPS development on consoles. After Rare released Goldeneye in 1997, they wanted to take another spin at the formula, but this time with an original IP. Enter Perfect Dark, featuring many of the cornerstones of FPS design that defined Goldeneye, but far more refined.
The game featured more varied level design, a ridiculous selection of weapons, improved enemy AI (with a wider range of reactions to damage) and more advanced scripting. No longer tied down to realism, Rare was free to throw in sci-fi weapons and surreal alien environments. And this extended to the story as well, which went to some absolutely wild places.
But for all its improvements upon Goldeneye, is there a fatal flaw at the heart of N64 FPS design? Or is it just an awkward middle child, playing in the shadows of both the PC behemoths and the specter of Halo?
On this episode, we discuss:
Level Design
Guns
Enemies
We answer these questions and many more on the 134th episode of the Retro Spectives Podcast!
—
Intro Music: KieLoBot - Tanzen K
Outro Music: Rockit Maxx - One point to another
Perfect Dark OST: Grant Kirkhope
—
What was your favourite level in Perfect Dark? Are there any indie FPS games coming out (or already out) that are evocative of its design? Did you find there was anything at all remotely redeeming about the story? Come let us know what you think on our community discord server!
You can support the show monetarily on our Buy me a Coffee Page!

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