God, I hate the fact that this is a console game. Just imagine what could've been possible if it was for PC.
>Just imagine what could've been possible if it was for PC.
You mean PCu-cks not playing it and playing CS:GO and DOTA 2 all the time?
rly maks yuo thinkc
why do pc gamers always beg for ports?
>>3846347
there be raw mouse input+kb hacks. Look up 1964 Carnivorous Edition.
>>3846347
Who cares? PC has No One Lives Forever.
>>3846347
It was fine on N64.
>>3846497
By 2000 PC had its own myriad of Goldeneye-inspired games
>>3846349
LMFao...its really funny how you called them pcucks because cucks has a c in it
>>3846594
He's not wrong. They are always begging for scraps while they prep the bull and we fuck their wives.
>>3846602
Listen to yourself.
>>3846349
>You mean PCu-cks not playing it and playing CS:GO and DOTA 2 all the time?
This. I can't believe PC gamers waste their lives on those shitty games, amongst others.
>>3846608
In this case the wife would be the games they beg for.
It would be crap just like how Turok is crap once you realize how limited it is due to being on the N64. Hell, Invisible War could be considered "good" if it didn't have the franchise name and was console exclusive.
>>3846698
The Turok remaster on PC is pretty good though.
>>3846347
Perfect Dark, like Goldeneye, was explicitly designed for console. The whole reason they eschewed the fast arena FPS style for a tactical, stealth, gadgets, objective-completion approach is they knew slowing an FPS the fuck down would better suit controllers.
Putting these games on PC just ruins them since you don't have to bother with stealth or anything when you can just shoot everybody in the head every single time with no effort, instead of having to carefully line up your shots while hiding in a corner.
>>3846592
>Goldeneye-inspired games
Ah yes, you play as an agent, therefore it's inspired by Goldeneye for the N64.
Nothing else exists to draw inspiration from
>>3846710
Literally 99% of PC shooters released from 1998 onwards were inspired by Goldeneye in at least some way.
It was the first non-Doom clone to actually experience commercial success, so it signaled the market bandwagon that you could make realistic shooters from now on without losing money.
>>3846721
Being an FPS and not being Doom does not automatically mean being inspired by Goldeneye. See also Unreal and Half-life, two big 1998 games that did their own thing.
>>3846728
Also XIII which did some very amusing things.
>>3846728
>Being an FPS and not being Doom does not automatically mean being inspired by Goldeneye
Well, it's a strong indicator. There were hardly any non-Doom clones aside from stuff like System Shock and Strife, but it's funny how not long after Goldeneye came out, the market almost immediately stopped producing Doom clones. Might have something to do with Goldeneye's big success compared to those games?
Unreal wasn't inspired by Goldeneye (their release dates weren't sufficiently far apart), but Half-Life certainly was. The game was delayed for redesign around the time Goldeneye came out, which in itself seems hardly coincidental.
Much of Half-Life's storytelling style (in-engine set pieces, scripting and NPC dialogue) feels like it was building on and extending on some of the ground Goldeneye laid.