1
00:00:02,000 --> 00:00:07,000
Downloaded from
YTS.MX

2
00:00:08,000 --> 00:00:13,000
Official YIFY movies site:
YTS.MX

3
00:00:21,120 --> 00:00:23,320
(intense music)

4
00:00:36,000 --> 00:00:38,120
(electronic music)

5
00:00:38,480 --> 00:00:40,320
- [Presenter] Final Fantasy VII.

6
00:00:42,320 --> 00:00:44,360
- [Presenter] GoldenEye 007.

7
00:00:44,680 --> 00:00:45,880
- We were all really

8
00:00:45,960 --> 00:00:47,400
I think we were all
kind of at that stage

9
00:00:47,480 --> 00:00:50,000
in our lives where we were
really hungry to do something.

10
00:00:51,600 --> 00:00:53,400
- We were young and naive.

11
00:00:53,480 --> 00:00:54,760
- Young and inexperienced,

12
00:00:54,840 --> 00:00:56,280
and had no idea what
they were doing.

13
00:00:58,520 --> 00:01:01,480
- I wanted to show people
that I could do this.

14
00:01:03,400 --> 00:01:04,519
- It was our first game,

15
00:01:04,640 --> 00:01:06,280
I don't think we knew
quite what we had.

16
00:01:08,280 --> 00:01:09,960
- [Presenter] It's
a great lineup.

17
00:01:10,080 --> 00:01:12,120
- [Presenter] The interactive
title of the year.

18
00:01:12,840 --> 00:01:15,039
(upbeat music)

19
00:01:32,200 --> 00:01:33,240
- It was a movie license

20
00:01:33,360 --> 00:01:34,800
done by a small team
of inexperienced

21
00:01:34,880 --> 00:01:36,640
developers and
somehow ended up being

22
00:01:36,720 --> 00:01:38,880
the greatest first-person
shooter of its era.

23
00:01:38,960 --> 00:01:40,680
- [Jimmy Fallon] This is
one of the best video games

24
00:01:40,759 --> 00:01:41,640
of all time.

25
00:01:41,720 --> 00:01:44,920
- You couldn't ask for a
better cocktail recipe.

26
00:01:45,000 --> 00:01:46,520
- Here's your spy playground.

27
00:01:46,640 --> 00:01:48,400
- The guns, the
gadgets, the cars,

28
00:01:48,520 --> 00:01:52,320
the girls, the memorable
villains, amazing exotic settings.

29
00:01:52,400 --> 00:01:55,160
- One of the most important
video games yet made,

30
00:01:55,240 --> 00:01:58,000
had a transformative
effect on the industry.

31
00:01:58,080 --> 00:02:00,920
You can look at the video
game landscape today

32
00:02:01,040 --> 00:02:04,320
and trace back its
origins in GoldenEye.

33
00:02:04,400 --> 00:02:06,560
- GoldenEye is one of
those wonderful games

34
00:02:06,640 --> 00:02:09,639
that almost splits the game
industry into two times.

35
00:02:09,720 --> 00:02:11,640
There's before GoldenEye
and there's after GoldenEye.

36
00:02:11,720 --> 00:02:13,640
- Halo, Call of Duty,
Medal of Honor, Battlefield,

37
00:02:13,720 --> 00:02:15,800
all of that goes
back to GoldenEye.

38
00:02:17,000 --> 00:02:21,160
First-person shooters were
really this PC elite genre.

39
00:02:21,240 --> 00:02:23,440
3D gaming was really coming to

40
00:02:23,520 --> 00:02:24,800
the fore for the first time.

41
00:02:24,880 --> 00:02:27,400
The social element,
the friendship element,

42
00:02:27,480 --> 00:02:30,400
the skill and personal
achievement, right?

43
00:02:30,480 --> 00:02:34,800
It's one package that
sums up all the reasons

44
00:02:34,880 --> 00:02:37,040
I play and want to make games.

45
00:02:47,840 --> 00:02:50,920
- [Narrator] Ah, the
1990s, a time of innocence,

46
00:02:51,000 --> 00:02:55,120
optimism, and social
cohesion, and Spice Girls.

47
00:02:55,200 --> 00:02:57,280
There were no mobile
phones, no social media,

48
00:02:57,360 --> 00:02:59,280
the internet was but
a whisper on the wind

49
00:02:59,360 --> 00:03:01,320
and TV consisted
entirely of the same

50
00:03:01,400 --> 00:03:03,640
old channels we'd
had for decades.

51
00:03:04,080 --> 00:03:05,920
The video games industry
was still young,

52
00:03:06,000 --> 00:03:08,040
widely considered to be
the realm of children

53
00:03:08,120 --> 00:03:10,520
and toy makers, but
it was changing fast

54
00:03:10,600 --> 00:03:13,480
as game makers were still
discovering what games could be.

55
00:03:13,560 --> 00:03:16,160
Many video games have graced
our screens over the years,

56
00:03:16,240 --> 00:03:18,840
few are played decades later,

57
00:03:18,920 --> 00:03:21,840
even fewer change
the way we play.

58
00:03:21,920 --> 00:03:25,440
This is the story of a
game that did just that.

59
00:03:25,520 --> 00:03:27,320
(intense music)

60
00:03:39,600 --> 00:03:41,320
- [Narrator] Rare was
founded in the 1980s

61
00:03:41,400 --> 00:03:43,600
by brothers Tim
and Chris Stamper.

62
00:03:43,680 --> 00:03:45,120
The Stamper brothers
began their journey

63
00:03:45,200 --> 00:03:47,560
developing a series
of acclaimed titles

64
00:03:47,640 --> 00:03:49,520
for the ZX Spectrum
and built themselves

65
00:03:49,600 --> 00:03:52,680
quite a reputation for
innovative high quality games.

66
00:03:52,760 --> 00:03:54,840
In 1985, their
work caught the eye

67
00:03:54,920 --> 00:03:57,120
of Japanese gaming
giant Nintendo.

68
00:03:57,200 --> 00:03:59,520
In fact, Nintendo loved
what they saw so much,

69
00:03:59,600 --> 00:04:01,120
they invested in the
fledgling outfit,

70
00:04:01,200 --> 00:04:05,160
taking a 49% shareholding
in the company.

71
00:04:05,240 --> 00:04:07,560
This relationship would
go down as one of the most

72
00:04:07,640 --> 00:04:10,840
fruitful collaborations
in video game history.

73
00:04:10,920 --> 00:04:12,320
Together, they would
go on to create

74
00:04:12,400 --> 00:04:15,360
some of the most beloved
video games of the nineties.

75
00:04:18,519 --> 00:04:20,839
- [James Batchelor] What's
amazing is that Rare

76
00:04:20,920 --> 00:04:22,480
is this just, really...

77
00:04:23,760 --> 00:04:26,640
at the time, it was this
really reclusive developer.

78
00:04:26,720 --> 00:04:27,720
They didn't tell you anything.

79
00:04:27,800 --> 00:04:29,240
They were very kind of secret,

80
00:04:29,320 --> 00:04:31,240
and so secret that not
many people knew where they

81
00:04:31,320 --> 00:04:32,840
were based,
and they were based on

82
00:04:32,920 --> 00:04:35,440
what used to be a
farm in the Midlands.

83
00:04:35,520 --> 00:04:38,159
- [Mick Gordon] Middle
of England, a barn,

84
00:04:38,840 --> 00:04:41,480
groups of people that
had really not done

85
00:04:41,560 --> 00:04:45,360
a lot of video game stuff
before, were killing it.

86
00:04:45,440 --> 00:04:46,800
- [Grant Kirkhope]
Twycross is absolutely,

87
00:04:46,880 --> 00:04:47,760
there's nothing in it.

88
00:04:47,840 --> 00:04:51,640
Twycross is a village that
contains, it's got one pub.

89
00:04:51,720 --> 00:04:53,440
It's got a private school.

90
00:04:54,040 --> 00:04:55,760
A bit further up the road
there's Twycross zoo

91
00:04:55,840 --> 00:04:57,680
which is quite famous,
but that is it.

92
00:04:58,960 --> 00:05:01,560
- [Krishan Sharma] You have
this extremely talented

93
00:05:01,640 --> 00:05:02,600
cutting edge

94
00:05:02,680 --> 00:05:06,400
game development studio out in
the middle of nowhere, right?

95
00:05:06,480 --> 00:05:08,280
In countryside in England.

96
00:05:08,360 --> 00:05:11,360
- [Mick Gordon] I mean over
that period of what, six years,

97
00:05:11,440 --> 00:05:14,040
they'd done some of the
best 2D platformers,

98
00:05:14,120 --> 00:05:16,200
some of the best 3D platformers,

99
00:05:16,280 --> 00:05:17,800
one of the best fighting games,

100
00:05:17,960 --> 00:05:19,200
one of the best racing games,

101
00:05:19,280 --> 00:05:22,040
and certainly one of the
best first-person shooters.

102
00:05:23,360 --> 00:05:26,040
- [Grant Kirkhope] People
underestimate the influence

103
00:05:26,120 --> 00:05:27,520
of Tim Stamper
and Chris Stamper.

104
00:05:27,600 --> 00:05:30,480
They were just absolutely
always in complete sync.

105
00:05:30,560 --> 00:05:31,960
There was never a
point in time where

106
00:05:32,040 --> 00:05:33,600
those two guys didn't
agree on something.

107
00:05:33,680 --> 00:05:35,360
There was always
absolute solidarity

108
00:05:35,440 --> 00:05:37,159
and they knew exactly
what they wanted.

109
00:05:37,240 --> 00:05:39,440
There was never a time you
could say, we're not sure.

110
00:05:39,520 --> 00:05:42,640
Tim would always
know how it needs to be

111
00:05:42,720 --> 00:05:44,400
for that to be fantastic.

112
00:05:44,480 --> 00:05:46,920
- [James Batchelor] The whole point
of Rare was to do things differently,

113
00:05:47,000 --> 00:05:48,600
to not just make the same games

114
00:05:48,680 --> 00:05:50,640
that have come before,
but it works for them.

115
00:05:50,720 --> 00:05:52,280
They're kind of
isolated a little bit

116
00:05:52,360 --> 00:05:55,360
in that they're on this
kind of farm style campus.

117
00:05:55,440 --> 00:05:56,560
They've got different barns,

118
00:05:56,640 --> 00:05:58,159
so different buildings
where the different teams

119
00:05:58,240 --> 00:06:00,720
make different games
and they are

120
00:06:01,040 --> 00:06:03,000
just in this little Rare world.

121
00:06:03,240 --> 00:06:05,200
- [James Miskell] You know,
when you buy a Nintendo game,

122
00:06:05,280 --> 00:06:07,840
it would have the
Nintendo seal of quality?

123
00:06:07,920 --> 00:06:09,920
To me, the Rare logo, back then,

124
00:06:10,000 --> 00:06:11,600
was the Nintendo
seal of quality.

125
00:06:11,680 --> 00:06:13,840
You knew you were
getting an amazing game.

126
00:06:13,920 --> 00:06:15,840
- [Grant Kirkhope] You used to
always want to make the fact

127
00:06:15,920 --> 00:06:17,440
that the Rare logo
should sell the game

128
00:06:17,520 --> 00:06:18,920
without even knowing
about the review.

129
00:06:19,000 --> 00:06:22,080
You see that blue R on
that game box, you buy it.

130
00:06:22,280 --> 00:06:24,360
- They just didn't
make bad games.

131
00:06:24,440 --> 00:06:26,440
- Rare was a very sort of
clandestine place in some respects

132
00:06:26,520 --> 00:06:27,440
nobody ever did interviews,

133
00:06:27,520 --> 00:06:29,440
no one knew what we were up to
until the game came out.

134
00:06:29,520 --> 00:06:31,720
No one had any idea
because Tim and Chris

135
00:06:31,800 --> 00:06:33,680
weren't interested in fame,

136
00:06:33,760 --> 00:06:35,880
we just work on the games,
we focus on the games,

137
00:06:35,960 --> 00:06:37,159
make them the best they can be,

138
00:06:37,240 --> 00:06:39,000
we put them out and
they do the talking.

139
00:06:39,080 --> 00:06:41,600
- [Martin Watts] Rare
was a very important

140
00:06:41,680 --> 00:06:43,520
and iconic developer

141
00:06:43,600 --> 00:06:46,040
back during the
nineties, you know.

142
00:06:46,120 --> 00:06:48,640
It really pushed the boundaries,

143
00:06:48,720 --> 00:06:50,280
not just with the N64.

144
00:06:50,360 --> 00:06:52,760
So, they developed
Donkey Kong Country.

145
00:06:55,280 --> 00:06:58,120
That was a game which used
pre-rendered 3D graphics.

146
00:06:58,200 --> 00:06:59,560
And for it to be on that console

147
00:06:59,640 --> 00:07:01,720
at that time, it looked amazing.

148
00:07:01,800 --> 00:07:04,320
- [David Craddock] They were
able to render these gorgeous

149
00:07:04,400 --> 00:07:08,440
3D models and then
make them 2D sprites,

150
00:07:08,520 --> 00:07:10,880
but they maintained almost
the same level of graphical

151
00:07:10,960 --> 00:07:14,160
fidelity as their original
source models had.

152
00:07:14,680 --> 00:07:16,200
It just made the
Super Nintendo look

153
00:07:16,280 --> 00:07:18,800
like it could be the
next generation console.

154
00:07:18,880 --> 00:07:21,960
It wasn't old. It was new again.

155
00:07:22,040 --> 00:07:24,000
- [Mick Gordon] It was evident
back in Donkey Kong Country

156
00:07:24,080 --> 00:07:26,560
where they were using
3D development stuff

157
00:07:26,640 --> 00:07:30,720
in a 2D environment to give
the illusion of a 3D world.

158
00:07:30,800 --> 00:07:32,960
Nobody was doing that at all.

159
00:07:34,560 --> 00:07:36,080
- [Peer Schneider] So
in the late nineties

160
00:07:36,159 --> 00:07:39,960
we saw a lot of innovation
around how games are played,

161
00:07:40,159 --> 00:07:43,440
how games control, how
camera systems work,

162
00:07:43,640 --> 00:07:46,320
how progression in levels
work, all of that stuff.

163
00:07:46,400 --> 00:07:49,200
It was kind of this
Wild West of developers

164
00:07:49,280 --> 00:07:51,800
trying a whole bunch
of different things.

165
00:07:51,880 --> 00:07:53,360
And then, you know, over time,

166
00:07:53,440 --> 00:07:56,800
certain things stuck around,
certain things went away.

167
00:07:56,880 --> 00:07:59,240
- [Graeme Mason] The PC
market was absolutely booming

168
00:07:59,320 --> 00:08:02,480
thanks to the advent
of 3D graphics cards.

169
00:08:02,560 --> 00:08:05,320
- [Ad Narrator] Welcome
to the world of Doom.

170
00:08:05,400 --> 00:08:07,240
A hellish nightmare
for the more real...

171
00:08:07,320 --> 00:08:10,360
- Because the PC was the home
of the first-person shooter.

172
00:08:10,440 --> 00:08:12,080
- [Tommy Thompson] We didn't
call them first-person shooters.

173
00:08:12,160 --> 00:08:13,680
We called them Doom clones

174
00:08:13,760 --> 00:08:15,960
because everyone made games
that were kind of like Doom.

175
00:08:16,040 --> 00:08:17,360
- [Joao Diniz Sanches]
First-person shooters,

176
00:08:17,440 --> 00:08:18,680
let's remember at the
time, weren't a thing,

177
00:08:18,760 --> 00:08:19,880
they weren't a genre.

178
00:08:19,960 --> 00:08:23,400
They were just shooters
in a 3D environment.

179
00:08:23,480 --> 00:08:25,720
- [Peer Schneider] The landscape
for first-person shooters

180
00:08:25,800 --> 00:08:27,560
was pretty young back then.

181
00:08:27,640 --> 00:08:31,600
It was more about monster
closets, fast paced shooting,

182
00:08:31,680 --> 00:08:33,000
you know, skill-based gameplay,

183
00:08:33,080 --> 00:08:34,360
but not really campaign-based

184
00:08:34,440 --> 00:08:36,039
storytelling and puzzle solving.

185
00:08:36,120 --> 00:08:38,200
- [Dan Ryckert] For me,
FPS was just id games.

186
00:08:38,280 --> 00:08:41,720
It was Wolfenstein and Doom
because that's all I knew.

187
00:08:42,159 --> 00:08:45,440
- [Tommy Thompson] And then
moving into Quake and Unreal

188
00:08:45,520 --> 00:08:47,720
around the same
era as one another.

189
00:08:47,960 --> 00:08:49,720
- [Joao Diniz Sanchez]
You had kind of, you know

190
00:08:49,800 --> 00:08:53,560
violent games beginning
to kind of become popular.

191
00:08:53,640 --> 00:08:56,400
And so you needed the
consoles to match that.

192
00:08:56,800 --> 00:09:00,480
- I'd seen really rad, awesome
3D stuff in the arcades

193
00:09:00,560 --> 00:09:04,200
playing all sorts of video games
like Virtua Cop and things.

194
00:09:04,280 --> 00:09:07,160
But the concept of
having three-dimensional

195
00:09:07,240 --> 00:09:10,720
first-person shooter game
at home was revolutionary.

196
00:09:10,800 --> 00:09:14,920
- This transition from Mega
Drive and Super Nintendo

197
00:09:15,000 --> 00:09:18,200
to the PlayStation or
even the Sega Saturn

198
00:09:18,560 --> 00:09:22,240
adapting to these new
forms is introducing

199
00:09:22,320 --> 00:09:24,000
all these new
challenges and problems.

200
00:09:24,080 --> 00:09:25,880
- You'd seen some
experimentations with 3D

201
00:09:25,960 --> 00:09:28,400
on the Super Nintendo, things
like Star Fox and F-Zero

202
00:09:28,480 --> 00:09:31,320
and Pilotwings, and it
was sort of fake 3D.

203
00:09:31,440 --> 00:09:32,960
It wasn't really good 3D.

204
00:09:33,200 --> 00:09:36,000
- Most interesting is how
the different developers

205
00:09:36,080 --> 00:09:37,840
kind of used this newfound power

206
00:09:37,920 --> 00:09:39,360
of using the third dimension,

207
00:09:39,440 --> 00:09:43,600
like how they would use it
to create new experiences.

208
00:09:43,680 --> 00:09:45,280
- It's also around
this sort of time

209
00:09:45,360 --> 00:09:46,440
that you had Tomb Raider.

210
00:09:46,520 --> 00:09:48,960
Tomb Raider was made in Britain.
You had Grand Theft Auto.

211
00:09:49,040 --> 00:09:51,040
Grand Theft Auto was
made in Scotland.

212
00:09:51,120 --> 00:09:53,520
There were a lot of
very kind of ambitious

213
00:09:53,600 --> 00:09:57,640
creative UK developers
trying to push the bounds

214
00:09:57,720 --> 00:10:00,640
of this new 3D world and
what we could do with it,

215
00:10:00,720 --> 00:10:02,760
and they were having
worldwide hits.

216
00:10:07,840 --> 00:10:09,840
- [Karl Hilton] I'd been to
lots of interviews in London.

217
00:10:09,920 --> 00:10:11,840
It was like, great, London.

218
00:10:11,920 --> 00:10:14,520
Then I ended up in a
farmhouse in Warwickshire

219
00:10:14,600 --> 00:10:16,120
it was quite bizarre.

220
00:10:16,200 --> 00:10:17,960
- [Brett Jones] The
actual layout was you have

221
00:10:18,040 --> 00:10:19,440
the big farmhouse itself

222
00:10:19,520 --> 00:10:21,560
which was sorting out all
the minutia of the day.

223
00:10:21,640 --> 00:10:22,880
You know, making sure
the company works

224
00:10:22,960 --> 00:10:24,080
and all that sort of stuff.

225
00:10:24,160 --> 00:10:25,600
And then there were
literally barns

226
00:10:25,680 --> 00:10:27,080
where they used to
keep the horses.

227
00:10:27,160 --> 00:10:29,040
And these had been
turned into offices

228
00:10:29,120 --> 00:10:31,800
and each team was
in one of the barns

229
00:10:31,880 --> 00:10:34,600
and where the horse
sort of stalls where

230
00:10:34,680 --> 00:10:36,840
they'd been turned into
our individual offices.

231
00:10:36,920 --> 00:10:38,200
- [Steve Ellis] They
were each big enough for

232
00:10:38,280 --> 00:10:39,560
two or three people.

233
00:10:39,640 --> 00:10:41,480
When I started, I
had one to myself,

234
00:10:41,560 --> 00:10:43,920
which was right
next to the crèche.

235
00:10:44,000 --> 00:10:45,880
So I got to hear kids
playing all day.

236
00:10:45,960 --> 00:10:47,720
- [Brett Jones] Of course
there was no internet,

237
00:10:47,800 --> 00:10:48,880
so it was like get on with this,

238
00:10:48,960 --> 00:10:51,160
you're in your computer
now, get on with it.

239
00:10:51,240 --> 00:10:54,200
But it was really nice, that
barn sort of feel to it.

240
00:10:54,280 --> 00:10:56,400
- [David Doak] That was
very much how Rare worked.

241
00:10:56,480 --> 00:10:58,120
It was kind of everyone
was in their little silo

242
00:10:58,200 --> 00:10:59,880
and there was a Donkey Kong barn,

243
00:10:59,960 --> 00:11:02,440
and there was a barn that
ended up where Banjo was.

244
00:11:02,520 --> 00:11:05,080
There was the Killer block,
people making Killer Instinct.

245
00:11:05,160 --> 00:11:06,880
- [Steve Ellis] I was
22 when I joined Rare.

246
00:11:08,000 --> 00:11:11,200
I think the others were
mostly about the same

247
00:11:11,280 --> 00:11:12,720
or a little bit older.

248
00:11:12,800 --> 00:11:14,160
Well, I was straight out of uni,

249
00:11:14,240 --> 00:11:16,480
so I'd never worked on an actual

250
00:11:16,560 --> 00:11:18,560
game that had been released.

251
00:11:19,040 --> 00:11:22,520
- [Karl Hilton] 24 and no
experience at all in making games.

252
00:11:22,600 --> 00:11:24,080
Rare was my first job
out of the university, so.

253
00:11:24,240 --> 00:11:25,760
- [David Doak]
I was a scientist.

254
00:11:25,840 --> 00:11:30,040
So I was at Oxford University
and I'd done my degree and PhD

255
00:11:30,120 --> 00:11:33,960
and I worked in molecular
structure determination.

256
00:11:34,040 --> 00:11:36,880
- [Duncan Botwood] So I
was about 23, I guess.

257
00:11:37,000 --> 00:11:39,400
I had not got a
degree at that point.

258
00:11:39,480 --> 00:11:40,720
I'd dropped out of architecture.

259
00:11:40,840 --> 00:11:42,200
- [Grant Kirkhope]
For someone like me,

260
00:11:42,280 --> 00:11:44,280
I really genuinely thought I'd
just end up like a tramp.

261
00:11:44,360 --> 00:11:46,120
I did the university thing,
messed around in bands

262
00:11:46,200 --> 00:11:47,600
for years and years
to get to 33,

263
00:11:47,680 --> 00:11:50,760
so 11 years as a long time
just living at home with my mother.

264
00:11:50,840 --> 00:11:53,520
I don't know, I would've
just been a pub rocker

265
00:11:53,600 --> 00:11:56,800
making 30 quid a night
probably to this day.

266
00:11:56,880 --> 00:11:58,680
- [Graeme Norgate] So when I
joined Rare, I would have been,

267
00:11:58,760 --> 00:12:02,760
I'd just turned 23 and all
my experience up to that point

268
00:12:02,840 --> 00:12:07,040
was playing games and wanting
to do music for games.

269
00:12:07,120 --> 00:12:09,120
- As well as the
artists and programmers,

270
00:12:09,200 --> 00:12:10,560
they wanted a
system administrator

271
00:12:10,640 --> 00:12:12,880
to go and run their
Silicon Graphics network.

272
00:12:12,960 --> 00:12:15,720
And at the time I was running
a Silicon Graphics network

273
00:12:15,800 --> 00:12:19,840
as part of my job in the lab.
And I'd had a bad day...

274
00:12:21,560 --> 00:12:24,240
I kinda thought, well, yeah,
screw it. I'll apply for this.

275
00:12:24,600 --> 00:12:26,800
- This was my first job.
It was a good job.

276
00:12:26,880 --> 00:12:28,640
I was earning more money
than I ever had done before.

277
00:12:28,720 --> 00:12:31,080
And I was getting to
work on James Bond.

278
00:12:31,160 --> 00:12:33,720
- The name's Bond, James Bond.

279
00:12:37,320 --> 00:12:39,000
- A new project had
come in from Nintendo.

280
00:12:39,080 --> 00:12:40,520
They've got the
rights to GoldenEye.

281
00:12:40,920 --> 00:12:42,680
(upbeat music)

282
00:12:43,440 --> 00:12:45,200
And they'd come
to Rare and said,

283
00:12:45,280 --> 00:12:47,880
would you lead a new team
to make this GoldenEye game?

284
00:12:47,960 --> 00:12:49,720
- [David Craddock] The
offer for a movie game,

285
00:12:49,800 --> 00:12:51,680
a movie tie-in game,
came up to Rare.

286
00:12:51,760 --> 00:12:53,880
It was kind of the last
thing anyone wanted to do.

287
00:12:53,960 --> 00:12:56,640
- They didn't really
like making adult games.

288
00:12:56,760 --> 00:12:58,720
They wanted to make broad
appeal family games.

289
00:12:58,800 --> 00:13:00,680
So GoldenEye was a little bit
out of the ordinary for them.

290
00:13:00,760 --> 00:13:02,160
- Martin Hollis was
the guy who stepped up

291
00:13:02,240 --> 00:13:04,400
and said, okay, I'll do this.
This could be kind of fun.

292
00:13:04,480 --> 00:13:05,600
And everyone else was
like, great, cool.

293
00:13:05,680 --> 00:13:07,240
We want to keep
making our own games.

294
00:13:07,320 --> 00:13:09,280
- [Narrator] Martin Hollis,
a young, ambitious

295
00:13:09,360 --> 00:13:11,440
university graduate from the
south of England

296
00:13:11,520 --> 00:13:13,320
had only been with
Rare a short time

297
00:13:13,400 --> 00:13:15,840
before the opportunity to
make GoldenEye came up.

298
00:13:15,920 --> 00:13:17,680
His total experience
working in games

299
00:13:17,760 --> 00:13:19,560
was a brief stint
working on a coin-op

300
00:13:19,640 --> 00:13:23,320
conversion of Killer
Instinct, and that was it.

301
00:13:23,400 --> 00:13:25,840
He was, however, a
massive Bond fan,

302
00:13:25,920 --> 00:13:27,360
as evidenced by this homage to

303
00:13:27,440 --> 00:13:29,440
the infamous Bond
gun barrel sequence

304
00:13:29,520 --> 00:13:31,360
he made with his
brothers as a young lad,

305
00:13:31,440 --> 00:13:34,640
shown here at a GDC
2012 GoldenEye talk.

306
00:13:34,720 --> 00:13:36,240
But making a game
about Bond

307
00:13:36,320 --> 00:13:38,120
would be a much larger challenge.

308
00:13:38,200 --> 00:13:41,560
Hollis would have to build a
team and a game from scratch.

309
00:13:41,640 --> 00:13:43,160
Martin's first
recruit to the team

310
00:13:43,240 --> 00:13:45,760
was programming
prodigy, Mark Edmonds.

311
00:13:45,840 --> 00:13:47,680
A man of few words,
Mark was in charge

312
00:13:47,760 --> 00:13:50,280
of the core engine
and AI systems.

313
00:13:50,360 --> 00:13:52,160
Joining him was
architecture graduate

314
00:13:52,240 --> 00:13:54,080
turned lead artist, Karl Hilton,

315
00:13:54,160 --> 00:13:56,640
and populating Karl's environments
with character models

316
00:13:56,720 --> 00:13:58,920
and animations was Brett Jones.

317
00:13:59,000 --> 00:14:00,920
Duncan Botwood came
aboard next as a designer

318
00:14:01,000 --> 00:14:03,400
to work on level progression
and mission structures,

319
00:14:03,480 --> 00:14:05,320
programmer Steve Ellis
was brought in

320
00:14:05,400 --> 00:14:07,200
to code the weapons
and explosion effects,

321
00:14:07,280 --> 00:14:09,800
and David Doak joined to
help craft the missions,

322
00:14:09,880 --> 00:14:12,040
storylines, and objectives.

323
00:14:12,120 --> 00:14:14,400
But what of GoldenEye's
signature soundscape?

324
00:14:14,480 --> 00:14:16,920
Well, that came courtesy
of Graeme Norgate

325
00:14:17,000 --> 00:14:19,240
and Grant Kirkhope,
with the dynamic duo

326
00:14:19,320 --> 00:14:21,680
providing the music
and sound effects.

327
00:14:21,760 --> 00:14:23,680
And last but not
least, Adrian Smith

328
00:14:23,760 --> 00:14:25,280
was the final piece
of the puzzle,

329
00:14:25,360 --> 00:14:28,160
joining the team to help
with effects and UI.

330
00:14:28,240 --> 00:14:31,360
- The level of
ambivalence in terms of

331
00:14:31,440 --> 00:14:34,480
the studio that's
managing that project,

332
00:14:34,560 --> 00:14:36,560
the publisher that's
funding the project,

333
00:14:36,640 --> 00:14:40,200
the license holder who
also has a lot of say

334
00:14:40,280 --> 00:14:42,080
in what that game
should be...

335
00:14:42,160 --> 00:14:46,120
James Bond is one of the
biggest IPs in pop culture

336
00:14:46,360 --> 00:14:49,000
and everyone's like,
ah, they'll make it.

337
00:14:49,080 --> 00:14:52,240
- Yeah, Martin Hollis came
in one day, didn't know him.

338
00:14:53,200 --> 00:14:55,760
Then Martin said, "I've been
offered you for my new team."

339
00:14:55,840 --> 00:14:57,640
I'm like, oh great, what is it?

340
00:14:57,720 --> 00:15:00,400
He said, "Well, do you
like James Bond movies?"

341
00:15:00,480 --> 00:15:02,080
And at the time I was
thinking, you know,

342
00:15:02,160 --> 00:15:03,320
I love James Bond movies.

343
00:15:03,400 --> 00:15:06,520
I'm thinking, but video game
James Bond movies?

344
00:15:06,600 --> 00:15:09,360
- [Simon Parkin] In the late
nineties, every major film

345
00:15:09,440 --> 00:15:13,240
that came along had to have a
licensed video game attached.

346
00:15:13,320 --> 00:15:15,960
And this was not because
Hollywood, you know,

347
00:15:16,040 --> 00:15:19,120
particularly valued or respected
the video game industry.

348
00:15:19,200 --> 00:15:21,400
It was like, this is a
really useful marketing tool.

349
00:15:21,480 --> 00:15:24,440
- Nobody believed that a
GoldenEye game would work.

350
00:15:24,520 --> 00:15:30,280
Licensed tie-in games at
the time were like a toy.

351
00:15:30,440 --> 00:15:32,360
You know, you had
the baseball cap,

352
00:15:32,440 --> 00:15:34,680
you had the lunchbox, and
you had the video game.

353
00:15:34,760 --> 00:15:37,320
- [Peer Schneider] Movie
license games often failed

354
00:15:37,400 --> 00:15:39,120
because the game play
wasn't good. Right?

355
00:15:39,200 --> 00:15:41,240
They were cranked out
to just kind of hit

356
00:15:41,320 --> 00:15:43,360
a deadline and kind of resemble

357
00:15:43,440 --> 00:15:45,480
the franchises that
were so popular.

358
00:15:45,560 --> 00:15:48,200
- We all got Bond.

359
00:15:48,280 --> 00:15:50,600
There wasn't some style
sheet that we needed to read.

360
00:15:50,680 --> 00:15:51,880
- We were James Bond fans.

361
00:15:51,960 --> 00:15:54,960
We all wanted to be James
Bond. That was the whole point.

362
00:15:55,040 --> 00:15:56,640
- And I was able to
rattle off a load

363
00:15:56,720 --> 00:15:59,120
of kind of Bond ideas because
I'd read all the books

364
00:15:59,200 --> 00:16:01,600
and obviously seen all
the films and so on.

365
00:16:01,680 --> 00:16:04,480
So I wouldn't stop talking
for about half an hour

366
00:16:04,560 --> 00:16:05,800
about all the things
we could do with it.

367
00:16:05,880 --> 00:16:08,320
- I was a big Bond fan. So
I watched all the Bonds.

368
00:16:08,400 --> 00:16:09,480
- When the movies came out,

369
00:16:09,560 --> 00:16:11,360
they were the biggest
movie of the year, always.

370
00:16:11,440 --> 00:16:12,600
The best effects,
the best music,

371
00:16:12,720 --> 00:16:14,360
everything was
spectacular in Bond films.

372
00:16:14,440 --> 00:16:15,480
So you always knew

373
00:16:15,560 --> 00:16:17,200
you're in for a great ride
on a Bond movie.

374
00:16:17,280 --> 00:16:18,240
In the first few days,

375
00:16:18,320 --> 00:16:19,920
I do remember sitting
down and talking about

376
00:16:20,000 --> 00:16:21,240
what kind of a
game it should be.

377
00:16:21,320 --> 00:16:23,200
I used to love playing
Spy Hunter in the arcades.

378
00:16:23,280 --> 00:16:25,040
Maybe it's a sort of
Spy Hunter, sort of,

379
00:16:25,120 --> 00:16:26,360
top-down driving game.

380
00:16:26,480 --> 00:16:28,960
- [Graeme Mason] They wanted to do
something for the Super Nintendo,

381
00:16:29,080 --> 00:16:32,600
the SNES, I assume
it would have been vastly

382
00:16:32,680 --> 00:16:35,400
different given the different
powers of the two machines,

383
00:16:35,480 --> 00:16:38,120
probably a 2D platformer.

384
00:16:38,200 --> 00:16:40,320
- Everyone was working on
Super Nintendo at the time.

385
00:16:40,840 --> 00:16:42,840
And Martin had said
to them, I will do it,

386
00:16:42,920 --> 00:16:44,680
but he wanted to work
on the new console

387
00:16:44,760 --> 00:16:45,720
that was coming along.

388
00:16:45,800 --> 00:16:46,960
- Martin had the
vision, you know,

389
00:16:47,040 --> 00:16:49,680
he was the only guy that had
actually done a game before.

390
00:16:49,760 --> 00:16:51,640
So he was the one powering
through this and saying,

391
00:16:51,720 --> 00:16:53,040
you know, I think
we'd like to do this.

392
00:16:53,120 --> 00:16:54,240
I think we'd like to do that.

393
00:16:54,320 --> 00:16:56,000
- Especially in
those early phases,

394
00:16:56,080 --> 00:16:58,520
it's Mark Edmonds
and Martin Hollis.

395
00:16:58,600 --> 00:17:00,040
But Mark was the engineer.

396
00:17:00,120 --> 00:17:03,480
Mark essentially
built the core engine

397
00:17:03,560 --> 00:17:06,160
and an awful lot of
the subsequent tools

398
00:17:06,240 --> 00:17:08,319
that were available to
the rest of the team

399
00:17:08,400 --> 00:17:10,319
to start building
all the level designs

400
00:17:10,400 --> 00:17:13,400
and create all these really
fun, unique experiences.

401
00:17:13,480 --> 00:17:14,720
- Of course you
have to remember,

402
00:17:14,800 --> 00:17:18,200
first-person shooters got off
to a much slower start on consoles.

403
00:17:18,280 --> 00:17:20,960
Yes, there were ports of
games like Wolfenstein 3D

404
00:17:21,040 --> 00:17:24,319
and Doom on earlier systems
like the Super Nintendo,

405
00:17:24,440 --> 00:17:27,800
and the 32X, but technically
they were really ugly

406
00:17:27,880 --> 00:17:30,360
and kind of just stumbled
compared to the PC counterparts.

407
00:17:30,440 --> 00:17:31,480
- At the time, people are like,

408
00:17:31,560 --> 00:17:33,640
a shooter won't work on
consoles because you need a PC.

409
00:17:33,720 --> 00:17:35,800
You need mouse control
because it's more accurate

410
00:17:35,880 --> 00:17:37,320
or you need a keyboard
because you've

411
00:17:37,400 --> 00:17:39,440
got so many different buttons,
so many different options.

412
00:17:39,520 --> 00:17:41,160
- They were much better
suited, that sort of game,

413
00:17:41,240 --> 00:17:44,120
to the PC because you
can use the mouse to aim.

414
00:17:44,200 --> 00:17:46,840
You can use the keyboard
to move your character.

415
00:17:46,920 --> 00:17:49,400
You can map different
keys to different actions.

416
00:17:49,560 --> 00:17:52,120
On a video game
console controller,

417
00:17:52,200 --> 00:17:53,920
you're much more limited
in what you can do.

418
00:17:54,000 --> 00:17:57,320
- At some point, details
about the Ultra 64.

419
00:17:57,400 --> 00:18:00,000
They were boasting about
all this new power

420
00:18:00,080 --> 00:18:01,560
that this console would have.

421
00:18:01,640 --> 00:18:04,720
And at some point
Martin got a brain storm

422
00:18:04,800 --> 00:18:06,320
and decided that actually

423
00:18:06,400 --> 00:18:08,960
this sort of game
would work in 3D.

424
00:18:09,040 --> 00:18:10,600
- We all knew it was
coming. No one had seen it.

425
00:18:10,680 --> 00:18:12,280
No one knew much
about it but we knew

426
00:18:12,360 --> 00:18:14,040
it was going to be a 3D console.

427
00:18:14,120 --> 00:18:16,080
- With the early
through mid-nineties,

428
00:18:16,160 --> 00:18:19,200
you're going through this
massive technological upheaval,

429
00:18:19,280 --> 00:18:22,480
like consoles are
adapting and being built

430
00:18:22,560 --> 00:18:24,200
and being released
like really frequently

431
00:18:24,280 --> 00:18:26,120
and really quickly, the
hardware is changing,

432
00:18:26,200 --> 00:18:28,360
and in turn the software
that we have to build

433
00:18:28,440 --> 00:18:29,920
for it is changing as well.

434
00:18:30,000 --> 00:18:32,680
At this transition
from 2D into 3D gaming,

435
00:18:33,040 --> 00:18:35,400
we don't really know
what's the standard

436
00:18:35,480 --> 00:18:38,040
by which we're going
to build 3D games.

437
00:18:38,120 --> 00:18:41,760
- Because the 3D
thing was a new thing,

438
00:18:42,120 --> 00:18:45,080
there wasn't a body of
people with those experiences

439
00:18:45,160 --> 00:18:47,480
or those skills,
so you're almost

440
00:18:47,560 --> 00:18:49,320
kind of taking a punt on people.

441
00:18:49,960 --> 00:18:52,440
So like Karl, for instance,
Karl Hilton

442
00:18:52,520 --> 00:18:55,520
was an architecture
graduate, you know,

443
00:18:55,600 --> 00:18:58,000
and, yeah, he'd done a
bit of messing around

444
00:18:58,080 --> 00:19:00,720
doing 3D modeling, but not much.

445
00:19:01,040 --> 00:19:03,560
- The developers are...

446
00:19:03,800 --> 00:19:07,600
relatively new
to this experience.

447
00:19:07,760 --> 00:19:10,600
Many of them had never
shipped a game before

448
00:19:10,720 --> 00:19:13,480
and given a tremendous
amount of freedom

449
00:19:13,600 --> 00:19:16,400
to experiment and
play around with ideas

450
00:19:16,480 --> 00:19:19,800
and throwing things in ad hoc
to see whether it sticks.

451
00:19:19,880 --> 00:19:21,640
- And then we also were
talking about different

452
00:19:21,720 --> 00:19:23,680
shooters, particularly
the Virtua Cop games.

453
00:19:23,760 --> 00:19:25,960
- Originally it was supposed
to be an on-rails game.

454
00:19:26,040 --> 00:19:27,480
The feel of that
is quite different.

455
00:19:27,560 --> 00:19:30,760
- So you would go through
each level at the same pace,

456
00:19:30,840 --> 00:19:32,960
kind of almost Star Fox
style or Time Crisis,

457
00:19:33,040 --> 00:19:35,760
that sort of thing, and it
would be the same each time.

458
00:19:35,840 --> 00:19:37,760
And you just have to kind of
improve your score each time.

459
00:19:37,840 --> 00:19:39,960
- You didn't have
control over movement,

460
00:19:40,040 --> 00:19:42,360
but you could aim
just in some of

461
00:19:42,440 --> 00:19:44,760
the classic kind of
arcade on-rails shooters.

462
00:19:44,840 --> 00:19:47,880
- And they put everything in
to make it play like Virtua Cop,

463
00:19:48,000 --> 00:19:49,880
and then everyone was
playing it and going

464
00:19:50,520 --> 00:19:51,640
it's not any fun.

465
00:19:51,720 --> 00:19:54,000
It looks like Virtua Cop,
it moves like Virtua Cop,

466
00:19:54,080 --> 00:19:56,680
it's got the Bond,
but it's not fun.

467
00:19:57,880 --> 00:19:59,600
- GoldenEye was
one of those games that

468
00:19:59,680 --> 00:20:01,040
kept on getting
delayed and obviously

469
00:20:01,120 --> 00:20:02,440
missed the release of the movie,

470
00:20:02,520 --> 00:20:04,080
and even the home video release.

471
00:20:04,160 --> 00:20:08,360
- It has the markings of
like a small indie outfit now

472
00:20:08,640 --> 00:20:11,400
who's got far more
resource and budget

473
00:20:11,480 --> 00:20:13,360
than anyone would
potentially imagine

474
00:20:13,440 --> 00:20:15,120
with no constraint on,

475
00:20:15,200 --> 00:20:17,200
right, you've got to ship
this in six months.

476
00:20:17,280 --> 00:20:18,800
It's, we'll keep paying the bills,

477
00:20:18,880 --> 00:20:20,800
but could you try
and ship something?

478
00:20:20,880 --> 00:20:25,560
- Nintendo is not like many
other video game companies

479
00:20:25,720 --> 00:20:29,160
in that, you know,
it was able to say

480
00:20:29,240 --> 00:20:31,800
it cares most, first and
foremost about the quality

481
00:20:31,880 --> 00:20:34,040
of the games that
appear on its hardware.

482
00:20:34,120 --> 00:20:36,640
So it's less about we need
to hit this release date

483
00:20:36,720 --> 00:20:38,960
so that we maximize
our profits

484
00:20:39,040 --> 00:20:41,040
because we're tying in with
the film's release.

485
00:20:41,120 --> 00:20:43,920
It's more like, no,
we're gonna wait on this

486
00:20:44,080 --> 00:20:47,520
until it's right, until
it's ready, until it's good.

487
00:20:47,600 --> 00:20:49,800
- Now there was concerns that
it wasn't a very Nintendo-ish

488
00:20:49,880 --> 00:20:51,800
product, it was quite,
we got told

489
00:20:51,880 --> 00:20:54,080
repeatedly it was too
dark and it was violent.

490
00:20:54,160 --> 00:20:55,800
To which our response was, well,

491
00:20:55,880 --> 00:20:57,680
it's dark because the
film's dark and it's violent

492
00:20:57,760 --> 00:20:59,440
because it's James Bond
and he kills people.

493
00:20:59,520 --> 00:21:01,200
- There's a very
well-known story now

494
00:21:01,280 --> 00:21:03,760
that Martin Hollis tells about

495
00:21:03,840 --> 00:21:06,480
late into the game's
development receiving a fax

496
00:21:06,560 --> 00:21:10,480
from Shigeru Miyamoto,
who is still the most

497
00:21:10,560 --> 00:21:12,040
famous video game
designer in the world.

498
00:21:12,120 --> 00:21:13,840
And certainly was at that time.

499
00:21:13,920 --> 00:21:15,640
Sort of giving us
feedback on GoldenEye,

500
00:21:15,720 --> 00:21:17,480
and he says he doesn't
like the violence.

501
00:21:19,680 --> 00:21:21,960
He says it sort of feels tragic,

502
00:21:22,040 --> 00:21:24,640
and is there no way that
at the end of the game,

503
00:21:24,720 --> 00:21:28,640
you as Agent 007 can
visit the hospital ward

504
00:21:28,720 --> 00:21:30,560
where all of the people
that you've taken down

505
00:21:30,640 --> 00:21:32,720
during the course of the
game are sort of holed up

506
00:21:32,800 --> 00:21:34,200
and can you not
work your way down

507
00:21:34,280 --> 00:21:36,760
the beds shaking
everyone's hands?

508
00:21:37,320 --> 00:21:41,440
It's obviously a very funny
story, but it also illustrates,

509
00:21:41,520 --> 00:21:43,120
I think, something
about Nintendo

510
00:21:43,200 --> 00:21:45,160
and Miyamoto's approach
to video game design,

511
00:21:45,240 --> 00:21:48,280
and probably their
nervousness about a game

512
00:21:48,360 --> 00:21:50,800
like GoldenEye appearing
on their flagship hardware.

513
00:21:50,880 --> 00:21:52,360
At one point they were
even saying, well,

514
00:21:52,440 --> 00:21:54,520
we're not sure about this.
Maybe we just cancel it.

515
00:21:54,600 --> 00:21:57,680
And because they'd
rather lose that money

516
00:21:57,760 --> 00:22:00,520
and preserve their reputation
as a fantastic

517
00:22:00,600 --> 00:22:03,560
video game publisher
than they would to

518
00:22:03,640 --> 00:22:04,680
recoup some of that money

519
00:22:04,760 --> 00:22:06,840
and put something else
out that's substandard.

520
00:22:07,840 --> 00:22:09,640
- [Narrator] So let's do
a quick summary. Shall we?

521
00:22:09,720 --> 00:22:11,560
We have an inexperienced
ragtag group

522
00:22:11,640 --> 00:22:13,720
of university graduates
working in a barn

523
00:22:13,800 --> 00:22:15,480
somewhere in the
English countryside

524
00:22:15,560 --> 00:22:17,360
on a game
based off a movie,

525
00:22:17,440 --> 00:22:20,120
a game about a spy
with a license to kill,

526
00:22:20,200 --> 00:22:22,720
to be played on a console
that didn't exist yet

527
00:22:22,800 --> 00:22:23,960
for the company that brought you

528
00:22:24,040 --> 00:22:26,880
Princess Peach and
Zelda. Get all that?

529
00:22:30,800 --> 00:22:35,200
- It's the N64! Oh my God!

530
00:22:37,240 --> 00:22:40,360
- This holiday season,
it's the new Nintendo 64.

531
00:22:40,440 --> 00:22:41,640
So what's the big deal,

532
00:22:41,720 --> 00:22:43,880
and why is Toys "R"
Us already sold out?

533
00:22:43,960 --> 00:22:46,520
- [David Doak] When we all
got our production N64s

534
00:22:46,640 --> 00:22:48,920
and everyone had Mario,
and Pilotwings and stuff,

535
00:22:49,000 --> 00:22:50,640
but particularly Mario,

536
00:22:50,720 --> 00:22:52,280
literally people were
sitting in offices

537
00:22:52,360 --> 00:22:53,800
watching other
people play Mario,

538
00:22:53,880 --> 00:22:55,040
and everyone was going...

539
00:22:56,400 --> 00:22:57,960
You know, jaw drop.

540
00:22:58,040 --> 00:22:59,880
From the moment you
pick up that game,

541
00:22:59,960 --> 00:23:02,480
it just says, go, explore.

542
00:23:02,600 --> 00:23:04,400
- It was symbolic of
the time that, you know,

543
00:23:04,480 --> 00:23:06,560
you had this new level
of freedom, you know,

544
00:23:06,640 --> 00:23:09,320
afforded by games like
GoldenEye 007,

545
00:23:09,400 --> 00:23:12,680
and Super Mario 64, and
Zelda: Ocarina of Time.

546
00:23:12,760 --> 00:23:15,280
You know, there was,
I think, an emphasis

547
00:23:15,360 --> 00:23:18,120
from a gameplay
perspective to get

548
00:23:18,200 --> 00:23:20,880
the players to go
off and explore.

549
00:23:20,960 --> 00:23:23,080
I remember the first time
seeing Super Mario 64,

550
00:23:23,160 --> 00:23:26,040
and it was really the first
time I'd seen a 3D game

551
00:23:26,120 --> 00:23:28,200
and it was like the
world had changed.

552
00:23:28,280 --> 00:23:29,920
And we're right on
this tipping era

553
00:23:30,000 --> 00:23:32,280
that we'll never see
again in the same way

554
00:23:32,360 --> 00:23:35,440
of moving from two dimensions
to three dimensions,

555
00:23:35,560 --> 00:23:38,720
which was such a
tremendous shift

556
00:23:38,800 --> 00:23:40,640
in the way that not only games
would be made,

557
00:23:40,720 --> 00:23:42,600
but also thought
about, but also played.

558
00:23:42,680 --> 00:23:44,440
- That just blew people's minds.

559
00:23:44,520 --> 00:23:47,000
You can wander around doing stuff
that you'd never been able

560
00:23:47,080 --> 00:23:48,600
to do before, exploring
the game in a way

561
00:23:48,680 --> 00:23:50,000
that you'd never been able to.

562
00:23:50,080 --> 00:23:51,800
- I had that curiosity,
I was just like,

563
00:23:51,920 --> 00:23:53,320
oh, what's that over there?

564
00:23:53,400 --> 00:23:56,040
N64 games and
GoldenEye specifically,

565
00:23:57,160 --> 00:23:59,040
which led me to be the
games tester that I am now.

566
00:23:59,120 --> 00:24:00,600
You know, that curiosity,
I was just like,

567
00:24:00,680 --> 00:24:02,320
let's zoom into that
with a sniper rifle.

568
00:24:02,400 --> 00:24:04,680
There's a thing over there.
How do we get over there?

569
00:24:05,080 --> 00:24:06,160
Don't know, we'll find out.

570
00:24:06,240 --> 00:24:07,960
And then you go to Facility
and you poke around

571
00:24:08,040 --> 00:24:09,520
all the corners and
you see some flasks

572
00:24:09,600 --> 00:24:11,880
and a vent and you're like,
who put flasks up there?

573
00:24:11,960 --> 00:24:15,240
- It just had this go
anywhere, do anything,

574
00:24:15,320 --> 00:24:17,040
kind of flavor to it even though

575
00:24:17,120 --> 00:24:18,760
it's not really an
open world game.

576
00:24:18,840 --> 00:24:20,920
A lot of the levels
kind of feel like you

577
00:24:21,000 --> 00:24:23,680
can kind of go
everywhere, go anywhere,

578
00:24:23,840 --> 00:24:25,680
and just play around with it.

579
00:24:25,760 --> 00:24:29,680
And so it was just
such an open feeling.

580
00:24:29,800 --> 00:24:31,720
- Before GoldenEye, most
first-person shooters

581
00:24:31,800 --> 00:24:34,160
operated with the
Doom clone mentality.

582
00:24:34,240 --> 00:24:36,240
Shoot everything that
moves, collect the keys,

583
00:24:36,320 --> 00:24:39,160
go through the doors, find
the exit, rinse and repeat.

584
00:24:39,240 --> 00:24:41,480
GoldenEye, depending on the
difficulty you selected,

585
00:24:41,560 --> 00:24:43,160
would give you
different objectives.

586
00:24:43,240 --> 00:24:44,760
It's not just A to B.

587
00:24:44,840 --> 00:24:46,640
Some of them are A
to B, but it's A to B

588
00:24:46,720 --> 00:24:48,760
via objectives C, D, and E.

589
00:24:48,840 --> 00:24:50,960
Here's a level,
this is what you need

590
00:24:51,040 --> 00:24:52,440
to do in the level
before you leave.

591
00:24:52,600 --> 00:24:54,640
- Doom had it to a point
and Quake had it to a point

592
00:24:54,720 --> 00:24:56,080
where there's keycards, right?

593
00:24:56,600 --> 00:24:59,960
Blue, the gold, the red, but
it was kind of rudimentary,

594
00:25:00,040 --> 00:25:02,120
'cause it was early
nineties gaming, you know?

595
00:25:02,280 --> 00:25:04,480
GoldenEye come out,
and it was just like,

596
00:25:04,680 --> 00:25:07,160
no, we have to talk to
this character over here.

597
00:25:07,240 --> 00:25:09,080
That's never happened to
me before in a video game,

598
00:25:09,160 --> 00:25:11,360
in terms of FPS, I have
to then look at my watch

599
00:25:11,440 --> 00:25:13,920
to get something,
throw it at a thing,

600
00:25:14,160 --> 00:25:18,960
it was doing so many things
new and fresh at the time,

601
00:25:19,080 --> 00:25:21,400
but looking back like
it completely rewrote

602
00:25:21,480 --> 00:25:24,080
the rules for video games,
FPS and otherwise.

603
00:25:27,480 --> 00:25:29,080
(intense music)

604
00:25:34,280 --> 00:25:37,280
- It wasn't until,
I would say, 1997,

605
00:25:37,360 --> 00:25:39,320
kind of the year that
first-person shooters

606
00:25:39,400 --> 00:25:42,120
exploded on the Nintendo 64,

607
00:25:42,200 --> 00:25:46,120
when you had this perfect
union of a controller

608
00:25:46,200 --> 00:25:48,240
that was up to the
job of playing FPS

609
00:25:48,400 --> 00:25:50,920
and hardware that was
up to the job of running

610
00:25:51,000 --> 00:25:53,440
and displaying
FPS that the genre

611
00:25:53,520 --> 00:25:55,800
really took off on consoles.

612
00:25:55,880 --> 00:25:59,760
- Within the year of
GoldenEye coming out in 1997,

613
00:25:59,840 --> 00:26:02,440
there was Doom 64, which
isn't a port of Doom,

614
00:26:02,520 --> 00:26:04,120
it's a completely
separate Doom game

615
00:26:04,200 --> 00:26:06,280
that was made with id
Software's blessing,

616
00:26:06,400 --> 00:26:09,360
Hexen 64, which is a
direct port of the game,

617
00:26:09,440 --> 00:26:11,480
but also, Turok:
Dinosaur Hunter.

618
00:26:11,560 --> 00:26:15,160
- It was very impressive
from a lot of standpoints,

619
00:26:15,240 --> 00:26:17,080
very complex worlds were built.

620
00:26:17,160 --> 00:26:19,880
The characters were
not sprites anymore.

621
00:26:19,960 --> 00:26:21,960
They were fully 3D again

622
00:26:22,080 --> 00:26:25,200
and had pretty intricate
animations.

623
00:26:25,280 --> 00:26:27,800
- When you see something like that
and you look at your own work,

624
00:26:27,880 --> 00:26:30,160
and all you can see are the
things that are wrong with it.

625
00:26:30,240 --> 00:26:31,640
You know, you're
thinking, oh God,

626
00:26:31,720 --> 00:26:32,960
we're miles behind on this.

627
00:26:33,040 --> 00:26:35,480
I remember being really worried
because it had very nice

628
00:26:35,560 --> 00:26:37,600
looking art and it
ran really smoothly.

629
00:26:37,680 --> 00:26:40,320
It had really good frame rate
because they had the fog

630
00:26:40,400 --> 00:26:41,920
a lot of the time
and these dinosaurs

631
00:26:42,000 --> 00:26:43,800
would run out of the fog at you
at a really nice frame rate.

632
00:26:43,880 --> 00:26:45,520
You'd be like, oh, that's nice.

633
00:26:45,600 --> 00:26:46,720
We did look at
that and think, oh,

634
00:26:46,800 --> 00:26:48,360
do we need to go back
and try and get the game

635
00:26:48,440 --> 00:26:50,640
to run faster, is there
anything else I can do?

636
00:26:50,720 --> 00:26:53,200
Should we be turning off the
Z buffer and things like that?

637
00:26:53,280 --> 00:26:55,720
Yeah, it was a real
benchmark for us.

638
00:27:00,640 --> 00:27:02,920
- [Duncan Botwood] So I started
building the dam

639
00:27:03,000 --> 00:27:05,800
without any real
technical knowledge

640
00:27:06,040 --> 00:27:08,960
and I was playing around with
the size of it and we realized

641
00:27:09,040 --> 00:27:11,120
we could take the movies
as a source for sure.

642
00:27:11,200 --> 00:27:15,560
And we also look at the set
models and the set diagrams

643
00:27:15,640 --> 00:27:17,480
that they'd drawn out,
that they built.

644
00:27:18,360 --> 00:27:19,720
- And he just built the dam

645
00:27:20,080 --> 00:27:22,040
and then we put it in
and it's like, woah!

646
00:27:22,200 --> 00:27:26,000
- We ended up with this real
sprawling mass of a level

647
00:27:26,080 --> 00:27:29,840
that was running at an
abysmally low frame rate.

648
00:27:29,920 --> 00:27:32,160
- So then that's why you have
the tunnels leading up to it,

649
00:27:32,240 --> 00:27:34,640
was to try and cut as much
of the views off as possible.

650
00:27:34,720 --> 00:27:36,800
You know, and then I went
through and basically hacked

651
00:27:36,880 --> 00:27:38,800
as many polys out as I could.

652
00:27:38,960 --> 00:27:40,080
There'd be a big thing

653
00:27:40,160 --> 00:27:41,520
that Martin put up
which would show you

654
00:27:41,600 --> 00:27:42,720
the frame rate
you currently had.

655
00:27:42,800 --> 00:27:44,760
So I could spin around and
look at what he was doing.

656
00:27:44,840 --> 00:27:47,080
And then suddenly the framerate
would drop horrendously.

657
00:27:47,160 --> 00:27:48,520
It's like, right,
what's over there?

658
00:27:48,600 --> 00:27:50,320
Okay. Go in, hack around.

659
00:27:50,400 --> 00:27:52,720
- [Duncan Botwood] That was
a kind of awakening for me.

660
00:27:52,800 --> 00:27:56,120
Like, oh yeah, it's got
to run. Oh, okay.

661
00:27:56,320 --> 00:27:58,280
- The engine was great
because I could sit there

662
00:27:58,360 --> 00:27:59,760
on my machine
and play with stuff

663
00:27:59,840 --> 00:28:01,200
and then immediately
make the level,

664
00:28:01,280 --> 00:28:03,040
put it in the game, and
then try it out again.

665
00:28:03,120 --> 00:28:04,560
So I could just
go through this process

666
00:28:04,640 --> 00:28:06,120
of just hacking away at this.

667
00:28:06,200 --> 00:28:08,040
So you start off with
levels that look fantastic.

668
00:28:08,120 --> 00:28:09,760
And by the time I'd
finished with them,

669
00:28:09,840 --> 00:28:11,960
they were sort of a bare bones.

670
00:28:12,120 --> 00:28:14,440
- And we got to go
to Leavesden Studios,

671
00:28:14,520 --> 00:28:15,920
where they were
filming GoldenEye.

672
00:28:16,320 --> 00:28:18,800
And we had a day's visit there.

673
00:28:18,880 --> 00:28:22,080
And because I had
this very rare thing

674
00:28:22,160 --> 00:28:23,520
called the digital
camera at the time,

675
00:28:23,600 --> 00:28:26,400
which was this massive,
massive, heavy camera.

676
00:28:26,480 --> 00:28:28,680
My job was to go round
and film and, you know,

677
00:28:28,760 --> 00:28:30,600
try and get reference
for everything.

678
00:28:30,680 --> 00:28:33,120
And we saw St. Petersburg
where they had the tank chase

679
00:28:33,200 --> 00:28:34,160
and that was all still up.

680
00:28:34,240 --> 00:28:37,280
And then inside one of the
actual studios was the huge,

681
00:28:37,360 --> 00:28:39,240
you know, the villain's
lair set at the end.

682
00:28:39,320 --> 00:28:42,240
And we saw that while it was
in its pristine condition.

683
00:28:42,320 --> 00:28:43,440
Then we went back
the second time

684
00:28:43,520 --> 00:28:44,920
we saw it in its
blown up condition.

685
00:28:45,000 --> 00:28:47,560
- Martin was very
pragmatic about stuff.

686
00:28:47,640 --> 00:28:50,120
It's like, you go off and
make what you want to make.

687
00:28:50,200 --> 00:28:51,800
And then we'll look
at it and work out

688
00:28:51,880 --> 00:28:53,040
how we're going
to get it to work.

689
00:28:53,120 --> 00:28:54,600
It was all very,
very co-operative.

690
00:28:54,680 --> 00:28:56,120
It was never like,
this is what you do.

691
00:28:56,200 --> 00:28:58,440
This is how you do it.
Don't break these rules.

692
00:28:58,520 --> 00:29:01,200
It was much more, what
kind of things do you need?

693
00:29:01,280 --> 00:29:02,680
- [David Doak] A good
example is the frigate.

694
00:29:02,760 --> 00:29:04,720
That's in it because in the film

695
00:29:04,800 --> 00:29:07,760
there's a helicopter is
on a frigate in Monaco.

696
00:29:07,840 --> 00:29:09,880
So Karl had built the frigate
and we had

697
00:29:09,960 --> 00:29:12,280
a helicopter model
and that was it.

698
00:29:12,680 --> 00:29:13,840
So it was like, well, okay,

699
00:29:13,920 --> 00:29:15,840
so what are you going
to do in that level?

700
00:29:15,920 --> 00:29:17,640
Maybe you're trying
to rescue hostages.

701
00:29:18,080 --> 00:29:19,400
Well, that sounds
like it might work.

702
00:29:19,480 --> 00:29:21,520
Okay. Well, let's
roll with that.

703
00:29:21,600 --> 00:29:23,480
- Someone would come back
in and go actually, Mark,

704
00:29:23,560 --> 00:29:25,280
what would also be
great, can we do this?

705
00:29:25,360 --> 00:29:26,800
Can we have them like dodge roll

706
00:29:26,880 --> 00:29:30,160
or hide behind
cover, like, okay.

707
00:29:30,240 --> 00:29:33,080
That's not in there now, and
then a couple of days later,

708
00:29:33,160 --> 00:29:35,600
boom, it appears in the source.

709
00:29:35,680 --> 00:29:38,520
- [Adrian Smith] I was then
doing a lot of the gun modeling.

710
00:29:38,600 --> 00:29:41,640
So I was working in
conjunction with Mark Edmonds,

711
00:29:41,720 --> 00:29:43,800
not only to get
the front end in,

712
00:29:43,880 --> 00:29:45,800
'cause I had to
model all the hands.

713
00:29:45,880 --> 00:29:48,440
It was myself and Mark
that came up with the HUD,

714
00:29:49,560 --> 00:29:51,000
and I should have
trademarked that

715
00:29:51,120 --> 00:29:55,360
because the HUD was
pretty much then the go-to

716
00:29:55,440 --> 00:29:58,160
front end for any
of the consoles.

717
00:29:58,240 --> 00:30:01,120
- It was always, what can
we do? What can we create?

718
00:30:01,640 --> 00:30:04,320
What sort of things can
we do? How do we do it?

719
00:30:05,040 --> 00:30:07,880
- Creates this kind of
crazy cycle of iteration,

720
00:30:07,960 --> 00:30:09,600
everything that Mark
Edmonds was doing

721
00:30:09,680 --> 00:30:11,040
and building, that code base,

722
00:30:11,120 --> 00:30:13,200
but also allowing the
designers that kind of level

723
00:30:13,280 --> 00:30:15,920
of flexibility to just
create whatever they wanted.

724
00:30:16,000 --> 00:30:18,200
He was working really
hard in this whole backend

725
00:30:18,280 --> 00:30:20,480
that was reduced
into byte code

726
00:30:20,840 --> 00:30:23,400
that was really performant
and ran super quick

727
00:30:23,480 --> 00:30:27,240
on what was ultimately very
limited hardware on the N64.

728
00:30:27,320 --> 00:30:29,120
- [Narrator] Under the
watchful eye of the Stampers,

729
00:30:29,200 --> 00:30:31,480
the team would work
long days and weekends

730
00:30:31,560 --> 00:30:35,160
polishing and refining the
gameplay levels and difficulty.

731
00:30:35,240 --> 00:30:37,880
They would even bring in elements
of the extended James Bond

732
00:30:37,960 --> 00:30:40,600
universe to create a game
overflowing with content

733
00:30:40,680 --> 00:30:44,240
and creativity, but
would it pay off?

734
00:30:44,320 --> 00:30:46,160
(upbeat music)

735
00:31:44,600 --> 00:31:46,400
- [Grant Kirkhope] These days,
you can load up a synth patch

736
00:31:46,480 --> 00:31:47,960
put your finger on a
keyboard and it's this

737
00:31:48,040 --> 00:31:50,240
huge, great, swathe of sound
that's just incredible.

738
00:31:50,320 --> 00:31:52,440
It's just amazing, but
we couldn't do that then.

739
00:31:52,520 --> 00:31:54,160
Most of the sounds in
GoldenEye are probably

740
00:31:54,240 --> 00:31:56,520
16 or 11 kilohertz, right
down at the bottom end.

741
00:31:56,640 --> 00:31:59,360
Like bass drums, you
put them in at eight, you know.

742
00:31:59,440 --> 00:32:01,080
So, you know, it's a quarter

743
00:32:01,160 --> 00:32:02,800
of the quality that
you would get on a CD.

744
00:32:02,880 --> 00:32:04,440
- The gas plant music
is a particular one.

745
00:32:04,520 --> 00:32:07,360
You know, that opening
kind of, "doo, doo".

746
00:32:07,960 --> 00:32:10,760
When I hear that, I still get
a bit goosepimply about it.

747
00:32:10,840 --> 00:32:13,920
The music and the soundscape
and the pacing itself

748
00:32:14,000 --> 00:32:15,320
it's like, now you're Bond.

749
00:32:18,200 --> 00:32:20,760
- It's what I love, I think,
is it sounds like a score.

750
00:32:20,840 --> 00:32:22,680
Every song feels like it's come

751
00:32:22,760 --> 00:32:25,080
from the same soundtrack.
It feels cohesive.

752
00:32:25,160 --> 00:32:27,200
And that's very difficult to do.

753
00:32:28,160 --> 00:32:31,080
Their ability to carve a theme

754
00:32:32,040 --> 00:32:34,040
and create an emotion

755
00:32:34,120 --> 00:32:36,680
and a feeling that
instantly linked you

756
00:32:36,760 --> 00:32:39,800
to whatever your goal was,
whatever your mission was,

757
00:32:39,960 --> 00:32:42,240
but also whatever
the environment was,

758
00:32:42,360 --> 00:32:44,080
whether it's a
snowy sort of area

759
00:32:44,160 --> 00:32:46,360
or a sneaky area
through a facility.

760
00:32:46,440 --> 00:32:49,200
- GoldenEye, I think,
is an excellent example

761
00:32:49,280 --> 00:32:52,200
of having a believable
world that you can explore

762
00:32:52,280 --> 00:32:53,480
and you add kind of, you know,

763
00:32:53,560 --> 00:32:56,720
atmospheric music and then
you've got action, et cetera.

764
00:32:56,800 --> 00:33:00,800
You begin to build the
sense of a narrative-led

765
00:33:01,040 --> 00:33:03,240
first-person
shooting experience,

766
00:33:03,400 --> 00:33:05,800
which obviously we have,
you know, everywhere now.

767
00:33:05,880 --> 00:33:08,040
- Their ability to
use nothing more

768
00:33:08,120 --> 00:33:10,680
than a limited sound palette
and a series of notes

769
00:33:10,760 --> 00:33:12,880
is what makes that
a great score.

770
00:33:12,960 --> 00:33:15,920
A lot of thought had
gone into creating,

771
00:33:16,040 --> 00:33:19,200
again, a believable
aural landscape.

772
00:33:26,560 --> 00:33:29,320
- With Graeme Norgate
doing the sound design,

773
00:33:29,400 --> 00:33:31,400
the gun sounds in
that game are really,

774
00:33:31,480 --> 00:33:33,520
really good for their time.

775
00:33:33,600 --> 00:33:36,560
That soundscape was crafted with

776
00:33:36,640 --> 00:33:39,240
just absolute love and respect.

777
00:33:39,320 --> 00:33:41,120
- [Graeme Norgate] It's a
luxury of being in-house.

778
00:33:41,200 --> 00:33:44,480
We could play the game,
so you'd load up Servenya,

779
00:33:46,160 --> 00:33:50,200
walk through it, play it, and
you'd get the idea for it.

780
00:33:50,280 --> 00:33:53,400
And you could write something
and have that playing

781
00:33:53,480 --> 00:33:54,880
whilst you're playing
the level again,

782
00:33:54,960 --> 00:33:56,640
and, you know, iterate.

783
00:33:56,720 --> 00:33:58,720
- That's another person
who is a talented person

784
00:33:58,800 --> 00:34:00,200
at the height of their skills,

785
00:34:00,280 --> 00:34:02,440
trying to do
something really well.

786
00:34:02,880 --> 00:34:06,560
And then it all came together.

787
00:34:06,640 --> 00:34:08,400
- [Steve Ellis] When
I joined the project

788
00:34:08,480 --> 00:34:10,760
they weren't any effects really,

789
00:34:10,840 --> 00:34:13,880
so I think the first thing that
I worked on was explosions.

790
00:34:15,960 --> 00:34:17,800
- Everything explodes.
It's ridiculous.

791
00:34:19,760 --> 00:34:21,639
- Yeah, everything did
explode if you shot it

792
00:34:21,719 --> 00:34:23,199
long enough, I think,
pretty much.

793
00:34:23,280 --> 00:34:24,360
- But it's part of the world.

794
00:34:24,440 --> 00:34:26,280
It's like you're in this
world and there's this

795
00:34:26,360 --> 00:34:28,320
kind of brittle
consequence for things

796
00:34:28,400 --> 00:34:31,480
and this escalating calamity
if you do something wrong

797
00:34:31,560 --> 00:34:33,080
and this explodes,
this explodes,

798
00:34:33,159 --> 00:34:34,679
then this scientist
gets blown across the room.

799
00:34:34,760 --> 00:34:37,159
- [Steve Ellis] Yeah. I
spent ages working on that.

800
00:34:37,239 --> 00:34:39,800
I think it was more than
a month on the explosions.

801
00:34:39,880 --> 00:34:41,760
Effects are always one
of the most expensive things.

802
00:34:41,840 --> 00:34:44,000
They can have quite a large
impact on the frame rate

803
00:34:44,080 --> 00:34:45,600
of the game, the responsiveness.

804
00:34:45,679 --> 00:34:48,800
- That sense of immersion
and impact on the game world

805
00:34:48,880 --> 00:34:50,440
is another thing
that's going to keep

806
00:34:50,520 --> 00:34:52,440
bringing players
back to keep playing

807
00:34:52,520 --> 00:34:54,520
because it's a space
that they can control

808
00:34:54,600 --> 00:34:58,240
in more of a way than they
could with things like Doom.

809
00:34:58,320 --> 00:35:02,240
- It's not in Doom, there's
not that collateral damage.

810
00:35:02,720 --> 00:35:05,520
And the idea that the environment
is mutable in some way.

811
00:35:05,600 --> 00:35:08,040
It was something that was
really important to us.

812
00:35:12,960 --> 00:35:14,720
- [Duncan Botwood]
The job I was not expecting

813
00:35:14,800 --> 00:35:17,800
when I answered an advertisement
for a game designer

814
00:35:17,880 --> 00:35:20,840
and document writer was to
be stuffed into a sweaty

815
00:35:20,920 --> 00:35:24,160
neoprene suit and asked
to fall over. But...

816
00:35:25,400 --> 00:35:27,480
(rhythmic grunting noises)

817
00:35:34,680 --> 00:35:36,040
(screaming)

818
00:35:36,640 --> 00:35:40,960
One day, I was asked to put
on a sweaty neoprene suit

819
00:35:41,040 --> 00:35:44,000
that'd been used for Killer
Instinct and to fall over a lot.

820
00:35:44,080 --> 00:35:45,480
- [Brett Jones] I would
have Mr. Botwood there,

821
00:35:45,560 --> 00:35:47,160
all covered in the markers,

822
00:35:47,240 --> 00:35:49,160
and then depending on how he was

823
00:35:49,240 --> 00:35:50,960
going to get killed
at that point,

824
00:35:51,040 --> 00:35:52,400
he would either have
a rope around him

825
00:35:52,480 --> 00:35:55,480
and I'd yank him or
he would get pushed

826
00:35:55,600 --> 00:35:57,480
or he would get
kicked in the knee.

827
00:35:57,560 --> 00:35:59,440
You know when you see those guys,
they get shot in the shoulder

828
00:35:59,520 --> 00:36:00,480
and you see them do that?

829
00:36:00,560 --> 00:36:02,480
That's me literally going
like that and pushing him

830
00:36:02,560 --> 00:36:04,560
on the shoulder until he moves

831
00:36:04,640 --> 00:36:06,280
because you can't
anticipate because

832
00:36:06,360 --> 00:36:07,960
otherwise there's
that (deep breath).

833
00:36:08,040 --> 00:36:10,520
He was battered, he
was really battered.

834
00:36:10,600 --> 00:36:11,480
(laughing)

835
00:36:12,840 --> 00:36:14,920
(rhythmic grunting noises)

836
00:36:15,960 --> 00:36:18,880
- [Steve Ellis] I remember one
time Tim Stamper got the team

837
00:36:18,960 --> 00:36:22,000
into a conference room
and explained to them

838
00:36:22,080 --> 00:36:24,200
that it's not a university
project and it does

839
00:36:24,280 --> 00:36:26,120
need to be finished
at some point.

840
00:36:26,200 --> 00:36:29,840
- [Graeme Norgate] Regardless
of the game being late

841
00:36:29,920 --> 00:36:32,120
and missing deadline
after deadline, you know,

842
00:36:32,200 --> 00:36:34,320
it wasn't because we
were putting our feet up.

843
00:36:34,400 --> 00:36:35,960
- I believe they were
all in their late twenties

844
00:36:36,040 --> 00:36:38,120
or early thirties.
Most of them were single.

845
00:36:38,200 --> 00:36:40,120
They could work 100 hour weeks.

846
00:36:40,200 --> 00:36:41,840
You know, whether
we think that's good

847
00:36:41,920 --> 00:36:44,200
or not with hindsight,
that was something

848
00:36:44,280 --> 00:36:46,280
that they wanted to
do and did willingly.

849
00:36:46,360 --> 00:36:49,400
And we were the
beneficiaries of that toil.

850
00:36:49,480 --> 00:36:50,720
- It was like a
company culture of,

851
00:36:50,800 --> 00:36:53,160
you don't just go home at
five o'clock, that's for sure.

852
00:36:53,240 --> 00:36:54,560
- We used to work late at Rare.

853
00:36:54,640 --> 00:36:55,760
We used to like being there.

854
00:36:55,880 --> 00:36:59,040
- Right from the start, we'd
be there till midnight

855
00:36:59,120 --> 00:37:00,440
and working weekends and stuff.

856
00:37:00,520 --> 00:37:02,360
- You didn't have to stay,

857
00:37:02,960 --> 00:37:05,160
but it was kind of
assumed that you would.

858
00:37:05,240 --> 00:37:07,560
So most of the time we did.

859
00:37:07,640 --> 00:37:09,480
- [David Doak] We thought
the game was going to be

860
00:37:09,560 --> 00:37:10,680
really bad.

861
00:37:11,200 --> 00:37:12,400
So that was always the thing.

862
00:37:12,480 --> 00:37:15,320
It's like, A, there's
not enough variety.

863
00:37:15,920 --> 00:37:19,040
It's going to be boring. It's
just running and shooting.

864
00:37:19,880 --> 00:37:22,480
And also we're not going to
get all the levels finished.

865
00:37:23,040 --> 00:37:25,760
- It was hugely late, and it
was massively full of bugs.

866
00:37:26,200 --> 00:37:28,120
There was just so many
things wrong with it

867
00:37:28,200 --> 00:37:30,160
that it sort of became that game

868
00:37:30,240 --> 00:37:32,560
that we all thought would never
actually come out in the end.

869
00:37:33,080 --> 00:37:34,000
- Hi, I'm Ken Lobb.

870
00:37:34,080 --> 00:37:36,760
I'm here to tell you about
the Nintendo 64 hardware.

871
00:37:36,880 --> 00:37:38,960
- [Karl Hilton] Ken Lobb
was a big fan of the game.

872
00:37:39,040 --> 00:37:41,400
I mean, we had a lot of support,
particularly from America.

873
00:37:41,480 --> 00:37:42,920
- And here we have
the controller ports.

874
00:37:43,000 --> 00:37:46,320
I'd like you to notice that
we have one, two, three, four.

875
00:37:46,400 --> 00:37:47,920
- [Peer Schnieder]
Nintendo 64 shipped with

876
00:37:48,000 --> 00:37:49,280
four controller ports, right?

877
00:37:49,360 --> 00:37:52,360
And Mario Kart 64 obviously
demonstrated to the world

878
00:37:52,440 --> 00:37:54,760
how to properly use
those four ports.

879
00:37:54,840 --> 00:37:56,200
- You know, from
the very offset,

880
00:37:56,280 --> 00:37:57,680
the machine comes
with four players.

881
00:37:57,760 --> 00:37:59,520
Now you still have to buy
two other controllers,

882
00:37:59,600 --> 00:38:01,960
but not if your mates bring
them around with them, right?

883
00:38:02,040 --> 00:38:05,320
So as a developer, you're
then beginning to think,

884
00:38:05,400 --> 00:38:07,800
let's try and use it, perhaps
there is something in here.

885
00:38:07,880 --> 00:38:10,800
- That was a big departure
from having to configure

886
00:38:10,880 --> 00:38:13,600
your LAN and having multiple
copies of every game

887
00:38:13,680 --> 00:38:16,000
and playing across all
these different monitors.

888
00:38:16,080 --> 00:38:18,360
- [Steve Ellis] I'm gonna say
roundabout April or May, '97,

889
00:38:18,440 --> 00:38:22,400
we started work on it.
Seems insanely close.

890
00:38:22,920 --> 00:38:24,480
- [Duncan Botwood] In the
meantime, Nintendo of America

891
00:38:24,560 --> 00:38:26,120
are going, you are
finishing the game, right?

892
00:38:26,200 --> 00:38:28,000
You're not trying to put multiplayer
in or anything are you?

893
00:38:28,080 --> 00:38:30,240
No, no, no we're not. No.

894
00:38:31,760 --> 00:38:33,920
It's fine. Yeah, we're
finishing the game.

895
00:38:34,000 --> 00:38:36,000
- [David Doak] There was no
way Martin going to be able

896
00:38:36,080 --> 00:38:38,120
to go to management
and say, you know what?

897
00:38:38,200 --> 00:38:39,680
We'd really like to
put multiplayer in.

898
00:38:39,760 --> 00:38:42,440
'Cause just like no, you're
failing to do the thing

899
00:38:42,520 --> 00:38:43,440
you're supposed to be doing,

900
00:38:43,520 --> 00:38:45,320
don't be asking for more time.

901
00:38:45,400 --> 00:38:48,080
I just remember the day
we showed it to Ken

902
00:38:48,160 --> 00:38:50,320
because Ken would come
over every kind of,

903
00:38:50,400 --> 00:38:52,440
couple of months,
something, to Rare.

904
00:38:52,520 --> 00:38:55,840
I remember him coming
over and we'd set up.

905
00:38:55,960 --> 00:39:00,800
It was in the office where
Steve and Duncan were

906
00:39:01,440 --> 00:39:05,320
we had TV and we had with
the four controllers sitting.

907
00:39:05,600 --> 00:39:06,960
So that was the thing.
So he came in,

908
00:39:07,040 --> 00:39:08,360
I just remember,
walked in with Ken,

909
00:39:08,440 --> 00:39:09,720
Ken, we've got something
to show you.

910
00:39:09,800 --> 00:39:10,840
And he's like, wow!

911
00:39:10,920 --> 00:39:12,320
Ken was always...
He used to say,

912
00:39:12,400 --> 00:39:15,480
Oh my God, you guys!
It's like, yeah, it works.

913
00:39:15,560 --> 00:39:17,800
- And he was so
excited by it

914
00:39:18,200 --> 00:39:20,280
that he wanted to be the
one who revealed it

915
00:39:20,400 --> 00:39:23,640
to the testers at Nintendo.

916
00:39:23,720 --> 00:39:26,600
- So Treehouse is NoA's,
Nintendo of America's,

917
00:39:26,680 --> 00:39:29,920
testing and kind of like
game evaluation department,

918
00:39:30,000 --> 00:39:32,200
which Ken Lobb was
heavily involved in,

919
00:39:33,000 --> 00:39:35,120
and we started to get
feedback from them,

920
00:39:35,200 --> 00:39:36,840
which was, you know,
people are coming in

921
00:39:36,920 --> 00:39:38,080
and playing at the weekend.

922
00:39:38,160 --> 00:39:39,680
It's like, you know,
everyone wants

923
00:39:39,760 --> 00:39:42,000
to be testing your game,
all that kind of stuff.

924
00:39:42,080 --> 00:39:44,040
Going to E3 was kind of
seen as a break for us

925
00:39:44,120 --> 00:39:46,600
because we were close
to gold

926
00:39:46,680 --> 00:39:49,800
and there was a big testing push
while we were there.

927
00:39:49,880 --> 00:39:52,320
- When we were at E3,
we had the smallest stand

928
00:39:52,400 --> 00:39:54,360
because nobody
really knew what we were doing,

929
00:39:54,440 --> 00:39:55,760
but it was played all the time.

930
00:39:55,840 --> 00:39:57,680
- [Karl Hilton] We had a
playable version on the floor

931
00:39:57,760 --> 00:39:59,560
and the booths were
absolutely rammed.

932
00:39:59,640 --> 00:40:01,040
I remember watching
everyone playing it

933
00:40:01,120 --> 00:40:02,320
and just really enjoying it.

934
00:40:02,400 --> 00:40:03,760
So you thought, okay,
well this is good.

935
00:40:03,840 --> 00:40:05,480
- But it was being
played all the time.

936
00:40:05,600 --> 00:40:07,600
The entire time, you
know, you were there,

937
00:40:07,680 --> 00:40:09,920
you could just see
people playing GoldenEye.

938
00:40:10,280 --> 00:40:14,080
It was busy, really busy
the whole time.

939
00:40:14,160 --> 00:40:16,000
- [Narrator] Bolstered
by the positive feedback

940
00:40:16,080 --> 00:40:18,200
from E3 and testing,
the team

941
00:40:18,280 --> 00:40:21,000
head into the final stretch
with their spirits high.

942
00:40:21,080 --> 00:40:22,480
All their hard work
and dedication

943
00:40:22,560 --> 00:40:23,720
appeared to be paying off,

944
00:40:23,800 --> 00:40:25,720
but just as the game
was about to be shipped,

945
00:40:25,800 --> 00:40:28,440
an order came through
from mission headquarters.

946
00:40:28,520 --> 00:40:32,720
- Yes. I made Timothy Dalton,
Roger Moore, and Sean Connery.

947
00:40:32,800 --> 00:40:34,720
And I made them all particularly

948
00:40:34,800 --> 00:40:37,160
because I gave them all
different types of jackets.

949
00:40:37,240 --> 00:40:38,880
So one of them
had a white one on,

950
00:40:38,960 --> 00:40:40,160
one had a little red carnation.

951
00:40:40,240 --> 00:40:41,720
One of them had the
double breasted suit.

952
00:40:41,800 --> 00:40:43,480
So yeah, I have
pictures of them all

953
00:40:43,560 --> 00:40:45,000
because I definitely made them.

954
00:40:45,120 --> 00:40:47,560
- Got a fax I think it was
in those days,

955
00:40:47,640 --> 00:40:49,640
saying you can't have
the other Bonds in it.

956
00:40:49,720 --> 00:40:50,680
We don't have the rights.

957
00:40:51,200 --> 00:40:53,440
- There is one cartridge
with all four Bonds in.

958
00:40:54,000 --> 00:40:57,280
And I think I know who
has it at the moment,

959
00:40:57,800 --> 00:41:00,680
but we had to take them out
because Sean Connery

960
00:41:00,760 --> 00:41:02,680
wouldn't let us
use his likeness.

961
00:41:02,760 --> 00:41:04,600
- [Narrator] In a somewhat
ceremonial goodbye,

962
00:41:04,680 --> 00:41:07,280
the team played one
final death match.

963
00:41:07,360 --> 00:41:09,160
Doak, Hollis,
Edmonds, and Hilton

964
00:41:09,240 --> 00:41:12,080
took part in a three-hour
marathon session

965
00:41:12,160 --> 00:41:14,680
to decide who was the
ultimate James Bond.

966
00:41:14,760 --> 00:41:17,640
- So we thought, well, we
need to have a final game.

967
00:41:17,720 --> 00:41:19,720
So we all sat around one
evening and played it,

968
00:41:19,800 --> 00:41:21,720
and yeah, I can't
remember who won.

969
00:41:21,800 --> 00:41:22,880
It wouldn't have been me,

970
00:41:22,960 --> 00:41:25,840
but I usually played Roger
Moore 'cause he was my favorite.

971
00:41:28,840 --> 00:41:30,080
- [David Doak] When
we were making it,

972
00:41:30,160 --> 00:41:32,400
we were just trying
to get it finished.

973
00:41:32,920 --> 00:41:35,600
That was an overarching memory

974
00:41:36,040 --> 00:41:38,760
of particularly the
last year was just,

975
00:41:38,840 --> 00:41:40,680
can we just please
get it finished?

976
00:41:40,760 --> 00:41:42,760
Because it's just
taking forever.

977
00:41:42,840 --> 00:41:48,040
- You get to the end of
the game and you are blind

978
00:41:48,120 --> 00:41:50,560
to what's good about it
and all you can see

979
00:41:50,640 --> 00:41:53,120
is all the things that
were on your wishlist

980
00:41:53,200 --> 00:41:55,160
that you haven't
had the time to do.

981
00:41:55,440 --> 00:41:57,480
So you kind of only
see its flaws.

982
00:41:57,560 --> 00:41:59,120
- You see all the things
that are wrong with it.

983
00:41:59,200 --> 00:42:00,720
We knew the frame rate
was awful in places,

984
00:42:00,800 --> 00:42:02,360
there were loads
of art that I did

985
00:42:02,440 --> 00:42:03,880
that we didn't manage to get in.

986
00:42:03,960 --> 00:42:06,080
There were game ideas
that we didn't get in.

987
00:42:06,160 --> 00:42:08,840
It was late and we knew the
film had long since gone.

988
00:42:08,920 --> 00:42:10,560
So, you know, whether
anyone was going

989
00:42:10,640 --> 00:42:12,560
to be remotely interested
in it when it came out,

990
00:42:12,640 --> 00:42:13,840
I had no idea at all.

991
00:42:15,240 --> 00:42:17,920
- [Narrator] After working
some utterly back-breaking hours,

992
00:42:18,000 --> 00:42:20,160
the game was finally
deemed finished

993
00:42:20,240 --> 00:42:21,920
and sent to the distributors.

994
00:42:22,040 --> 00:42:26,600
GoldenEye 007 released on
the 25th of August, 1997.

995
00:42:32,480 --> 00:42:35,320
- [Simon Parkin] GoldenEye
was not a smash hit on day one

996
00:42:35,400 --> 00:42:38,400
like in the way that the
really big games are today.

997
00:42:38,640 --> 00:42:41,920
- [Radio voice] GoldenEye 007 not
only defined a generation,

998
00:42:42,000 --> 00:42:44,160
but defied all expectation.

999
00:42:44,240 --> 00:42:45,960
- [Brett Jones] It
was more word of mouth

1000
00:42:46,040 --> 00:42:47,800
and sort of a snowball effect.

1001
00:42:49,360 --> 00:42:51,640
- [Martin Watts] When it did
finally release and everyone

1002
00:42:51,720 --> 00:42:54,440
started playing it and people
start playing the multiplayer,

1003
00:42:55,160 --> 00:42:56,720
there was a real buzz around it.

1004
00:42:56,800 --> 00:42:58,440
People were talking
about, you know,

1005
00:42:58,520 --> 00:43:00,360
people talking about it at
the playground, at work.

1006
00:43:00,440 --> 00:43:01,880
- You like shoot
people in the head

1007
00:43:01,960 --> 00:43:04,240
when they're having a shit in
the toilet in the air vent,

1008
00:43:04,320 --> 00:43:06,920
and I'm just like, this
sounds interesting.

1009
00:43:07,200 --> 00:43:08,920
- Shooting that dude
who was on the toilet

1010
00:43:09,000 --> 00:43:10,520
and just being like,
oh, you poor bastard.

1011
00:43:10,600 --> 00:43:11,640
I felt so bad for him.

1012
00:43:11,720 --> 00:43:14,000
- Straight away you were
there. You were James Bond.

1013
00:43:14,080 --> 00:43:15,800
You were playing
James Bond, and that was it.

1014
00:43:15,920 --> 00:43:19,080
- Definitely the first time
just sticking the cartridge in,

1015
00:43:19,160 --> 00:43:23,920
turning it on, and it
was that audio cue. Shoo!

1016
00:43:24,920 --> 00:43:27,360
And then you knew
your life was different.

1017
00:43:27,440 --> 00:43:30,640
- When I got that
cartridge finally at home,

1018
00:43:30,880 --> 00:43:34,440
literally I played
throughout the night.

1019
00:43:34,520 --> 00:43:37,400
- My friend and I rented it
like that first weekend

1020
00:43:37,480 --> 00:43:39,880
it was out and it
was just all we did.

1021
00:43:39,960 --> 00:43:41,920
- I just spent the whole
weekend playing GoldenEye.

1022
00:43:42,000 --> 00:43:43,640
- There was only one
copy of GoldenEye

1023
00:43:43,720 --> 00:43:46,680
left in the Toys "R" Us
shelves in Chatswood,

1024
00:43:46,760 --> 00:43:48,560
and I remember I
bought the game first

1025
00:43:48,640 --> 00:43:50,840
because I didn't want anyone
else to have that game.

1026
00:43:50,920 --> 00:43:52,320
- There'd be four of us playing.

1027
00:43:52,400 --> 00:43:56,440
There would be four behind
the couch waiting to play.

1028
00:43:56,520 --> 00:43:59,560
There would be three more making
sandwiches in the kitchen.

1029
00:43:59,640 --> 00:44:01,920
There'd be another two
turning up after school.

1030
00:44:02,000 --> 00:44:03,640
That's what we did,
we played GoldenEye

1031
00:44:03,720 --> 00:44:04,560
for two years straight.

1032
00:44:04,640 --> 00:44:06,200
- Here is your spy playground.

1033
00:44:06,280 --> 00:44:07,760
- You felt like
you were somewhere

1034
00:44:07,840 --> 00:44:09,880
and you were actually
going towards something,

1035
00:44:09,960 --> 00:44:11,440
and, you know, working towards

1036
00:44:11,520 --> 00:44:12,880
a proper goal in a real place.

1037
00:44:12,960 --> 00:44:15,560
- I remember the
sense of wonder.

1038
00:44:15,640 --> 00:44:17,840
Just walking through
the dam for the first time

1039
00:44:17,920 --> 00:44:19,920
and sort of feeling
the big open spaces

1040
00:44:20,000 --> 00:44:22,520
that actually felt
like big open spaces.

1041
00:44:22,600 --> 00:44:24,880
- That's the freedom that
keeps you coming back.

1042
00:44:24,960 --> 00:44:26,680
- So glad they had
the vision to go,

1043
00:44:26,800 --> 00:44:28,960
what if we just took
James Bond off the rails

1044
00:44:29,040 --> 00:44:30,640
and give the player the ability

1045
00:44:30,720 --> 00:44:32,360
to run around and
do what they want?

1046
00:44:32,440 --> 00:44:33,960
- You know, running
into this gate

1047
00:44:34,040 --> 00:44:36,120
and going like, where do I
go, pulling out your gun,

1048
00:44:36,200 --> 00:44:39,520
shooting the lock, it just
blew our minds at the time.

1049
00:44:39,720 --> 00:44:41,160
- If you played it
like you played Doom,

1050
00:44:41,240 --> 00:44:42,560
you'd fail the mission.

1051
00:44:42,640 --> 00:44:43,880
You had to use your brain,

1052
00:44:43,960 --> 00:44:45,600
and I think that's
what helped it spread.

1053
00:44:45,720 --> 00:44:47,360
- It was the game
everyone wanted to play.

1054
00:44:47,440 --> 00:44:50,240
Growing up as a
PlayStation player,

1055
00:44:50,320 --> 00:44:52,080
and my friends who had 64s,

1056
00:44:52,160 --> 00:44:53,760
we were just filled
with jealousy

1057
00:44:53,840 --> 00:44:55,520
that we could not play a
game that was that good.

1058
00:44:55,600 --> 00:44:58,080
- I don't think I really
appreciated at the time

1059
00:44:58,480 --> 00:45:01,360
just how much enthusiasm
that the game,

1060
00:45:01,440 --> 00:45:02,600
you know, the game generated.

1061
00:45:02,680 --> 00:45:04,920
- I think the enemies really
brought that game to life.

1062
00:45:05,000 --> 00:45:06,640
- You'd occasionally
walk around a corner

1063
00:45:06,720 --> 00:45:08,920
and just find one scratching
their bum or something like that.

1064
00:45:09,000 --> 00:45:10,080
Really, really bizarre.

1065
00:45:10,160 --> 00:45:11,960
But that little
detail made a change.

1066
00:45:12,040 --> 00:45:14,080
- Everyone says it, but
the animations like, ah,

1067
00:45:14,160 --> 00:45:15,960
you shot him in the hand,
he's shaking it around.

1068
00:45:16,120 --> 00:45:18,200
You shoot him in the knee
or the bum cheek

1069
00:45:18,280 --> 00:45:21,320
and he clenches it?
Brilliant, like number one.

1070
00:45:21,400 --> 00:45:22,920
Then you shoot the
hats off and you think,

1071
00:45:23,000 --> 00:45:24,640
what else can this game do?

1072
00:45:24,720 --> 00:45:27,280
- You could use your
silencer and take out

1073
00:45:27,360 --> 00:45:29,480
enemies without
alerting other guards.

1074
00:45:29,560 --> 00:45:31,320
You could take out
the security cameras.

1075
00:45:31,400 --> 00:45:33,800
These stealth mechanics
really hadn't been seen,

1076
00:45:33,880 --> 00:45:35,560
especially in the first-person shooter genre.

1077
00:45:35,680 --> 00:45:37,320
- Guards were on routes
and everything,

1078
00:45:37,400 --> 00:45:38,360
and you could memorize them,

1079
00:45:38,440 --> 00:45:40,240
and you'd know when you
would see their head pop up

1080
00:45:40,320 --> 00:45:41,920
like over a snow dune and
when you could shoot him,

1081
00:45:42,000 --> 00:45:43,560
like I felt like
I was being sneaky

1082
00:45:43,640 --> 00:45:44,880
for the first time in a game.

1083
00:45:45,000 --> 00:45:46,600
- Some of the greatest
memories I have

1084
00:45:46,680 --> 00:45:50,720
is getting through that
level in a certain time limit

1085
00:45:50,840 --> 00:45:55,040
and doing certain conditions
to unlock certain things.

1086
00:45:55,560 --> 00:45:57,400
The feeling of achieving
that was great.

1087
00:45:57,480 --> 00:46:00,840
- If you wanted to
extend the life

1088
00:46:01,440 --> 00:46:04,160
of the game as a player,

1089
00:46:04,240 --> 00:46:06,800
you earn that
extension rather than

1090
00:46:06,920 --> 00:46:08,360
buying it and
downloading it, right?

1091
00:46:08,440 --> 00:46:10,000
And it was always in there.

1092
00:46:10,080 --> 00:46:11,920
- I got every
single one of them,

1093
00:46:12,000 --> 00:46:13,760
except Facility,

1094
00:46:13,920 --> 00:46:18,320
which was just so difficult.

1095
00:46:18,440 --> 00:46:20,280
- You have to have Dr. Doak

1096
00:46:20,400 --> 00:46:21,920
in the right place
at the right time.

1097
00:46:22,000 --> 00:46:23,520
- You are having the
run of your life,

1098
00:46:23,600 --> 00:46:25,280
but you could never
bank on Dr. Doak

1099
00:46:25,360 --> 00:46:26,640
being in the right spot.

1100
00:46:26,720 --> 00:46:29,160
It was just the biggest bunch
of bullshit of all time.

1101
00:46:32,280 --> 00:46:34,760
- The way you shoot him and
then feel slightly bad about it,

1102
00:46:34,880 --> 00:46:37,120
but it's fun and you can get
away with it, so why not?

1103
00:46:40,040 --> 00:46:42,080
- I think there's a
certain magic that happens

1104
00:46:42,160 --> 00:46:44,040
that GoldenEye taught all of us,

1105
00:46:44,120 --> 00:46:47,440
that sitting shoulder to shoulder
with somebody on a couch,

1106
00:46:47,520 --> 00:46:49,880
even if we're on
two separate TVs,

1107
00:46:50,160 --> 00:46:52,400
playing something,
getting the reaction,

1108
00:46:52,520 --> 00:46:56,280
feeling the energy, right,
is a magical moment.

1109
00:46:56,480 --> 00:46:59,240
- All you needed
was one Nintendo 64,

1110
00:46:59,400 --> 00:47:02,800
one copy of the game, four
controllers, and a TV.

1111
00:47:03,000 --> 00:47:05,240
The idea that you could
all play on one screen,

1112
00:47:05,320 --> 00:47:07,080
all four of you
racing down corridors,

1113
00:47:07,160 --> 00:47:09,880
sniping each other,
laughing your heads off.

1114
00:47:09,960 --> 00:47:12,320
It was as much fun
for an audience

1115
00:47:12,400 --> 00:47:15,040
as it was for the players. It
was just hysterical to watch.

1116
00:47:15,120 --> 00:47:16,720
- GoldenEye came out
and it brought everyone

1117
00:47:16,800 --> 00:47:18,440
out of their rooms,
out of their bedrooms,

1118
00:47:18,520 --> 00:47:20,200
into the lounge room
together, you know,

1119
00:47:20,280 --> 00:47:22,400
shoulder to shoulder,
having a great time.

1120
00:47:22,480 --> 00:47:24,160
- It was some of the
best times of my life,

1121
00:47:24,240 --> 00:47:26,000
you know, just with my friends.

1122
00:47:26,080 --> 00:47:27,760
- What was great was
it was so customizable.

1123
00:47:27,840 --> 00:47:29,880
- Custom matches and
the one-shot kills,

1124
00:47:30,040 --> 00:47:32,120
Man with the Golden Gun,
Slappers Only.

1125
00:47:32,200 --> 00:47:35,440
- You'd go to play GoldenEye
at a friend's house

1126
00:47:35,520 --> 00:47:38,240
and you'd choose Oddjob and
everyone would (deep breath)

1127
00:47:38,320 --> 00:47:39,800
and the guy in the
corner of the room

1128
00:47:39,880 --> 00:47:41,680
would stop playing the piano
and everything like that.

1129
00:47:41,760 --> 00:47:43,360
It was just not done.

1130
00:47:43,440 --> 00:47:44,560
- He'd be the smallest one.

1131
00:47:44,640 --> 00:47:47,160
And you'd fight to play Oddjob.

1132
00:47:47,240 --> 00:47:49,320
- Anyone who chose
Oddjob was the biggest

1133
00:47:49,400 --> 00:47:51,040
asshole in the lounge room.

1134
00:47:51,160 --> 00:47:53,040
- It just made it all the more
fun, all the more social.

1135
00:47:53,120 --> 00:47:54,520
And it kind of made me
look forward

1136
00:47:54,600 --> 00:47:55,920
to actually hanging
out with my family,

1137
00:47:56,000 --> 00:47:57,560
which I don't do so much now.

1138
00:47:57,640 --> 00:47:59,760
- Gaming really is
inherently social.

1139
00:47:59,840 --> 00:48:01,920
The first games that were
commercial were in arcades

1140
00:48:02,000 --> 00:48:04,400
where you'd have to go out
and be among other people.

1141
00:48:04,480 --> 00:48:05,680
Sometimes your friends,

1142
00:48:05,760 --> 00:48:07,800
sometimes you'd meet
complete strangers.

1143
00:48:07,880 --> 00:48:10,520
And it kind of recreated
that arcade feeling

1144
00:48:10,600 --> 00:48:14,000
of standing behind the
players at the controls,

1145
00:48:14,080 --> 00:48:16,120
putting your quarter on the
dash, and saying, I got next.

1146
00:48:16,200 --> 00:48:19,200
- After GoldenEye,
every FPS that came out,

1147
00:48:19,280 --> 00:48:21,200
people were asking what
kind of multiplayer modes,

1148
00:48:21,280 --> 00:48:23,320
how are you handling
split-screen, how does it run?

1149
00:48:23,400 --> 00:48:25,920
- GoldenEye became
the game that set

1150
00:48:26,000 --> 00:48:29,040
the gold standard for
first-person shooters on console.

1151
00:48:29,120 --> 00:48:30,960
It was the template
that the genre

1152
00:48:31,040 --> 00:48:34,160
would follow on
consoles going forward.

1153
00:48:41,160 --> 00:48:43,480
- [Presenter] The
interactive title of the year...

1154
00:48:46,160 --> 00:48:47,480
is GoldenEye.

1155
00:48:47,640 --> 00:48:49,360
(audience cheers)

1156
00:48:52,480 --> 00:48:54,760
- [Brett Jones] Getting
a BAFTA was awesome.

1157
00:48:55,200 --> 00:48:56,960
Yeah, especially because it was

1158
00:48:57,040 --> 00:48:59,320
at the interactive Oscars,

1159
00:48:59,600 --> 00:49:01,280
Martin had to go up
and give a speech

1160
00:49:01,360 --> 00:49:03,760
and thank everybody for
working on the team.

1161
00:49:03,840 --> 00:49:06,640
And he mentioned all the
team members by name,

1162
00:49:06,720 --> 00:49:08,280
and then he paused and he went...

1163
00:49:10,760 --> 00:49:12,320
- And Duncan Botwood.

1164
00:49:14,560 --> 00:49:16,240
(laughter)

1165
00:49:16,400 --> 00:49:19,720
- Because he'd forgotten him.
That was a good moment.

1166
00:49:20,720 --> 00:49:22,320
- [Steve Ellis] So the whole
team was there

1167
00:49:22,400 --> 00:49:24,360
and it was the first time
they ran those awards

1168
00:49:24,440 --> 00:49:28,120
and we won four of them,
including the top one.

1169
00:49:28,200 --> 00:49:29,600
So we were pleased with that.

1170
00:49:29,680 --> 00:49:32,200
- We got copies of those.
We've all got copies of those.

1171
00:49:32,280 --> 00:49:34,600
We had to pay for them
but we got copies of them

1172
00:49:34,680 --> 00:49:36,520
and they say "copy" on the back.

1173
00:49:36,600 --> 00:49:39,440
But they are real BAFTAs
and they weigh a ton

1174
00:49:39,520 --> 00:49:41,880
and I'm very proud of them,
and they sit in my living room

1175
00:49:41,960 --> 00:49:43,640
and they get
polished once a year.

1176
00:49:43,720 --> 00:49:45,760
- [David Doak] Looking
back at it, I think there was

1177
00:49:45,840 --> 00:49:48,080
a lot of talent on
the team, you know.

1178
00:49:48,160 --> 00:49:49,760
It's certainly some
of the most talented

1179
00:49:49,840 --> 00:49:52,000
people I've ever worked
with were on that team.

1180
00:49:52,080 --> 00:49:54,840
- [Graeme Norgate] I still
don't really, you know,

1181
00:49:54,920 --> 00:49:56,520
I don't even believe
it personally.

1182
00:49:56,600 --> 00:50:00,040
I just, I still
couldn't do the connect

1183
00:50:00,120 --> 00:50:03,120
between what was happening in
the real world, and, you know,

1184
00:50:03,200 --> 00:50:05,720
what we'd just spent two
and a half years making.

1185
00:50:05,800 --> 00:50:08,760
- And it's still like, wow,
we did a really good job.

1186
00:50:08,840 --> 00:50:10,200
We have no idea
what we were doing.

1187
00:50:10,320 --> 00:50:12,040
- Obviously like
the critical acclaims

1188
00:50:12,120 --> 00:50:14,520
super nice to see.
It was extra special.

1189
00:50:14,600 --> 00:50:15,840
My first game,
don't get me wrong,

1190
00:50:15,920 --> 00:50:17,560
it's the first box
I had in my hand,

1191
00:50:17,640 --> 00:50:19,880
that was like, oh my God,
I'm on this, you know.

1192
00:50:20,080 --> 00:50:21,800
But I was slightly detached

1193
00:50:21,880 --> 00:50:23,200
I guess towards the end of it.

1194
00:50:23,640 --> 00:50:25,440
- GoldenEye kept winning awards,

1195
00:50:25,880 --> 00:50:28,080
and at some point it
just, I don't know,

1196
00:50:28,160 --> 00:50:30,960
it stopped being a thing
that was very interesting

1197
00:50:31,960 --> 00:50:35,920
because it just, yeah, it
just won all the awards.

1198
00:50:36,000 --> 00:50:38,240
One thing I do remember
is on the walk back

1199
00:50:38,320 --> 00:50:41,760
from the AIS awards in
Atlanta back to the hotel,

1200
00:50:41,840 --> 00:50:43,960
I remember saying to the team,

1201
00:50:45,400 --> 00:50:46,880
it's all downhill from here.

1202
00:50:48,240 --> 00:50:50,920
We're never going to do
anything else this successful.

1203
00:50:51,000 --> 00:50:53,840
At that point, we'd
just won everything.

1204
00:50:54,160 --> 00:50:55,440
- [Narrator] With the
game on store shelves

1205
00:50:55,520 --> 00:50:57,240
and the team taking a
well-earned breather,

1206
00:50:57,320 --> 00:50:59,520
the word on the street
was spreading quickly.

1207
00:50:59,600 --> 00:51:01,480
GoldenEye was the
new game in town,

1208
00:51:01,560 --> 00:51:02,960
an innovative, boundary pushing

1209
00:51:03,040 --> 00:51:04,760
cocktail of action-adventure.

1210
00:51:05,160 --> 00:51:06,760
The game was a critical darling,

1211
00:51:06,840 --> 00:51:09,360
ushering in new levels of
innovation across areas

1212
00:51:09,440 --> 00:51:11,760
including visuals,
animation, sound,

1213
00:51:11,840 --> 00:51:14,720
storytelling, and
artificial intelligence.

1214
00:51:14,920 --> 00:51:17,200
GoldenEye was innovative
in so many ways,

1215
00:51:17,280 --> 00:51:20,840
but one of the most
significant was stealth.

1216
00:51:20,920 --> 00:51:23,240
Rare replaced the search
and destroy mentality

1217
00:51:23,320 --> 00:51:25,360
of the Doom genre with
mission objectives.

1218
00:51:25,440 --> 00:51:27,400
From there on in, the
bullet was no longer

1219
00:51:27,480 --> 00:51:29,880
the only solution
to every problem.

1220
00:51:29,960 --> 00:51:31,000
This freedom of
choice would have

1221
00:51:31,080 --> 00:51:33,080
a long lasting impact
on the industry,

1222
00:51:33,160 --> 00:51:35,720
challenging our expectations
of what games could be

1223
00:51:35,800 --> 00:51:37,840
and paving the way
for a whole new genre

1224
00:51:37,920 --> 00:51:39,760
of stealth games
to emerge.

1225
00:51:39,920 --> 00:51:43,480
It was official, James Bond
had arrived in video games,

1226
00:51:43,560 --> 00:51:46,280
selling 8 million copies,
earning critical acclaim,

1227
00:51:46,360 --> 00:51:48,120
and a host of awards.

1228
00:51:48,200 --> 00:51:50,160
Turns out, the world of
international espionage

1229
00:51:50,240 --> 00:51:52,880
was a perfect formula
for video game success.

1230
00:51:52,960 --> 00:51:54,520
The game was so
successful, in fact,

1231
00:51:54,600 --> 00:51:56,400
it even surpassed the film.

1232
00:51:56,480 --> 00:51:58,720
Together, they would
reignite the Bond franchise

1233
00:51:58,800 --> 00:52:02,000
and introduced James Bond
to a whole new generation.

1234
00:52:02,080 --> 00:52:03,560
The big question would be,

1235
00:52:03,640 --> 00:52:06,680
could future games live up
to the bar set by GoldenEye?

1236
00:52:08,120 --> 00:52:11,280
- [Simon Parkin] Steven Spielberg's
son Max was playing

1237
00:52:11,360 --> 00:52:14,080
GoldenEye with his friends
one day and Spielberg

1238
00:52:14,160 --> 00:52:15,840
walks past and
looks at the telly,

1239
00:52:15,920 --> 00:52:17,880
and at that time I think he
was just coming to the end

1240
00:52:17,960 --> 00:52:20,000
of his work on
Saving Private Ryan

1241
00:52:20,080 --> 00:52:24,320
and can immediately see
the creative synchronicity

1242
00:52:24,400 --> 00:52:27,520
or potential between a
video game like GoldenEye

1243
00:52:27,600 --> 00:52:29,760
with a view through a
first-person perspective

1244
00:52:29,840 --> 00:52:33,240
and a period in history,
such as World War 2,

1245
00:52:33,320 --> 00:52:36,080
and immediately from
there sort of asks

1246
00:52:36,200 --> 00:52:40,360
the designers at Electronic
Arts to mock up an idea

1247
00:52:40,440 --> 00:52:42,800
of how they could
perhaps remodel

1248
00:52:42,880 --> 00:52:45,760
the Normandy landings,
I believe, or D-Day,

1249
00:52:45,840 --> 00:52:48,680
using first-person
shooter mechanics.

1250
00:52:48,760 --> 00:52:51,160
- We all talk about
the flying into the head,

1251
00:52:51,240 --> 00:52:55,840
but that's such a subtle
but important design decision

1252
00:52:55,920 --> 00:52:58,160
that literally
immerses you in it.

1253
00:52:58,240 --> 00:53:00,200
Okay, now you are in
the role of James Bond.

1254
00:53:00,280 --> 00:53:01,920
Now you are this character,

1255
00:53:02,000 --> 00:53:05,200
and now we're going to send
you through this adventure.

1256
00:53:05,280 --> 00:53:07,680
- No one had done
something set in a

1257
00:53:07,760 --> 00:53:11,680
realistic world where, there
were real things there,

1258
00:53:11,760 --> 00:53:14,360
there were like tanks,
there were jet airplanes,

1259
00:53:14,440 --> 00:53:17,240
there were ships,
there were normal guns.

1260
00:53:17,320 --> 00:53:20,640
I say normal guns like machine
guns, silenced pistols,

1261
00:53:20,800 --> 00:53:23,880
sniper rifles, everything
was recognizable,

1262
00:53:23,960 --> 00:53:26,120
including the bad guys,
obviously Russians

1263
00:53:26,200 --> 00:53:27,320
a lot of the time.

1264
00:53:27,480 --> 00:53:29,320
So all of a sudden
we went from having

1265
00:53:29,400 --> 00:53:31,240
all these fantastical elements

1266
00:53:31,320 --> 00:53:34,600
to you had actually
a real situation

1267
00:53:34,680 --> 00:53:36,040
that you could identify with.

1268
00:53:36,120 --> 00:53:38,880
- And that's something that
has definitely, I think,

1269
00:53:38,960 --> 00:53:42,640
impacted the single-player
design team on Call of Duty.

1270
00:53:42,720 --> 00:53:44,760
We never take you
out of the role

1271
00:53:44,840 --> 00:53:46,120
of that person you're playing.

1272
00:53:46,200 --> 00:53:48,480
It is a first-person experience.

1273
00:53:48,560 --> 00:53:51,760
Every action you do, whether
you're climbing up an ice wall

1274
00:53:51,840 --> 00:53:53,480
or whether you're, you know,

1275
00:53:53,560 --> 00:53:55,240
in an explosion,
you're shell shocked

1276
00:53:55,320 --> 00:53:56,600
and you're watching the events,

1277
00:53:56,680 --> 00:53:58,960
you're watching it from
the eyes of that person.

1278
00:53:59,040 --> 00:54:01,320
And I think that's
something that GoldenEye

1279
00:54:01,400 --> 00:54:04,320
set the standard for

1280
00:54:04,400 --> 00:54:06,800
because they knocked it out
of the park and they proved

1281
00:54:06,880 --> 00:54:09,200
to us how effective that can be.

1282
00:54:09,280 --> 00:54:12,000
- [Peer Schneider] I think after
GoldenEye we saw more games

1283
00:54:12,080 --> 00:54:16,120
moving away from hell demons
and dragons

1284
00:54:16,200 --> 00:54:17,320
and fantasy

1285
00:54:17,400 --> 00:54:20,200
and recreating that kind of
more realistic approach.

1286
00:54:20,280 --> 00:54:22,520
Like if you think of the
Tom Clancy's franchise,

1287
00:54:22,600 --> 00:54:24,760
I think, you know, GoldenEye
really showed everybody

1288
00:54:24,840 --> 00:54:26,720
that you could have, you know,

1289
00:54:26,800 --> 00:54:28,920
this kind of real-world
setting with spies,

1290
00:54:29,000 --> 00:54:31,640
and, you know,
make it a success.

1291
00:54:31,720 --> 00:54:34,760
- Metal Gear Solid was
still like the next year.

1292
00:54:34,840 --> 00:54:38,040
And a whole host of stealth
games like Thief and Tenchu.

1293
00:54:38,120 --> 00:54:40,400
So they were all, you know,
a year away or so.

1294
00:54:40,480 --> 00:54:42,960
- [Tommy Thompson] GoldenEye
and its ability to experiment

1295
00:54:43,040 --> 00:54:46,120
becomes a progenitor for games
like Thief: The Dark Project,

1296
00:54:46,200 --> 00:54:48,480
where it's entirely
stealth oriented.

1297
00:54:48,560 --> 00:54:50,120
- [David Craddock]
GoldenEye was the first

1298
00:54:50,200 --> 00:54:54,160
first-person shooter that actually
made PC developers notice

1299
00:54:54,240 --> 00:54:56,800
the genre on console
and say, oh,

1300
00:54:56,880 --> 00:54:58,680
we need to do
something like this too

1301
00:54:58,760 --> 00:54:59,720
or we'll get left behind.

1302
00:54:59,800 --> 00:55:01,840
- Half-Life came out
after GoldenEye,

1303
00:55:02,200 --> 00:55:04,920
and it was interesting
to hear the developers

1304
00:55:05,000 --> 00:55:07,120
of Half-Life speak about how

1305
00:55:07,200 --> 00:55:08,600
they were influenced
by GoldenEye.

1306
00:55:08,680 --> 00:55:11,040
- [David Craddock] They
delayed Half-Life to make sure

1307
00:55:11,120 --> 00:55:15,720
that Half-Life's AI was up
to snuff with GoldenEye's AI.

1308
00:55:15,800 --> 00:55:17,040
- One of the things
that GoldenEye

1309
00:55:17,120 --> 00:55:19,800
in particular really sells
are moving away,

1310
00:55:19,880 --> 00:55:22,080
not just from old light gun
games, like Virtua Cop,

1311
00:55:22,160 --> 00:55:24,800
but even established first-person
shooter franchises

1312
00:55:24,880 --> 00:55:26,760
like Doom,
is it's the first game

1313
00:55:26,840 --> 00:55:29,800
that really embodies
systemic design.

1314
00:55:30,200 --> 00:55:33,440
This idea that you
can create a sandbox

1315
00:55:33,520 --> 00:55:36,400
which can just be reduced
to outright anarchy,

1316
00:55:36,600 --> 00:55:39,320
where scientists are
running away in panic

1317
00:55:39,400 --> 00:55:42,640
because you're standing
there with two Klobbs

1318
00:55:42,720 --> 00:55:44,520
and shooting just relentlessly

1319
00:55:44,600 --> 00:55:47,240
at a couple of soldiers who are
then trying to hit an alarm,

1320
00:55:47,320 --> 00:55:49,000
but you've also shot
a barrel which then

1321
00:55:49,080 --> 00:55:51,600
causes this cascade
of explosions

1322
00:55:51,680 --> 00:55:54,240
throughout this room and then
that's catching scientists

1323
00:55:54,320 --> 00:55:55,640
and killing them
or it's blowing up

1324
00:55:55,720 --> 00:55:57,440
the guy that you're
trying to hit.

1325
00:55:57,520 --> 00:56:01,280
And these are things that
you can't program that.

1326
00:56:01,400 --> 00:56:04,360
You can only build the
tools within the world

1327
00:56:04,440 --> 00:56:07,400
that enable for these
sorts of things to occur.

1328
00:56:07,640 --> 00:56:11,680
And it's crazy because
now so many big games

1329
00:56:12,200 --> 00:56:13,640
try and embody systemic design.

1330
00:56:13,720 --> 00:56:16,920
That is literally the
blueprint that Far Cry runs on,

1331
00:56:17,000 --> 00:56:19,480
that they want to have you
be attacked by a tiger,

1332
00:56:19,560 --> 00:56:22,200
but you're also on a paraglider

1333
00:56:22,280 --> 00:56:24,040
and then you can drop
down and throw a C4

1334
00:56:24,120 --> 00:56:26,240
on a Jeep, which
lands on a civilian.

1335
00:56:26,320 --> 00:56:30,720
Like these are the things
that now we're expecting.

1336
00:56:30,800 --> 00:56:32,720
People jump into Red
Dead Redemption 2,

1337
00:56:32,800 --> 00:56:34,400
and they get really
excited when someone

1338
00:56:34,480 --> 00:56:36,840
gets kicked in the
face by a horse.

1339
00:56:36,920 --> 00:56:39,120
But GoldenEye, it
was the first time

1340
00:56:39,200 --> 00:56:41,040
we ever really saw
something like that.

1341
00:56:41,120 --> 00:56:44,320
And then subsequently you
can start manipulating that.

1342
00:56:44,400 --> 00:56:46,440
And that becomes
incredibly fun of, well,

1343
00:56:46,520 --> 00:56:48,240
what happens if I try
and lure the scientists

1344
00:56:48,320 --> 00:56:49,680
in front of me
because they're trying

1345
00:56:49,760 --> 00:56:50,960
to run out the back door,

1346
00:56:51,040 --> 00:56:52,600
but they are trying
to attack me,

1347
00:56:52,680 --> 00:56:56,160
and then can I get them to
shoot the scientists? I wonder.

1348
00:56:56,680 --> 00:56:58,480
And then you run off as
your own little research

1349
00:56:58,560 --> 00:56:59,760
scientist of your own, you know,

1350
00:56:59,840 --> 00:57:01,200
you're putting on
your own white coat,

1351
00:57:01,280 --> 00:57:03,640
like, let's see if we
can just cause chaos

1352
00:57:03,720 --> 00:57:06,560
and it makes it
insanely replayable.

1353
00:57:06,640 --> 00:57:08,000
- You can draw
a direct line, I think,

1354
00:57:08,080 --> 00:57:09,040
from GoldenEye to Halo.

1355
00:57:09,120 --> 00:57:12,120
- [James Batchelor] I would
argue that Halo: Combat Evolved

1356
00:57:12,960 --> 00:57:17,120
wouldn't be what it was if
it weren't for GoldenEye.

1357
00:57:17,200 --> 00:57:19,840
I think it followed
kind of the structure of

1358
00:57:20,080 --> 00:57:22,640
what GoldenEye was in terms
of these larger open levels,

1359
00:57:22,720 --> 00:57:25,320
in terms of this kind of
free flowing 3D movement

1360
00:57:25,400 --> 00:57:27,280
and letting you kind of explore

1361
00:57:27,360 --> 00:57:28,720
the level at your own
kind of pace.

1362
00:57:28,800 --> 00:57:30,720
I think that influenced
things like Halo

1363
00:57:30,800 --> 00:57:34,280
and then Halo inspired
Call of Duty and all the others.

1364
00:57:34,360 --> 00:57:37,840
It all leads on, it all
influences each other.

1365
00:57:38,560 --> 00:57:40,440
- After GoldenEye,
we all thought Rare

1366
00:57:40,520 --> 00:57:41,760
would make another Bond game.

1367
00:57:41,840 --> 00:57:44,480
I mean, you roll the
credits on GoldenEye,

1368
00:57:44,560 --> 00:57:46,240
it says James Bond will return.

1369
00:57:46,320 --> 00:57:48,240
And obviously that's
what the movies do,

1370
00:57:48,320 --> 00:57:50,440
but we all hoped
that Rare was saying,

1371
00:57:50,520 --> 00:57:51,920
hey, we had a blast
making this game.

1372
00:57:52,000 --> 00:57:54,800
We're going to give you
another FPS like GoldenEye,

1373
00:57:54,960 --> 00:57:57,920
maybe for the next Pierce
Brosnan movie. Didn't happen.

1374
00:57:58,000 --> 00:58:00,400
- [Brett Jones] We were going
to do the next Bond license.

1375
00:58:00,480 --> 00:58:02,920
That was the plan.
But because GoldenEye

1376
00:58:03,000 --> 00:58:05,240
sort of reinvigorated
the franchise,

1377
00:58:05,320 --> 00:58:06,840
suddenly the money went up

1378
00:58:06,920 --> 00:58:08,440
suddenly it's like,
if you want to do this,

1379
00:58:08,520 --> 00:58:09,480
you're gonna have to pay for it.

1380
00:58:09,560 --> 00:58:11,360
- The movie license
wasn't that expensive

1381
00:58:11,440 --> 00:58:13,240
the first time round,
as I understand it,

1382
00:58:13,320 --> 00:58:14,880
Obviously with the
success of GoldenEye,

1383
00:58:14,960 --> 00:58:17,480
then the price goes up and
we were told quite early on

1384
00:58:17,560 --> 00:58:20,120
that it's unlikely we
would do the next one

1385
00:58:20,200 --> 00:58:22,840
because they weren't
going to get the license.

1386
00:58:22,920 --> 00:58:24,200
You know, you're
slightly disappointed.

1387
00:58:24,280 --> 00:58:25,520
You're also sort of, actually,

1388
00:58:25,600 --> 00:58:27,560
probably it's better to
do our own thing now.

1389
00:58:27,640 --> 00:58:29,480
- We know how to make
a video game now.

1390
00:58:29,560 --> 00:58:30,720
So we're just going
to make a better one.

1391
00:58:30,800 --> 00:58:35,320
- It's actually really hard
to do spiritual successors.

1392
00:58:35,400 --> 00:58:38,120
To actually encapsulate
or capture

1393
00:58:38,200 --> 00:58:40,800
what were the magic qualities
of that particular game.

1394
00:58:40,880 --> 00:58:42,640
- [Stuart Ashen] Can you
recreate something like that?

1395
00:58:42,720 --> 00:58:44,880
Can you, you know, catch the
lightning in a bottle twice?

1396
00:58:44,960 --> 00:58:47,160
It was very much a
product of the time.

1397
00:58:47,240 --> 00:58:50,360
- People have tried that,
it's super, super, super, hard.

1398
00:58:50,480 --> 00:58:54,080
- [Blaine Morehead] You know,
GoldenEye kind of set up this

1399
00:58:54,200 --> 00:58:56,800
expectation, I think,
with audiences that, oh,

1400
00:58:56,880 --> 00:58:59,120
these Bond games
are going to be,

1401
00:58:59,240 --> 00:59:01,320
or at least should be,
as good as GoldenEye,

1402
00:59:01,400 --> 00:59:03,640
like, you know, Rare
set the standard.

1403
00:59:03,720 --> 00:59:06,160
And so there was just
this expectation in place.

1404
00:59:06,520 --> 00:59:08,800
- After GoldenEye, the
history of Bond games

1405
00:59:08,880 --> 00:59:10,360
is very very erratic.

1406
00:59:10,440 --> 00:59:11,920
- I didn't quite realize
how big of a deal

1407
00:59:12,000 --> 00:59:16,000
it was that Rare lost
the rights to Bond,

1408
00:59:16,120 --> 00:59:18,160
in that I heard that Tomorrow
Never Dies was coming out.

1409
00:59:18,240 --> 00:59:20,360
- Tomorrow Never Dies had a
tie-in on the PlayStation.

1410
00:59:20,440 --> 00:59:24,960
And I think that was PlayStation
hoping that, you know,

1411
00:59:25,040 --> 00:59:27,360
well, GoldenEye did
gangbusters for Nintendo,

1412
00:59:27,840 --> 00:59:29,800
Tomorrow Never Dies
will do the same for us.

1413
00:59:29,880 --> 00:59:31,720
- Sweet, it's the
sequel to GoldenEye.

1414
00:59:31,800 --> 00:59:33,680
And I remember getting that
and playing it and being like,

1415
00:59:33,760 --> 00:59:36,200
this is not GoldenEye at
all. This is nothing close.

1416
00:59:36,280 --> 00:59:38,040
Like I don't know,
they really screwed up.

1417
00:59:38,120 --> 00:59:40,080
Like, not knowing that it was
a completely different team,

1418
00:59:40,160 --> 00:59:41,080
different everything.

1419
00:59:41,160 --> 00:59:42,840
- You're running round levels,

1420
00:59:42,920 --> 00:59:44,720
like running around
sets to the film,

1421
00:59:44,800 --> 00:59:46,800
but it wasn't quite as
accurate as Rare had managed.

1422
00:59:46,880 --> 00:59:49,640
I remember reading reviews
of Tomorrow Never Dies,

1423
00:59:49,720 --> 00:59:51,520
and thinking like,
ah, that's too bad.

1424
00:59:51,600 --> 00:59:53,160
- You have The World Is
Not Enough afterwards,

1425
00:59:53,240 --> 00:59:55,000
which they kind of like, okay,

1426
00:59:55,080 --> 00:59:57,000
let's not mess with
the GoldenEye formula.

1427
00:59:57,080 --> 00:59:59,000
Clearly James Bond
works in first person.

1428
00:59:59,080 --> 01:00:00,960
We'll do another
first-person shooter.

1429
01:00:01,040 --> 01:00:02,760
And it was good, but it
was another developer

1430
01:00:02,840 --> 01:00:05,680
and it didn't quite have
the same Rare magic.

1431
01:00:05,760 --> 01:00:08,320
I think it did feel very
kind of A to B,

1432
01:00:08,400 --> 01:00:09,520
very kind of linear.

1433
01:00:09,600 --> 01:00:11,000
- I remember
thinking that like, okay,

1434
01:00:11,080 --> 01:00:12,680
this has gotta be the
GoldenEye that I wanted.

1435
01:00:12,760 --> 01:00:14,280
And it's like, ah,
that's not it either.

1436
01:00:14,360 --> 01:00:15,560
And then I found out, oh, okay.

1437
01:00:15,640 --> 01:00:17,320
The team that made
that is making this game

1438
01:00:17,400 --> 01:00:18,240
called Perfect Dark,

1439
01:00:18,320 --> 01:00:20,120
and that's the closest you're
gonna get to GoldenEye.

1440
01:00:20,520 --> 01:00:22,600
- [Ad Narrator] Welcome to 2023.

1441
01:00:24,280 --> 01:00:26,640
- So Perfect Dark
came along in 2000,

1442
01:00:26,720 --> 01:00:30,320
and it was Rare's second
effort in this realm

1443
01:00:30,400 --> 01:00:33,440
of first-person shooter and
it was highly anticipated.

1444
01:00:33,520 --> 01:00:36,080
Like yeah, I mean, you
did it right the first time.

1445
01:00:36,160 --> 01:00:38,200
Let's just do that again.
Just give me more of that.

1446
01:00:38,280 --> 01:00:40,640
- A big thing with
Perfect Dark was escaping

1447
01:00:40,720 --> 01:00:43,200
what we saw as the confines
of the GoldenEye universe.

1448
01:00:43,280 --> 01:00:44,400
- We could
make up the storyline,

1449
01:00:44,480 --> 01:00:45,320
we can make up the characters.

1450
01:00:45,400 --> 01:00:47,440
We could do whatever the
hell we wanted with it.

1451
01:00:47,520 --> 01:00:48,960
We could make it darker.
We could make it bigger.

1452
01:00:49,040 --> 01:00:51,360
We could go into space. We
could have laser pistols.

1453
01:00:51,440 --> 01:00:52,960
You know, that was the point.

1454
01:00:53,040 --> 01:00:55,520
We could do anything
we wanted with this one

1455
01:00:55,600 --> 01:00:56,920
because we
weren't restricted.

1456
01:00:57,000 --> 01:00:58,520
- And then
you're on to the next thing,

1457
01:00:58,600 --> 01:01:01,240
so after GoldenEye we
were doing Perfect Dark

1458
01:01:01,320 --> 01:01:03,760
and we were going
to make this game

1459
01:01:03,960 --> 01:01:05,200
so much better than GoldenEye.

1460
01:01:05,280 --> 01:01:06,560
- Perfect Dark certainly feels

1461
01:01:06,640 --> 01:01:08,720
like an evolution of
GoldenEye. It clearly is.

1462
01:01:09,520 --> 01:01:11,040
It still feels very similar,

1463
01:01:11,120 --> 01:01:12,720
but obviously
everything is opened up.

1464
01:01:13,120 --> 01:01:15,600
- In a lot of ways,
it was the kind of

1465
01:01:15,680 --> 01:01:17,400
sequel that the fans wanted.

1466
01:01:17,480 --> 01:01:19,600
It doubled down on the
multiplayer aspect,

1467
01:01:19,680 --> 01:01:23,520
you had bots, you had
much more customization

1468
01:01:23,640 --> 01:01:26,520
you could do in the multiplayer,
lots more weapons,

1469
01:01:26,720 --> 01:01:29,200
just a huge array of things.

1470
01:01:29,280 --> 01:01:31,600
But then it went kind
of off the rails,

1471
01:01:31,680 --> 01:01:35,760
like Indiana Jones 4 style,
with aliens and stuff like that.

1472
01:01:35,840 --> 01:01:38,000
I don't know,
it got a little silly.

1473
01:01:38,080 --> 01:01:40,480
- The big fight we had, myself

1474
01:01:40,560 --> 01:01:42,120
and Martin and
others on the team,

1475
01:01:42,200 --> 01:01:44,320
we really wanted to
have a female character.

1476
01:01:44,400 --> 01:01:46,040
- Jeanne d'Arc, yes.

1477
01:01:46,160 --> 01:01:47,760
Joan of Arc, that's where
it comes from originally.

1478
01:01:47,840 --> 01:01:49,800
And that was Dr. Doak's idea.

1479
01:01:50,160 --> 01:01:55,520
- Just because it was such
a misogynist industry.

1480
01:01:55,640 --> 01:01:57,480
It's nice to look back
on that and to think

1481
01:01:57,560 --> 01:02:00,040
that we kind of got to
push something there

1482
01:02:00,120 --> 01:02:02,200
because we had some
clout at the time.

1483
01:02:02,280 --> 01:02:04,640
- Perfect Dark sold a little
over 2 million copies,

1484
01:02:04,720 --> 01:02:07,520
I think, as compared with
GoldenEye's 8 million.

1485
01:02:07,600 --> 01:02:10,040
- The debate between whether
GoldenEye or Perfect Dark

1486
01:02:10,120 --> 01:02:13,320
is the better game
is a very complicated one.

1487
01:02:13,400 --> 01:02:15,040
And there's going
to be lots of people

1488
01:02:15,120 --> 01:02:16,280
on each side of the fence.

1489
01:02:16,360 --> 01:02:19,240
You can break
Perfect Dark really badly.

1490
01:02:19,320 --> 01:02:22,800
I mean, you can do stuff that
brings the game to a crawl.

1491
01:02:22,880 --> 01:02:24,600
- [Naz Pattison] Although
certainly what they were

1492
01:02:24,680 --> 01:02:26,320
doing with bots and
stuff was incredible.

1493
01:02:26,400 --> 01:02:27,360
There are a lot of features,

1494
01:02:27,440 --> 01:02:30,080
like the counter operative
stuff was amazing.

1495
01:02:30,160 --> 01:02:34,080
There were so many great ideas
in it, but I think for me,

1496
01:02:34,160 --> 01:02:36,680
it just didn't come
out at the right time.

1497
01:02:36,760 --> 01:02:39,680
- GoldenEye just never left
the machine as a multiplayer.

1498
01:02:39,760 --> 01:02:42,160
And even though Perfect
Dark has more stuff

1499
01:02:42,240 --> 01:02:44,720
going on in there in
terms of AI, weapons,

1500
01:02:44,800 --> 01:02:48,120
laptop guns, you know,
it has more, but again,

1501
01:02:48,200 --> 01:02:50,360
when it comes to a quick
plug and play session

1502
01:02:50,440 --> 01:02:52,480
with your mates,
less is more, you know?

1503
01:02:58,320 --> 01:02:59,800
(upbeat music)

1504
01:03:02,480 --> 01:03:05,080
- [Speedrunner] Right here,
it's this one. My insane pace.

1505
01:03:09,600 --> 01:03:10,640
- [Karl Jobst] Oh my God.

1506
01:03:10,720 --> 01:03:12,160
- [Speedrunner]
I wait, I wait, I wait,

1507
01:03:13,320 --> 01:03:15,480
right when he starts firing
to try to backboost me.

1508
01:03:15,560 --> 01:03:18,360
The double. Body armor.
Two quick ones.

1509
01:03:18,440 --> 01:03:20,400
I already know I'm getting
there on the perfect line.

1510
01:03:23,320 --> 01:03:25,240
Oh, fuck, what a run.

1511
01:03:32,160 --> 01:03:33,160
Fuck.

1512
01:03:33,240 --> 01:03:35,520
I can't even play anymore
tonight after that.

1513
01:03:38,520 --> 01:03:39,720
It's... I don't know.

1514
01:03:42,240 --> 01:03:43,680
Oh! Fuck!

1515
01:03:43,960 --> 01:03:47,720
Fuck. Oh my God. Oh my God.

1516
01:03:50,960 --> 01:03:52,360
- [Ryan White] My friends,
hello and welcome

1517
01:03:52,440 --> 01:03:56,120
to GoldenEye SpeedLore,
the series where

1518
01:03:56,200 --> 01:03:59,280
we look at the speed run
world record progression

1519
01:03:59,360 --> 01:04:01,960
of a stage in GoldenEye,
and the stories...

1520
01:04:02,160 --> 01:04:07,280
So speed running is the act
of trying to beat a video game

1521
01:04:07,400 --> 01:04:10,920
or a part of a video game
as quickly as possible.

1522
01:04:11,440 --> 01:04:13,000
And it might sound
crazy to some,

1523
01:04:13,080 --> 01:04:16,120
but it's kind of this
additional challenge

1524
01:04:16,240 --> 01:04:18,960
that anyone can do in a game.

1525
01:04:19,320 --> 01:04:21,280
- The cheat system
in GoldenEye was one of

1526
01:04:21,360 --> 01:04:23,880
the things that really
drove the initial desire

1527
01:04:23,960 --> 01:04:26,400
to beat the levels fast
because you had to clear

1528
01:04:26,480 --> 01:04:29,480
a level on a particular
difficulty under a certain time

1529
01:04:29,560 --> 01:04:30,920
in order to unlock the cheats.

1530
01:04:31,000 --> 01:04:34,080
- Speed running now,
after 2010 or even

1531
01:04:34,160 --> 01:04:36,440
the mid-2000s, started
getting popularity,

1532
01:04:36,520 --> 01:04:38,800
but GoldenEye was
big from the start.

1533
01:04:38,880 --> 01:04:40,520
- [Wes McKinney] When I
took over the website,

1534
01:04:40,600 --> 01:04:43,520
I was updating all of
the records by hand,

1535
01:04:43,640 --> 01:04:45,960
literally by editing HTML files.

1536
01:04:46,040 --> 01:04:48,520
And so people would
send me emails

1537
01:04:48,600 --> 01:04:50,440
with all of their new records.

1538
01:04:50,520 --> 01:04:53,480
And then I would go and
manually insert them.

1539
01:04:53,560 --> 01:04:56,440
When I was 15 years old, it
was a big part of who I was.

1540
01:04:56,520 --> 01:04:57,600
- If you achieve a good time,

1541
01:04:57,680 --> 01:04:59,360
you can go online and
say, hey, I did this.

1542
01:04:59,440 --> 01:05:01,400
And the people who also
share that same passion

1543
01:05:01,480 --> 01:05:05,080
can give you some
attention and respect.

1544
01:05:05,160 --> 01:05:07,960
- All these teenagers came
together in the late nineties,

1545
01:05:08,040 --> 01:05:10,480
early 2000s, and became
lifelong friends.

1546
01:05:10,560 --> 01:05:13,800
- When you get a really
good new untied world record

1547
01:05:13,880 --> 01:05:15,560
that no one's ever had before,

1548
01:05:15,760 --> 01:05:18,880
it almost feels like
exploring new lands.

1549
01:05:18,960 --> 01:05:20,320
- [Wes McKinney] You
would finish the level

1550
01:05:20,400 --> 01:05:22,400
and there would be, like your
heart would skip two beats,

1551
01:05:22,480 --> 01:05:24,120
and then you would press
A and you'd be like,

1552
01:05:24,200 --> 01:05:27,040
you know, did I get it?
And be like just... you know.

1553
01:05:27,200 --> 01:05:29,680
- You're the only
person in the world

1554
01:05:29,880 --> 01:05:33,320
to see those numbers

1555
01:05:34,080 --> 01:05:35,560
on the end screen of the game.

1556
01:05:36,080 --> 01:05:37,560
You know, you're it.

1557
01:05:37,640 --> 01:05:41,200
- There's this sort of
psychological catnip

1558
01:05:41,280 --> 01:05:43,920
that led to this addictive,
kind of obsessive,

1559
01:05:44,000 --> 01:05:45,080
cycle with the game.

1560
01:05:45,160 --> 01:05:48,040
- There are very few things
that beat that rush still today.

1561
01:05:48,120 --> 01:05:49,160
I can say that.

1562
01:05:49,240 --> 01:05:51,200
- What would lead
a person to play

1563
01:05:51,280 --> 01:05:54,120
the same stage a
thousand times in a row?

1564
01:05:54,200 --> 01:05:57,520
- You see a lot of guys
who maybe, you know,

1565
01:05:57,600 --> 01:06:00,040
they're not at the best place
in their life at the time.

1566
01:06:00,440 --> 01:06:02,240
Maybe they've just lost a job

1567
01:06:02,400 --> 01:06:05,520
or gotten out of a
relationship or, you know,

1568
01:06:05,600 --> 01:06:07,360
maybe they're a bit downtrodden.

1569
01:06:07,440 --> 01:06:11,200
Speed running can be a natural
kind of place of comfort

1570
01:06:11,320 --> 01:06:16,240
to give them a sense of
direction and focus to carry on.

1571
01:06:20,360 --> 01:06:22,000
- [Narrator] Fresh off
the success of GoldenEye

1572
01:06:22,080 --> 01:06:24,160
and deep into production
of Perfect Dark,

1573
01:06:24,240 --> 01:06:26,240
the unthinkable happened.

1574
01:06:26,320 --> 01:06:27,760
Several key members of the team,

1575
01:06:27,840 --> 01:06:31,000
Hilton, Norgate, Doak, and
Ellis, left the company,

1576
01:06:31,080 --> 01:06:34,200
setting off to form a new
studio, Free Radical Design.

1577
01:06:37,360 --> 01:06:40,600
- [Steve Ellis] So we started
off with myself, Dave Doak,

1578
01:06:40,680 --> 01:06:43,680
Karl Hilton, Graeme
Norgate, and Lee Ray,

1579
01:06:43,760 --> 01:06:47,080
who all left Rare
roughly at the same time.

1580
01:06:47,160 --> 01:06:49,360
And we started in April, '99.

1581
01:06:49,440 --> 01:06:52,200
- [Karl Hilton] It was a
hugely difficult decision.

1582
01:06:52,280 --> 01:06:54,600
In some respects,
I mean, on the one hand,

1583
01:06:54,680 --> 01:06:56,640
I think we were all ready
to go and do Free Radical.

1584
01:06:56,720 --> 01:06:58,760
And we were all very excited
by the idea of Free Radical.

1585
01:06:58,840 --> 01:07:02,040
And we all knew we were
young and confident

1586
01:07:02,120 --> 01:07:03,600
enough that we thought,
oh, it's going to be,

1587
01:07:03,680 --> 01:07:05,120
yeah, we'll do this.
It'll be a great success.

1588
01:07:05,200 --> 01:07:06,360
We'll be fine, you know.

1589
01:07:07,040 --> 01:07:09,840
- It was a thing that I was
thinking about for a while.

1590
01:07:10,240 --> 01:07:11,800
After GoldenEye...

1591
01:07:13,560 --> 01:07:16,400
I don't know.
I mean, we were young and naive

1592
01:07:16,480 --> 01:07:19,840
and we kind of
felt like we'd done it

1593
01:07:19,920 --> 01:07:21,880
all ourselves,
which in retrospect,

1594
01:07:21,960 --> 01:07:24,040
I now realize that there
will have been things

1595
01:07:24,120 --> 01:07:26,680
going on behind the scenes
that we were unaware of

1596
01:07:26,760 --> 01:07:28,600
that allowed us to have the time

1597
01:07:28,680 --> 01:07:31,080
that we had to make
that game good.

1598
01:07:31,160 --> 01:07:32,240
- [Narrator] With
their stock high,

1599
01:07:32,320 --> 01:07:35,240
they signed an exclusive
deal with publisher Eidos

1600
01:07:35,320 --> 01:07:37,560
to develop a game
for a new console,

1601
01:07:37,640 --> 01:07:39,760
the Sony PlayStation 2.

1602
01:07:39,840 --> 01:07:41,920
The new game would
be Time Splitters.

1603
01:07:42,000 --> 01:07:43,520
But could it live up
to the standard

1604
01:07:43,600 --> 01:07:45,080
they'd set with GoldenEye?

1605
01:07:45,880 --> 01:07:47,440
- [Karl Hilton] PlayStation
2 was around the corner.

1606
01:07:47,520 --> 01:07:49,840
So as soon as Eidos had
signed us up, you know,

1607
01:07:49,920 --> 01:07:50,960
then it was straight to Sony.

1608
01:07:51,040 --> 01:07:52,360
Look, we're going
to make another game.

1609
01:07:52,440 --> 01:07:53,840
It's going to be a multiplayer.

1610
01:07:53,920 --> 01:07:56,160
I think your console is clearly
going to be a great console

1611
01:07:56,240 --> 01:07:58,400
to do it on, and then
Sony was super supportive,

1612
01:07:58,480 --> 01:08:00,880
and yes, suddenly we had
dev kits in our office.

1613
01:08:00,960 --> 01:08:03,000
- [Peer Schnieder] We were
all super excited about

1614
01:08:03,080 --> 01:08:05,440
Free Radical and then after
we played Time Splitters,

1615
01:08:05,520 --> 01:08:07,160
we really liked what we saw.

1616
01:08:07,240 --> 01:08:09,640
- We were the only
European-developed launch title,

1617
01:08:09,720 --> 01:08:11,440
you know, so that was
a very quick sort of,

1618
01:08:11,520 --> 01:08:13,320
here's a fun game,
not much to it,

1619
01:08:13,400 --> 01:08:14,800
but it's got all
these bits and pieces

1620
01:08:14,880 --> 01:08:15,960
and have a bit of fun with it.

1621
01:08:16,040 --> 01:08:18,439
- When we made the Time Splitters'
games with Free Radical,

1622
01:08:18,520 --> 01:08:20,720
it was kind of like,
we want a chocolate box,

1623
01:08:20,800 --> 01:08:23,439
we want to do everything.
So those games were that.

1624
01:08:23,520 --> 01:08:26,359
The original Time Splitters
was a multiplayer game,

1625
01:08:26,520 --> 01:08:29,479
just let's throw everything
and see what sticks.

1626
01:08:29,560 --> 01:08:32,000
- I think a lot of fans went
to Time Splitters and said,

1627
01:08:32,080 --> 01:08:34,399
oh my God, this brings
back all the memories

1628
01:08:34,479 --> 01:08:36,560
from GoldenEye and
the way it feels,

1629
01:08:36,680 --> 01:08:38,439
but what Free Radical
did with that game

1630
01:08:38,520 --> 01:08:39,640
is just speed it up.

1631
01:08:39,720 --> 01:08:43,399
- It was all about
immediacy and accessibility.

1632
01:08:43,520 --> 01:08:44,720
Pick up and play.

1633
01:08:45,080 --> 01:08:46,840
You should just be able
to start playing,

1634
01:08:47,080 --> 01:08:50,040
choose a bunch of
settings that you fancy

1635
01:08:50,120 --> 01:08:52,680
at that time and have
fun straightaway.

1636
01:08:52,760 --> 01:08:55,319
- There was no great design
document for Time Splitters

1637
01:08:55,399 --> 01:08:56,279
at the start that said,

1638
01:08:56,359 --> 01:08:58,200
this is the game and this
is how it's going to work

1639
01:08:58,279 --> 01:08:59,600
and this is what things
you're going to do.

1640
01:08:59,680 --> 01:09:01,800
- It just had such
a nice feel to it.

1641
01:09:01,880 --> 01:09:03,560
And you could pick
it up and play it

1642
01:09:03,640 --> 01:09:06,000
without a whole lot of
learning for it as well,

1643
01:09:06,080 --> 01:09:07,640
which means you can get
people who aren't so

1644
01:09:07,720 --> 01:09:09,680
big a gamers in on it,
and you could actually

1645
01:09:09,760 --> 01:09:11,200
have your four
player split-screen

1646
01:09:11,279 --> 01:09:12,720
and everybody's having fun.

1647
01:09:13,439 --> 01:09:16,000
- It wasn't representative
of what we were capable of.

1648
01:09:16,080 --> 01:09:19,080
It was representative of what
we had enough time to do.

1649
01:09:19,359 --> 01:09:20,960
So Time Splitters 2 was where

1650
01:09:21,040 --> 01:09:23,200
we wanted to show
what we could do.

1651
01:09:28,880 --> 01:09:31,640
- Time Splitters 2 was obviously
our chance to do it properly.

1652
01:09:31,720 --> 01:09:34,240
And we had more time and the
first one had been successful.

1653
01:09:34,319 --> 01:09:35,680
So Eidos were happy
for us to spend

1654
01:09:35,760 --> 01:09:37,399
a bit more money
and a bit more time

1655
01:09:37,479 --> 01:09:39,319
making a more detailed
one with a proper story,

1656
01:09:39,399 --> 01:09:41,160
and then a bit more
character development in it.

1657
01:09:41,240 --> 01:09:43,000
- And they were quite hands-off.

1658
01:09:43,359 --> 01:09:48,240
That's a thing that was
also true of GoldenEye.

1659
01:09:48,319 --> 01:09:50,120
I think that's the thing
that makes a big difference

1660
01:09:50,200 --> 01:09:53,200
to the end result of a project.

1661
01:09:53,279 --> 01:09:54,480
- [Narrator]
The Time Splitters series

1662
01:09:54,560 --> 01:09:56,440
would go on to be one
of the most successful

1663
01:09:56,520 --> 01:09:58,320
franchises on the PlayStation 2,

1664
01:09:58,400 --> 01:10:01,200
selling over 3.5 million
copies on the system

1665
01:10:01,280 --> 01:10:04,000
and earning a dedicated
and passionate fan base.

1666
01:10:04,080 --> 01:10:06,160
Throughout the mid-2000s,
Free Radical Design

1667
01:10:06,240 --> 01:10:08,280
would go on to create
titles like Second Sight

1668
01:10:08,360 --> 01:10:11,160
for the PS2 and
Haze for the PS3.

1669
01:10:11,240 --> 01:10:12,680
- [Steve Ellis] After we
finished Time Splitters,

1670
01:10:12,760 --> 01:10:14,760
Lucas Arts approached
us and said

1671
01:10:14,840 --> 01:10:17,520
they'd like us to
make a Star Wars game.

1672
01:10:18,520 --> 01:10:20,840
- It was a hugely fun
thing to be working on.

1673
01:10:20,920 --> 01:10:22,200
Obviously the team
was stoked because

1674
01:10:22,280 --> 01:10:24,920
we got access to
all of the great

1675
01:10:25,040 --> 01:10:27,880
resources and
history of Star Wars.

1676
01:10:27,960 --> 01:10:29,720
- [David Doak] I can
remember it just being an

1677
01:10:29,800 --> 01:10:32,160
absolute joy to go to work.

1678
01:10:32,240 --> 01:10:34,200
We were making what
we wanted to make.

1679
01:10:34,520 --> 01:10:37,480
We personally felt vested
in it because we owned

1680
01:10:37,560 --> 01:10:40,200
the business and we
were creating our thing.

1681
01:10:46,280 --> 01:10:48,760
- [Narrator] Back at Rare,
change was in the air.

1682
01:10:48,840 --> 01:10:50,800
The Nintendo deal
had reached its end

1683
01:10:50,880 --> 01:10:52,800
and Rare needed a new partner.

1684
01:10:52,880 --> 01:10:55,560
Companies like Activision
and Microsoft were circling.

1685
01:10:55,640 --> 01:10:56,880
And for the successful bidder,

1686
01:10:56,960 --> 01:10:58,960
the spoils would be
Rare's reputation

1687
01:10:59,040 --> 01:11:00,760
and its passionate fan base.

1688
01:11:00,840 --> 01:11:02,840
For Rare, it was an
opportunity to secure

1689
01:11:02,920 --> 01:11:05,040
the long-term viability
of the company,

1690
01:11:05,120 --> 01:11:07,120
but it wouldn't be without risk.

1691
01:11:07,200 --> 01:11:09,040
The Rare faithful would
have to hold their breath

1692
01:11:09,120 --> 01:11:11,440
as giant corporations moved in.

1693
01:11:13,240 --> 01:11:15,240
- [Simon Parkin] Owners of
the company and the founders,

1694
01:11:15,360 --> 01:11:18,480
Chris and Tim stamper, put
the company up for sale.

1695
01:11:18,720 --> 01:11:20,160
And they're looking
to find a buyer.

1696
01:11:20,240 --> 01:11:22,400
Microsoft's interested,
Activision's interested

1697
01:11:22,480 --> 01:11:24,360
and Nintendo is interested.

1698
01:11:24,440 --> 01:11:26,800
And I think a lot of the staff
were like, well, you know,

1699
01:11:26,880 --> 01:11:29,640
hopefully we'll be
acquired fully by Nintendo,

1700
01:11:29,720 --> 01:11:34,600
but Nintendo's CEO at the
time gives them a valuation

1701
01:11:34,720 --> 01:11:37,240
that's way, way lower
than what they're after.

1702
01:11:37,320 --> 01:11:39,160
And Activision
puts in a big bid.

1703
01:11:39,240 --> 01:11:40,960
So it looks for a moment
that they're going to go

1704
01:11:41,040 --> 01:11:42,680
with Activision, and then
for one reason or another,

1705
01:11:42,760 --> 01:11:43,680
that deal falls through.

1706
01:11:46,600 --> 01:11:48,760
(Conker yelling)

1707
01:11:49,360 --> 01:11:52,160
- [James Batchelor] When
Microsoft bought Rare in 2002,

1708
01:11:52,240 --> 01:11:54,440
I believe it was, I think
they lost a little bit.

1709
01:11:54,520 --> 01:11:56,800
I think some people at Rare
would kind of agree with that.

1710
01:11:56,880 --> 01:11:58,000
Case in point,
that's when you started

1711
01:11:58,080 --> 01:12:00,200
to see people leave Rare
and form Free Radical.

1712
01:12:00,280 --> 01:12:01,840
Microsoft wanted to
really push Kinect

1713
01:12:01,920 --> 01:12:05,000
and really want to push this
kind of hands-free control thing.

1714
01:12:05,080 --> 01:12:06,240
But you had Kinect
Sports, Kinect Adventure,

1715
01:12:06,320 --> 01:12:07,560
all these kinds of
games that people

1716
01:12:07,640 --> 01:12:08,840
just didn't feel were Rare.

1717
01:12:08,920 --> 01:12:10,720
You didn't feel that
Rare quality about it

1718
01:12:10,800 --> 01:12:12,480
because they were
mini game collections

1719
01:12:12,560 --> 01:12:15,520
and that's not really what
Rare did. Rare built worlds.

1720
01:12:15,600 --> 01:12:18,160
- I left Rare because
I became less enamoured

1721
01:12:18,240 --> 01:12:20,240
with it as time went,
after Tim and Chris left,

1722
01:12:20,320 --> 01:12:22,160
that was it for me.
I liked them being there.

1723
01:12:22,240 --> 01:12:24,240
When they left, I don't
think I left long after that.

1724
01:12:24,320 --> 01:12:26,280
I didn't want to be
there really anymore.

1725
01:12:28,720 --> 01:12:30,960
- [Steve Ellis] For a long
time we described that as

1726
01:12:31,040 --> 01:12:33,280
the best publisher
relationship we'd ever had,

1727
01:12:33,360 --> 01:12:35,080
it was working
really, really well.

1728
01:12:35,160 --> 01:12:37,920
It was going so well
that not long after that,

1729
01:12:38,080 --> 01:12:40,280
they asked us to
also start working

1730
01:12:40,360 --> 01:12:42,640
on the sequel at the same time.

1731
01:12:42,720 --> 01:12:44,800
In order to do that, we
had to grow the company.

1732
01:12:44,880 --> 01:12:47,040
- [David Doak] As it
got bigger and bigger,

1733
01:12:47,720 --> 01:12:51,840
more time was kind of
spent on dealing

1734
01:12:51,920 --> 01:12:53,840
with the frictions
that you have,

1735
01:12:53,920 --> 01:12:57,040
particularly with publishers.

1736
01:12:57,120 --> 01:12:58,480
- It was two and a half years,

1737
01:12:58,560 --> 01:13:01,280
but I mean the
amount of money

1738
01:13:01,360 --> 01:13:03,520
in at that point would
have been eight figures.

1739
01:13:03,600 --> 01:13:06,160
The funding model then
was publisher advances.

1740
01:13:06,240 --> 01:13:09,280
And if you have a good
publisher relationship,

1741
01:13:09,480 --> 01:13:10,840
then you're safe,

1742
01:13:10,920 --> 01:13:14,800
but that relationship has
always got some conflict in it.

1743
01:13:14,880 --> 01:13:17,040
It got to the point where
we were doing milestones

1744
01:13:17,120 --> 01:13:18,440
every month and
sending them off.

1745
01:13:18,520 --> 01:13:21,840
And if the publisher
didn't like what they saw,

1746
01:13:21,920 --> 01:13:25,160
we wouldn't get paid, and our
burn rate was astronomical.

1747
01:13:25,240 --> 01:13:28,960
So, you know,
it doesn't take much

1748
01:13:29,040 --> 01:13:30,240
for the wheels to come off.

1749
01:13:30,320 --> 01:13:32,520
- Unfortunately,
you know, the story was

1750
01:13:32,600 --> 01:13:35,480
not a great one obviously,
you know, the studio

1751
01:13:35,560 --> 01:13:38,200
running into trouble with
Battlefront development.

1752
01:13:38,280 --> 01:13:40,000
- That becomes quite difficult

1753
01:13:40,080 --> 01:13:42,440
if that goes on for
more than a few months,

1754
01:13:42,520 --> 01:13:44,240
because everyone
needs to get paid.

1755
01:13:47,240 --> 01:13:50,400
- When it came to
the end of the year,

1756
01:13:50,480 --> 01:13:53,880
we had to put the company
into administration.

1757
01:13:53,960 --> 01:13:55,240
- That was gutting, you know.

1758
01:13:55,320 --> 01:13:57,280
- In almost every
publisher we worked with,

1759
01:13:57,360 --> 01:13:59,840
there was some
degree of conflict

1760
01:14:01,240 --> 01:14:03,680
and that took us
down in the end.

1761
01:14:04,440 --> 01:14:06,280
(somber music)

1762
01:14:14,520 --> 01:14:17,120
- Today is a culmination of
about three years of planning.

1763
01:14:17,200 --> 01:14:19,040
We're filming an
actual real film

1764
01:14:19,120 --> 01:14:20,840
called Bringing Back GoldenEye.

1765
01:14:27,400 --> 01:14:29,040
- I'm Dan Guest,
I'm the director

1766
01:14:29,120 --> 01:14:30,640
of Bringing Back GoldenEye,

1767
01:14:31,040 --> 01:14:33,640
the mockumentary
written by Jim Miskell,

1768
01:14:33,720 --> 01:14:36,880
all about the GoldenEye
world championships.

1769
01:14:36,960 --> 01:14:38,520
- [Jim Miskell] It was the first thing
I'd ever been good at,

1770
01:14:38,600 --> 01:14:41,120
never mind a game,
and I was amazing at it.

1771
01:14:41,280 --> 01:14:43,000
So I've written two
films about GoldenEye.

1772
01:14:43,080 --> 01:14:44,320
Obviously,
this is the second one.

1773
01:14:44,400 --> 01:14:46,040
First was Going For GoldenEye.

1774
01:14:46,440 --> 01:14:48,120
I made it myself,
basically wrote it,

1775
01:14:48,200 --> 01:14:51,960
directed it, produced it,
made the costumes, edited it.

1776
01:14:52,040 --> 01:14:54,000
I made everything apart
from hold the camera,

1777
01:14:54,720 --> 01:14:56,480
hold the boom, and
act in it basically.

1778
01:14:56,600 --> 01:15:00,040
And I'd never do that ever
again. It was very stressful.

1779
01:15:00,440 --> 01:15:02,840
Grant Kirkhope said it
was the film of the year,

1780
01:15:02,920 --> 01:15:05,720
which, you know, what more
could you want, really?

1781
01:15:05,800 --> 01:15:09,320
David Doak compared it to
Spinal Tap, King of Kong.

1782
01:15:09,400 --> 01:15:12,320
I'm really happy that
the Rare guys liked it.

1783
01:15:12,400 --> 01:15:15,760
I'm really, really proud of it
just because I did it,

1784
01:15:15,840 --> 01:15:17,240
you know, end of the day,

1785
01:15:17,320 --> 01:15:19,640
a lot of people can say
they're going to do stuff,

1786
01:15:19,720 --> 01:15:21,440
but I'll put my money
where my mouth is.

1787
01:15:21,520 --> 01:15:22,720
And I went through and did it.

1788
01:15:22,800 --> 01:15:24,800
And I saw it all
the way through.

1789
01:15:24,880 --> 01:15:27,840
But now I've hired a
lovely crew and producers

1790
01:15:27,920 --> 01:15:30,200
and everything and lots
of lovely actors and,

1791
01:15:30,480 --> 01:15:32,800
yeah, they're making
an awesome film.

1792
01:15:35,400 --> 01:15:36,880
- [Dan Guest] It's
written by a massive fan.

1793
01:15:36,960 --> 01:15:38,400
Jim's just written a
great story with

1794
01:15:38,480 --> 01:15:41,640
a lot of little inside jokes and
obviously David Doak's involved.

1795
01:15:41,720 --> 01:15:44,480
And it's just a great nostalgia
trip for fans of the game.

1796
01:15:45,360 --> 01:15:47,160
- What we're filming
these next couple of days

1797
01:15:47,240 --> 01:15:50,720
is the world championships
interior parts of the film.

1798
01:15:51,080 --> 01:15:52,600
There'll be a hundred extras in,

1799
01:15:53,040 --> 01:15:54,640
and we've got a stage full of

1800
01:15:54,720 --> 01:15:56,040
new competitors and characters.

1801
01:15:57,040 --> 01:15:58,200
So it's going to be a big day,

1802
01:15:58,280 --> 01:15:59,840
and David Doak from
the GoldenEye team

1803
01:15:59,920 --> 01:16:01,400
is coming to present the trophy.

1804
01:16:02,080 --> 01:16:03,400
Which is just mind blowing

1805
01:16:03,600 --> 01:16:04,800
because I've shot
that guy in the head

1806
01:16:04,920 --> 01:16:06,560
so many times in the facility!

1807
01:16:07,240 --> 01:16:09,280
(upbeat music)

1808
01:16:19,320 --> 01:16:22,920
I guess the legacy of
GoldenEye is the fans.

1809
01:16:23,280 --> 01:16:26,000
You know, and what they
do with those memories

1810
01:16:26,080 --> 01:16:27,360
and how they keep it alive.

1811
01:16:27,440 --> 01:16:29,520
I mean like, look
what's going on here.

1812
01:16:30,800 --> 01:16:33,840
To me, I'm hopefully
contributing to the legacy

1813
01:16:33,920 --> 01:16:35,840
of GoldenEye and people
enjoy what I'm doing

1814
01:16:35,960 --> 01:16:39,680
because, you know,
I think it's important

1815
01:16:39,760 --> 01:16:43,600
that we tell stories
based on video games.

1816
01:16:43,680 --> 01:16:45,160
You know, we're the first couple

1817
01:16:45,240 --> 01:16:47,760
of generations where
that's our entertainment.

1818
01:16:47,840 --> 01:16:49,080
And so I'm celebrating this game

1819
01:16:49,160 --> 01:16:50,760
that's a big part of my life.

1820
01:16:57,000 --> 01:16:58,680
- It's really
interesting when you look

1821
01:16:58,760 --> 01:17:01,040
at the James Bond games
that came after GoldenEye.

1822
01:17:01,120 --> 01:17:03,440
The Eurocom Bond games
were pretty competent.

1823
01:17:03,520 --> 01:17:06,000
Some of the more
vehicular-based,

1824
01:17:06,080 --> 01:17:09,040
like some of the other ones
were trying to do some of

1825
01:17:09,120 --> 01:17:11,400
the stuff that GoldenEye
did, but failed.

1826
01:17:12,760 --> 01:17:14,680
- [James Batchelor] GoldenEye's the one
that people keep coming back to.

1827
01:17:14,760 --> 01:17:16,240
When in doubt,
do a GoldenEye.

1828
01:17:16,320 --> 01:17:19,240
So EA did this with
GoldenEye Rogue Agent.

1829
01:17:19,320 --> 01:17:20,840
You worked for the
villains and there's kind

1830
01:17:20,920 --> 01:17:22,160
of almost like a mob war,

1831
01:17:22,240 --> 01:17:23,400
like you're working with
the villains

1832
01:17:23,480 --> 01:17:25,160
as they kind of fight
against each other.

1833
01:17:25,240 --> 01:17:26,920
And it was called
GoldenEye because

1834
01:17:27,000 --> 01:17:28,800
he actually has a golden eye,

1835
01:17:28,880 --> 01:17:31,000
and Activision did the same
thing after Quantum of Solace,

1836
01:17:31,080 --> 01:17:34,520
was basically a Call of Duty
with a bit of a Bond skin.

1837
01:17:34,600 --> 01:17:38,000
They did the GoldenEye
007 re-imagining for Wii

1838
01:17:38,200 --> 01:17:40,680
to try and tap in that nostalgia

1839
01:17:40,760 --> 01:17:42,480
because that's the game
that people remember.

1840
01:17:42,560 --> 01:17:43,640
That's the game
that people love.

1841
01:17:43,720 --> 01:17:45,280
- [Ad Narrator] Who here
would say that it's one of

1842
01:17:45,360 --> 01:17:47,000
the greatest shooters of all time?

1843
01:17:49,000 --> 01:17:50,960
- Everybody.
- It set the standard.

1844
01:17:51,320 --> 01:17:53,160
- Problem is, as good as
some of these games were,

1845
01:17:53,520 --> 01:17:55,200
none of them match GoldenEye.

1846
01:17:55,280 --> 01:17:57,520
- Nobody ever got close
to kind of

1847
01:17:57,600 --> 01:17:59,400
bringing home that magic again.

1848
01:17:59,480 --> 01:18:01,240
- [Krishan Sharma] I think
by calling it GoldenEye

1849
01:18:01,320 --> 01:18:03,600
and then releasing a game that

1850
01:18:03,680 --> 01:18:07,920
is not in beat or in tune
with what made

1851
01:18:08,000 --> 01:18:10,880
GoldenEye so special, I
think upset a lot of people.

1852
01:18:10,960 --> 01:18:13,520
I think a lot of people were
expecting a one-to-one remake,

1853
01:18:13,600 --> 01:18:14,960
but that's not what they got.

1854
01:18:19,720 --> 01:18:21,360
(upbeat music)

1855
01:18:33,520 --> 01:18:34,960
(keyboard clicking)

1856
01:18:56,200 --> 01:18:59,120
The XBLA remake,
for a lot of us,

1857
01:18:59,200 --> 01:19:01,040
we had heard rumblings about it.

1858
01:19:02,840 --> 01:19:05,560
- [Blaine Morehead] Sounds
like it was almost at 100%,

1859
01:19:05,640 --> 01:19:08,400
like it sounds like it was
pretty much ready to go.

1860
01:19:09,760 --> 01:19:11,040
- [Krishan Sharma]
It was written about

1861
01:19:11,120 --> 01:19:14,200
absolutely by every
major gaming publication

1862
01:19:14,280 --> 01:19:16,160
and it even actually
did hit a couple

1863
01:19:16,240 --> 01:19:17,480
of mainstream press as well.

1864
01:19:22,040 --> 01:19:24,840
- [Journalist] Yes, I was
there, I was part of the staff

1865
01:19:24,960 --> 01:19:28,080
when the news broke
about a GoldenEye

1866
01:19:28,160 --> 01:19:29,720
release for the
Xbox Live Arcade.

1867
01:19:30,520 --> 01:19:33,120
I think what made the Rare
employee want to do it

1868
01:19:33,200 --> 01:19:35,120
was I don't think it had
anything to do with anger,

1869
01:19:35,200 --> 01:19:36,920
I don't think it had
anything to do with spite,

1870
01:19:37,000 --> 01:19:38,360
I think it was...

1871
01:19:38,480 --> 01:19:41,160
the intention was
to get it out there

1872
01:19:41,240 --> 01:19:42,720
so that the
world could see it.

1873
01:19:42,920 --> 01:19:46,080
- Just the way those
leaks were released,

1874
01:19:46,160 --> 01:19:48,000
by almost like a double agent.

1875
01:19:48,080 --> 01:19:49,960
- It's such a shame
that we never got

1876
01:19:50,040 --> 01:19:52,760
the GoldenEye HD remake
that was rumored

1877
01:19:52,840 --> 01:19:54,640
for Xbox 360, I think it was.

1878
01:19:54,720 --> 01:19:57,400
So it was going to be a HD
version of GoldenEye 64,

1879
01:19:57,480 --> 01:19:59,800
all the levels you
remember, but with kind of

1880
01:19:59,880 --> 01:20:03,200
much more realistic graphics
and online multiplayer,

1881
01:20:03,400 --> 01:20:06,360
and the problem is at the
time, it was such a legal mess.

1882
01:20:06,440 --> 01:20:08,200
- We're talking, you know,
three, four companies

1883
01:20:08,280 --> 01:20:11,120
that need to all see eye to eye

1884
01:20:11,200 --> 01:20:13,800
and get a proper
piece of that pie.

1885
01:20:13,880 --> 01:20:16,360
- Microsoft owned Rare
and Rare owned the game,

1886
01:20:16,440 --> 01:20:18,560
except GoldenEye 64 was
published by Nintendo,

1887
01:20:18,640 --> 01:20:20,360
so Nintendo had the
rights to that game

1888
01:20:20,440 --> 01:20:22,640
because Rare worked for
them and was licensed.

1889
01:20:22,720 --> 01:20:23,840
It was all licensed by them,

1890
01:20:23,920 --> 01:20:26,680
except Activision at the time
had the James Bond license.

1891
01:20:26,760 --> 01:20:27,880
Just became this massive,

1892
01:20:27,960 --> 01:20:29,960
you've got three
companies arguing over

1893
01:20:30,040 --> 01:20:32,320
who does and doesn't
have the rights to it.

1894
01:20:32,400 --> 01:20:34,560
And it meant that
ultimately it never came out.

1895
01:20:37,760 --> 01:20:39,720
(keyboard clicking)

1896
01:20:40,120 --> 01:20:41,720
(upbeat music)

1897
01:20:58,200 --> 01:21:00,000
(ominous music)

1898
01:21:07,080 --> 01:21:09,760
- [Krishan Sharma] People who
grew up on GoldenEye are now

1899
01:21:09,840 --> 01:21:14,280
trying to make the remake
that they didn't get.

1900
01:21:18,640 --> 01:21:20,320
(upbeat music)

1901
01:21:26,040 --> 01:21:27,520
I mean, we had the Quake engine

1902
01:21:27,600 --> 01:21:29,040
and the Doom engine
that we, you know,

1903
01:21:29,120 --> 01:21:30,480
and yet saw some impressive mods

1904
01:21:30,560 --> 01:21:32,200
that were being made
from those engines.

1905
01:21:32,320 --> 01:21:34,240
But then Source
engine came along.

1906
01:21:34,360 --> 01:21:36,680
- GoldenEye: Source
is this project

1907
01:21:36,760 --> 01:21:39,160
that is totally fan
made that is built

1908
01:21:39,240 --> 01:21:41,360
on the Source engine by Valve.

1909
01:21:41,440 --> 01:21:43,800
So the engine that
ran Half-Life 2.

1910
01:21:43,880 --> 01:21:45,560
- GoldenEye: Source is a remake

1911
01:21:45,640 --> 01:21:47,920
of the multiplayer
component of GoldenEye.

1912
01:21:48,000 --> 01:21:50,560
- [Blaine Morehead] They
have essentially re-imagined

1913
01:21:50,640 --> 01:21:54,360
the GoldenEye levels
to be remastered

1914
01:21:54,440 --> 01:21:56,960
to make it look
more like the movie.

1915
01:21:57,040 --> 01:22:01,720
It's higher res textures,
higher polygon count models.

1916
01:22:01,800 --> 01:22:05,520
All the weapons are redone,
sound effects, and music even,

1917
01:22:05,600 --> 01:22:10,080
and all in the spirit of
let's get our favorite

1918
01:22:10,160 --> 01:22:14,480
kind of couch death match
game online

1919
01:22:14,560 --> 01:22:16,440
so that we can
play it, you know,

1920
01:22:16,520 --> 01:22:18,000
with people from
all over the world.

1921
01:22:18,560 --> 01:22:20,640
- [Krishan Sharma] So we didn't
get the remake that we want.

1922
01:22:20,760 --> 01:22:23,200
We constantly hear these
rumblings in the industry

1923
01:22:23,280 --> 01:22:26,600
about how there is a
GoldenEye out there,

1924
01:22:26,680 --> 01:22:29,920
remake that is done. It's
just not being released.

1925
01:22:30,280 --> 01:22:32,640
- [Simon Parkin] The inability
for the corporations to

1926
01:22:32,720 --> 01:22:36,080
figure out a way to get a
remastered version of GoldenEye

1927
01:22:36,160 --> 01:22:39,000
out has created a vacuum

1928
01:22:39,080 --> 01:22:42,760
into which fans have fallen

1929
01:22:42,840 --> 01:22:44,480
and they're making
their own projects.

1930
01:22:44,560 --> 01:22:47,080
You know, their sort of
black label versions.

1931
01:22:47,520 --> 01:22:48,760
- [Curtis Higgins]
I am Curtis Higgins.

1932
01:22:48,840 --> 01:22:51,080
I am co-creator of
GoldenEye: Source.

1933
01:22:51,200 --> 01:22:54,560
GoldenEye: Source is a adaptation

1934
01:22:54,640 --> 01:22:59,240
of the original Nintendo 64
game. We started in 2004.

1935
01:22:59,320 --> 01:23:01,280
The team has touched all
corners of the globe.

1936
01:23:01,360 --> 01:23:05,080
We currently have
members from Canada, US,

1937
01:23:05,440 --> 01:23:10,320
Switzerland, UK, Spain,
Australia, Brazil.

1938
01:23:10,760 --> 01:23:12,440
- Says something about
the fondness that people

1939
01:23:12,520 --> 01:23:14,560
hold for this game that
they would dedicate

1940
01:23:14,640 --> 01:23:16,560
so much of their time
to recreating it,

1941
01:23:16,720 --> 01:23:18,560
you know, either for
their own pleasure,

1942
01:23:18,640 --> 01:23:21,600
but also probably for
younger generations.

1943
01:23:21,680 --> 01:23:23,120
- The cool thing
about indie development

1944
01:23:23,200 --> 01:23:26,040
is you can either make
something yourself

1945
01:23:26,120 --> 01:23:29,160
or get one or two or
three or half a dozen

1946
01:23:29,240 --> 01:23:32,320
of your friends and build
something with tools

1947
01:23:32,400 --> 01:23:35,680
that are free or cheap
and widely available.

1948
01:23:35,760 --> 01:23:37,440
- You can learn
how to 3D model

1949
01:23:37,520 --> 01:23:40,040
with free open
source software now.

1950
01:23:40,120 --> 01:23:43,200
You can learn, you know,
Unreal Engine, Unity,

1951
01:23:43,280 --> 01:23:46,560
these are free to play
around with game engines.

1952
01:23:46,640 --> 01:23:49,360
- [Krishan Sharma] So
now we have these tools,

1953
01:23:49,480 --> 01:23:52,360
these game development tools,
that we never had before.

1954
01:23:52,440 --> 01:23:54,720
What's interesting to
see is how these tools

1955
01:23:54,800 --> 01:24:00,080
are being utilized by people
who grew up playing GoldenEye.

1956
01:24:00,240 --> 01:24:03,000
- [Blaine Morehead] And so that
democratization of the tools

1957
01:24:03,080 --> 01:24:05,120
is kind of leveling
this whole field

1958
01:24:05,200 --> 01:24:08,440
and making these
projects possible.

1959
01:24:08,520 --> 01:24:11,000
- [Emily Elmund] In the end,
it's just a group of people

1960
01:24:11,080 --> 01:24:13,960
who absolutely love
the original game

1961
01:24:14,320 --> 01:24:18,920
and they just want
to bring an updated,

1962
01:24:19,040 --> 01:24:21,800
modern version to
people who love it.

1963
01:24:21,880 --> 01:24:23,760
- No other game that you play,

1964
01:24:23,840 --> 01:24:26,520
where you're playing Call
of Duty or another game,

1965
01:24:26,600 --> 01:24:28,720
and you're like, oh, I really
hate the way this happens,

1966
01:24:28,800 --> 01:24:30,880
all of a sudden a developer
or somebody pops up and goes,

1967
01:24:30,960 --> 01:24:32,280
oh, I'll change that next week.

1968
01:24:32,680 --> 01:24:33,880
Next thing you know,
all the problems

1969
01:24:33,960 --> 01:24:35,960
you had with the
game are now fixed.

1970
01:24:36,040 --> 01:24:38,360
- [Tristan Ogilvie] Those teams
that are kind of off the leash

1971
01:24:38,440 --> 01:24:42,280
and can do what they
want without fear of, you know,

1972
01:24:42,360 --> 01:24:45,600
failing any focus tests
or anything like that.

1973
01:24:45,680 --> 01:24:48,960
- [Grant Kirkhope] Sometimes I
feel like the corporatization

1974
01:24:49,040 --> 01:24:52,200
of it all has sucked a bit of
the creativity out of it.

1975
01:24:52,280 --> 01:24:53,480
That's what I feel.

1976
01:24:53,560 --> 01:24:56,440
I like that kind of gamers
making games for gamers model.

1977
01:24:56,520 --> 01:24:58,480
I kind of feel that's
a great way to do it.

1978
01:24:58,560 --> 01:25:00,720
- We've had a few
members, they reached out

1979
01:25:00,800 --> 01:25:02,480
to Dr. Doak on Twitter,

1980
01:25:02,880 --> 01:25:06,400
we arranged a session
where we were able to play.

1981
01:25:06,480 --> 01:25:10,640
He came in, we played with
him. He played with the team.

1982
01:25:10,960 --> 01:25:13,960
We were only expecting him
to play for about an hour.

1983
01:25:14,480 --> 01:25:17,600
And he ended up staying
for about five hours.

1984
01:25:18,360 --> 01:25:21,200
It was definitely a
dream of mine to

1985
01:25:21,440 --> 01:25:24,960
show my work to an
original developer.

1986
01:25:25,280 --> 01:25:29,000
Modding provides an outlet
for your creativity.

1987
01:25:29,080 --> 01:25:32,080
It allows you to try
and fail

1988
01:25:32,200 --> 01:25:35,920
and you just get to
have fun.

1989
01:25:36,000 --> 01:25:38,920
- [Blaine Morehead]
GoldenEye is still very alive

1990
01:25:39,000 --> 01:25:41,280
and well in the modding scene.

1991
01:25:41,360 --> 01:25:44,880
You know, when Elon Musk
unveiled the cyber truck,

1992
01:25:45,120 --> 01:25:47,760
it was like a day
or two after that

1993
01:25:47,840 --> 01:25:49,760
that someone modded the truck

1994
01:25:49,840 --> 01:25:53,240
into the streets level
and even had, you know,

1995
01:25:53,320 --> 01:25:55,040
a low poly Elon
Musk in there that

1996
01:25:55,120 --> 01:25:58,480
actually spoke to the
character in the game.

1997
01:25:58,560 --> 01:26:00,280
It's like, it's just
so wonderful that

1998
01:26:00,360 --> 01:26:02,280
that kind of stuff is out there.

1999
01:26:02,840 --> 01:26:04,360
- [Donnie York] The
GoldenEye modding scene

2000
01:26:04,440 --> 01:26:07,680
has really exploded with so
many different custom levels.

2001
01:26:07,760 --> 01:26:09,280
There's new sounds,
there's new characters,

2002
01:26:09,360 --> 01:26:11,920
there's new weapons,
there's new music.

2003
01:26:12,000 --> 01:26:13,200
- One of the things
I really love

2004
01:26:13,280 --> 01:26:14,840
about GoldenEye 007
is that there's still

2005
01:26:14,920 --> 01:26:16,600
this community around the world.

2006
01:26:16,680 --> 01:26:19,040
They're making
mods for the game.

2007
01:26:19,120 --> 01:26:21,720
- What people can do nowadays
is practically endless.

2008
01:26:21,800 --> 01:26:23,600
It's constantly evolving.

2009
01:26:23,680 --> 01:26:27,320
What you see one year, the
next year will be even greater.

2010
01:26:27,400 --> 01:26:28,840
There's mods where people have

2011
01:26:28,920 --> 01:26:31,560
completely changed
the style of the game,

2012
01:26:31,640 --> 01:26:34,440
the timeframe, the genre,

2013
01:26:34,520 --> 01:26:37,320
and making world war type games

2014
01:26:37,400 --> 01:26:39,520
where you might still be Bond,

2015
01:26:39,600 --> 01:26:42,080
but you're taking on Nazis

2016
01:26:42,160 --> 01:26:45,640
and you're going through
old hangars and streets,

2017
01:26:45,720 --> 01:26:47,840
and you're using
these classic weapons

2018
01:26:48,160 --> 01:26:51,040
that sound extremely
realistic and accurate

2019
01:26:51,120 --> 01:26:53,200
to the original representation,

2020
01:26:53,280 --> 01:26:55,520
but then there's other ones
that base themselves

2021
01:26:55,600 --> 01:26:57,640
on something
completely different.

2022
01:26:57,720 --> 01:27:00,360
- Everything in the game,
from wall textures

2023
01:27:00,440 --> 01:27:02,520
to weapons, to characters,
to items,

2024
01:27:02,600 --> 01:27:03,640
has been changed.

2025
01:27:03,760 --> 01:27:06,720
- It still has the same physics
and controls and engine,

2026
01:27:06,800 --> 01:27:10,240
but it takes on
a whole new life.

2027
01:27:10,360 --> 01:27:14,200
- These projects are
just amazing efforts.

2028
01:27:14,520 --> 01:27:16,760
And it's all in
these small modding

2029
01:27:16,840 --> 01:27:18,520
communities where they crop up.

2030
01:27:18,720 --> 01:27:20,640
- [Daniel Scales] It's a
very close knit community

2031
01:27:20,760 --> 01:27:23,560
and that's awesome. A lot
of people willing to share

2032
01:27:23,640 --> 01:27:25,760
and promote other
people's projects

2033
01:27:25,840 --> 01:27:28,600
and keen to see other
people in industry

2034
01:27:28,680 --> 01:27:31,560
and other developers'
projects do really well.

2035
01:27:31,880 --> 01:27:33,600
- [Donnie York] We were
all helping each other.

2036
01:27:34,080 --> 01:27:35,840
Anybody would come
up with an idea

2037
01:27:35,920 --> 01:27:38,600
and if they didn't have
the thought process

2038
01:27:38,680 --> 01:27:39,640
of how to possibly do it,

2039
01:27:39,720 --> 01:27:41,320
they might pass it
on to somebody else

2040
01:27:41,400 --> 01:27:43,720
who is more experienced
and they can try it out

2041
01:27:43,800 --> 01:27:45,480
and they have different
opinions of their own.

2042
01:27:45,560 --> 01:27:47,760
And we were all just
kind of banking off

2043
01:27:47,840 --> 01:27:50,320
each other to come up
with as many cool

2044
01:27:50,400 --> 01:27:51,760
new discoveries as we could.

2045
01:27:51,840 --> 01:27:53,920
And it just really
blew the game apart.

2046
01:27:54,160 --> 01:27:56,960
- When you want to talk
about the future of gaming

2047
01:27:57,040 --> 01:27:59,680
and the company
or group of people

2048
01:27:59,760 --> 01:28:01,440
who are going to move the needle

2049
01:28:01,520 --> 01:28:03,480
or take the next
evolutionary step,

2050
01:28:03,560 --> 01:28:05,480
it probably won't be AAA.

2051
01:28:05,560 --> 01:28:07,640
- I think innovation has
now moved from AAA

2052
01:28:07,720 --> 01:28:09,520
to the indie scene
because the indie scene

2053
01:28:09,600 --> 01:28:11,560
is basically what Rare
was back in the nineties.

2054
01:28:11,640 --> 01:28:14,080
It's small teams,
pretty inexperienced,

2055
01:28:14,160 --> 01:28:15,560
doing it out of
the love for making

2056
01:28:15,640 --> 01:28:17,080
something that
they want to make.

2057
01:28:21,400 --> 01:28:24,640
- [Narrator] In 2012, following
the lackluster 007 Legends,

2058
01:28:24,720 --> 01:28:27,560
Activision abandoned
the Bond license.

2059
01:28:27,640 --> 01:28:29,840
James Bond would be
absent from video game

2060
01:28:29,920 --> 01:28:32,080
store shelves for
nearly 10 years,

2061
01:28:32,160 --> 01:28:33,720
and discovering
the magic formula

2062
01:28:33,800 --> 01:28:37,200
of GoldenEye's success
remains elusive to this day.

2063
01:28:37,640 --> 01:28:39,320
- [Peer Schnieder] Nobody
ever got close to

2064
01:28:39,400 --> 01:28:42,000
kind of bringing home
that magic again.

2065
01:28:42,080 --> 01:28:44,640
And that's, you know,
because maybe it was,

2066
01:28:44,720 --> 01:28:46,520
everybody tried to
take what GoldenEye

2067
01:28:46,600 --> 01:28:48,680
had created and tried
to replicate it.

2068
01:28:48,760 --> 01:28:51,760
And so it kind of felt
like more up-to-date,

2069
01:28:51,840 --> 01:28:54,400
but kind of cheaper
copies of GoldenEye.

2070
01:28:54,480 --> 01:28:56,920
What we didn't see was
a lot of innovation

2071
01:28:57,000 --> 01:28:59,080
in the newer Bond
games that really

2072
01:28:59,160 --> 01:29:02,480
kind of maybe also adapted
with what James Bond

2073
01:29:02,560 --> 01:29:05,440
was becoming in the
Pierce Brosnan era.

2074
01:29:05,960 --> 01:29:08,120
- [Steve Ellis]
I often say, you know,

2075
01:29:08,200 --> 01:29:10,240
when I'm explaining to
newcomers to the industry,

2076
01:29:10,320 --> 01:29:12,960
that I think a lot
of great games

2077
01:29:13,040 --> 01:29:17,960
are not necessarily the result
of a great person in charge

2078
01:29:18,040 --> 01:29:20,480
or a great team making the game,

2079
01:29:20,560 --> 01:29:24,840
but they kind of reflect
a great environment

2080
01:29:25,120 --> 01:29:29,040
that allows them the
flexibility to experiment.

2081
01:29:29,120 --> 01:29:30,960
- It was
about eight people.

2082
01:29:31,480 --> 01:29:34,360
In my experience,
later in the games industry

2083
01:29:34,440 --> 01:29:36,720
was once you get to
teams which are bigger

2084
01:29:36,800 --> 01:29:39,400
than say the size
of a sports team,

2085
01:29:39,520 --> 01:29:43,440
that network of interpersonal
connections gets fuzzier.

2086
01:29:43,880 --> 01:29:45,760
And also you end up
with a hierarchy

2087
01:29:45,840 --> 01:29:48,400
because you have to have some
kind of production hierarchy.

2088
01:29:48,560 --> 01:29:51,280
So people don't
feel that empowered.

2089
01:29:51,880 --> 01:29:55,160
Somebody, anyone on the team
could have an idea

2090
01:29:55,560 --> 01:29:57,880
and within an hour
we could all have discussed it.

2091
01:29:58,600 --> 01:29:59,800
So we were very agile.

2092
01:29:59,880 --> 01:30:01,320
- You definitely
feel the presence

2093
01:30:01,400 --> 01:30:02,840
of corporations a lot more.

2094
01:30:02,920 --> 01:30:05,640
A lot of the most
prominent UK developers

2095
01:30:05,720 --> 01:30:07,560
are owned by massive publishers

2096
01:30:07,640 --> 01:30:10,080
or have been owned and shut
down by massive publishers.

2097
01:30:10,160 --> 01:30:12,200
Rare is owned by
Microsoft, and all right,

2098
01:30:12,280 --> 01:30:14,040
they're allowed to
do their own thing,

2099
01:30:14,120 --> 01:30:16,000
but they are very much doing

2100
01:30:16,080 --> 01:30:17,480
their own thing on
Microsoft's payroll.

2101
01:30:17,560 --> 01:30:19,640
- Things have become a little
bit more corporate and safe.

2102
01:30:19,720 --> 01:30:21,760
Generally, I think that's true
of all game development.

2103
01:30:21,840 --> 01:30:24,080
Some of the risks
that are taken in GoldenEye

2104
01:30:24,160 --> 01:30:27,040
just wouldn't fly
in this day and age.

2105
01:30:27,120 --> 01:30:28,400
Going back to
that inexperienced team,

2106
01:30:28,480 --> 01:30:30,080
small team, you
know, movie license,

2107
01:30:30,160 --> 01:30:32,400
even the freedom that
they had with the license

2108
01:30:32,480 --> 01:30:33,920
these days wouldn't
happen, you know,

2109
01:30:34,000 --> 01:30:35,560
to be able to kind of
include stuff

2110
01:30:35,640 --> 01:30:38,000
from previous Bond films,
you know, characters,

2111
01:30:38,080 --> 01:30:39,720
to actually go on the movie set,

2112
01:30:39,800 --> 01:30:41,320
photograph everything,
going back to that

2113
01:30:41,400 --> 01:30:42,960
and the idea of perfect storm,

2114
01:30:43,040 --> 01:30:45,560
everything kind of
just aligned to create

2115
01:30:45,640 --> 01:30:48,800
this wonderful experience.

2116
01:30:48,880 --> 01:30:51,640
- The size of their team in
many respects was a strength.

2117
01:30:51,720 --> 01:30:52,920
You know, they didn't
have the problem

2118
01:30:53,000 --> 01:30:54,680
of having sort of
too many shifts.

2119
01:30:54,760 --> 01:30:57,680
They didn't really have the
problem of too many layers

2120
01:30:57,760 --> 01:31:00,440
of management that a lot of
AAA games have these days.

2121
01:31:00,520 --> 01:31:01,880
And they didn't
really have anyone

2122
01:31:01,960 --> 01:31:04,720
telling them what they should
do, or more importantly,

2123
01:31:04,800 --> 01:31:06,280
they didn't really have
anyone telling them

2124
01:31:06,360 --> 01:31:08,240
what they couldn't do, but
they just did everything.

2125
01:31:08,320 --> 01:31:09,960
And they just found a way.

2126
01:31:11,000 --> 01:31:12,800
(somber music)

2127
01:31:17,880 --> 01:31:19,560
- Everything that
I've done since, obviously,

2128
01:31:19,640 --> 01:31:21,040
comes from the fact
that Martin Hollis

2129
01:31:21,120 --> 01:31:23,040
walked into my room that
morning and I said yes.

2130
01:31:23,960 --> 01:31:25,160
And I shudder when
I think about

2131
01:31:25,240 --> 01:31:27,840
what would have happened
if I had gone, eh. You know!

2132
01:31:27,960 --> 01:31:29,000
- When people are successful,

2133
01:31:29,080 --> 01:31:31,080
they're generally successful
because they worked hard

2134
01:31:31,160 --> 01:31:33,600
and they have ability, but
they've always been lucky.

2135
01:31:33,800 --> 01:31:36,240
You know, that's the thing
that they don't tell you.

2136
01:31:36,960 --> 01:31:40,200
- If you didn't
have any one of us

2137
01:31:40,280 --> 01:31:43,520
on the actual team, you wouldn't
have got the same game.

2138
01:31:43,600 --> 01:31:46,000
- It was
a great project to work on.

2139
01:31:46,080 --> 01:31:47,640
'Cause it was a
small close knit team

2140
01:31:47,720 --> 01:31:49,560
who were working
with a great license.

2141
01:31:49,640 --> 01:31:51,720
It's a once in a lifetime
opportunity.

2142
01:31:51,800 --> 01:31:53,480
We had enormous fun.

2143
01:31:53,600 --> 01:31:55,680
- It was the right people
at the right time.

2144
01:31:55,760 --> 01:31:58,120
It really was. The fact we all
loved Bond, I loved Bond,

2145
01:31:58,200 --> 01:31:59,600
we all just loved Bond,
you know, so

2146
01:31:59,680 --> 01:32:01,680
you just put the extra
effort in, didn't you?

2147
01:32:01,760 --> 01:32:03,560
- People keep
coming up to me and telling me

2148
01:32:03,640 --> 01:32:05,120
I've changed their childhood

2149
01:32:06,960 --> 01:32:08,120
or taken their childhood.

2150
01:32:09,000 --> 01:32:11,760
- It's surreal
that after all this time

2151
01:32:11,840 --> 01:32:14,080
it's still a thing that
we're talking about.

2152
01:32:14,160 --> 01:32:16,440
It was the first thing that
I did after leaving uni.

2153
01:32:16,520 --> 01:32:19,880
It was literally more
than half of my life ago.

2154
01:32:19,960 --> 01:32:22,640
And here we are
talking about it.

2155
01:32:22,720 --> 01:32:24,760
- Over 23 years in
or something

2156
01:32:24,840 --> 01:32:28,320
and people will still
remember it fondly

2157
01:32:28,400 --> 01:32:30,680
and have questions about it.

2158
01:32:30,760 --> 01:32:32,360
- Although it frustrates
the hell out of me

2159
01:32:32,440 --> 01:32:35,000
that that's the only thing people
remember you for, you know,

2160
01:32:35,080 --> 01:32:37,000
it's still nice that
you've done that thing

2161
01:32:37,080 --> 01:32:38,680
and people go,
that was my game.

2162
01:32:38,800 --> 01:32:41,080
- GoldenEye in one word
for me, is fun.

2163
01:32:41,760 --> 01:32:43,440
Simple as that, because

2164
01:32:43,520 --> 01:32:46,080
it was just fun to play
from start to finish.

2165
01:32:46,600 --> 01:32:50,240
- Bond. It's just
so very, very Bond.

2166
01:32:50,840 --> 01:32:52,120
- One word.

2167
01:32:54,520 --> 01:32:55,840
Evolutionary.

2168
01:32:55,920 --> 01:32:58,560
In terms of video games,

2169
01:32:59,040 --> 01:33:01,240
and me. It evolved me.

2170
01:33:01,320 --> 01:33:04,600
It changed me. It changed
exactly who I am now.

2171
01:33:04,680 --> 01:33:05,840
It's...

2172
01:33:06,280 --> 01:33:08,680
No other video game will get the
chance to do that again.

2173
01:33:08,960 --> 01:33:12,200
- There was something
very special, that...

2174
01:33:12,520 --> 01:33:15,680
some kind of spark, some kind
of life that GoldenEye had

2175
01:33:15,760 --> 01:33:18,760
that these other Bond
games didn't quite get,

2176
01:33:18,840 --> 01:33:20,760
as close as they came.

2177
01:33:21,040 --> 01:33:22,920
- Even 20 years later,
there's a certain,

2178
01:33:23,000 --> 01:33:25,280
you know, je ne sais quoi
about it, but...

2179
01:33:27,320 --> 01:33:30,120
Yeah, if somebody
has a better answer,

2180
01:33:30,200 --> 01:33:32,600
I'd be very interested in that.

2181
01:33:33,280 --> 01:33:36,760
- I'm so glad
that I am my age now

2182
01:33:36,840 --> 01:33:39,880
because I don't want to sound
patronizing or condescending,

2183
01:33:39,960 --> 01:33:42,040
but if you've got
a multiplayer game,

2184
01:33:42,120 --> 01:33:43,800
just go round your
friend's house and play it.

2185
01:33:43,880 --> 01:33:46,760
Don't play it online.
Don't. I sound really old.

2186
01:33:46,840 --> 01:33:48,200
But just sit next
to 'em on a couch

2187
01:33:48,280 --> 01:33:50,400
with two other people
or five people,

2188
01:33:50,480 --> 01:33:53,480
six people, and just
enjoy the game,

2189
01:33:53,720 --> 01:33:55,240
as well as your...

2190
01:33:56,400 --> 01:33:58,440
your bodies
being next to each other.

2191
01:33:58,800 --> 01:34:01,320
- You hear all these
stories about how people

2192
01:34:01,400 --> 01:34:06,120
have met and Dave was
halfway across the world

2193
01:34:06,200 --> 01:34:11,120
and because of our
mutual love of a game,

2194
01:34:12,280 --> 01:34:14,960
we happened to meet,
and that's insane.

2195
01:34:16,000 --> 01:34:18,000
- GoldenEye: Source
became this big thing,

2196
01:34:18,080 --> 01:34:19,680
and then that
brought us together

2197
01:34:19,760 --> 01:34:22,000
now that we're young adults

2198
01:34:22,680 --> 01:34:24,480
and now we're married

2199
01:34:24,560 --> 01:34:28,680
and have a house
because of that game.

2200
01:34:28,760 --> 01:34:30,760
- To think that if we'd
never met in that game,

2201
01:34:30,840 --> 01:34:33,760
we'd never have met in person.

2202
01:34:33,840 --> 01:34:35,560
It just keeps coming back

2203
01:34:35,640 --> 01:34:38,000
into our lives in some
kind of degree.

2204
01:34:38,800 --> 01:34:40,280
- It grabbed people.

2205
01:34:40,400 --> 01:34:42,360
I've seen people come and go,

2206
01:34:42,440 --> 01:34:44,920
and they come back
and they come back

2207
01:34:45,000 --> 01:34:47,240
and they come back because
they can't stay away from it.

2208
01:34:47,320 --> 01:34:49,040
They might go away from
it for a couple years,

2209
01:34:49,120 --> 01:34:52,080
but something about it
always pulls them back in.

2210
01:34:52,160 --> 01:34:54,800
- In the office
at IGN, every day,

2211
01:34:54,880 --> 01:34:57,560
we would boot up GoldenEye
at the end of the day,

2212
01:34:57,640 --> 01:34:59,360
and then people would
forget to go home.

2213
01:34:59,440 --> 01:35:00,920
It's lovely that
people still loved it.

2214
01:35:01,000 --> 01:35:02,520
It's lovely that we
had such an effect,

2215
01:35:02,600 --> 01:35:05,320
that people clearly
enjoyed playing it so much.

2216
01:35:05,400 --> 01:35:07,400
You know, you don't think about
that when you're making it,

2217
01:35:07,480 --> 01:35:09,520
we were having fun playing
it. We knew we liked it.

2218
01:35:10,000 --> 01:35:12,080
And you hope that other
people will like it.

2219
01:35:12,280 --> 01:35:14,040
- It's just
this entire era for me

2220
01:35:14,120 --> 01:35:17,640
of just having fun with
a game that you bought

2221
01:35:17,760 --> 01:35:19,480
and there wasn't anything
else to buy for it.

2222
01:35:19,560 --> 01:35:21,920
No microtransactions,
no expansions,

2223
01:35:22,000 --> 01:35:23,200
everybody had the same game.

2224
01:35:23,280 --> 01:35:24,920
You just had to sit in
front of the console,

2225
01:35:25,000 --> 01:35:26,840
pick up a controller,
and away you go.

2226
01:35:27,160 --> 01:35:28,800
- I mean, some people
stormed out the house

2227
01:35:28,880 --> 01:35:31,000
like almost in tears that they
lost GoldenEye matches.

2228
01:35:31,080 --> 01:35:32,600
You know what I mean?
Because they were like, yeah,

2229
01:35:32,680 --> 01:35:33,640
I'm the best at GoldenEye.

2230
01:35:33,720 --> 01:35:35,360
Come round Will's on
Saturday and see what happens.

2231
01:35:35,440 --> 01:35:36,720
You got destroyed, didn't you?

2232
01:35:37,120 --> 01:35:38,640
Yeah, and they just walk away,

2233
01:35:38,720 --> 01:35:40,520
and you're like,
see you next week?

2234
01:35:40,600 --> 01:35:42,000
Yeah. See you...

2235
01:35:50,880 --> 01:35:53,960
- [Overlapping presenters] We've been
talking about this game for so long.

2236
01:35:54,040 --> 01:35:55,520
A game from the
olden times.

2237
01:35:55,640 --> 01:35:58,400
...most beloved
licensed video games ever made.

2238
01:35:58,760 --> 01:36:01,440
GoldenEye 007 for Xbox Live...

2239
01:36:03,440 --> 01:36:06,960
- [Narrator] In early 2021,
something remarkable happened.

2240
01:36:07,040 --> 01:36:10,360
The shelved GoldenEye remake
leaked onto the internet.

2241
01:36:10,440 --> 01:36:12,760
After being locked
away for over a decade,

2242
01:36:12,840 --> 01:36:15,320
a full play through of the
much anticipated remake

2243
01:36:15,400 --> 01:36:17,360
was streamed online by
the world's most prominent

2244
01:36:17,440 --> 01:36:20,280
GoldenEye streamer, Graslu00.

2245
01:36:20,360 --> 01:36:22,840
Almost a quarter of a
century after its release,

2246
01:36:22,920 --> 01:36:24,720
players all around the
world came together

2247
01:36:24,800 --> 01:36:27,720
once again to reconnect
over their favorite game.

2248
01:36:27,800 --> 01:36:30,360
Global news outlets
beamed fresh GoldenEye news

2249
01:36:30,440 --> 01:36:31,880
into living rooms
as the rights holders

2250
01:36:31,960 --> 01:36:33,640
could only watch on as the sales

2251
01:36:33,720 --> 01:36:35,880
the remake might've
made vanished.

2252
01:36:36,840 --> 01:36:38,320
Deep into the 21st century,

2253
01:36:38,400 --> 01:36:41,640
nearly 25 years after
its original release,

2254
01:36:41,720 --> 01:36:43,960
the impact is undeniable.

2255
01:36:44,640 --> 01:36:47,520
Rare's GoldenEye 007 lives on.

2256
01:36:47,840 --> 01:36:49,680
(upbeat music)

2257
01:37:13,400 --> 01:37:16,600
# No time to waste,
feel the silvery shake #

2258
01:37:17,640 --> 01:37:20,360
# You got the guts to try #

2259
01:37:21,760 --> 01:37:24,920
# To be the best,
better or play the rest #

2260
01:37:25,000 --> 01:37:28,600
# You know it,
to be the Golden Child #

2261
01:37:30,120 --> 01:37:33,280
# You better shoot straight,
there ain't no debate #

2262
01:37:34,400 --> 01:37:37,120
# It takes a steely eye #

2263
01:37:38,400 --> 01:37:41,600
# Flick of the wrist,
guess a hit or miss #

2264
01:37:41,720 --> 01:37:46,760
# Or then it's somebody's
time to die #

2265
01:37:48,880 --> 01:37:51,120
# GoldenEye #

2266
01:37:51,240 --> 01:37:52,680
# It's gonna get you #

2267
01:37:52,840 --> 01:37:55,440
# GoldenEye #

2268
01:37:55,560 --> 01:37:57,520
# Yeah, it's got you in its sights #

2269
01:37:57,640 --> 01:37:59,280
# GoldenEye #

2270
01:37:59,400 --> 01:38:01,880
# So take the pain and realise #

2271
01:38:02,000 --> 01:38:03,520
# GoldenEye #

2272
01:38:03,640 --> 01:38:07,280
# There's no escape from GoldenEye #

2273
01:38:07,720 --> 01:38:10,960
# Can't keep your nerve,
you'll get all you deserve #

2274
01:38:11,840 --> 01:38:14,320
# If you can hold the line #

2275
01:38:15,880 --> 01:38:19,200
# She lacks a will,
bring a thrill of the kill #

2276
01:38:19,280 --> 01:38:23,720
# That'll keep you pumped up,
adrenalised #

2277
01:38:24,360 --> 01:38:25,680
# This ain't no game #

2278
01:38:25,800 --> 01:38:28,400
# Don't be fooled by the name,
no, no, no #

2279
01:38:28,560 --> 01:38:31,040
# This is a way of life #

2280
01:38:32,760 --> 01:38:35,800
# So strap on in, it's about to begin #

2281
01:38:35,960 --> 01:38:40,040
# The victor will run the golden mile #

2282
01:38:40,200 --> 01:38:42,560
# Run the golden mile #

2283
01:38:43,040 --> 01:38:45,240
# GoldenEye #

2284
01:38:45,320 --> 01:38:47,080
# It's gonna get you #

2285
01:38:47,240 --> 01:38:49,600
# GoldenEye #

2286
01:38:49,720 --> 01:38:51,560
# Yeah, it's got you in its sights #

2287
01:38:51,720 --> 01:38:53,720
# GoldenEye #

2288
01:38:53,880 --> 01:38:55,840
# So take the pain and realise #

2289
01:38:55,960 --> 01:38:57,920
# GoldenEye #

2290
01:38:58,040 --> 01:39:02,560
# There's no escape from GoldenEye #

2291
01:39:16,400 --> 01:39:18,560
# GoldenEye #

2292
01:39:18,680 --> 01:39:20,400
# It's gonna get you #

2293
01:39:20,640 --> 01:39:22,840
# GoldenEye #

2294
01:39:23,040 --> 01:39:25,200
# Yeah, it's got you in its sights #

2295
01:39:25,280 --> 01:39:26,920
# GoldenEye #

2296
01:39:27,040 --> 01:39:29,400
# Take the pain and realise #

2297
01:39:29,480 --> 01:39:31,200
# GoldenEye #

2298
01:39:31,320 --> 01:39:33,360
# There's no escape, there's no escape #

2299
01:39:33,480 --> 01:39:35,200
# GoldenEye #

2300
01:39:35,280 --> 01:39:37,040
# It's gonna get you #

2301
01:39:37,320 --> 01:39:39,800
# GoldenEye #

2302
01:39:39,880 --> 01:39:42,080
# Yeah, it's got you in its sights #

2303
01:39:42,160 --> 01:39:43,960
# GoldenEye #

2304
01:39:44,080 --> 01:39:46,040
# Take the pain and realise #

2305
01:39:46,160 --> 01:39:47,720
# GoldenEye #

2306
01:39:47,920 --> 01:39:54,600
# There's no escape from GoldenEye #



