Many monumental video games have celebrated their 20th, 30th and even 40th birthday at this point, and fans can be forgiven for missing one or two milestones. But in the case of GoldenEye 007 's 21st birthday, the N64 classic got a very special reward this week: an oral story with some of the game's original developers.
This feature comes from an unexpected source: MEL Magazine, an online outlet run by the Dollar Shave Club with just one more oral story. But MEL took up where 201
MEL's feature sums up some of the details that have appeared in various ways -the-scenes stories over the years although it does with the help of three of the artists of this game and programmers: Karl Hilton, Mark Edmonds and David Doak. As a result, the story of the game is retold in chronological order and the fans get one of the deepest glimpses of details such as: rare visits to the original MGM sets during the making of the source film; Rarely use a "cluttered" Sega Saturn controller to test pre-code because the N64 controller has not yet been finalized; the "cheaty" holes in the popular Complex Multiplayer card that the designer added to beat his colleagues in matches; and the exact reasons why the game did not contain certain famous Bond actors or real pistol names.
The development trio also relies on the often controversial inclusion of Oddjob, a multiplayer character that is so short that he can. t easily tracked by the game's automatic target system. All three Rare representatives refer to the character as a "cheat" option in the game, but each of them expressed his preference for having his imbalance as an option. "It was too much fun to get out [Oddjob]and there was no incentive for us to change it," said artist Karl Hilton MEL. "It has clearly become part of the culture and folklore of the game."
Go to MEL for the rest of the interview.