Agent 64: Spies Never Die

Agent 64: Spies Never Die

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Hi Devs!

I saw this game was releasing last night, woke up this morning, bought it immediately and started playing.

Goldeneye/Perfect Dark was a HUGE part of my childhood - most likely yours too. Yes, they are big shoes to fill, but I have just finished the first mission and would like to provide some feedback that may elevate the game if you're interested in hearing it.

So far, it plays really well - style is great, it feels great and look great.

I'm not sure if the sidestep feature whilst aiming is a mechanic in the game as I noticed there are some features unlocked as you go - but I'm really hoping to see this in there, as that was a major feature with the game.

An option in the menu to turn on blood would be a nice little feature.

Maybe a few more death animations as that was really fun in the OG games where you could shoot a different part of the body and get a different reaction. These are all little things that just elevated those games and cemented them in our memories as legendary.

I instinctively found myself looking around the first mission for secrets, things you could interact with (hidden buttons that opened a door, hidden armour etc) and was a little disappointed that there wasn't much in this category.

I also was half expecting a helo to come do a fly by on the final hallway and shoot out all the glass - missed opportunity?

Either way, I really appreciate the fact you have spent so much time on trying to make something that captures this legendary nostalgic experience, as I am still having fun and am excited for the next few missions. I just think these small attentions to details/quirks was what really made the game unique/fun and elevated it to something beyond just another 'boomer' shooter.

Again, I know, when it comes to RAREWARE, you've got big shoes to fill. But you are certainly on the right track. Please keep it coming! I feel it is very close, but not quite there yet.

Kind regards :steamthumbsup:
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PS - Also found myself trying to crouch a lot. Just another little point I thought would elevate the experience.
I like the more death animations idea
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