Agent 64: Spies Never Die

Agent 64: Spies Never Die

Fun homage, but it's making me realise what PD improved on over GE.
I'm having a lot of fun with this, Cipher system is a little odd and some of these par times seem like they are for speedrunners only, but I'll get past both obstacles soon enough.

Playing through, it is making me realise there are things missing that would really add a lot, some from Goldeneye itself, others from Perfect Dark. I'd love to see some of these make their way in at some point.

1. Voice acting for main characters during mission briefing: The opening and closing of missions, as well as significant points in the mission progress, feel a lot more natural and immersive than blocky white text on the screen. It adds a lot of tone and depth to characters that cannot come through in simply reading speech bubbles. The audio layer adds a lot of life to these missions.

2. Random or contextual voice lines on npcs during missions. 'there she is' 'damn shes good' 'i think she got me' and so on made the enemies feel more complex. Whats there now with the animations is working, but its like fighting an army of mimes. A mixture of behaviour lines on the npcs would add a lot.

3. Blood decals/splatter. This one is a confusing omission because even Goldeneye had the decals appear in injuries. I'd like to see at least that return but adding the blood pools on death and proper scorch marks from explosions would also add to the immersive feeling of the experience.

4. Location shot impacts. Some of this is here though often the animation feels like a random stagger instead of relating to where they were hit. Expanding this to includes PDs little details like shooting off enemy headgear or disarming them by shooting them in the hand would be nice.

5. More weapons: I'm not expecting dual firing modes on everything, but the actual weapon list is very short. Some kind of laser watch, grenades, a tranquliser gun, a golden gun equivalent...theres a lot that could be added to really flesh out the multiplayer aspect of this without going fully into PD scifi territory. Its possible some of this comes with unlocks but I'm yet to see any evidence of it.

6. Dual wielding: Again this is a GE thing that im kinda surprised is missing. Where's the dual wielding of the various weapons?
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Agreed on all fronts. Needs dual wielding, crouching, weapon impact effects, and workshop support. These are all things that we had figured out in the 90s in Goldeneye. No real reason for them to be omitted here for what they are charging.
Also agree on this feedback. And it also needs always on cross hair as an option with auto-aim off, not as a cheat.

I fixed that with the Hudsight app and it plays like a dream Perfect Dark homage. But it should be there as part of the game.

Loving the game more than I expected. It's golden, but with these improvements it could be Perfect! ;)
Yeah, I miss decals. Also I missed crouch and a stylish pause screen. I thought this would be addressed in the full game.
side stepping while aiming would be nice
Yeah, the voice lines in PD were glorious. Even the normal death screams were a lot more varied. Haven't noticed if we can even properly make darkness to blind enemies or shoot guns off hands either. Not having a dedicated restart button is also kinda strange.
Originally posted by ♱ TURBO ♱:
Yeah, I miss decals. Also I missed crouch and a stylish pause screen. I thought this would be addressed in the full game.

Yeah I was surprised at the lack of crouch. There are a few places with staircases that I really wanted to be able to crouch to get the shot at someone looking to shoot me coming down the stairs.

I also really miss the voices. "Why... me" is iconic, along with "She got me!". lol. Would add a lot of flavor to the game.
Agree on all points. Especially blood. Proper feedback to being shot would be wonderful for the enemies.
Originally posted by TERMINATOR-SSD:
side stepping while aiming would be nice
ehm, you can sidestep while aiming..
Solid points all around.

I was shocked that R leaning wasn’t included since that was a key feature of both games and the gameplay at 00 required it.

Ducking as well, massive oversight.

It really needs the blood splatters and some more death animations would be nice
no dual wielding? even Timesplitters had it, all 3 of them
yup where is the blood
Damn I was hoping there was dual wielding in the later levels, Bummer there isn't

Also, blood is definitely needed.

Finally, small nitpick, but I feel that a couple of weapons need another art/model pass, mainly the raptor and shotgun, they just look like weird polygons in the shape of a gun. The raptor looks like a futuristic laser gun and the shotgun looks like an olive garden breadstick with a shotgun texture slapped onto it. Maybe include the hand grabbing the pump to make it look a little more convincing.
Originally posted by Garick:
I'm having a lot of fun with this, Cipher system is a little odd and some of these par times seem like they are for speedrunners only, but I'll get past both obstacles soon enough.

Playing through, it is making me realise there are things missing that would really add a lot, some from Goldeneye itself, others from Perfect Dark. I'd love to see some of these make their way in at some point.

1. Voice acting for main characters during mission briefing: The opening and closing of missions, as well as significant points in the mission progress, feel a lot more natural and immersive than blocky white text on the screen. It adds a lot of tone and depth to characters that cannot come through in simply reading speech bubbles. The audio layer adds a lot of life to these missions.

2. Random or contextual voice lines on npcs during missions. 'there she is' 'damn shes good' 'i think she got me' and so on made the enemies feel more complex. Whats there now with the animations is working, but its like fighting an army of mimes. A mixture of behaviour lines on the npcs would add a lot.

3. Blood decals/splatter. This one is a confusing omission because even Goldeneye had the decals appear in injuries. I'd like to see at least that return but adding the blood pools on death and proper scorch marks from explosions would also add to the immersive feeling of the experience.

4. Location shot impacts. Some of this is here though often the animation feels like a random stagger instead of relating to where they were hit. Expanding this to includes PDs little details like shooting off enemy headgear or disarming them by shooting them in the hand would be nice.

5. More weapons: I'm not expecting dual firing modes on everything, but the actual weapon list is very short. Some kind of laser watch, grenades, a tranquliser gun, a golden gun equivalent...theres a lot that could be added to really flesh out the multiplayer aspect of this without going fully into PD scifi territory. Its possible some of this comes with unlocks but I'm yet to see any evidence of it.

6. Dual wielding: Again this is a GE thing that im kinda surprised is missing. Where's the dual wielding of the various weapons?

I haven't purchased the full game yet, but from other reviewers I watched on YouTube, crouching was left out. Hopefully, they can integrate it in the next sequel and maybe add a little Call of Duty gameplay, where you can jump and strafe at the same time.

Perfect Dark was a huge improvement over Golden Eye because of the voice acting, just as you mentioned, and it had advanced Artificial Intelligence at the time when it came out in 2000.

You can also replay the missions from different checkpoints depending on the level of difficulty, and it features secondary fire for more weapon functions, which made the game feel realistic. The Multiplayer was also on par with Unreal Tournament with the bots.
agreed on all points. Particularly hit animations. They were one of the thigns I most appreciated in GE/PD.
agent64 is super barebones compared to ge64 or pd64
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