Agent 64: Spies Never Die

Agent 64: Spies Never Die

Suggestions
1. I'd recommend increasing the zoom on the sniper rifle.
2. Could you give the option to review the mission briefings when the player clicks on a mission as opposed to just in-mission.
Awesome game by the way.
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Showing 1-12 of 12 comments
is there a way of using the scope on the sniper rifle? If not there really needs to be.
I'd also add:
-a way of naming the bots. I like to do "tournaments" where I do multiple rounds in different levels, and even just having them "bot 1" "Bot 2" lets you tell them apart.
-A clearer idea of what you need to do to unlock everything for arena
-A clearer description of the bots (what they do) and more bot types (if they are simply not unlocked for me) like coward and justice bots.
-A one minute remaining alarm sound (like in perfect dark), or even a "one minute remaining" warning text.
-A way of naming the arena presets, and a much larger limit than just 10.
-More bot skins (perfect dark had quite a lot)
For the sniper rifle, hold down the aim button and use forward/backward to zoom (W and S in default bindings if you're using keyboard and mouse).

I absolutely agree on having the mission briefing be available before starting the mission.
Originally posted by I eat children.:
For the sniper rifle, hold down the aim button and use forward/backward to zoom (W and S in default bindings if you're using keyboard and mouse).

I absolutely agree on having the mission briefing be available before starting the mission.
Thanks for clearing that up.
I must be misunderstanding something, doesn't the game give you a mission briefing before you enter the level? When you're selecting the difficulty, doesn't it tell you what you need to do over on the right?
Here is a suggestion I have for online mode.

Since this is a Steam only game add the ability to see other players Steam profile pictures like in Counter Strike 2.

Little feature but I find that it adds more personality in online games and makes players standout from each other more than when you just see a nickname. :steamthumbsup::steamhappy:
I would like to suggest increasing all the par times by about 10-15 seconds.

Do the old school doom approach, your fastest time plus 15~ seconds is how Romero did pars for Doom.
Challenges where you don't start with weapons is ♥♥♥♥♥♥♥♥, I keep dying 2-3 times without a weapon (starting in an area that's a fair walk from a weapon and the enemy happens to be there), so they get 2 or 3 kills for the price of one. There's already a mechanic for starting with weapon, even just a pistol
Add an option with controller to move fine aim cursor around the screen without snapping back to center (similar to mouse) rather than the old GE/PD/TS style… or even more preferably, just let us move the camera when fine aiming like normal and leave the cross-hair centered. So it’s basically like a mini zoom with less sensitivity (and no auto aim), some things from the past are fine to be left there, Timesplitters by the time they made 3 figured out that was best.
Needs to add blood and the ability to crouch.
Originally posted by RoboCharged:
Needs to add blood and the ability to crouch.

yeah crouching is by far my most wanted feature
Features I would love to see for adding polish to the game (i.e. stuff that would be really nice but probably isn't that crucial):

1) Blood effects on enemies when hit, decals on walls behind where they were hit (ray-based decals, I guess). Both Goldeneye and Perfect Dark had this, so it just seems odd that it's not in this game.

2) A couple more enemy uniforms and/or enemy variant types. Until the final few levels, there's only that snow infiltration level where the enemies get new uniforms. Everyone else is wearing a blue suit, unless they're a "captain" and in a black suit. Additionally, some masks/helmets/hats for enemies. Especially if we could shoot off the hats from their heads.

3) Some extra flourish and panache is needed in a few places to really sell the experience. Some kind of into sequence is REALLY necessary when starting the game as an attract mode. The title screen to the start menu to the level select menu is just a bit boring. There also needs to be another pass on weapon sounds, as I think they could all be heavier and punchier.

4) Similarly, pausing should not just go into a UI overlay. Goldeneye had you look at your watch and Perfect Dark had the little eye visor appear to make your pause menu UI so it was like you were truly in Joanna's POV. John needs something along one of these lines, even if he's just looking at his smartphone to bring the UI menu up. It'd be great if there were a banger pause menu theme too, but I'm not expecting a miracle on that.

5) Give enemies a smidge more health overall on all difficulties, but add more potential damage via body part targeting. This was pretty key to the old Rare N64 shooters. Aside from insta-kill headshots, there was a bit more interplay in how *where* you hit enemies was important. Granted, the team at Rare had some early mo-cap setups and an actual team to make this element really work well, and from what I can tell, this was all made by one guy, so maybe step one is getting at least one more guy to help, but this is an often under-appreciated aspect of the games this one is modeled off of.


Features I would love to see for making the gameplay better generally (i.e. the game really actually needs this to massively improve):

1) Aim mode needs a lot more tuning. It's far too sensitive when using a controller compared to the reliability of the auto-aim combined with the twin sticks allowing the player to aim really effectively without going into aim mode by default, making it mostly unnecessary, when it was a key element of the higher skill ceiling play in Goldeneye and Perfect Dark. I get that this is at least partially an issue with the fact that GE and PD were single stick games, and the modern standard is dual sticks, but there definitely needs to be a solution here.
One quick and dirty improvement might be to increase the baseline zoom in on aim mode by default, and increase the zoom on the sniper rifle a LOT more (probably double its current max range). Then the high sensitivity makes sense as you're trying to cover more screen real estate while you aim precisely.
Another idea might be to just increase the default dead zones? I'm not sure what the proper choice is here to be honest. Only that the default settings don't feel right on a controller, which I assume is the intended method of play.

2) Perhaps some melee focused enemy "rushers" added to levels who change the enemy AI dynamic. Especially for enemies with shotguns, but maybe just give some dudes commando knives who run at you. Or attack dogs. There's a strong need for mixing up enemy behavior more. Enemies who try to kite you by shooting at you with low accuracy while running away toward the mission exit/path of mission progression would also add some mix-up to AI behavior too.

3) Weapon Wheel select. PD had this, GE didn't. I get that this game leans more into GE than PD, but PD was the improved version of GE and there's just no real reason not to have this. Especially if you assign it to the same button as a "hold" functionality. Then you keep the current swapping method for weapon selection but also have the iterational improvement.

4) Shared weapon ammo calibers, more bullet spray inaccuracy, dual wielding guns, and more guns generally. Certain weapons in GE and PD shared the same ammunition caliber, so ammo picked up for gun A could be used in gun B and vice versa, which was important because some guns, like the Klobb, were potentially useful in a tight space because they could shoot a lot of bullets quickly, if inaccurately, compared to a pistol, which it shared its ammunition with, thus presenting the player with an interesting choice to make on using their pistol ammunition.
The problem with the guns in Agent 64 is mostly that there aren't enough variants and models, so the ones that are in the game are all really good, with high accuracy, power, and rates of fire and so they're all just a bit boring. It's the superman problem. They're too good, so there's less of an interesting conflict for the player. There's just not much in the way of making interesting choices regarding which weapon to use for any given moment in a level, and good game design is about creating interesting tension and choices for the player as often as possible.
Were there more guns, including larger swings in the variables of accuracy, rate of fire, and power per shot, along with shared calibers between different gun types to make the choice on which limited ammunition resources you were using as you moved through a level more important, then you get to some interesting choices to make mid-level and in the moment.

5) Quick melee button and duck/crouch button. Improved bullet spray accuracy from a crouch while not moving. Consider allowing melee attacks to combo, and even hit multiple enemies at once.
Bonus points if we can perform a dodge roll like the NPCs do while in a crouch. Double bonus points if the camera zooms out to 3rd person so we can see John 64 do the roll. Triple bonus points if crouching and rolling gives a small number of iFrames so it can be a true advanced tech, even if only in extremely fringe case scenarios.
Also, a quick and dirty suggestion:

An unlockables list somewhere. Maybe tie it to having at least 30-35 Cyphers so the player can see what they're missing on unlockables while ensuring that they're at least progressing so they're unlikely to get spoiled?
I want an easy to access reference guide in-game to see what I need to do to unlock the stuff I'm missing, as there are a LOT of unlockables in this game.
The pictures with the masks helps for the challenge mode. A Par Time listing at least (with the correct difficulty you need to play to make the par time on) would just be nice too.
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