Agent 64: Spies Never Die

Agent 64: Spies Never Die

Feedback after 100%ing
I managed to pile through everything pretty quickly but had overall a good time. I think there is some feedback that I could give that might be useful for future:

-Weapon variety is small - part of the "fun" of Goldeneye is that levels often would introduce a new weapon or weapon set simply to provide variation. For example, the Phantom, D5K, D5K Silenced, ZMG all served the same basic role in Goldeneye, but there being multiple guns with slight differences in handling and sound made the levels they were featured on feel more distinct. For example, I remember Frigate entirely because of it starting you with the Silenced D5K and featuring the Phantom - yet nearly all levels in Agent 64 seem to feature one of three main weapons.

-Weapon audio might be a bit underwhelming - I think the more hollywood-style laser noises of silenced weapons in Goldeneye added a lot of charm to it, while the K7 Avenger analogue sounds very weak compared to the ripping noise the Avenger made.

-Levels are largely free of any explorative/unnecessary components which feels like a step down vs. the Goldeneye and some PD levels where there would be whole areas that serve no purpose other than atmosphere or hiding extra weapons - I was sort of excited at first seeing that the Castle had a master key locked door, thinking of the areas like the Silo key secret in Goldeneye but it turned out to just be an allusion to a later level and not a secret to find. These secrets (and stuff like the Perfect Dark cheese) I feel are vital to cementing a game like this in the players' mind - they tend to turn seemingly plain level designs into areas with mysteries to think about.

-Enemy AI doesn't generally move around much, which makes it feel more static than the goldeneye equivalent. I think that the more systematic approach towards enemy shooting accuracy is fine, but it does feel more 'gameified' compared to the more random accuracy in goldeneye, particularly when you notice the bullet holes left by enemies are in perfectly spaced straight lines.

-I dislike the black clad enemies that are near-immune to pain animations as this feels like a cheap mechanic given your own high HP still doesn't make you immune to being stunlocked.

-Some of the MP Challenges feel like they're entirely down to luck as to whether you can beat the par time or not. The worst ones for this are the zone and briefcase maps where a briefcase appearing in a busy location or a zone appearing in a location with no cover gaurantee timing out, even if it's the very last point you need to finish.
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Originally posted by Slobbergoat:
-Levels are largely free of any explorative/unnecessary components which feels like a step down vs. the Goldeneye and some PD levels where there would be whole areas that serve no purpose other than atmosphere or hiding extra weapons
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These secrets (and stuff like the Perfect Dark cheese) I feel are vital to cementing a game like this in the players' mind - they tend to turn seemingly plain level designs into areas with mysteries to think about.
This is my #1 gripe with the game. If I had to pick 1 single thing that made GE and PD stand apart from the crowd, it's this. And this extra 'unnecessary complexity' if you'd call it that, is something I really miss in modern gaming.
I wanna point out that the black clothed enemies might be a nod to similar enemies in Goldeneye where they had tons of health and wouldn't flinch until their health got low.
I really agree with the weapon variety and levels.

It seems really arbitrary what can and can't be destroyed as well. A simple wooden chair? Explodes. Some test tubes? Cannot be destroyed.

I imagine it's difficult to try and create something from the late 90s without allowing some contemporary elements of the design slip through. But with this game, I actually think he's far too conservative with the design. It needs more, and I think as you've pointed out, it's because games back then had more.
+1, the zone challenge in the museum is the worst because if the zone spawns in the middle it's nearly impossible to get a good par time since enemies come from all sides and it's literally a massacre between all the enemies and the player. I completed this challenge with RNG/no middle spawn.
I'm kinda done with this already, I did want to like it, but I agree with the points above and I would say in some ways it feels like Goldeneye/PD but missing like peek from cover/crouch. It feels like those are just a step backwards. The aiming also feels off to me, I am not sure it was THAT BAD in the originals. The AI doesn't really behave like the ones in Goldeneye/PD as in sometimes you can alert a group, but then you will find one guy standing there just unaware of what is happening around him.

It feels like there is no attempt to add anything interesting or unique to the game, the boss fights are lame and basically the same thing reskinned for both of the fights. Essentially 2 of the 14 levels are a box room. I will admit the last fight in Goldeneye on Cradle is kinda lame too, but the Skedar boss is actually somewhat interesting.

It feels odd there are so few weapons, and no really fun ones like the RCP-90, laptop gun, farsight. I think I started one of the missions and was confused why I had a pistol or a tommy gun when it felt like I needed meater weapons by that point in the campaign.

It was fine, just not quite what I expected, I do think the Cyphers were just a way of blocking completing the game fast enough that it would be refunded. I do get this is one person, possibly in their spare time, but I think it would have benefitted a couple more people working on this or something. It's just a bit lacking, the original games was only something like 6 people.
Well said, you put your finger on something I’d been thinking about too. It’s a shame because the game really isn’t far from being something great. It’s still very good, but with a bit more variety and depth it could have been really special.
Not bad feedback, and I hope this can get a sequel one day. Like what Perfect dark was to Goldeneye.
Can you please share your game save?
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