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Retro Gamer - - CONTENTS -

one of the chal­lenges of Retro

Gamer is find­ing new in­ven­tive ways of cov­er­ing clas­sic games. In­ci­den­tally, it’s a great task to face as it pushes you to present things in a way you might not have con­sid­ered be­fore; hope­fully de­liv­er­ing the de­fin­i­tive ver­dict on the game in ques­tion in the process.

So this month we’re pre­sent­ing the de­fin­i­tive fea­ture on the N64’s great­est shooter – Rare’s Gold­en­eye. Reg­u­lar read­ers might re­call that we went be­hind the scenes some 11 years ago to in­ter­view a hand­ful of team mem­bers. This month, we’ve gone all out in or­der to bring you the last word on this clas­sic game. We’ve not only in­ter­viewed ev­ery sin­gle per­son in­volved with the game but we’re look­ing at ev­ery as­pect of its cre­ation, from its pro­duc­tion to li­cens­ing, it’s a huge fea­ture for a hugely im­por­tant game.

At the time, Gold­en­eye felt like you were ac­tu­ally tak­ing part in Bond’s world, and it seemed like a huge leap for film li­cences. It also had an in­cred­i­ble mul­ti­player mode, which was so good it fi­nally con­vinced my non-gam­ing wife that those ‘silly games’ I played could ac­tu­ally be a lot of fun. An­noy­ingly, she al­ways played as Od­djob, though.

En­joy the mag­a­zine!

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