
The Psychosis Gun converts enemies to your cause. Assault rifles can turn into proximity mines (Dragon) or be turned on their sides as handy grenade launchers (Superdragon). The laptop gun is all about sleek chrome and efficiency, perfectly exemplified when you toss it away and it begins acting as a sentry gun. The RCP-90 is the most powerful automatic weapon in the game, and comes bundled with a cloaking device.
Some weapons are there just for the hell of it, like the nerve grenade that turns fourplayer splitscreen into a black-and-blue smeary mess, or the perfect recreations of GoldenEye guns (with names like PP9i and Klo1313). It’s not just about function, either. This is an FPS for gun fetishists: in place of GoldenEye’s ‘dipping’ reload animations, Perfect Dark is the visual equivalent of tonguing the barrel.
The Cyclone, a svelte curve of metal, whirrs and clunks with each new magazine – the chocolate-orange slabs of ammo feed through its belt, are ruthlessly stripped of their bullets, and fall to the ground empty. There are tremors as a thick clip is slammed into the base of an RCP-90. Alien weapons suck in opalescent blobs with a ’60s Dr Who sound effect, bolts clack into place on anything automatic, and even the humble throwing knife has to be casually tossed in the air and caught with a flourish before use.
Even the bots are in on it. PD calls them ‘sims’ and gives them ‘personalities’. The Preysim looks for recently spawned and weak players. Vengesim blindly hunts the last person to kill it. Judgesim maintains balance by killing the current leader. These have obvious applications, but there are others designed to simply shake things up a
bit. The Peacesim abhors violence, and runs around the level trying to collect weapons and ammo before playerscan get to them. It won’t attack, but get too close and it’ll disarm you. The Fistsim just runs around whacking players – which with PD’s overzealous dizzying effect is very annoying. And the Rocketsim just likes explosions, regardless of its own life.
Like the weapons, these sims were designed for possibilities rather than balance, for play rather than work. For combinations. It’s a miracle that this gallimaufry works at all, never mind that it was one of the greatest fourplayer FPS games of its time.
Almost as an afterthought, the Combat Simulator includes challenges that can be tackled solo or with friends. Usually some kind of objective-based assignment against a sim or team of sims, over 30 missions this mode somehow creeps from embarrassingly easy to not-in-this-lifetime-pal difficulty. Most of the ideas and innovations of the game are in multiplayer, but there are also gems in the underrated singleplayer campaign.
Still one of the most complex varied and customisable first person shooters there is. Reading this article really got my juices flowing as it brought back so many great gaming memories and i am surprised not a single developer has made anything similar to the way Rare built this FPS. It really was excellent being immersed in this game. Guess developers nowadays dont want to give us massive layers of depth in a game as they seem stuck to churning out games that would take no more than 40hours (max) to complete.
This game should be played by more developers and researchers so they can see what can be achieved in this genre. It truly is a masterpiece in my eyes.
Wow, I still have memories of pestering my dad every day to ring up GAME and find out when my copy was, in fact i remember the night he drove me to collect it..... That game was absolutely awesome!
The re playability, the graphics, the fun....man the fun, how many times did that cartridge be subjected to loading the Air Force One mission?
In fact quick side note, i remember one dark night my dad turned my world upside down. That day he was able to secure me a copy of Lylat Wars, with the Rumble Pak....
Ill never forgive or forget him for giving me this gaming passion, ruining my education.... as i type
Looking back, it makes me recall how much bang for the buck the game was. it may not be 'playable' by today's 60fps standards, but back then it was enough...you'd probably be surprised at how GE performs today, or the similar design oversights. Nevertheless. man was it revolutionary....and man did PD capitalize on those ideas.
It's a shame developers today don't put as much energy into their titles.