MAGAZINE

Retrospective: Perfect Dark

Edge Staff's picture

By Edge Staff

January 9, 2009

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Modern FPS games should try this one on for size: difficulty levels present different types of challenge rather than the standard upping of enemy AI, numbers and hitpoints. Play on the easiest, Agent, and you’ll face a relatively sedate experience with one or two objectives. But as the difficulty increases locations become circuitous with more objectives and new set-pieces to trigger: the first level, set in the dataDyne skyscraper, introduces an attack helicopter on Secret Agent, hovering outside and carpeting the lobbies with minigun bullets.

Even the way people played together was thrown up in the air. In 2000 a shooter that offered a co-operative campaign mode would be unusual, though hardly exceptional. But what about a counter-operative mode, where one player tries to complete the level while another takes control of the enemies in their path?

As with so many of Perfect Dark’s other big ideas, it falls just short of greatness in practice, but is good enough that your imagination can fill the gaps. And as with any big and brave innovation, there are happy flaws in the counteroperative mode you can exploit to infuriate goody two-shoes: when playing as the counter-operative, shooting guns from your fellow soldiers’ hands will make them draw out their secondary weapon and immediately begin seeking Joanna. Get four or five to attack with you on Perfect Agent difficulty and it’s all over bar a merry day’s hunting.

There’s real character in Perfect Dark, but it’s nothing to do with its heroine. Walking through levels, you’ll see little scripted sequences with people being shot, arguing or simply relaxing. Playing with friends, you’ll devise deathtraps of outstanding ingenuity, before being sniped through the wall from 300 metres away.

Ian Fleming himself could have been behind the little gentlemanly twinkle in the repurposing of the Facility level as Felicity. And when we really get down to brass tacks, how many games have Shigeru Miyamoto running around and hiding the weapons?

Perfect Dark may not be all that fun to play any more, but its currency of ideas and provocation, most of which still hasn’t been picked up by other genre works, remains sound.

Who knows what the future holds for Joanna Dark? Another novel? More appearances in men’s magazines? As far as the game goes, though, we don’t need to worry about Perfect Dark’s future. It’s already written most of it.

Kevin_Harkins's picture

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.

prtofdacrowd's picture

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

OmegaVader's picture

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.