Martin Hollis directed the team that gave us two of the most influential shooters of all time, GoldenEye and Perfect Dark, directing and producing both games. GoldenEye was widely considered to be one of the best shooting games of all time.
Martin Hollis reveals that he does not ”feel that anyone has really carried that onwards,” when talking about the genre. He continued to explain that he feel that the consoles have ”lost ground and momentum with FPS since those days,” and that nowadays the interesting things that are happening for FPS tend to be for PC.”
Delays, technical problems and walkouts over money and crunch could have killed Rare's spiritual sequel to GoldenEye. 20 years later, Perfect Dark's creators reveal the true, messy story of how it was saved.
Lived in the shadows of Golden Eye and Duke Nukem64 if you ask me. I don’t personally care for a new game in the Perfect Dark series either, at least not over the prospect of a new IP from a new premium development team. I hope MS doesn’t go this route, but we all know they sure do love their multiplayer-shooter games, so this would come as an unwelcome non-surprise to me if so...
"I put in 6000 hours overtime. I was really low down on the overtime list." - Holy scheisse! Glad to read they were at least paid well.
The N64 was, for the time, a formidable piece of kit. Its chipset was developed in conjunction with Silicon Graphics and provided the console with power that put rivals like the Sega Saturn and Sony PlayStation in the shade. However, the complex nature of the chips involved resulted in a significant delay and the N64 arrived on the market after both of its competitors.
It turns out that this delay could have been much greater had SGI decided to act on evidence unearthed by none other than GoldenEye 007 director Martin Hollis. Speaking exclusively to Nintendo Life, Hollis recounts the situation surrounding the console prior to its launch.
If Nintendo had had its way, James Bond would have killed none of his enemies in the hugely successful Goldeneye on N64.
“Bond is a violent franchise and making that fit with Nintendo, which is very much family-friendly, was a challenge,” the game’s co-designer Martin Hollis explained to an audience at GameCity in Nottingham, The Guardian reports, adding that late on in the game’s development he received a fax from famed Nintendo developer Shigeru Miyamoto.
Thank god we have competition. Another great example of how things might have turned out without SEGA, Playstation, MS etc.
Of course he did...
Doesn't know a lot about Bond does he, probably should stick out of things he doesn't know a lot about
Check out Red Orchestra 2: Heroes of Stalingrad, FireFall, Natural Selection 2, Nuclear Dawn, it's easy to try new ideas on an open platform, especially as an indie dev.
Killzone 3 and Resistance 3 look interesting, and they're coming on PS3.
KZ3 is not inovative...