Miyamoto told Rare to tone down GoldenEye violence

27 Oct 2015 | Author: | No comments yet »

Edit Nintendo worried its classic game GoldenEye was too violent.

Speaking at the GameCity festival in Nottingham, GoldenEye 007 director Martin Hollis revealed how one of the most popular games ever created, almost never was. “Bond is a violent franchise and making that fit with Nintendo, which is very much family friendly, was a challenge,” he told audience, reports The Guardian. “For a while we had some gore, it was just a flip book of about 40 textures, beautifully rendered gore that would explode out. If your first thought while playing GoldenEye 007 back on the Nintendo 64 was that the game could have used a more upbeat, less bloody life-affirming ending to its missions, you 1) may have missed some of the point, and 2) you and Nintendo legend Shigeru Miyamoto have something in common. When I saw it the first time, I thought it was awesome, it was a fountain of blood.” “The second point was he felt the game was too tragic with all the killing. But either way, Nintendo has apparently been concerned about how on-screen bloodshed comes across at least since the glory days of their beloved N64 console. It’s the kind of game that a certain audience will never tire of learning more about, which is why this report from The Guardian is such an enjoyable read.

He suggested that it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital.” “It must have grossed, I don’t know, $400m or something. After several approaches, the studio was finally visited by Genyo Takeda, the director behind the Punch-Out!! titles. “He went back to his hotel room, and when he came back for more meetings the next day, Rare had made a new version of Punch-Out!! over night, using their Silicon Graphics workstations and featuring huge rendered sprites. In his interview, Hollis discusses what it was like for Rare to partner with family-friendly Nintendo on a franchise like Bond, as famous for its fight sequences as for its protagonist’s smooth moves and choice of drink. “One point was that there was too much close-up killing – [Miyamoto] found it a bit too disgusting”, Hollis stated. “I don’t think I did anything with that input”, recalled Hollis.

You might’ve thought that on a commercial basis someone at Nintendo, even lower down or higher up or whatever, would’ve said, “Well, are you sure?”, but out of respect for the creator and the importance of the people who actually made the game, that was it.” As an alternative, the design team at Rare implemented a credits sequence featuring GoldenEye 007’s enemy characters, emphasizing the game’s fictionalized violence. After producing the fighting game Killer Instinct, Rare was then offered the chance to make a game based around the GoldenEye movie, or “Bond 17” as it was known at the time. “Tim Stamper told me to write a design document,” says Hollis. “So I went away and thought about it for a month and wrote a ten-page document. Hollis claims he was inspired by Super Mario 64’s level structure, crafting levels in their 007 tie-in with multiple objectives much like those Nintendo’s plumber mascot needed to achieve in the classic platformer.

As part of the end game credits screen, Hollis added a movie-style credits sequence introducing all of the game’s characters. “It was very filmic, and the key thing was, it underlined that this was artifice,” he said. “The sequence told people that this was not real killing.” It’s a bit of a stretch to say whether these end credits really made a difference to how people viewed the game’s action, but it was apparently enough to appease Nintendo, as the game went on to sell more than 8 million copies, the third-best performing game ever released for the N64. The Guardian’s report has plenty more details on the development and legacy of GoldenEye — if you spent your youth playing this with your friends, it’s definitely worth a read. Rare was also asked to create a follow-up game based on the 1997 “James Bond” film “Tomorrow Never Dies.” However, Rare did not accept it and stated that they have started working on “Perfect Dark,” a first-person shooter video game Nintendo 64 console too, Yahoo reported.

The relentless slaughter of sentient mushrooms, oversized octopuses, and anything that gets in Samus Aran’s way, sure, but until Goldeneye 007, Wild Gunman was as close as Nintendo got to letting you inflict a few real damage on your fellow humans. “We had a small chat, three or four of us on the team”. And imagine how such a conclusion could have impacted the first-person shooter genre, which following GoldenEye became a sober, colorless venue for shooting virtual people in the face. Ours was much more open as a result.” Hollis spoke at length about his great admiration for Nintendo. “I value the idea – which I do see as quite strongly a Japanese idea – of respect to the player and trying to see into their mind and their life,” he said. “We have jargon for it nowadays: ‘user-centric design’. Nintendo thought about where the player would be when they played the game and who would be with them at the time.” But it’s not just the players. We constructed this character, to the very best of our ability, to be the centrepiece of the game.” Joanna Dark was born of the best intentions – even her name comes from Jeanne D’Arc, or Joan of Arc – but her game inevitably made less of an impression than GoldenEye.

You hear the theme tune and you’re right there.” After briefly discussing the logistics of the GoldenEye development (it took a team of ten two and three-quarter years, and a budget of $2m), he was asked about how Nintendo managed to maintain its brilliance as a game development studio.

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