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WHATEVER HAPPENED TO JAMES BOND VIDEO GAMES?


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It would've been hard to imagine back in the Nintendo 64 era that James Bond 007 games would ever go out of style, especially after Rare changed the face of console gaming with its own Bond installment based on GoldenEye, Pierce Brosnan's first adventure as 007. There are many who regard 1997's GoldenEye 007 as one of the games responsible for popularizing console shooters and paving the way for franchises like Halo and Call of Duty.  

Thanks to its fast-paced, split-screen multiplayer that pit up to four players in several deathmatch modes — a feature that was added in as a bit of an afterthought by Rare — GoldenEye 007 became the second best-selling game on the Nintendo 64 in North America, with 8 million copies sold. GamePro even ranked GoldenEye 007 as the ninth most important video game of all time for its game-changing multiplayer mode.

Unfortunately, Rare never got a shot at another Bond game after it was acquired by Microsoft in 2002. It was up to other studios and publishers to build on GoldenEye 007's massive success.

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This game was my childhood! Oh the 90s.

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I really hate ignorantly-written articles like that still pushing out blatant falsehoods that are old and debunked.

I'm talking about the out-and-out lie that "game development costs are skyrocketing!" when in fact the opposite is happening. In fact, it's easier and cheaper now to develop a game than ever before in the history of the industry. You can literally make games with just your phone, and you can even use your phone to build out an asset library!

That's just how convenient the whole process has become. Can't code? No problem, there are tutorials and design tools built around designing game worlds using Blueprints so artists can focus on generating art rather than stumbling through the coding process.

Photogrammetry and LiDAR scanning has also drastically reduced art asset costs. Before you would have hundreds of artists working on an AAA game to build out assets. These days you have a handful of artists to scan in assets and textures and flesh out a massive world in just a few day's time. It's how and why indie developers are making bigger and better looking games on smaller and smaller budgets and with tinier and tinier teams (heck, only 15 people worked on No Man's Sky and it looks better than most AAA titles on the market today).

All that being said, you could build a Bond game for the cheap and focus on the gameplay experience. Plenty of games sell millions based on concept and fun factors alone. There are so many different tools and ways to design games without it costing $100 million that the only reason we DON'T have a new Bond game is due to sheer laziness and greed.

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