Perfect Dark
Perfect Dark | |
---|---|
multiplayer |
Perfect Dark is a 2000 first-person shooter developed and published by Rare for the Nintendo 64. The first game of the Perfect Dark series, it follows Joanna Dark, an agent of the Carrington Institute research centre, as she attempts to stop an extraterrestrial conspiracy by rival corporation dataDyne. The game features a campaign mode where the player must complete a series of levels to progress through the story, as well as a range of multiplayer options, including a co-operative mode and traditional deathmatch settings with computer-controlled bots.
As a spiritual successor to Rare's 1997 first-person shooter GoldenEye 007, Perfect Dark shares many features with its predecessor and runs on an upgraded version of its game engine. GoldenEye 007 director Martin Hollis led the game's production for the first fourteen months of its near three-year development cycle before he left Rare to pursue other interests. The game is one of the most technically-advanced titles for the Nintendo 64, and requires an Expansion Pak to access the campaign mode and most of the multiplayer features. Shortly before the game's release, a feature that would have allowed players to place a photograph of their choice onto the face of their multiplayer character was cut due to sensitive issues surrounding the ability for players to attack images of real people.
Upon release, Perfect Dark received critical acclaim and sold relatively well, eventually joining Nintendo's "
Gameplay
Perfect Dark is a
Players have a certain amount of
Campaign
Perfect Dark features a campaign mode where a single player controls the game's protagonist, Joanna Dark, through a series of levels collected together into missions.[3] In each level, the player must complete a set of objectives while opponents controlled by the game's artificial intelligence try to hinder the player's progress.[8] Objectives generally require the recovery and use of high-tech gadgets like night-vision goggles or door decoders.[3] The player has freedom as to how to approach encounters and many objectives can be completed in a nonlinear order.[9] Stealth is an important element of the gameplay because the player can kill opponents without being seen or remain undetected by using disguises.[2][3] If Joanna fails an objective or her health is fully depleted, the player must start the level again from the beginning.[8]
Each level can be played on three distinct difficulty settings.[8] These affect aspects such as the number of objectives that must be completed, damage taken from opponents, the effectiveness of the game's optional aiming assistance, and the availability of ammunition and protective shields.[10] Four bonus levels may be unlocked by completing the campaign on each difficulty setting and all the challenges in the firing range.[11] Some of these bonus levels allow the player to assume the role of a different character.[3] If all the levels have been completed on the highest difficulty, an additional setting becomes available, allowing the player to customise various aspects of the game's opponents, such as their health, aiming accuracy, and the damage they inflict.[10] The player may unlock cheats by completing levels within a certain time limit.[3]
The campaign includes a
Multiplayer
Perfect Dark features a
Aspects of a multiplayer game can be highly customised,[15] including the chosen arena, the winning conditions, and the ability to choose what weapons and items appear where in the arena.[14] Players can be grouped into teams or compete individually, and they can optionally be shown coloured according to their team.[14] The appearance, team affiliation, skill level and pre-set behaviours of each computer-controlled bot can be customised.[14] Pre-set behaviours range from them pursuing the highest-scoring player to exclusively chasing the player who killed them last. Other behaviours restrict bots to only attack players using fists and disarming moves.[14] On higher skill levels, bots perform actions at a superhuman level.[14] Players may issue commands to bots of their team to perform certain tasks. For example, a player can order an allied bot to defend an area or attack a designated opponent.[14]
The multiplayer mode includes 30 pre-set challenges against bots that may be tackled by one or more players.
Plot
Perfect Dark is set in an alternate 2023 against the backdrop of an interstellar war between two alien races:[18] the Maians, who resemble the archetypal Grey alien, and the Skedar, reptile-like creatures who use a cloaking device to appear human. On Earth, there is an ongoing rivalry between two companies: The Carrington Institute, a research centre founded by Daniel Carrington that secretly operates an espionage group in league with the Maians; and dataDyne, a defence contractor corporation headed by Cassandra de Vries. In exchange for creating an AI with code-breaking abilities to access an ancient alien spacecraft at the bottom of the Pacific Ocean, the Skedar agree to supply dataDyne with enough alien technology to become the biggest corporation on Earth.[19]
The player is cast as Joanna Dark, an agent of the Carrington Institute whose excellent scores in training have earned her the codename "Perfect Dark".[20] On her first mission, she is sent to extract a defector known as Dr. Caroll from a dataDyne laboratory. Dr. Caroll is revealed to be the AI created by dataDyne, and is worried about the mission for which it had been designed. After the extraction, Carrington is held captive at his private villa by dataDyne soldiers. When Joanna rescues him, she is informed that Dr. Caroll has been taken to a dataDyne front in Chicago. There, Joanna learns that Cassandra, NSA director Trent Easton, and a mysterious man known as Mr. Blonde plan to kidnap the President of the United States to get access to a deep sea research vessel called the Pelagic II. Although the President is in danger, Carrington alerts Joanna that a Maian craft was shot down near Area 51 and sends her to rescue a Maian protector named Elvis.[19]
Because the President of the United States refuses to loan dataDyne the Pelagic II, the NSA sends a strike team to kill and replace him with a dataDyne-grown clone. The strike team invades the air base from which the Air Force One will depart. When Joanna foils this strike, the NSA and a group of cloaked Skedar take over the plane itself, which crashes after Joanna attempts to detach a craft attached to it. Having survived the crash, Joanna eliminates the President's clone and rescues the real President. Trent's incompetence angers Mr. Blonde, who kills him after disabling his cloaking device. With no other options, dataDyne hijacks the Pelagic II to reach the ancient spacecraft. However, unbeknownst to dataDyne, the spacecraft contains a powerful weapon capable of destroying a planet and the Skedar intend to test it on Earth before using it against the Maian homeworld.[19]
Joanna and Elvis follow dataDyne to the ancient spacecraft, where they find a reprogrammed Dr. Caroll cracking the weapon. Joanna replaces its current personality with a backup of the original, and the restored Dr. Carroll sets the weapon to self-destruct. As Carrington and Joanna prepare for a Presidential reception, the Skedar assault the Carrington Institute and capture Joanna. In space, aboard an alien spaceship on course to the Skedar homeworld, Joanna finds herself in a holding cell with Cassandra. Feeling that she has been used, Cassandra redeems herself by making a distraction and sacrificing herself, freeing Joanna and therefore giving herself a chance for revenge. With the help of Elvis, Joanna takes control of the spaceship and lands on the Skedar homeworld, where she ultimately defeats the Skedar leader, leaving the Skedar in disarray. The game ends with Elvis and Joanna leaving the planet just prior to an orbital bombardment from the Maian navy.[19]
Development
Concept and design
Perfect Dark was developed by Rare and originally directed by Martin Hollis as a spiritual successor to the company's 1997 first-person shooter GoldenEye 007.[21][22] Shortly after GoldenEye 007 was released,[22] Rare was planning to work on a game based on the GoldenEye sequel Tomorrow Never Dies, but the company was outbid by Electronic Arts, which would release their video game adaptation in 1999.[23] The result did not upset the developers,[23] who felt they had already spent too much time immersed in the James Bond universe.[24] Working titles for the new project included "Covert Ops" and "Alien Intelligence" before the words "Perfect Dark" were decided on.[25] The word "Dark" was chosen for its association with the game's bleak focus on killing.[26] Hollis noted naming similarities to the 2006 first-person shooter Black by Criterion Games: "Game developers just like black, nihilism, dystopian futures, the number zero, infinity, spheres, perfection—all that kind of stuff".[26] The double slash symbol in the game's logo was inspired by the Japanese writing system,[27] while the bad grammar of the phrase "Perfect Dark" partially alludes to Hollis' affection for the way Japanese developers use English words in their own games and products.[24]
The game's
The decision to make the central character a woman was part of Hollis' belief that there should be more games starring women, considering the fact that GoldenEye 007 already starred a man.
Production
When production of the game started, the developers upgraded the GoldenEye 007 game engine with new features and enhancements such as real-time lighting and support for bigger environments and more textures.[30] According to Rare, only 30% of the original engine remained, providing a basic framework to construct levels and animate characters.[31] A new movement system was constructed, allowing players to fall off edges.[22] Other incremental improvements included better shattering glass effects, which would allow players to shoot out objects such as bottles of wine, and the inclusion of computer-controlled bots in multiplayer matches.[25] The artificial intelligence was improved so that opponents could work as a team and draw a secondary weapon when disarmed.[32][33] Death cries and more elaborate gore effects, which allow gunshots to disperse and stain enemies' blood onto nearby walls and objects, were also added.[34]
Originally, Hollis hoped that the difference between light and dark would be a significant feature of the gameplay, and the title was intended to reflect this focus.[26] A flashlight was implemented by software engineer Steve Ellis,[26] who had been responsible for much of the multiplayer mode of GoldenEye 007,[35] but was ultimately not included in the game due to limitations of the Nintendo 64 hardware. In 2006, Hollis remarked that such aims were overambitious, stating that "even today, you can see game developers struggle to make light and dark foundational from a gameplay perspective".[26] Nevertheless, the game features more advanced lighting than its predecessor.[3] For example, lights can be shot out to create darkened areas, gunfire and explosions illuminate rooms dynamically,[1] and the player can use infrared or night-vision goggles.[3]
Hollis was involved with Perfect Dark for the first 14 months of its near three-year development cycle, during which progress was unsatisfactory.[21][26] As he explained, "each of us was asking for more than the other could give. This situation ended with my departure, and with very deep regret I was unable to see Perfect Dark to completion".[36] Hollis' decision came after his four-year contract with Rare was about to expire, which he chose not to renew as he wanted to pursue other interests.[37] Shortly after his exit in September 1998, four additional members—Doak, Hilton, Ellis and composer Graeme Norgate—left Rare to form Free Radical Design, partially because they were unsatisfied with the working environment.[37] This resulted in a loss of half of the workforce and led Rare to assign more people to the team remaining on the project, which eventually became three times bigger than GoldenEye 007's.[38] Programmer Mark Edmonds was promoted to team leader because of his knowledge of the game engine.[25] Although the story and ideas for the game were kept intact, the new team contributed so much to development that it was seen as a fresh start.[38] The team worked in a very isolated and free environment and did not have a production manager, a schedule, meetings, commercial pressure, or any sort of deadlines. According to artist Brett Jones: "People would just do things they thought were cool and would work".[38]
In spring 1999, Rare moved its headquarters from a country farmhouse in Twycross, Leicestershire to its current multi-million office complex.[37] Although the locations are a few minutes away from each other, the move caused minor disruptions for some.[25] Rare installed an in-house motion capture studio,[22] which was used to capture hit animations and full walk cycles.[39] Game designer Duncan Botwood wore a pair of heels to portray Joanna Dark in some sessions, but motion capture artist Laurie Sage performed most of her moves.[25] Many of the game opponents were based on members of the development team, who also performed the motion capture required for their animation.[25] Numerous secrets were added to the game to fuel the exploration efforts of players,[40] including a piece of cheese hidden in every level.[41] These were deliberately placed by one of the level editors as a graphical oddity for the player's confusion.[27] The game has two hidden passwords: one found by picking up a necklace in one level and another by reaching the highest rank in the multiplayer mode.[40] Rare had originally intended these details to access password-protected sections of promotional websites and use them for an alternate reality game.[42]
As developers kept adding features, the game ended up using all the extra memory on their
Cut from the game was a feature that allowed players to place a photograph of their choice onto the face of their multiplayer character.[47][48] The photos would have been taken by the Game Boy Camera accessory and directly transferred to the game via a Nintendo 64 Transfer Pak.[49] They could then be cropped or manipulated with an in-game editor and mapped onto the polygonal head of a multiplayer character.[47] The photos could also be saved to the game cartridge or a Controller Pak for cross-game sharing.[47] Although Rare's Nintendo-side producer Ken Lobb originally stated that the feature was removed due to technical difficulties, the actual reason was revealed to be sensitive issues surrounding the ability for players to attack images of real people.[48] Rare's decision came after then-recent attacks such as the Columbine High School massacre,[50] when new censorship laws were being introduced in the United States.[51]
The soundtrack was primarily composed by
Marketing and release
Although a follow-up to GoldenEye 007 was confirmed to be in development in early 1998,
Perfect Dark was first released in North America on 22 May 2000.[34] Nintendo arranged a number of publicity stunts, including hiring model Michele Merkin, who appeared as Joanna Dark in commercials and in-store promotions for the game.[68][69] The game received a Mature rating from the Entertainment Software Rating Board, particularly for its graphic content and adult language.[34] This generated some controversy because Nintendo has a reputation for family-friendly games.[70] The European release followed on 30 June 2000.[9] To supplement the game, Rare released a Game Boy Color counterpart, also titled Perfect Dark, shortly afterwards.[71] The Game Boy Color game features a compatibility mode that allows certain cheats within the Nintendo 64 game to alternatively be unlocked via the Transfer Pak.[72] In Japan, Perfect Dark was released on 21 October 2000.[73]
Perfect Dark features a different box art for each regional release.[74] Rare's art director Kev Bayliss, who created the North American and European artworks, designed the North American version in one day because Rare needed it very quickly.[74] He then created a more suitable Joanna Dark model for the European version and all the promotional material at the time.[74] For the Japanese release, a completely different image was requested by Nintendo,[74] who originally considered releasing the game in Japan under the title "Aka to Kuro" (赤と黒, lit. "Red and Black").[75] "Perfect Dark" does not translate well into Japanese, and the title "Aka to Kuro" was considered sufficiently edgy.[76] The game was ultimately released as パーフェクト・ダーク (Pāfekuto Dāku), a transliteration of the Western title.[77]
According to
Reception
Aggregator | Score |
---|---|
AllGame | [85] |
Edge | 9/10[9] |
Electronic Gaming Monthly | 29.5/30[86] |
EP Daily | 10/10[87] |
GamePro | [88] |
GameRevolution | A−[89] |
GameSpot | 9.9/10[15] |
IGN | 9.8/10[1] |
N64 Magazine | 96%[3] |
Next Generation | [13] |
Nintendo Power | 9.6/10[90] |
Perfect Dark received critical acclaim from video game publications.[84] The most praised aspects of the game were its graphics, artificial intelligence, and number of multiplayer options.[1][9][15][86] GameSpot claimed that, as a console first-person shooter, Perfect Dark is "unparalleled",[15] while IGN journalist Matt Casamassina remarked that its extensive features set the game apart from its peers.[1] Similarly, N64 Magazine described Perfect Dark as "dauntingly huge", stating that it "takes everything that made its predecessor such an enduring favourite and does it bigger, better and more often".[3] Edge concluded that, although the game fails to be as revolutionary as its predecessor, it refines its "phenomenal gameplay while massively developing its multiplayer components".[9] Nintendo Power editors called the game "undeniably a work of art", suspenseful, "more compelling than most action movies and much deeper than any video game of its type".[90]
The graphics were praised for their dynamic lighting, complex geometry, varied textures, and smooth animations.
The gameplay was praised for the challenging artificial intelligence of enemies and varied level design.[9][13][15] The enemies were admired for their use of squad tactics, ability to wait for players to come back instead of obediently chasing after them, and for ducking around a corner for cover.[15] As with GoldenEye 007, the game's nonlinear approach to completing mission objectives was highlighted positively, giving players freedom to deal with situations as they see fit.[9] The multiplayer mode was seen as the strongest aspect of the game. Reviewers noted that the flexibility of options, number of gameplay modes, "clever" weapons, number of unlockable features, and customisable computer-controlled bots give the game an unprecedented amount of replay value.[1][15][86][87][89] GamePro called the game's Counter-Operative mode one of the "coolest multiplayer modes ever", stating that the player playing as Joanna never knows which enemy the opposing player controls.[88]
The game's inconsistent frame rate was frequently criticised.[9][13][15][86][87] According to Trigger Happy author Steven Poole, the game's "inadequate temporal resolution—owing to a wrongheaded choice to privilege visual detail over frame-rate—made it unplayable at higher difficulty levels".[91] IGN editors observed that the frame rate can be choppy in large areas or environments with many characters on screen, but felt they were too frequently caught up in the game to notice it, or else were willing to forgive it.[1] Poole described the "lazy sci-fi fetishism" of Joanna Dark's character design as "a blatant and doomed attempt to steal the thunder of Lara Croft",[91] and argued that she illustrated the challenges of characterising the protagonists of first-person shooters, a problem that GoldenEye 007 had avoided by using the already well-known character James Bond.[92]
At their Best and Worst of 2000 awards, GameSpot editors awarded Perfect Dark Best Nintendo 64 Game and Best Shooting Game,
Legacy
Shortly after Perfect Dark was released, Rare planned to develop a "sister" title, called Velvet Dark, for either the Nintendo 64 or its successor, the GameCube, but the project was ultimately abandoned.[98] The name "Velvet Dark" references Joanna Dark's alleged sister, the character players assume the role of in the game's co-operative mode.[98] Meanwhile, Free Radical Design released TimeSplitters for the PlayStation 2 in October 2000, a first-person shooter based around a completely new engine.[99] TimeSplitters bears several gameplay and presentational similarities to GoldenEye 007 and Perfect Dark, including a similar aiming system and unlockable options through quick level completions.[99][100] After Rare was purchased by Microsoft in 2002,[101] the company released a prequel, Perfect Dark Zero, as a launch title for the Xbox 360 in 2005. Although the game received generally positive reviews from critics,[102] some publications felt it did not meet their expectations.[103][104]
In a retrospective analysis, Edge acknowledged that the game's frame rate and other dated elements of its design rendered it "nigh-on unplayable".[105] The magazine found the ambitious mentality which resulted in weapons and computer-controlled players being "designed for possibilities rather than balance", both one of Perfect Dark's most interesting aspects and the cause of its biggest problem: "Restraint [...] would have made Perfect Dark a tighter, more focused experience, helped with those framerate issues, and removed almost all of the fun".[105] The magazine concluded that despite Perfect Dark not standing up as a good game to play in 2009, "its currency of ideas and provocation [...] remains sound".[105] In 2015, Den of Geek considered Perfect Dark "a game that's done more for the shooter genre than often credited for", and said that the game was still ahead of its time because no game had revitalised its ideas.[106]
Since its release, the game has attracted a following of elite players who constantly try to
In 2022, a fan by the name of Ryan Dwyer fully decompiled the original ROM image into C source code, allowing the game to be ported unofficially to various platforms.[114] An unofficial PC port was released in 2023.[115] A reboot, also titled Perfect Dark, is being developed by The Initiative.[116]
Remaster
A
References
- ^ a b c d e f g h i j k l Casamassina, Matt (19 May 2000). "Perfect Dark Review". IGN. Archived from the original on 9 August 2006. Retrieved 29 December 2008.
- ^ ISBN 978-1-93-020602-1.
- ^ N64 Magazine. No. 42. Future plc. pp. 47–62.
- ^ ISBN 978-1-93-020602-1.
- ^ Carle, Chris. "Perfect Dark Guide – Game Basics". IGN. Archived from the original on 21 May 2009. Retrieved 21 May 2009.
- ^ Eddie Parker; Bart G. Farkas. "Perfect Dark Game Guide – Enemy Descriptions". GameSpot. Archived from the original on 24 November 2004. Retrieved 24 November 2004.
- ^ ISBN 978-1-93-020602-1.
- ^ ISBN 978-1-93-020602-1.
- ^ ISSN 1350-1593. Archived from the originalon 4 June 2011. Retrieved 15 December 2014.
- ^ a b Carle, Chris. "Perfect Dark Guide – Walkthrough". IGN. Archived from the original on 5 April 2010. Retrieved 5 April 2010.
- ^ Carle, Chris. "Perfect Dark Guide – Special Assignments". IGN. Archived from the original on 29 March 2010. Retrieved 29 March 2010.
- ^ Nintendo of America. 2000. pp. 10–13. U/NUS-NPDE-USA.
- ^ Imagine Media. pp. 98–99.
- ^ ISBN 978-1-93-020602-1.
- ^ a b c d e f g h Fielder, Joe (22 May 2000). "Perfect Dark Review". GameSpot. Archived from the original on 27 December 2010. Retrieved 19 January 2014.
- ^ ISBN 978-1-93-020602-1.
- ^ Nintendo of America. 2000. pp. 14–18. U/NUS-NPDE-USA.
- ISBN 978-1-93-020602-1.
- ^ a b c d Carle, Chris. "Perfect Dark Guide – Story". IGN. Archived from the original on 22 May 2009. Retrieved 19 September 2011.
- Nintendo of America. 2000. p. 5. U/NUS-NPDE-USA.
- ^ a b c "The Restless Vision Of Martin Hollis, The Man With The GoldenEye"
- Jordan, Jon (8 June 2007). "Page 1". Gamasutra. Archivedfrom the original on 20 May 2011. Retrieved 19 January 2012.
- Jordan, Jon (8 June 2007). "Page 2". Gamasutra. Archivedfrom the original on 19 May 2011. Retrieved 19 January 2012.
- Jordan, Jon (8 June 2007). "Page 3". Gamasutra. Archivedfrom the original on 5 June 2011. Retrieved 19 January 2012.
- Jordan, Jon (8 June 2007). "Page 4". Gamasutra. Archivedfrom the original on 20 May 2011. Retrieved 19 January 2012.
- Jordan, Jon (8 June 2007). "Page 1".
- ^ a b c d e "Perfect Dark Interview". IGN. 14 May 1999. Archived from the original on 16 March 2012. Retrieved 11 February 2011.
- ^ a b Makuch, Eddie (26 December 2015). "Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video". GameSpot. Archived from the original on 28 December 2015. Retrieved 3 December 2021. See video at 0:06 here Archived 3 December 2021 at the Wayback Machine.
- ^ NowGamer. Archived from the originalon 2 April 2012. Retrieved 3 December 2010.
- ^ a b c d e f g h i j k l m n "Feature: Perfect Dark Turns 20 – The Definitive Story Behind The N64 Hit That Outclassed James Bond"
- Batchelor, James (16 May 2020). "Page 1". Nintendo Life. Archivedfrom the original on 17 May 2020. Retrieved 19 May 2020.
- Batchelor, James (16 May 2020). "Page 2". Nintendo Life. Archivedfrom the original on 17 May 2020. Retrieved 19 May 2020.
- Batchelor, James (16 May 2020). "Page 3". Nintendo Life. Archivedfrom the original on 17 May 2020. Retrieved 19 May 2020.
- Batchelor, James (16 May 2020). "Page 4". Nintendo Life. Archivedfrom the original on 19 May 2020. Retrieved 19 May 2020.
- Batchelor, James (16 May 2020). "Page 1".
- ^ ISSN 1742-3155.
- ^ a b "Perfect Dark Rumour Mill". Raregamer.co.uk. Archived from the original on 8 October 2015. Retrieved 8 October 2015.
- ^ a b Makuch, Eddie (26 December 2015). "Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video". GameSpot. Archived from the original on 28 December 2015. Retrieved 3 December 2021. See video at 1:42 here Archived 7 November 2021 at the Wayback Machine.
- ISSN 1350-1593.
- ^ Makuch, Eddie (26 December 2015). "Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video". GameSpot. Archived from the original on 28 December 2015. Retrieved 3 December 2021. See video at 10:46 here Archived 7 November 2021 at the Wayback Machine.
- N64 Magazine. No. 39. Future plc. March 2000. pp. 44–51.
- ^ "Into the Dark". IGN. 13 January 2000. Archived from the original on 13 July 2011. Retrieved 11 February 2011.
- ^ "Bad Meaning Good". IGN. 17 April 2000. Archived from the original on 31 March 2012. Retrieved 10 September 2011.
- ^ a b c "M is Definitely for Mature". IGN. 7 April 2000. Archived from the original on 31 March 2012. Retrieved 18 September 2011.
- ISSN 1742-3155.
- ^ "Feature: Ex-Rare man Martin Hollis talks games"
- Walbank, Mark (2 August 2007). "Page 1". Computer and Video Games. Archived from the original on 12 July 2012. Retrieved 12 July 2012.
- Walbank, Mark (2 August 2007). "Page 2". Computer and Video Games. Archived from the original on 8 November 2012. Retrieved 8 November 2012.
- Walbank, Mark (2 August 2007). "Page 3". Computer and Video Games. Archived from the original on 8 November 2012. Retrieved 8 November 2012.
- ^ a b c d e f Yin-Poole, Wesley (22 May 2020). "Perfect Dark: the oral history of an N64 classic". Eurogamer. Archived from the original on 24 May 2020. Retrieved 24 May 2020.
- ^ a b c Makuch, Eddie (26 December 2015). "Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video". GameSpot. Archived from the original on 28 December 2015. Retrieved 3 December 2021. See video at 4:37 here Archived 7 November 2021 at the Wayback Machine.
- ^ Makuch, Eddie (26 December 2015). "Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video". GameSpot. Archived from the original on 28 December 2015. Retrieved 3 December 2021. See video at 6:42 here Archived 7 November 2021 at the Wayback Machine.
- ^ N64 Magazine. No. 51. Future plc. pp. 58–63.
- ^ "Get on the IGN Cheese List". IGN. 25 May 2000. Archived from the original on 16 March 2012. Retrieved 4 April 2011.
- ^ Alexandra, Heather (24 April 2017). "Solving The Mystery Of Perfect Dark's Hidden Passwords". Kotaku. Archived from the original on 11 February 2019. Retrieved 13 August 2019.
- Nintendo of America. 2000. pp. 2–4. U/NUS-NPDE-USA.
- ^ "Expansion Recommended". IGN. 3 February 2000. Archived from the original on 1 November 2012. Retrieved 6 November 2021.
- ^ Makuch, Eddie (26 December 2015). "Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video". GameSpot. Archived from the original on 28 December 2015. Retrieved 3 December 2021. See video at 11:47 here Archived 7 November 2021 at the Wayback Machine.
- ^ "Going Against Joanna". IGN. 13 March 2000. Archived from the original on 31 March 2012. Retrieved 31 March 2012.
- ^ a b c "Rare Puts Gamers in the Game". IGN. 12 May 1999. Archived from the original on 2 March 2012. Retrieved 30 November 2010.
- ^ a b Hiranand, Ravi (10 February 2000). "Rare Cleans Up Perfect Dark". GameSpot. Archived from the original on 30 December 2011. Retrieved 16 January 2011.
- EMAP. March 2000. pp. 7–19.
- ^ "Perfect Dark loses face". Computer and Video Games. Archived from the original on 17 April 2008. Retrieved 30 November 2010.
- N64 Magazine. No. 31. Future plc. August 1999. pp. 6–9.
- ^ Kirkhope, Grant. "Perfect Dark Video Game Music Compositions". Grantkirkhope.com. Archived from the original on 19 June 2013. Retrieved 9 February 2014.
- ^ Makuch, Eddie (26 December 2015). "Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video". GameSpot. Archived from the original on 28 December 2015. Retrieved 3 December 2021. See video at 3:09 here Archived 7 November 2021 at the Wayback Machine.
- ^ Boyer, Crispin (April 2000). "Woman with the Golden Gun". Electronic Gaming Monthly. No. 129. Ziff Davis. pp. 140–149.
- ^ "No More Bond for Rare". IGN. 29 January 1998. Archived from the original on 28 February 2014. Retrieved 6 November 2021.
- N64 Magazine. No. 16. Future plc. June 1998. p. 21.
- N64 Magazine. No. 22. Future plc. December 1998. pp. 34–39.
- N64 Magazine. No. 30. Future plc. July 1999. pp. 46–51.
- N64 Magazine. No. 33. Future plc. October 1999. pp. 8–9.
- EMAP. July 1999. pp. 82–83.
- ^ "ECTS: Nintendo Games of the Show". IGN. 8 September 1998. Archived from the original on 13 July 2011. Retrieved 11 February 2011.
- N64 Magazine. No. 21. Future plc. November 1998. pp. 6–9.
- ISSN 1350-1593.
- ^ "Rare Brings E3 to Spaceworld". IGN. 17 August 1999. Archived from the original on 21 December 2016. Retrieved 19 February 2017.
- ^ "DataDyne Corporation Seeks Talent". IGN. 2 March 2000. Archived from the original on 2 March 2012. Retrieved 21 December 2010.
- ^ "The Truth Behind DataDyne?". IGN. 3 March 2000. Archived from the original on 22 March 2008. Retrieved 21 December 2010.
- Newspapers.com.
- ^ "Perfect Dark Commercial Online". IGN. 10 April 2000. Archived from the original on 13 July 2011. Retrieved 18 February 2011.
- ^ "Joanna Sees off Perfect Dark". IGN. 24 May 2000. Archived from the original on 17 October 2007. Retrieved 21 December 2010.
- ^ "Against the Big N's M". IGN. 5 June 2000. Archived from the original on 16 March 2012. Retrieved 18 September 2011.
- ^ Harris, Craig (5 September 2000). "Perfect Dark GBC Review". IGN. Archived from the original on 29 March 2009. Retrieved 14 January 2011.
- ^ "The Perfect Combination". IGN. 31 August 2000. Archived from the original on 16 March 2012. Retrieved 27 May 2011.
- ^ Biglobe. 7 March 2003. Archived from the originalon 3 August 2003. Retrieved 3 August 2003.
- ^ Nintendo Life. Archivedfrom the original on 11 June 2019. Retrieved 12 August 2019.
- ^ "New Name for PD?". IGN. 7 July 2000. Archived from the original on 13 July 2011. Retrieved 12 January 2011.
- ^ "Red and Black is Dark". IGN. 24 July 2000. Archived from the original on 16 March 2012. Retrieved 12 January 2011.
- ^ Sato, Yukiyoshi Ike (27 July 2000). "Perfect Dark Returns". GameSpot. Archived from the original on 26 June 2003. Retrieved 12 January 2011.
- ^ "Top Selling Games". IGN. 9 June 2000. Archived from the original on 21 August 2019. Retrieved 21 August 2019.
- ^ "Nintendo Brings More Bargains". IGN. 21 December 2000. Archived from the original on 24 January 2001. Retrieved 24 January 2001.
- ^ "Player's Choice Titles Sell Strong". IGN. 17 January 2001. Archived from the original on 5 August 2019. Retrieved 5 August 2019.
- ^ "US Platinum Videogame Chart". The-magicbox.com. 27 December 2007. Archived from the original on 31 December 2015. Retrieved 12 August 2019.
- ^ Yin-Poole, Wesley (13 October 2011). "Ex-Rare devs talk Killer Instinct, Perfect Dark". Eurogamer. Archived from the original on 1 March 2014. Retrieved 9 June 2014.
- ^ "Perfect Dark". GameRankings. Archived from the original on 15 December 2018. Retrieved 1 January 2019.
- ^ a b "Perfect Dark". Metacritic. Archived from the original on 25 November 2010. Retrieved 27 November 2010.
- ^ AllGame. Archived from the originalon 14 November 2014. Retrieved 28 February 2017.
- ^ a b c d Crispin Boyer; Kraig Kujawa; Mark MacDonald (June 2000). "Perfect Dark". Electronic Gaming Monthly. No. 131. Ziff Davis. p. 165.
- ^ The Electric Playground. Archived from the originalon 16 May 2003. Retrieved 16 May 2003.
- ^ a b c The Freshman (22 May 2000). "Perfect Dark Review for N64". GamePro. Archived from the original on 13 December 2004. Retrieved 13 December 2004.
- ^ a b c Colin (1 June 2000). "Perfect Dark Review". GameRevolution. Archived from the original on 28 September 2007. Retrieved 27 November 2010.
- ^ Nintendo of America. May 2000. p. 122.
- ^ ISBN 978-1841151212.
- ISSN 1350-1593.
- ^ "Best and Worst of 2000 – Best Nintendo 64 game". GameSpot. Archived from the original on 24 February 2003. Retrieved 24 February 2003.
- ^ "Best and Worst of 2000 – Best Shooting Game". GameSpot. Archived from the original on 13 November 2004. Retrieved 13 November 2004.
- ^ "Best and Worst of 2000 – Best Multiplayer Game Runners-Up". GameSpot. Archived from the original on 8 October 2002. Retrieved 8 October 2002.
- ^ "Interactive – Moving Images in 2000". British Academy of Film and Television Arts. Archived from the original on 16 September 2017. Retrieved 16 September 2017.
- ^ "2001 Winners". International Press Academy. Archived from the original on 3 February 2001. Retrieved 3 February 2001.
- ^ a b Pereira, Chris (30 July 2015). "N64's Perfect Dark Was Meant to Have a Sister Game, Velvet Dark". GameSpot. Archived from the original on 31 July 2015. Retrieved 31 July 2015.
- ^ a b Gerstmann, Jeff (25 October 2000). "TimeSplitters Review". GameSpot. Archived from the original on 9 July 2008. Retrieved 12 June 2011.
- ^ "TimeSplitters Hands-On Preview". IGN. 24 July 2000. Archived from the original on 11 January 2012. Retrieved 12 June 2011.
- ^ "Microsoft Acquires Video Game Powerhouse Rare Ltd". Microsoft. Redmond, Washington. 24 September 2002. Archived from the original on 8 November 2010. Retrieved 14 January 2011.
- ^ "Perfect Dark Zero". Metacritic. Archived from the original on 23 November 2010. Retrieved 20 September 2017.
- ^ Reed, Kristan (1 December 2005). "Perfect Dark Zero Review". Eurogamer. Archived from the original on 17 June 2011. Retrieved 12 April 2010.
- ^ Zoss, Jeremy. "Perfect Dark Zero Review". Game Informer. Archived from the original on 14 June 2006. Retrieved 13 November 2010.
- ^ ISSN 1350-1593. Archived from the originalon 18 October 2012. Retrieved 17 February 2014.
- ^ Hill, Daniel (15 June 2015). "Why Perfect Dark Was Ahead of Its Time Then and Still Is Now". Den of Geek. Archived from the original on 16 August 2018. Retrieved 10 August 2019.
- ^ a b Gach, Ethan (15 August 2018). "Speedrunner Finally Ties Perfect Dark World Record, Screams His Head Off". Kotaku. Archived from the original on 13 February 2019. Retrieved 23 August 2019.
- ^ Alexandra, Heather (31 December 2018). "Top Speedrunner Outlines Perfect Dark's Wildest Skips". Kotaku. Archived from the original on 2 January 2019. Retrieved 23 August 2019.
- ^ "Top 100 Games of All Time". Electronic Gaming Monthly. Archived from the original on 20 December 2001. Retrieved 20 December 2001.
- Nintendo of America. February 2006. pp. 58–66.
- ^ "IGN's Top 100 Games of All Time". IGN. 2007. Archived from the original on 13 July 2011. Retrieved 15 January 2011.
- ^ a b "Edge's Top 100 Games of All Time". Edge-Online. 2 July 2007. Archived from the original on 18 October 2012. Retrieved 5 February 2013.
- ^ East, Tom (24 February 2009). "100 Best Nintendo Games - Part Four". Official Nintendo Magazine. Future plc. Archived from the original on 26 February 2009. Retrieved 9 September 2022.
- ^ Scullion, Chris (17 October 2022). "Perfect Dark has been fully decompiled, making PC ports and mods possible". VGC. Archived from the original on 17 October 2022. Retrieved 17 October 2022.
- ^ Heaton, Andrew (30 October 2023). "Classic N64 game Perfect Dark gets an unofficial PC port". Destructoid. Archived from the original on 30 October 2023. Retrieved 1 November 2023.
- ^ Goslin, Austen (10 December 2020). "A new Perfect Dark game is on the way from The Initiative". Polygon. Archived from the original on 11 December 2020. Retrieved 11 December 2020.
- ^ a b Hatfield, Daemon (16 March 2010). "Perfect Dark XBLA Review". IGN. Archived from the original on 13 July 2011. Retrieved 3 November 2010.
- ^ Ransom-Wiley, James (17 March 2010). "Review: Perfect Dark (XBLA)". Engadget. Archived from the original on 15 March 2016. Retrieved 17 August 2010.
- ^ Mc Shea, Tom (17 March 2010). "Perfect Dark Review". GameSpot. Archived from the original on 25 January 2012. Retrieved 5 February 2013.
- ^ McWhertor, Michael (15 June 2015). "Rare Replay for Xbox One includes 30 Rare games for $30 (update)". Polygon. Archived from the original on 28 June 2015. Retrieved 28 June 2015.
External links
- "Perfect Dark at Rare.co.uk". Archived from the original on 23 August 2000.