No GoldenEye For Xbox Live 73
Joystiq reports that, as revealed on a recent VGM podcast, GoldenEye is not likely coming to Xbox Live anytime soon. From the article: "I would say is that as far as I know we don't have plans to bring those types of games on Xbox Live Arcade ... Some of the games that were ... on the N64, those games were pretty large and are still gonna be pretty hard to distribute digitally depending on the title."
I guess it's fair (Score:2)
Forget digital distribution then. (Score:1)
The licenses are owned by other people... (Score:5, Informative)
Re:The licenses are owned by other people... (Score:2)
Re:The licenses are owned by other people... (Score:1)
Mario 64 was 64 Megabits... or 8 Megabytes, and the Zelda titles weighed in at something like 4x that... or about 32 MB... Resident Evil 2... that was a large game, too. That may have actually been 64MB.
Bits. Bytes. Meh.
Re:The licenses are owned by other people... (Score:2)
Re:The licenses are owned by other people... (Score:2)
Re:The licenses are owned by other people... (Score:1)
So, to publish Goldeneye on Xbox Live, Microsoft would have to deal with EA which they clearly do not want to do.
Why not? Namco had EA distribute We <3 Katamari in Europe and NZ/Australia.
Re:The licenses are owned by other people... (Score:2)
Re:The licenses are owned by other people... (Score:2)
Havn't played Goldeneye, but I did play PerfectDark(N64) recently and that controlled just as good as Halo and turned out to be actually more fun. Not sure how much you can configure the controls in Goldeneye, but PerfectDark had a setup which used two N64 controller, so you get two analogsticks just like on todays pads.
Re:The licenses are owned by other people... (Score:1)
Re:The licenses are owned by other people... (Score:2)
Re:The licenses are owned by other people... (Score:1)
Re:The licenses are owned by other people... (Score:1)
Sin
Re:The licenses are owned by other people... (Score:2)
I'm still amazed that I graduated college with Goldeneye in a house with 3 other gamers.
Re:The licenses are owned by other people... (Score:1)
Re:The licenses are owned by other people... (Score:1)
IANAL, but if I were to guess, this is how it is: Microsoft, EA, and Nintendo all have a stake in this game (from largest stake to smallest stake, IMO). MS has the game, EA has the license, and Nintendo has the console.
Here's the tricky part; without Nintendo in on the deal, they would have to port the game as opposed to emulate it. If they could emulate it, it's possible that they could circumvent th
Re:The licenses are owned by other people... (Score:1)
My guess is we wont see it for a combination of legal/technical issues.
Re:The licenses are owned by other people... (Score:2)
However, the Goldeneye level design is damn good and definitely holds up. I still say that "The Dam" is the best level in all of first-person-shooterdom.
Xbox 360 Hard Drive too small for that... (Score:2, Informative)
13 gigs is not big enough to keep a bunch of games stored. Space Invaders, Gauntlet, yes... Full on first person shooters, no!
It Isn't That Large (Score:4, Informative)
Re:Xbox 360 Hard Drive too small for that... (Score:2)
But I don't think you realize how small N64 games were. I don't believe I ever saw one that was over 60mb... And I bet Goldeneye was below 40mb.
Re:Xbox 360 Hard Drive too small for that... (Score:2)
Re:Xbox 360 Hard Drive too small for that... (Score:2)
Misinformation (Score:5, Interesting)
Actually, Nintendo has already stated that N64 games will be part of this, so bzzt - wrong answer.
And anyway, the ROMs themselves aren't that big. 16 MB tops if I remember correctly. I'm sure Nintendo could set this up in such a way that, assuming the entire game image isn't downloaded before execution, the critical components are downloaded first and then the remainder streamed as the user plays the game. Of course, Nintendo does pride itself on presentation quality, so my best guess is that they'd force a complete download before execution, so that a network service interruption doesn't cause the game to crash or pause because the download stalled.
Re:I find it pretty funny (Score:2)
Re:Misinformation (Score:2)
Re:Misinformation (Score:2)
Re:Misinformation (Score:1)
Re:Misinformation (Score:4, Informative)
I'm pretty sure most cart roms were measured in megabits, not megabytes, putting goldeneye in around 8-12MB instead. According to the specs at the bottom of the Nintendo 64 wikipedia [wikipedia.org] page they measured the roms in megabits, between 32Mb and 512Mb, making roms top out at 32MB which is not much data to move around on a broadband connection.
Re:Misinformation (Score:2)
Size really isn't an issue anyway.
Sure, there is limited space available on the HD for games like this, but lets be honest, I have multiple 300+ Meg demos I've downloaded to it from Microsoft.
It wasn't a big deal and didn't take very long.
(would be nice if you could download them in the background though...)
Speedy Downloads (Score:2)
Even for a big game, on a modest cable modem connection, it'll be downloaded
in 10 seconds flat.
Isn't that service!?
Re:Misinformation (Score:4, Informative)
GoldenEye 007 - 12mb
Perfect Dark - 32mb
Turok 2 - 32mb
LoZ:Ocarina Of Time - 32mb
LoZ:Majora's Mask - 32mb
And there's a hell lot of content for that compact size.
Re:Misinformation (Score:2)
Also, "hell of a lot of content"? GoldenEye, Perfect Dark and OoT of time I can see. Turok 2 and Majora's Mask were godawful.
Re:Misinformation (Score:1)
And yeah, Turok 2 sucked, but the m
Re:Misinformation (Score:2)
I believe Resident Evil 2 was the largest cart on the N64, and it was 64MB.
Goldeneye on the Revolution? (Score:1)
Could HAVE been. (Score:1)
Dreamcast (Score:2)
Yah, the HD is only 13 gigs, but some of the demos on arcade are over 1 gig, and you can redownload anything you purchase. So putting about 5 dreamcast games on the harddrive is entirly reasonable.
I have about 4 game demos (each nearly 1 gig), 6 games from xbox live, and 8 gigs free. I'm definately not hurting for space.
Re:Dreamcast (Score:1, Troll)
Re:Dreamcast (Score:1)
Re:Dreamcast (Score:2)
Re:Dreamcast (Score:2)
The troll is actually sort-of right, most DC games got ported to other systems (because they were so damn good).
I think Toy Commander is probably the best one that doesn't have a port or a very similar sequel elsewhere. And some of the ports were to the GBA and not so hot (though Chu Chu Rocket and Silent Scope were surprisingly good), so could stand to be redone.
High-def N64 games? (Score:1, Insightful)
Re:High-def N64 games? (Score:2)
Rare games will be "Rare" (Score:1)
And anyone who mentions "Starfox" or "Donkry Kong" being a Rare property deserves a cockpunch.
Re:Rare games will be "Rare" (Score:2)
I would guess the biggest reason you won't be playing GoldenEye on an Xbox360 anytime soon is because Microsoft would have to create an emulation layer of some sort to run it. The chances of Nintendo ignoring that kind of action are slim to none considering their stance on emulation.
Re:Rare games will be "Rare" (Score:2)
No they wouldn't. Like you said, "Microsoft owns Rare". You know, the company with the source code? The main problem here is how little of its property Rare actually owns 100% of. Depending on the terms of the GoldenEye l
Re:Rare games will be "Rare" (Score:2)
As far as Nintendo's publishing rights go, it is possible that there is a certain time limit. Of course, that's a moot point because what's the point in worrying about publishers when there isn't a product?
Re:Rare games will be "Rare" (Score:4, Insightful)
Some games, such as Conker and Jet Force Gemini, were published by Rare. This is why M$ gets full rights to these games.
The flip side is that Nintendo can't release those Rare games either. They will only exist "as-is" unless more negotiations take place. I doubt any of the parties will bend on this.
Re:Rare games will be "Rare" (Score:1, Interesting)
It turns out Nintendo settled for the properties that were the most "Nintendo" Star Fox and Donkey Kong. Obviously, Donkey Kong because Nintendo needed to protect its existing Donkey Kong
Define large (Score:2)
Sounds like an excuse. Distribution shouldn't be a problem. I got Half-Life 2 and Day of Defeat over Steam. Those seemed pretty large.
Now on the other hand, if he had mention problems with storing the games...
Just remake it (Score:4, Interesting)
EA is the publisher for Free Radical, which employs most of the original Goldeneye team and produces games with a greatly enhanced version of the Goldeneye engine (or at least a Goldeneye playalike).
Call me crazy, but:
Bond license + next-gen engine = killer, multiplatform, online Goldeneye remake
Re:Just remake it (Score:2, Informative)
Look at the previous Bond titles by EA. Do they look bothered about making a GOOD game any time soon?
Re:Just remake it (Score:1)
More like equals Project Goldeneye [downclan.com]. Even better, no need to put up or support EA's douche-mongery.
Re:Just remake it (Score:3, Informative)
IF n64 games were had to distribute then Nintendo (Score:1)
bloody hell.. (Score:1, Insightful)
Really, why not? (Score:3, Interesting)
1. The James Bond license, in a complete switch from the usual state of things, actually makes the game much cooler.
2. Emulating an N64 is still not trivial, would rely on using information that would have to be gained in a clean-room reverse engineering, and even then may be subject to a lawsuit from Nintendo. Of course they could always look at public emulators, but I'm unsure that wouldn't carry its own liability.
3. The ROM has Nintendo's logo all over it, all that would have to be scrubbed. Further, I'm reasonably sure Nintendo actually owns the copyright on the game. They were the original publisher in any case.
However, the game's size is likely NOT a determining factor. The Wikipedia page for Goldeneye 007 [wikipedia.org] states that the game's ROM is 16 megabytes. The size limit for Xbox Live Arcade games is 50 megabytes [lockergnome.com]. Even counting in twice the game's ROM size to hold an emulator, it would still probably fit.
However, consider this: Rare still probably has the source code and art assets for the game. They could probably recompile the game to make use of the X-Box 360's hyperflash sparklemagic technical pixie thingies. In fact, they would have to do this, otherwise people would laugh at how the 360 now has a FIRST-GEN N64 GAME WITHOUT ANY GRAPHIC ENHANCEMENT, gasp! So that means, at the very least, better textures.
The N64 game's ROM was only that small because it used heavy texture compression and because people weren't accustomed to 360-level texture sharpness. Look at it now: the game is still cool, but it's blurry as hell. Unfortunatly, to improve the textures would probably greatly increase the game's size, and that 50 megabyte Live Arcade limit looks like a hard (if arbitrary) one.
That's speculation of course, but it sounds about right to me. Anyone care to subject it to the iron knifeblade of reason?