Perfect Dark Xbox Live gets Updated Visuals

Nicholas "bapenguin" Puleo August 24th, 2009 at 8:55 AM    


 

The upcoming Perfect Dark Xbox Live port being developed by 4J Studios is looking pretty swanky.  It promises 1080p display at 60fps, which shouldn't be a challenge for a nine year old N64 title.  Thankfully though, the developers wouldn't settle for N64 level graphics.  

Instead we see in the latest screenshots that we have updated textures and character models which make the game slightly more modern looking.  Expect Perfect Dark to hit this winter and support split screen and online co-op play for two players.

 



 Tags: xbox live arcade screenshots 2 player co-op perfect dark


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22 Total Reader Comments

ShadokatRegn at 05:48 AM on 8.24.2009
That is completely amazing! NOW I'm stoked for this game. N64 was a great system...and I'm glad of being able to revisit some of those games with a vanity-update.
 
blakepro at 06:25 AM on 8.24.2009
This is one of my favorite co-op games. I look forward to playing it. Hope the 4 player split screen for death match is also still there. You can co-op that by creating teams and then adding 8 bots vs. whoever is playing couch with you.
 
Mrxknown_JG at 07:07 AM on 8.24.2009
I hated this game when it was release...no make it I hated the press that came with it. They had articles talking about every, single, level. there was no surprise to the game. I knew everything before it was even released. That was a disappointment.

However, I'm hoping this XBLA version still has the Counter-Op mode. I LOVED IT!
 
JasonSuave at 07:16 AM on 8.24.2009
Oh man, I hope they're not planning on removing the 4-player multiplayer. For being one of my most played n64 games back in the day, I ONLY played with with 4 people. If they drop it down to 2, I might pass...
 
morris694 at 07:41 AM on 8.24.2009
sweet i still have it on my n 64 i play it once in awhile
 
blakepro at 07:45 AM on 8.24.2009
I remember dusting off this game and playing it like 2 years ago. I was wishing that the frame rate was better.

60 FPS is going to be really nice.
 
Duffman at 07:50 AM on 8.24.2009
Hm, it could be really sweet if you can actually have all those bots replaced by online players. Though I really hope they get rid of that weird lag/drunk thing that happens whenever you get punched.
 
Syphous at 08:10 AM on 8.24.2009
My dream version of this game would include the co-op (check), updated graphics (check), 4-player split screen with the bots, and some kind of extra content not previously available on the N64 version.

Can't wait to blast through the target practice again. ALL GOLD BABY!
 
blakepro at 09:42 AM on 8.24.2009
I really liked how every weapon had a secondary mode you could activate that would change how it worked.

-The laptop gun could be turned in to a turret that you stick on the wall, floor, or celing.
-There were guns that had explosives.
-One guns secondary was a mode where it emptied the entire (like 60 or 90 bullet) clip in less than 3 seconds.
-One of the Grenades had a secondary where you thow it and it basically becomes like flubber. It starts bouncing wildly against all the surfaces until it either hits someone or the fuse timer sets it off.

Just a LOT of variety in the weapons and their functions. It was fun to mess with them all. They all had unique reload animations that were fun too.

It was also cool how choosing the different difficulties in each level actually changed/added objectives instead of just making bad guys harder to kill.

Also, remember that there was a hidden wedge of cheese in each level that you could try to find? That was amusing.
 
Silverblur2 at 11:46 AM on 8.24.2009
I just want the game NOW !
 
Shazoo at 06:08 PM on 8.24.2009


I believe some also had a tertiary mode. (3rd fire mode)
 
Torg001 at 06:43 PM on 8.24.2009
Laptop gun FTW!
 
Torg001 at 06:48 PM on 8.24.2009


Why hasn't anyone else done a counter-op mode? Seems like it'd be a lot of fun, especially with the online play and other capabilities we have today.
 
Mrxknown_JG at 07:24 PM on 8.24.2009


None that I've heard of. At least with that terminology.
 
Sabre at 04:06 AM on 8.25.2009


Because it ruined friendships?

I can't wait for this. My most played game of all time I think. I hope they fix the follows

Controls
Framerate
Allies AI
Checkpoints

The first 2 are done, so hurray.
 
blakepro at 06:41 AM on 8.25.2009
You mentioned controls and it reminded me of something.

Did anyone else play this game on the N64 with the control scheme that used the yellow c buttons to move/run and the analog stick to aim? It took a little getting used to, but once you got the hang of it, it really made a huge difference in Perfect Dark and Goldeneye.
 
smurphster at 07:02 AM on 8.25.2009
every control scheme on N64 was f*ed. i never got used to it. 2 analog sticks makes a HUGE difference.
 
blakepro at 07:20 AM on 8.25.2009


Did you know there was a crazy control scheme that had you hold one controller in each hand so you would have dual analog sticks? it felt really weird, but it was there. I remember a friend and I tried making up our own version of co-op in GoldenEye by choosing that control scheme and then each holding one of the controllers. so one person would walk and switch weapons and the other would aim and shoot. (or something like that) It was actually pretty hilarious. We were terrible of course, but it was fun anyway.
 
smurphster at 07:51 AM on 8.25.2009
nice... i didn't know that. i only had an N64 for a year before i got my xbox and i didn't play much goldeneye. i played way more PC games back then.
 
Syphous at 11:10 AM on 8.25.2009
Yeah blakepro, the C-buttons to move thing was actually a creation of Turok's. It was the games default (and possibly only, I don't remember) control scheme.

And dual-wielding controllers was pretty much impossible. It was a good idea though.. kinda.
 
txshurricane at 11:28 AM on 8.25.2009

No, sir, you are wrong! It was in Goldeneye (1997) before Turok 2 (1998). It was the reason why I could run circles around my brothers in Goldeneye and caused them to basically throw in the towel on a 15-year gaming hiatus.
 
blakepro at 11:46 AM on 8.25.2009


Once you got the hang of it, there was no going back. It really gave you a huge advantage. Especially if auto-aim was on (which it is by default)

Getting so used to that on the N64 did cause me to cling on to "south-paw" control schemes once dual sticks became the norm for a while. Also clinged on to inverted up-down for a long time... Eventually I caved on both and am now using the standard left stick runs, right stick aims, up is up scheme that is the most common out there.
 


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