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Perfect Dark
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===Production=== [[File:Nintendo-64-Memory-Expansion-Pak.jpg|thumb|The [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] is required to access the game's campaign and most of the multiplayer features.]] When production of the game started, the developers upgraded the ''GoldenEye 007'' [[game engine]] with new features and enhancements such as real-time [[Computer graphics lighting|lighting]] and support for bigger environments and more textures.<ref name="Making Of 10m46s"/> According to Rare, only 30% of the original engine remained, providing a basic framework to construct levels and animate characters.<ref name="N64 investigation 2"/> A new movement system was constructed, allowing players to fall off edges.<ref name="IGN interview"/> 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.<ref name="NLife feature"/> The artificial intelligence was improved so that opponents could work as a team and draw a secondary weapon when disarmed.<ref name="IGN Into the Dark"/><ref name="Enemy AI"/> Death cries and more elaborate gore effects, which allow gunshots to disperse and stain enemies' blood onto nearby walls and objects, were also added.<ref name="M rating"/> 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.<ref name="Retro Gamer Issue 19"/> A [[flashlight]] was implemented by software engineer Steve Ellis,<ref name="Retro Gamer Issue 19"/> who had been responsible for much of the multiplayer mode of ''GoldenEye 007'',<ref name="Retro Gamer Issue 6"/> 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".<ref name="Retro Gamer Issue 19"/> Nevertheless, the game features more advanced lighting than its predecessor.<ref name="N64 review"/> For example, lights can be shot out to create darkened areas, gunfire and explosions illuminate rooms dynamically,<ref name="IGN review"/> and the player can use [[infrared]] or night-vision goggles.<ref name="N64 review"/> Hollis was involved with ''Perfect Dark'' for the first 14 months of its near three-year development cycle, during which progress was unsatisfactory.<ref name="Gamasutra Interview"/><ref name="Retro Gamer Issue 19"/> 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".<ref name="CVG Hollis Interview"/> 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.<ref name="EuroG oral"/> 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.<ref name="EuroG oral"/> 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.<ref name="Making Of 4m37s"/> Programmer Mark Edmonds was promoted to team leader because of his knowledge of the game engine.<ref name="NLife feature"/> 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.<ref name="Making Of 4m37s"/> 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".<ref name="Making Of 4m37s"/> In spring 1999, Rare moved its headquarters from a country farmhouse in [[Twycross]], [[Leicestershire]] to its current multi-million office complex.<ref name="EuroG oral"/> Although the locations are a few minutes away from each other, the move caused minor disruptions for some.<ref name="NLife feature"/> Rare installed an in-house [[motion capture]] studio,<ref name="IGN interview"/> which was used to capture hit animations and full walk cycles.<ref name="Making Of 6m42s"/> 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.<ref name="NLife feature"/> Many of the game opponents were based on members of the development team, who also performed the motion capture required for their animation.<ref name="NLife feature"/> Numerous secrets were added to the game to fuel the exploration efforts of players,<ref name="N64 how to"/> including a piece of cheese hidden in every level.<ref name="IGN Cheese"/> These were deliberately placed by one of the level editors as a graphical oddity for the player's confusion.<ref name="Rare Gamer"/> 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.<ref name="N64 how to"/> Rare had originally intended these details to access password-protected sections of promotional websites and use them for an [[alternate reality game]].<ref name="Kotaku passwords"/> As developers kept adding features, the game ended up using all the extra memory on their [[debug]] consoles and became too big to fit into the Nintendo 64's standard 4 [[Megabyte|MB]] of [[random-access memory]] (RAM).<ref name="EuroG oral"/> Because the developers were unable to optimise it, they made use of the Nintendo 64 [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]], which increases the Nintendo 64's RAM from 4 MB to 8 MB.<ref name="EuroG oral"/> Although the Expansion Pak is required to access the game's campaign and most of the multiplayer features, a limited subset of deathmatch options are available without the device—around 35% of the game is playable without an Expansion Pak, as estimated on the game's instruction booklet.<ref name="Manual controller"/> The Expansion Pak allows the game to optionally be played in a [[480i]] "high-resolution" mode.<ref name="IGN expansion"/><ref name="Making Of 11m47s"/> The Counter-Operative mode proved to be difficult to implement and led the game to be delayed.<ref name="IGN counter"/> The [[Iterative and incremental development|iterative]] nature of the game's development led Hollis to describe the ultimate number of multiplayer options as "a vast array of features I [had] never planned".<ref name="Retro Gamer Issue 19"/> Cut from the game was a feature that allowed players to place a photograph of their choice onto the face of their multiplayer character.<ref name="IGN Gamers in the Game"/><ref name="GS Perfect Face"/> The photos would have been taken by the [[Game Boy Camera]] accessory and directly transferred to the game via a Nintendo 64 [[Transfer Pak]].<ref name="NOM Issue 90"/> They could then be cropped or manipulated with an in-game editor and mapped onto the [[Polygon (computer graphics)|polygonal]] head of a multiplayer character.<ref name="IGN Gamers in the Game"/> The photos could also be saved to the game cartridge or a Controller Pak for cross-game sharing.<ref name="IGN Gamers in the Game"/> 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.<ref name="GS Perfect Face"/> Rare's decision came after then-recent attacks such as the [[Columbine High School massacre]],<ref name="CVG PD loses face"/> when new censorship laws were being introduced in the United States.<ref name="N64 preview 2"/> The soundtrack was primarily composed by [[Grant Kirkhope]], who replaced Norgate after his departure. Writing sci-fi music was a new and enjoyable experience for Kirkhope, as he had mainly worked on ''[[Banjo-Kazooie (video game)|Banjo-Kazooie]]'' at the time.<ref name="NLife feature"/> While he took inspiration from ''Blade Runner'' and the whistling sound of "[[The X-Files (composition)|The X-Files]]" theme song,<ref name="EuroG oral"/> he reused much of Norgate's sample set, especially peculiar sci-fi noises he had created.<ref name="NLife feature"/> One of Norgate's few contributions to the final ''Perfect Dark'' score was the theme of the first level.<ref name="NLife feature"/> A third composer, David Clynick, composed the game's cinematic sequence while Kirkhope was working on ''[[Donkey Kong 64]]'' and ''[[Banjo-Tooie]]''.<ref name="Kirkhope"/> The game supports [[16:9 aspect ratio|16x9]] widescreen and [[Dolby Laboratories|Dolby]] [[surround sound]], and features [[voice acting]] for all in-game and cutscene dialogue.<ref name="IGN review"/><ref name="IGN interview"/> Nintendo wanted an American actress to voice Joanna Dark, but the role ultimately went to composer [[Eveline Fischer]].<ref name="Making Of 3m09s"/> Because ''Perfect Dark'' features more than 45 minutes of voiced cutscenes, the game was shipped in a 32 MB cartridge.<ref name="EGM feature"/>
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