Even though we live in the future with fancy graphics and games measured in gigs, I am still awestruck by how the N64 managed to build WORLDS that I really felt like I was in, exploring, experiencing
@fracktar2 жыл бұрын
It's about passion and creative ideas and then crafting the best thing you can with the technology and resource available. It's disheartening to see pretty much all games and most media are franchises now churning out the next one for profit ASAP and losing all the art and care. My unsolicited conspiracy is that the Internet, big data and marketing have essentially made it impossible to be noticed if you don't already have a big name or loads of money for marketing. Whereas in the past sure those things helped but just creating even a flawed gem of a game would get you recognition.
@saygoodnighttoghosts2 жыл бұрын
@@fracktar That's a bit too cynical, I think. I'm not here to counter what you're saying but moreso to give a nod towards the truly talented and ambitious new or unknown creators still getting noticed and occasionally creating massive hype machines for a debut launch, etc. One example of this which truly shocks me is your Kickstarter developers,etc. The internet is, of course, what enables this to happen still for the most auspicious people around today. Really my biggest concern is that the internet has become poised to be more toxic to the real earnest creators who know the dedication to their craft doesn't come easily or without sacrifice. I'm with you there that it's become a bad time to sign with certsin big publishers with their track records being so telling..and that you absolutely can and sometimes have to pick between mainstream success or leaving the scene with your integrity intact. The latter choice, I could never imagine myself having to make, which is why I try to be understanding of a developer's occasional low quality release, or whatever. These be discerning times!
@fracktar2 жыл бұрын
@@saygoodnighttoghosts thanks for the thoughtful response, I'm still not that great at getting all the nuance of my views down in text but I'm glad you've filled in more of the picture here. The Internet surely has changed media forever, to try and touch on your points somewhat do you think the toxicity is genuine or a manipulation? There are only like 10 popular websites on the Internet which are pushed and pulled by the profit motive which drives them.
@saygoodnighttoghosts2 жыл бұрын
@@fracktar Happy to oblige ya, mate. I'm down here commenting on KZbin videos just as you are, trying to level up some of that critical thinking, lol. Maybe I'll mine out a nugget or two of what I really believe. It is so fascinating, isn't it? Internet is so much more broad in its availability and scope, and I guess it is no surprise why I feel sometimes dysphoric about just how different 'being online' is in 2022 than when I started in 2005. To answer you, though, I am keenly informed as a hobbyist and undergrad studying IT Networking in too many scattered categories re: internet, its place in society and our lives, and so on, things of that nature - to really say I believe anything other than the toxicity we mention is more parts purpose-built than organic in its genesis. Like, rudimentary as my understanding is on the fabric of today's internet, it is getting hard to deny that some clever firms and people who fancy themselves even more clever still have just ran with the worst parts of capitalism, somehow mastered marketing their dominion over the first, then somehow sold others the select dream of joining the ranks of this nebulous, hyper-successful cabal of more evolved humans. I look around with people I came up with who aren't as resilient to that kind of signaling from entertainment mega-corps, and the FOMO is like a plague amongst 'em. Makes me sad. ): Do you think that like civilizations that came before us, the internet could stand to be one of those threats which becomes a "nation-ender?" Think Rome and its fall, where we as man simply ceased being able to think our way out of some world-defining obstacle or situation. Ironically, usually man-made, lol. I love that we are so exponentially more creative today than we were even a decade ago, but I really do believe that we ride a slippery slope now. There is no incentive to know anything about the online world, ISPs, your rights to data collection, best network practices, government obligations on developing infrastructure, or any of that. I question if that's not exactly where a lot of our crummy game studios want the public's knowledge and perception of tech to top out - is this persistent oversimplification of things the most profitable?
@fracktar2 жыл бұрын
@@saygoodnighttoghosts I've been online since about 2005 too and although it's likely rose tinted glasses and nostalgia I got the sense the Internet was going to be a tool for the betterment of mankind and a source of knowledge. Instead all the individualised websites were pushed aside for the likes of the large social media sites which are basically the same in purpose but the power is in different hands. Part of me thinks modern way of guiding the narrative on these sites is to make sure likes and dislikes are obscured so controversial things look like they have low engagement. Ensuring comments or posts are short in nature (e.g character limit) so that most higher thought can only be reduced to reactionary emotional flame wars. I've also heard that some 40% of internet traffic is bots no doubt manipulating vote systems but fact check me on that one. Also I don't know why this one got to me but maybe the endless knowledge of the internet is a lie. I did a Google search for dog once and it claimed billions of results, I got 50 pages of results with 10 results per page before it would show me no more results. Is it all a crumbling facade. Sorry for the ramble but one last point, data collection on the scale it is being done now allows for some pretty scarily strong marketing and we have large companies looking at how to influence human behaviours using these data sets. Nationender? It'll keep the wool over the eyes of the masses with mindless entertainment while we coast to our doom.
@horrisnorris64782 жыл бұрын
When I was a kid I remember messing around on multiplayer by myself sometimes. After a while on a given level, this weird sense of isolation would start, and I'd begin to feel really creeped out, as if I would run into some kind of other entity in the level. That's the most liminal feeling I've had from Goldeneye. There was a horror game based on that premise a few years ago, called No Players Online
@Yungbeck2 жыл бұрын
Oh wow, same here. Surface 2 by yourself is straight up horror
@sayerslayer18542 жыл бұрын
Funny cuz I also had that. I'm watching at night, you got me really paranoid now
@darkjapan2 жыл бұрын
I definitely experienced that too. After a while it feels like the game is watching you...
@Fractal_blip2 жыл бұрын
Same for sure
@chemicalimbalance70302 жыл бұрын
@@darkjapan the game is not only watching me, it’s speedrunning me.
@thetombuck2 жыл бұрын
I'd love to see Perfect Dark, there's so many weird liminal spaces in it. The basement garage in Carrington Institute, the empty rooms in Villa or the hangar in Attack Ship. Crash Site feels like one big liminal space
@thetombuck2 жыл бұрын
And then there's the potplant floating in the void beneath Air Force One
@EspireMike2 жыл бұрын
Don't forget the pond punk club in Chicago!
@FirstnameLastname-fm4tt2 жыл бұрын
@@GamerFolklore Perfect Dark gives me a unique feeling I haven’t felt in other games
@nitrousicefangs43822 жыл бұрын
I'd have to say with Perfect Dark it had to be the ones you mentioned, but also the Balcony in Carrington Institute. You never get to see what's behind the silver doors in normal Institute, but in Defense, the silver doors are knocked over by the Skedar... leading to the balcony, but there's also another set of Silver Doors. We never really get to see what's meant to be behind them (Except if you use the Slayer's Fly-By Wire in the Firing Range with the crate holding to door, to lead all the way out to the Hangar, where you can see the door leads to a void. ^^;) There are so many locked doors in the game we never get to see open, a lot of which leave mysteries of what is meant to be (Lore-wise) behind them. My guess is the balcony is supposed to lead outside the Institute, maybe the same for the garage doors at the very back of the institute. You also have locked Doors in Grid (Combat Simulator), which also probably lead outside the building Grid is set in. (Probably added for lore or added detail. ^^;) Some areas of Egyptian, Surface I, and Aztec also seem to give me liminal space feelings in GoldenEye.
@x3mbr2 жыл бұрын
Agree 100%! Also, some of the multiplayer arenas with no other players or simulants provide massive liminal vibes
@Contrajoe2 жыл бұрын
Accursed Farms once made a point that is also emphasized in this video. Old games, with their less developed graphics, were more interesting. The graphics were good enough to suggest features (such as doors, rock formations, distant expanses and so on) but not so over done as to be over-realistic or cartoonishly "spectacular". This lower detail in older graphics encouraged the imagination to wander. It's why, in 2022, I still like Goldeneye, Starcraft 1, and Operation Flashpoint. Games in which the graphics don't try to dazzle or overwhelm the player, but merely to stimulate their imagination.
@gocanuckurself1 Жыл бұрын
This is an amazing insight and I have to agree. Thanks for posting this.
@wills41412 жыл бұрын
Nice! Part of the reason for the "hidden" spaces like the chain-link room in Facility was that Rare was given access to the set blueprints, so the non-location spaces like Facility or Bunker are almost exactly the same as in the movie.
@ic741412 жыл бұрын
I feel like the N64 era of games is prime real estate for odd dreams that are weird and creepy but don't count as nightmares.
@IAmOHMSS2 жыл бұрын
Mentionworthy: Those unused, liminal spaces (and the authentic feeling that comes with it) arose naturally because the devs chose the following approach. First, they designed the levels without any gaming objectives and items in mind. Just authentic facilities. Only after that was finished, they loaded them up with objectives, guards and items.
@Diwasho2 жыл бұрын
I think another reason is that the game was originally going to be a rail shooter, which explains a lot of the design decisions. Locations that were initially meant to be just a background visual suddenly became reachable when they took the player off the rails, thus places like the end of the dam and the docks feel like there's something off about them, almost as if you were not supposed to go there.
@rgerber2 жыл бұрын
@@Diwasho they just had more objectives in mind. In the dam you would go on the boat and to the small island in the distance but then you HAVE to expand your level space a bit. You can not just cut off the DAM or any location because you're not supposed to "go there"- it would be weird as well
@cdogthehedgehog6923 Жыл бұрын
No duh. What you think they start with gaurd placement before the space they stay in was made? 🤣 What a ridiculously obvious thing to point out.
@IYPITWL Жыл бұрын
@@cdogthehedgehog6923 there are a lot of ways to design games. Think of Mario, they design a flying enemy and all of a sudden you need blocks that reach the ceiling so the player can kill that enemy. Game mechanics dictate design choices. This game feels so weird, at times, because the stages were designed for a rail shooter, as op states. Imagine pokemon snap... Obviously they throw all the pokemon in AFTER making the levels. But imagine they dropped the rail and you could free roam...
@commiecomrade2644 Жыл бұрын
@@cdogthehedgehog6923 Wow way to miss the point. You think you're smart but all you've done is tell us you aren't getting the point.
@pickleman402 жыл бұрын
The unique level design process really shows with the unused sorts of areas. Apologies if i am incorrect in one aspect or another, but i recall the level designer was not much of a gamer, and simply designed realistic environments with direction that were then adapted into game levels later. Those unused areas add greatly to the aesthetic and the presentation
@sirianfelixbrightonesquire32472 жыл бұрын
If you compare it to the movie you can see he did his best to recreate the set pieces. They did an amazing job!
@liquidgeorge2 жыл бұрын
I have always found the outside helipad section in Bunker multiplayer extremely unnerving. On the face of it, it makes for an excellent mini arena to have a shootout in. But it simultaneously feels like such an afterthought, almost as if it was left there by accident.
@MetalReaper7 Жыл бұрын
It kinda does make it feel that way, knowing that part of that outside is nonexistent, just leads into a dark void with an invisible wall to keep you from falling off the map
@exredux38802 жыл бұрын
That vent looks like an original entrance point for Bond for the mission but perhaps the level design and mission design was changed and Bond ended up where he currently is. Most mission entrances have extras detail to them.
@TEUNKETEUNEBEUNTEUN2 жыл бұрын
@@nathanmoore3866 there is also a vent in the dam mission at the computer screen outside
@ZAWFUL2 жыл бұрын
I remember as a kid I always wanted to know what was behind all the locked doors you could never get behind it always interested me. But once I got the gameshark I realized they usually never made rooms beyond the locked door and it was just for show half the time. Kinda made me sad that there wasn't any special things to explore in that regard. Still a fun time indeed.
@G0bus Жыл бұрын
Maybe the control shaft isn’t that bizarre when you combine it with the fact, that you find the mines there. Maybe the creators thought that this could be a place where e. g. Jack Wade could get supplies for Bond into the cave. But since it wasn’t that important, they later forgot to tell the story.
@temphandle01a2 жыл бұрын
You forgot about the vents with the test tubes ontop, in Facility. I guess that one is more well known, but still weird. (Near the first keycard guard).
@kokojack2 жыл бұрын
IIRC, the room at 13:15 in Facility is actually from the movie Goldeneye, there are cannisters there and Bond shoot at the fence to make them drop on guards
@wuldntuliktonoptb6861 Жыл бұрын
When they made the game it was on rails and Karl mentioned having to go back into some levels and add textures and things from areas where free movement you would be able to see things that weren't needed to fill in on rails. I always pictured the side room on Facility with the gas tanks that lock the door. Facility was one of the first levels and I'm sure the quad had you go in that room on a rail shooting guards up the stairs and stuff.
@erictomillon39442 жыл бұрын
Another interesting thing about the piers on Dam, they feature the only white boxes in the entire game that can be blown up with gunshots. Makes me wonder if they originally had more of a purpose. Great video!
@rgerber2 жыл бұрын
i love how the crates and tables and lamps and etc get destroyed in multiple phases. They have a pseudo dynamic destruction model. If an object explodes it's getting degraded and then you can shoot it a few times more and it's getting more degraded... and obviously like tables and stuff explode
@Autonova2 жыл бұрын
Recently I was playing around in Control and I followed Boris to the attic area where he disappears. No one is supposed to go in there, really eerie feeling to that area
@UltimaKeyMaster2 жыл бұрын
13:20-This I imagine is where Bond shot out the cages for the tons of barrels he uses as a cover to escape with the conveyor belt in the movie. So they put this room here as a "I dunno how we can make this happen, but if we can, here's the space for it." Obviously that didn't happen, but it's instantly identifiable.
@Surroundx2 жыл бұрын
On Archives, I always used to visit the attic and the small courtyard/compound outside. And there is of course the green and grey wall door that you can open to enter a secret tunnel. Multiplayer levels have a couple of (well known) secret areas too, including the secret Archives tunnel.
@jarrodfrankum2 жыл бұрын
Hey on Dam, The white whale is actually a Easter Egg of Donkey Kong's face.
@OpheliaFantasy Жыл бұрын
*Natalya* : "Um Bond, you gonna help me with this whole *escaping the train* situation?! 😨" *Bond* : "...It's like this room is giving me a sense of nostalgia, like weirdly comforting but unsettling, you know? ✨🕵✨" *Natalya* : 🚂💥🚃🔥💀💥🚃🔥💥
@blankwavemessiah2 жыл бұрын
I always thought the entire Temple level was just like the pool rooms. lots of backrooms-esq stuff in this game great video
@BigBaldBassist2 жыл бұрын
This was amazing. Do more of these please. I actually experienced the train last room as a kid. Before I had the Internet and before seeing the movie I didn't know how to escape the train. I tried many things to get to the end before the shutters closed on me including turbo mode. I eventually made it to the end room to only be trapped and had to reset. I gave up for a few weeks and played other levels. I eventually watched the movie and seen Bond in the movie escaping and thought "for fuck sake" and kicked myself for not understanding this as a kid. I have also had a cart that allowed a button combination on multiplayer to unlock other bond faces. Not sure if that's a normal thing or if this was only achievable on other carts. I would like to see a video discussion for this topic if possible. I will accept a link if it already exists. Thanks
@crysknife007 Жыл бұрын
It is so great to see that Any Austin's style of videos is inspiring others like yourself. I love content like this!
@GamerFolklore Жыл бұрын
It's very enjoyable to explore the lesser seen areas of these classic games.
@jeepmega629 Жыл бұрын
Surface and Statue always felt very liminal to me.
@MahDryBread2 жыл бұрын
9:00 I always found that room to be so creepy, especially after the gas tanks blow up. It must just be the dense fog You're so close to 100K!
@sylent12 жыл бұрын
He actually was at 100k a while ago but as lost a lot of subs, I'm not sure why
@MahDryBread2 жыл бұрын
@@sylent1 I think there was a recent KZbin bot purge
@JeordieEH2 жыл бұрын
No idea when or how long ago it was. I remember some people tried to ruin his channel by exposing some unsavory jokes and topics on his discord among his community. I am just glad he weathered this and is back to posting. It's old news and not very interesting. If I had to guess, he lost a few subs then.
@nitrousicefangs43822 жыл бұрын
I remember playing the game as a kid, after watching my brothers play it, and being afraid once the doors lock on you after you set off the gas by shooting the canisters. ("Gas Detected! Isolating Facility." or something along those lines, the message that pops up.) It was what gave me isolophobia. EDIT: It was "Gas Leak Detected - Isolating Area".
@AppleCider562 жыл бұрын
Awesome video. Would be sweet to see a series like this focusing on an individual level at a time, where you go around and just check out some sights that you wouldn't typically see when playing
@bradenadams7511 Жыл бұрын
This is the sort of content that I love. Stoked to make my way through all this goldeneye content.
@RevenantAD2 жыл бұрын
I'd love to see a Perfect Dark one I loved playing that game with my brothers
@stormcat36482 жыл бұрын
Thanks for the Friday enhancing upload Goose. Seeing these areas I have never seen after all these years was a treat for sure!
@gognoggler73262 жыл бұрын
That's amazing, I never considered it that way but Goldeneye and a lot of games from that era are the epitome of liminality.
@Cincy322 жыл бұрын
6:27 I feel so smart, I got it right. Train!
@Helios_17_2 жыл бұрын
There’s one i know of on the multiplayer map Temple where theres this strange almost balcony overlooking one of the main rooms and theres no way to get up to it
@xsouldriverx2 жыл бұрын
More videos like this please. I find these cool in any videogame.
@earthlyexpat2 жыл бұрын
The strangest, liminal spaces in games I've encountered were Duke Nukem 64 (DN3D, sure, but 64 was the creepiest).
@GGSpeedruns2 жыл бұрын
Great video Goose! This made me feel like a kid again. I remember getting to the back of the train without cheats at 2am in 1999. Super awesome to see all these places I haven't seen since the 90s when this game was new and we tried to find everything we could. Btw looks like we have been watching the same KZbin channels lately. My favorite liminal area is the unused corners of Archives. I always got lost as a kid in there . It really does feel like a maze under the catwalk. Places us SpeedRunners forget about.
@-Gax-2 жыл бұрын
I just started to play Assassin's Creed 3 again (I promise this is related) and I decided I wanted to pay more attention to the details of the world. So once I got control of Haytham I turned around and looked and saw the animus fragments of rooftops behind me. Which means that when you are doing the freerunning tutorial as Desmond, it is actually Haytham's actions you are repeating as Desmond, (presumably) because Desmond hasn't fully synced with him yet. Having just finished the Ezio collection, I did the same thing and you would be surprised by how much detail you miss by simply not looking up, or behind you when you're in linear spaces.
@chrnovids2 жыл бұрын
i always thought the 'dolphin' looked like Donkey Kong. anyway, comfy video
@The64Whore2 жыл бұрын
Any austin has quickly become a favorite channel of mine. i am so happy to see him get that shout out. I also subscribed to the other two you recommended. I love these videos!!
@ZAV10102 жыл бұрын
You can put some remote or times mines on those gas tanks and then leave the room before it locks the door for green gas leak. I think walk through doors with a GameShark can get you through and maybe also turbo mode.
@mathprodigy2 жыл бұрын
The whale is renditions of Nintendo characters like the Kongs, Diddy, Dixie, the same stuff you can see on the mountain textures when you bungee jump off the Dam
@lunarose17882 жыл бұрын
Id like to see this same concept but for perfect dark some time
@3ngag32 жыл бұрын
"Don't concentrate on the finger or you will miss ALL the Heavenly glory." - Bruce Lee
@ericwarncke2 жыл бұрын
One of the things to know about your channel is that you actually make video game appreciation videos and that's why this works so well. You're switching up the style but we're still learning stuff and having fun by exploring, just like 1997 again. Great video Goose.
@gocanuckgus2 жыл бұрын
I remember playing GE as a kid and once I accidentally entered the backroom on train. I thought that maybe if I could find a way to go through that last door that is locked, I could get in the helicopter and kill trevelyan lol. Btw, I would love to watch a "10 things you didn't know about Goldeneye" type of video
@106adamm2 жыл бұрын
He's already done this - watch the goldeneye iceberg
@commiecomrade2644 Жыл бұрын
Any Austin is fantastic. Great to see you giving him a shoutout. Love his odd and unremarkable series. Goose: Remarkable Austin: Unremarkable
@RhetticusRex2 жыл бұрын
That opening, damn Goose, I haven't even started and I can already tell it's going to be so very good. The introspection too, that was from the heart.
@lovemancrashburn65142 жыл бұрын
2020. Perfect vision baby!
@walboey2 жыл бұрын
Please make more! I love these types of videos. First it was Kane Pixels backrooms, then Any Austin's weird and unused places, now this. You all are really selling a whole vibe and I'm here for it.
@Seth_M-T2 жыл бұрын
I'm so glad the AnyAustin 'weird places' trend is catching on! I really enjoyed this video.
@XezeMaster2 жыл бұрын
Wow, I've never noticed that shaft in the Control stage either and I've messed around in Goldeneye with cheats many, many times. It's amazing how this game can still surprise me to this day.
@Rubick4712 жыл бұрын
I've been getting into those exact same 3 channels recently. Really fascinating stuff!
@_j_t_p_2 жыл бұрын
To me, liminal spaces are headlined by simply looking like they should be occupied, but aren't. Also, they often lead to multiple other places and feature repeating patterns or architecture... i feel like having a lot of soace enhances the effect also. A lot of the egyptian level qualifies imo. i remember being inside a school that had recently shut down and that probably set the bar on what is liminal for me.
@MAA-sb2nr2 жыл бұрын
FANTASTIC VIDEO! Please, do a Perfect Dark video of liminal spaces too. PD has some great examples of this kind of thing, especially because of the dense atmosphere (for ex Skedar Ruins)
@Wearyfren2 жыл бұрын
WEY, LET'S GO, PERFECT DAAARK!!
@spoonMANfork2 жыл бұрын
Anyaustin shout out. He's a pioneer in this stuff!! Appreciate the odd spaces from a golden eye expert.
@DaveDott2 жыл бұрын
I didn’t know about the vent on Caverns either, and it reminded me immediately of the vent on Dam where you’re installing the covert modem. I used to look down in it and wait for that guard to walk by and get rid of him for an easier shootout later in the game.
@Delekhan2 жыл бұрын
Cool man. Really like the vid! I played the heck out of this game on original release. The "chimney" in Control was interesting for sure. My friends and I used to mess around in Facility all the time with the poison gas. Nice work and thanks!
@philmazzie3674 Жыл бұрын
With the cavern we used to check out the barriers with paintball mode and line mode. It's cool seeing other people discover things we messed around with as kids. Connects us all
@N.i.E.M.O2 жыл бұрын
I used to spend hours wandering around Duke Nukem 64's levels with the No Enemies and Level Select cheats on. The game gives off such a strange, isolated vibe when you remove all the monsters and explosions. The N64 version of this game is especially great at invoking this feeling of liminality due to the lack of music and the implementation of true 3D perspective (so you aren't distracted by the screen warping and stretching when you look up or down like the original game). Even the skybox has changed from a dramatic endless city skyline with towering skyscrapers all lit up in the background to a simple blue sky. It further alters the mood and enhances the feeling of liminality and isolation. And then you may rarely encounter one of the few NPC humans in the game - but they never react to you. They never respond to you. They just stand there, silently, but always facing you (as 2D sprites do). Creepy.
@MarMaxGaming2 жыл бұрын
Very cool, I never knew about the front of the train room or the Control shaft! So weird! A super liminal space in Pokémon blue/red/yellow is surfing next to S.S. Anne, and seeing the ONLY TRUCK (or vehicle) in the ENTIRE game. What the heck is it doing there?? It’s off screen, and just so freaking weird dude. Legend has it that Strength can move the truck, and Mew can be encountered underneath it. But it doesn’t actually move. I feel like Aztec, Egypt, Streets, and Archives each have some kinda unique and weird areas to stand in or push against. Interesting to see you looking up on Runway, I found myself doing that last playthrough too… just remembering that it’s the facility you just played in, kinda being amazed by it. Very tall and surprising details!
@thejackal0072 жыл бұрын
This was a lot of fun. I'd love to see one on PD, of course. I've been to the Dam Island through Gameshark ages ago. The mostly useless room in Facility, isn't that roughly where the big stacks of bottles are that fall on the guards below in the movie (been ages since I've seen it, though)? As for the vent in Control, that's new to me. Bit useless to clear the smoke out from your mine, though. ;)
@WilfredCthulu2 жыл бұрын
The first one in Control reminds me of how there's a similar thing in Darunia's room.
@hardlyfunny2 жыл бұрын
I love this type of content mate. Thought you might show the facility vent above in that hallway behind the guard you take out with a karate chop to get a keycard. It’s just a vent but has beakers and lab stuff on it.
@fivepoint5sicks Жыл бұрын
After watching the official making of Goldeneye, they put these extra areas in, to give the game more of a free-roam feeling of full user control over the environment, where you can make accidents or even wrong turns just like in real life. These extra areas were never meant to have any other purpose than to do just that. Something that was never done before in a counsel fps.
@shaun80622 жыл бұрын
This is quite interesting. I have long thought about this thought process back in the 90s. I imagined a day where people like us would really question these graphics and spaces without knowing anything about development at the time, slowly catching on to "this world" a "virtual world" that we were new to at the time. I still find it mesmerizing today and will continue enjoying playing N64 for many years to come on native hardware with original controller (restoring them when needed). Thanks for sharing this cool shit.
@acetown22632 жыл бұрын
Would love to see more liminal/weird spaces in games, it's honestly so cool seeing some of these spaces I remember as a child and having that feeling of loneliness be confirmed by others.
@coreyc15872 жыл бұрын
I always liked exploring the warehouses in Depot. It must have taken them so much time to make that level, only to use half of it. But still fun to explore!
@Natef892 жыл бұрын
I was always fairly intrigued by secret or unnoticeable spaces especially in classic n64 games so yes, I enjoyed this vid. Keep it up!
@bitflux22 жыл бұрын
with the gameshark i managed to get to the dam island back in the 90s, it was the most riveting gaming moment of my life lmao
@MofoMan20002 жыл бұрын
In Dam, near the monitor you throw the Covert Modem onto, there's a grate in the ground that looks down into some part of the dam. Sometimes a guard patrols past it, but I've never figured out exactly where we're looking in there.
@txr42622 жыл бұрын
It's the mainframe room in the basement of the dam
@dechangeman2 жыл бұрын
Looking forward to another Liminal Spaces video for Perfect Dark
@Zeldahol2 жыл бұрын
The walk through doors cheat on multiplayer in the facility is pretty crazy when you go to the other side of the locked door. The whole area, there's no doors, weapons, boxes anything. Fighting in that area is pretty cool.
@DavidHaselhoff2 жыл бұрын
The 1 thing i did not expect - looking back up in goldeneye :o
@hokage19972 жыл бұрын
i remember as a child, i would always explore the multiplayer maps and looking at all the weird hallways and liminal spaces just made me uneazy at times. the basement mp map would always wig me out cause you were locked in the basement and i always thought some AI was gonna shoot me lol
@Themysteriouspirate Жыл бұрын
Speaking of strange places you can explore, If you play the Bunker on multiplayer mode, you can actually leave the bunker and explore outside. There's the helipad and a very small portion of the Surface level you can explore, until it ends out of nowhere into a black void. I always loved doing that with my brother when we played that game back then. You should try it out.^^
@himethisisme2 жыл бұрын
This really reminded me of the old Half Life 2 commentaries by GooseGoose (name is coincidental, I'm sure). Honestly I think I'd watch a 2-hour video where you just go through the whole game, exploring the levels and bloviating on what you think about each area.
@arcticfox1985 Жыл бұрын
the “destroy everything” code on GS is a fun one - it’ll destroy doors too. Facilities and other single player levels are particularly interesting in multiplayer with the walk thru doors code. there’s also the unused elevator shaft from silo, the floating rooms in frigate, and what was it, the citadel level? i used to frequent this detstar site way back that went way in depth on this game, its beta, codes, and mysteries. they had a sister site for perfect dark as well
@cLeodnine2 жыл бұрын
I used to have an Action Replay code (we didn't have GS over here in the UK) where the last train door could be opened. And yeah, there is nothing there behind the door - just sky/void. Thanks for making this video, Goose :) There is that area on Silo that I always liked - it's the area below where Bond starts the mission.
@whiteshadow592 жыл бұрын
Omg so cool. I love this kinda stuff. Just the attention to detail they had, when no one probably cares or finds this stuff much later.
@LikeTotallyBad2 жыл бұрын
Definitely do more vids like this. Any goldeneye facts in a chill manner is like music to my ears.
@GM-by7tc2 жыл бұрын
So many details in this game. It is incredible such a relatively small dev team created this game.
@OfficialJab2 жыл бұрын
No matter the views and likes, Perfect Dark vid is mandatory. Love this. A part 2 would be great also.
@OfficialJab2 жыл бұрын
Uploading a silent, slow exploratory playthrough with a no-NPCs cheat would be interesting. With slowed down music maybe.
@TheGuitarfreak6962 жыл бұрын
I always thought the rock texture plus the negative space looked like Donkey Kong.
@Darlian Жыл бұрын
One time I got into the "backroom" with no cheat, no codes, just normal gameplay on my N64... too many years ago, I was a child, now I'm 32yo. Trevelian was there and I just died with the explosions xD
@turbinegraphics162 жыл бұрын
I liked going into the cabins with sniper rifle and zooming at the objects on the tables.
@trwpizza30212 жыл бұрын
Anything with Goldeneye gets my attention. Cheers 🥂
@trwpizza30212 жыл бұрын
@@GamerFolklore thank you good Sir.
@ELEKTROSKANSEN2 жыл бұрын
"I never looked up here" must be something really common for 007 speedrunners :D
@FerreroMan2 жыл бұрын
lmao the white whale xD. Loved the video and I definitely saw new stuff I've never seen!, your videos are always a treat here on KZbin
@JakobeOG2 жыл бұрын
I've been intrigued by the Any Austin and Looygi Bros videos as well and now have found your channel. Subbed
@joshsowers2 жыл бұрын
I'm glad someone made a video on this... So many liminal spaces in n64/ps1 games!
@kazoobee5520 Жыл бұрын
i always thought the whale was a donkey kong subliminal
@brentisverycool2 жыл бұрын
This is like the video game equivalent of that KZbinr who explores abandoned soviet bases. Good shit
@earlthepearl64142 жыл бұрын
I have never seen that shaft in the ceiling!
@urbynwyldcat91312 жыл бұрын
Perfect video
@TickleMyResearch2 жыл бұрын
I love this type of video and hope you do more like it. I know in the multi-player map (I think sewers) in perfect dark there's a sewer pipe under the elevator where you can see ammo boxes but you can never get down there. Would love to see more of this
@serpent6827 Жыл бұрын
I can't really remember when it was, but I remember when I activated line mode and I loaded the dam, and I was absolutely shocked when I saw that mysterious island across the water for the first time and looking back, I don't think I ever would have discovered it on my own if not for line mode. I also remember no clipping over there at one point. Also, after many years of playing this awesome game, like you, I never knew about that shaft in the control level and discovering it right now after watching your video is pretty crazy lol.
@TheElectricUnderground2 жыл бұрын
It would be cool if you did a video exploring the stage boundaries for places like frigate and dam
@JDLupus2 жыл бұрын
Definitely enjoyed this video~! I'd recently gotten into the Looygi Bros. and Cirquet videos recently, and queued up Any Austin's channel before resuming your vid, so thanks for that recommendation, too~! :)
@Benobot992 жыл бұрын
That's awesome. Never knew about some of this stuff. I was like "wtf??" at the Control ceiling hole.