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{{Infobox CVG
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|title = Perfect Dark
[[File:Perfect Dark.jpg|thumb|Game cover]]
|image = [[Image:Perfect dark box.jpg|250px|Perfect Dark U.S. N64 game cover]]
'''''Perfect Dark''''' is a first-person shooter video game for the [[Nintendo 64]] game console. The game was developed by [[Rare]]. The game was first released in Canada and the United States sometime in May 2000, where it was greeted with critical acclaim; PAL and NTSC releases followed soon afterwards.
|developer = [[Rare (video game company)|Rare]]
|publisher = [[Rare (video game company)|Rare]]
|designer =
|series = [[Perfect Dark Series]]
|engine = Enhanced ''[[GoldenEye 007]]''
|released = <small><sup>{{flagicon|US}} {{flagicon|Canada}} </sup></small> [[May 22]], [[2000 in video gaming|2000]]<br/><small><sup>{{flagicon|EU}}</sup></small> [[June 30]], 2000<br/>{{flagicon|Japan}} [[October 21]], 2000<ref>[http://ign64.ign.com/objects/003/003906.html IGN] on game release dates. Retrieved April 7, 2006.</ref>
|genre = [[First-person shooter]]
|modes = [[Single player]], [[multiplayer game|multiplayer]] 1–4 humans, up to 8 [[computer game bot|computer players]]
|ratings = [[Entertainment Software Rating Board|ESRB]]: Mature (M) (For Blood and Gore, and Violence)<br/> [[BBFC]]: [[18 certificate|18]] <br> [[Office of Film and Literature Classification (New Zealand)|OFLC (NZ)]]: R16+
|platforms = [[Nintendo 64]]
|media = 256&nbsp;[[Megabit|Mb]] (32&nbsp;[[Megabyte|MB]]) [[Cartridge (electronics)|cartridge]]
|requirements = [[Expansion Pak]] for full features. [[Rumble Pak]] optional.
|input = Nintendo 64 Controller, [[Controller Pak]], [[Transfer Pak]]
}}
'''''Perfect Dark''''' is a [[first-person shooter]] [[Computer and video games|video game]] for the [[Nintendo 64]] [[game console]]. The game was developed by [[Rare (video game company)|Rare]], creators of the multimillion-selling ''[[GoldenEye 007]]'', an earlier first-person shooter with which ''Perfect Dark'' shares many gameplay features. The game was first released in [[Canada]] and the [[United States]] in May 2000, where it was greeted with critical acclaim; [[PAL Region|PAL]] and [[NTSC-J]] releases followed soon afterwards.


The game features a single-player mode consisting of seventeen missions in which the player assumes the role of [[special agent]] [[Joanna Dark]], an operative for the fictional Carrington Institute, as she attempts to foil a conspiracy by rival corporation dataDyne. It also includes a range of multiplayer options, including co-operative and "counter-operative" modes in addition to traditional [[deathmatch (gaming)|deathmatch]] settings. Technically, it is one of the most advanced games developed for the N64, with optional high-[[Image resolution|resolution]] graphics and [[Dolby]] [[Surround Sound]].
The game features a single-player mode consisting of seventeen missions in which the player assumes the role of special agent [[Joanna Dark]], an operative for the fictional Carrington Institute, as she attempts to foil a conspiracy by rival corporation dataDyne. It also includes a range of multiplayer options, including co-operative and "counter-operative" modes in addition to traditional deathmatch settings. Technically, it is one of the most advanced games developed for the N64, with optional high-resolution graphics and Dolby Surround Sound.


In September 2000, a separate game starring agent Joanna Dark, also titled ''Perfect Dark'', was released for the [[Game Boy Color]]. Although set in the same [[fictional universe|universe]], it follows a separate storyline. With the use of the [[Transfer Pak]], the Game Boy game allows certain features within the Nintendo 64 version to be unlocked. ''[[Perfect Dark Zero]]'', a prequel to ''Perfect Dark'' also developed by Rare, was a launch title for the [[Xbox 360]] in [[2005 in video gaming|2005]]. ''[[Perfect Dark: Initial Vector]]'', a novel by [[Greg Rucka]], was published later that year.
In September 2000, a separate game starring agent Joanna Dark, also titled ''Perfect Dark'', was released for the Game Boy Color. Although set in the same universe, it follows a separate storyline. With the use of the Transfer Pak, the Game Boy game allows certain features within the Nintendo 64 version to be unlocked. ''Perfect Dark Zero'', a prequel to ''Perfect Dark'' also developed by Rare, was a launch title for the Xbox 360 in 2005. ''Perfect Dark: Initial Vector'', a novel by Greg Rucka, was published later that year.


==Storyline==
== Storyline ==
{{spoiler}}
''Perfect Dark'' is set in the year 2023 against the backdrop of an interstellar war between two races: the Maians, who resemble the stereotypical "greys" of alien abduction folklore, and the Skedar, reptile-like extraterrestrials who can disguise themselves as humans.
''Perfect Dark'' is set in the year 2023 against the backdrop of an interstellar war between two races: the Maians, who resemble the stereotypical "[[greys]]" of alien abduction folklore, and the Skedar, [[reptile]]-like [[Extraterrestrial life in popular culture|extraterrestrial]]s who can disguise themselves as humans.


On Earth, there is an on-going rivalry between two factions. The Carrington Institute, founded by Daniel Carrington, is officially an [[research and development|R&amp;D]] centre but secretly operates an espionage group in league with the Maians. dataDyne, on the other hand, is a sinister weapons corporation with a clandestine link to the Skedar. The player is cast as Joanna Dark, a new recruit to the Carrington Institute whose impeccable scores in training have earned her the codename "Perfect Dark".  
On Earth, there is an on-going rivalry between two factions. The Carrington Institute, founded by Daniel Carrington, is officially an R&D centre but secretly operates an espionage group in league with the Maians. dataDyne, on the other hand, is a sinister weapons corporation with a clandestine link to the Skedar. The player is cast as Joanna Dark, a new recruit to the Carrington Institute whose impeccable scores in training have earned her the codename "Perfect Dark".
[[Image:Perfectdark3.jpg|thumb|right|Maian alien as depicted in the Maian SOS solo level.]]<!-- FAIR USE of Perfectdark3.jpg: see image description page at http://en.wikipedia.org/wiki/Image:Perfectdark3.jpg for rationale -->
 
The game begins with her mission to investigate suspicious reports from a dataDyne insider. In the process, she uncovers a conspiracy between dataDyne and the Skedar: the Skedar plan to steal an alien "[[planet killer|megaweapon]]" from a crashed spacecraft on the Earth's ocean floor and use it to annihilate the Maians. When the [[List of fictional United States Presidents|President of the United States]] refuses to loan dataDyne the research vessel they need to retrieve the megaweapon, they plot to kill him and replace him with a dataDyne-grown clone. Unbeknownst to dataDyne, the Skedar also intend to test-fire the megaweapon on the Earth, destroying it in the process.
The game begins with her mission to investigate suspicious reports from a dataDyne insider. In the process, she uncovers a conspiracy between dataDyne and the Skedar: the Skedar plan to steal an alien "megaweapon" from a crashed spacecraft on the Earth's ocean floor and use it to annihilate the Maians. When the President of the United States refuses to loan dataDyne the research vessel they need to retrieve the megaweapon, they plot to kill him and replace him with a dataDyne-grown clone. Unbeknownst to dataDyne, the Skedar also intend to test-fire the megaweapon on the Earth, destroying it in the process.


With the help of other Carrington agents and a Maian nicknamed Elvis, Joanna prevents the conspiracy by causing the weapon to self-destruct. She then helps the Maians launch a counter-attack, destroying the Skedar's "Battle Shrine" and eliminating their High Priest, thereby issuing Skedar morale a crippling blow.
With the help of other Carrington agents and a Maian nicknamed Elvis, Joanna prevents the conspiracy by causing the weapon to self-destruct. She then helps the Maians launch a counter-attack, destroying the Skedar's "Battle Shrine" and eliminating their High Priest, thereby issuing Skedar morale a crippling blow.
{{spoilerend}}


==Gameplay==
==Gameplay==
[[Image:PerfectDarkscreen1.jpg|left|thumb|Screenshot from the first level of ''Perfect Dark''.]]    <!-- FAIR USE of PerfectDarkscreen1.jpg: see image description page at http://en.wikipedia.org/wiki/Image:PerfectDarkscreen1.jpg for rationale -->
''Perfect Dark'' features many elements that are typical of a first-person shooter game, including a range of weapons to collect, enemies to defeat and distinct environments to explore. It is frequently described as a "spiritual sequel" to Rare's earlier first-person shooter ''[[Goldeneye 007]]'', released in 1997. Although ''Perfect Dark'' is not set in the James Bond universe, the gameplay is extremely similar and it retains many of its predecessor's features, such as the ability to use stealth to tackle missions, and objectives that vary with the difficulty setting.
''Perfect Dark'' features many elements that are typical of a first-person shooter game, including a range of weapons to collect, enemies to defeat and distinct environments to explore. It is frequently described as a "[[spiritual sequel]]" to Rare's earlier first-person shooter ''[[GoldenEye 007]]'', released in [[1997 in video gaming|1997]]. Although ''Perfect Dark'' is not set in the [[James Bond]] universe, the gameplay is extremely similar and it retains many of its predecessor's features, such as the ability to use [[wiktionary:stealth|stealth]] to tackle missions, and objectives that vary with the difficulty setting.
 
The weapons of ''Perfect Dark'' include [[handgun]]s, [[rifle]]s, [[submachine gun]]s, a [[shotgun]], [[Shoulder-launched missile weapon|rocket launchers]], [[combat knife|combat knives]], [[grenade launcher]]s, various [[explosives]], and several fictitious extraterrestrial weapons. Almost all of the weapons in the game have two modes of fire: a primary mode in which the weapon is used in a typical fashion, and a secondary mode which tends to use the weapon in a more unconventional manner, such as [[pistol-whipping]] or proximity detonation. Players can carry an unlimited number of weapons, and certain guns can be used [[Akimbo (gaming)|in duplicate]], one in each hand.
 
===Solo mode===
The player can explore the Carrington Institute and take part in a number of tutorials and training activities. The most substantial of these activities is the [[Shooting range|firing range]], in which the player's proficiency with each of the game's weapons is tested against specific targets. Completing these trials unlocks so-called "Classic Weapons", which are taken from ''GoldenEye 007''.<ref>[http://perfectdark.detstar.com/firingrange/index.asp detStar] guide to the firing range. Retrieved June 11, 2006.</ref>
 
In ''Perfect Dark''<nowiki>'</nowiki>s solo missions, the player controls Joanna through a series of [[level (computer and video games)|levels]] collected together into missions. In each level, the player must complete certain objectives and then exit the stage. The requirements are varied, with many levels requiring the recovery and use of numerous high-tech gadgets. If Joanna is killed or fails an objective, the player must start the level again.
 
There are three distinct difficulty levels in the single player game: Agent, Special Agent and Perfect Agent. There are a number of differences between the difficulty levels, including the objectives that must be completed, the amount of ammunition available, and enemy accuracy and damage. On higher difficulties, the optional "auto-aiming", in which the game corrects slight aiming errors automatically, becomes less effective and bonus items such as protective shields are absent. Once the game has been completed on one difficulty level, the levels can be tackled in any order on the other difficulties. If all the levels are completed on Perfect Agent difficulty, an additional setting becomes available; titled Perfect Dark, this mode allows the player to customise various aspects of enemies, such as their health, their aiming accuracy and the damage they inflict.<ref name="IGNreview">[http://uk.ign64.ign.com/articles/153/153906p1.html IGN] review of ''Perfect Dark'', "Features" section. Retrieved June 11, 2006.</ref>
 
Four bonus missions may be unlocked by the player. One, "The Duel", is a holographic training simulation against three opponents, and is unlocked by completing all of the entry-level weapon challenges in the firing range. The other three bonus missions are unlocked by completing the game on each of the three standard difficulties, and allow the player to control other characters — Elvis, Mr Blonde and a Maian warrior — in scenarios parallel to the main narrative.<ref>[http://www.cheatscodesguides.com/nintendo-64-cheats/perfect-dark/ Cheats Codes Guides.com] on the bonus missions.</ref> The gameplay is essentially unchanged, with objectives to accomplish and enemies to battle, but these characters do have some special characteristics, such as Mr Blonde's [[cloaking device]].<ref>[http://perfectdark.detstar.com/solomissions/18blondesrevenge/18blondesrevenge.asp detStar] guide to the level "Mr Blonde's Revenge". Retrieved June 11, 2006.</ref>
 
Additionally, the player can unlock [[cheat code|cheats]] by beating the levels within certain time limits. Some cheats, such as "All Weapons", can alternatively be unlocked by using the ''[[Perfect Dark (Game Boy Color)|Perfect Dark]]'' [[Game Boy Color]] game and [[Transfer Pak]]. The cheats range from "Perfect Darkness", which makes the level pitch dark but gives the player a pair of [[night vision goggles]], to more traditional extras such as Infinite Ammo.<ref>[http://uk.cheats.ign.com/ob2/068/003/003906.html IGN] on ''Perfect Dark'' cheats.</ref>
 
The game includes a co-operative mode in which two players, or one player and up to three computer-controlled players, tackle the missions together. If two humans play, the game uses a [[split screen]] display, with the option to split horizontally or vertically. Only one human player is required to survive the mission, although all the objectives must still be completed. Finally, there is a "Counter Op" mode, in which one player plays the missions as Joanna while the other takes over the role of an enemy — including their weaponry and low health — and attempts to stop her. The Counter Op player takes control of another enemy if they are killed, and cannot cause the mission to fail directly by, for example, killing Joanna's allies before she meets them.<ref name="manual">''Perfect Dark'' [[Instruction manual (computer and video games)|manual]]. Published by Rareware, 2000.</ref>
 
The solo player areas feature numerous [[Easter egg (virtual)|easter eggs]] and strange objects, areas and glitches to fuel the exploration efforts and wild speculation of many gamers. Rare staff have admitted that some of the oddities in the game were put there "for a laugh", and that the constant barrage of questioning emails they got were sometimes "a free source of amusement".<ref>[http://www.yamoslair.com/pdrare.html Yamo's Lair] on Rare's reason for game's easter eggs. Retrieved April 7, 2006.</ref> Perhaps the most famous curiosity is the piece of cheese hidden on every level.<ref>[http://perfectdark.detstar.com/mysteries/cheese.asp detStar] on the pieces of cheese.</ref>
These were intended to be collectable items, although the  purpose of collecting them has never been revealed. This idea was scrapped, but the cheese remained.<ref>[http://perfectdark.3dactionplanet.gamespy.com/pd/cheese/ ''GameSpy''] on the original purpose of hidden cheese. Retrieved March 3, 2007.</ref>
 
===Multiplayer===
The '''Combat Simulator''' is ''Perfect Dark''<nowiki>'</nowiki>s [[multiplayer game|multiplayer]] mode. A game can be played with up to four human players and eight computer-controlled players. Again a split-screen is used if more than one human is playing. If three or four humans play, the screen is divided into quarters, with one quarter left blank if necessary.<ref name="manual" />
 
Players enter the game unarmed and with a certain amount of health. Weapons and ammunition are scattered around the level in preset positions. Once a player is killed, they are regenerated elsewhere in the level, once again unarmed. The overall objective of the game is determined by the scenario being played, of which there are six:<ref>[http://perfectdark.detstar.com/scenarios/scenarios.asp detStar] on the Combat Simulator scenarios. Retrieved June 11, 2006.</ref>
* '''Combat''' — The traditional [[deathmatch (gaming)|deathmatch]] mode.
* '''Capture the Case''' — ''Perfect Dark''<nowiki>'</nowiki>s equivalent of [[Capture the Flag]].
* '''Hold the Briefcase''' — Players must take a briefcase and survive with it for as long as possible. One point is received for every set number of seconds the case is held. If the player with the briefcase is killed, they drop the briefcase and it can be picked up by anyone else.
* '''King of the Hill''' — One area in the level is "the hill". Points are awarded for locating this region and staying there for a set number of seconds. Having been "captured" in this way, the hill moves to a new location, or if a certain game setting was set, the hill remains in the same spot while the timer resets.
* '''Hacker Central''' — Players must locate a data uplink and use it to hack a computer system; both items are randomly placed in the level. The data uplink is moved to a new location when the player carrying it is killed. When hacking the computer system, the player cannot use weapons, and cannot move from the terminal without breaking the link.
* '''Pop a Cap''' — One player is "the cap". All other players gain two points for killing the cap. The cap gains a point for every minute they survive. When another player kills the cap, another randomly selected person becomes the cap.
 
Aspects of each game can be customised, such as the chosen arena, the weapons available, and the winning conditions. Players can be grouped into teams or compete individually. In a team game, the players can optionally be shown coloured according to their team. Each game can be customised to a greater degree than was possible in ''GoldenEye 007''<nowiki>'</nowiki>s widely acclaimed multiplayer mode. For example, the earlier game only allowed players to specify a pre-set class of weapons, such as "Automatics", but in ''Perfect Dark'', players can individually select the weapons to be included and where each should be located. Shields may be placed in any of the weapon slots or omitted entirely; ''GoldenEye 007''<nowiki>'</nowiki>s [[body armour]] was fixed in one position for each level.<ref name="manual" />
 
Computer controlled [[computer game bot|bot]]s, called "Simulants", can be included in the multiplayer game. The appearance, team affiliation, skill level and playing characteristics of each Simulant can be individually customised. For example, the VengeSim always pursues the player that killed it last, the FistSim will not fire guns but will attack with punches and thrown weapons, while the PeaceSim does not fight at all but merely tries to disarm the other players. Simulants can perform super-human feats on the highest difficulty settings, such as moving faster than the player can.<ref>[http://perfectdark.detstar.com/combatsim/simulants.asp detStar] on the Combat Simulator Simulants. Retrieved June 11, 2006.</ref> During team matches, a human player can issue specific orders to the Simulants on their team, such as "Defend the Base".<ref name="manual" />
 
The Combat Simulator includes thirty "Challenges", pre-set games against Simulants which may be tackled by one or more players. The Challenges cover a variety of game types, weapon arrangements and level setups. As a player completes them, additional features — including new weapons, player models and bot difficulties — are unlocked in the Combat Simulator. A complete list of features unlockable through this mode is available [http://perfectdark.detstar.com/challenges/earnings.asp here (offline since Feb. 20th, 2007)].
 
At the end of the match, the overall results are shown, alongside information about the individual players' performance. Colour-coded "medals" are awarded to the winners in several categories: Accuracy, Head Shots, KillMaster (for achieving the most kills) and Survivor (for suffering the fewest deaths). The game also acknowledges, often humorously, other aspects of performance by awarding messages such as "[[Armor class|AC-10]]" (for people who frequently use [[body armour]]) and "[[Notable phrases from The Hitchhiker's Guide to the Galaxy#Mostly Harmless|Mostly Harmless]]" (for particularly ineffective players).
 
Players can keep track of their performance by creating and saving multiplayer profiles. Each profile contains a ranking, ranging from "Beginner: 21" to "Perfect: 1", which is determined based on the accumulation of certain statistics such as number of kills, time played and ammunition used. The number of medals earned is also counted. (A complete description of the statistics required for each rank is available [http://speedrunwiki.com/Combat_Simulator_milestones here].) A player achieving the rank of "Perfect: 1" is given the message "Username: [[Entropy|Entropic]] Decay, Password: Zero-[[Tau]]." Rare had originally intended these details to allow access to password-protected parts of the official ''Perfect Dark'' website, but these sections were never implemented.<ref name="RarePBC">[http://www.rarenet.com/wiki/index.php?title=Rare%27s_Official_Response_to_Perfect_Dark_Rumors Rare's] official response to ''Perfect Dark'' rumours. Retrieved December 11, 2005.</ref>
 
Multiplayer profiles also allow players to customise their in-game appearance by selecting the head and body of any of the game's character models (excluding the Skedar), as well as several which do not appear in the single-player mode. A feature called "Perfect Head", which appeared in previews of the game but was not included in the final product, was intended to take player customisation further. This feature allowed the player to place a photograph of their choice onto their in-game character's face, via a [[Game Boy Camera]] combined with the [[Nintendo 64]] [[Transfer Pak]]. The images taken would be uploaded to the cartridge and manipulated with a simple image editing program to adjust color and skin tone (as the Game Boy Camera was black and white) and add facial features such as facial hair. This texture could then be saved to either the cartridge or a [[Controller Pak]] and then loaded onto a player's character in multiplayer, thus creating a virtual representation of the player. Officially Rare said the feature was dropped due to "technical issues", but it is likely the real reason for the feature's removal was due to "sensitive issues" surrounding the ability to attack images of real people.<ref>[http://ign64.ign.com/articles/068/068036p1.html ''IGN64.com''] on the features and implementation of Perfect Head. Retrieved March 3, 2007.</ref><ref>[http://ign64.ign.com/articles/074/074737p1.html ''IGN64.com''] on the removal of Perfect Head. Retrieved March 3, 2007.</ref><ref>[http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php?id=10995 ''Computer And Video Games''] on the removal of Perfect Head. Retrieved April 7, 2006.</ref> While Rare stated the feature was completely removed from the game code, hackers using a GameShark eventually found text references to the feature such as the menu and related messages, however no code other than this remains.<ref>[http://www.yamoslair.com/pdmyst.html ''Yamoslair.com''] GameShark codes needed to view remanants of "Perfect Head" code. Retrieved March 3, 2007.</ref>
 
==Development==
[[Image:Perfect Dark Japanese Ad.jpg|thumb|While the localized title of ''Red and Black'' was ultimately dropped, Japanese advertisements for ''Perfect Dark'' still kept its dual color theme. Also evident in this ad is that ''Perfect Dark'' could be bought bundled with an [[Expansion Pak]] in Japan; such a bundle was not made available in the American release.]]
 
[[Martin Hollis]], the director of ''GoldenEye 007'' and ''Perfect Dark'', described the development of the game in an interview with ''[[Retro Gamer]]'' magazine.<ref name=retrogamer-hollis>"The Legacy of ''Perfect Dark'': Martin Hollis Q&A" [http://www.retrogamer.net/flashindex.html Retro Gamer] issue 19 (January 2006), p. 79. ISSN 1742-3155 </ref> He explained that Rare rejected the prospect of working on the ''GoldenEye'' sequel ''[[Tomorrow Never Dies]]'' "without hesitation", as the development team felt they had spent too much time immersed in the James Bond universe. The decision to make the central character a woman was part of Hollis' belief that there "should be more games centred on women". To this end, the team created Joanna Dark, influenced by a number of other fictional heroines: Kim Kimberly from [[Level 9 Computing]]'s [[text adventure]] ''[[Snowball (game)|Snowball]]'', the seductive spy Agent X-27 in 1930s film ''[[Dishonored]]'',<ref>[http://www.imdb.com/title/tt0021800/ IMDB] on ''Dishonored'' and Agent X-27. Retrieved April 8, 2006.</ref> the eponymous ''femme fatale'' of the film ''[[Nikita]]'',<ref>[http://www.imdb.com/title/tt0100263/ IMDB] on ''Nikita''. Retrieved April 8, 2006.</ref> and [[FBI]] agent [[Dana Scully]] from [[television series]] ''[[The X-Files]]''. The name "Joanna Dark" was taken from the French pronunciation of [[Joan of Arc]] as "Jeanne d'Arc".
 
''[[Ghost in the Shell]]'' was a major influence on the character, setting and plot. The name of the in-game company "dataDyne" was inspired by [[Yoyodyne]] from ''[[The Crying of Lot 49]]'' by [[Thomas Pynchon]]. Another significant influence on the game's locations was the work of author [[Philip K. Dick]]. Hollis explained that he and designer David Doak "picked a range of locations we thought would be impressive and architectural, on the model of ''GoldenEye'' but sci-fi [[dystopia]]s. … The settings came first; the plot was then constructed by Dave to sew them together". The word "Dark" was chosen for its association with the game's bleak focus on killing. Hollis has noted the similarities to [[Criterion Software]]'s naming of ''[[Black (video game)|Black]]'': "Game developers just like black, nihilism, dystopian futures, the number zero, infinity, spheres, perfection—all that kind of stuff."  The "double slash" symbol in the game's logo was inspired by the Japanese [[dakuten]] mark.
 
At one time [[Nintendo|Nintendo of Japan]] considered releasing the game there under the title {{nihongo|赤と黒|Aka to Kuro|lit. ''Red and Black''}}.  "''Perfect Dark''" does not translate well into Japanese, and the title "''Red and Black''" was considered sufficiently edgy.<ref>[http://ign64.ign.com/articles/082/082525p1.html IGN] on the original Japanese title, ''Red and Black''. Retrieved April 7, 2006.</ref>  However, it was eventually released as {{nihongo|パーフェクト・ダーク|Pāfekuto Dāku}}, a transliteration of the Western title.<ref>[http://www.gamespot.com/n64/action/perfectdark/news_2608740.html "''Perfect Dark'' Returns"]. Gamespot on the decision to release as ''Perfect Dark'' in Japan. Retrieved April 7, 2006.</ref>
 
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. A [[flashlight|torch]] was implemented by Steve Ellis (responsible for much of the multiplayer mode in ''GoldenEye''<ref name="daviddoak">"Desert Island Disks: David Doak." ''[http://www.livepublishing.co.uk/retro/ Retro Gamer]'' [http://www.livepublishing.co.uk/retro/retro6.shtml issue 6] (July 2004), pp. 41–45. ISSN 1742-3155 </ref>), but it was not included in the final game due to the limitations of the N64 hardware (see [[#Game engine|Game engine]] section). Hollis remarked that such aims were overambitious: "Even today, you can see game developers struggle to make light and dark foundational from a gameplay perspective. I suspect it will take a few years before significant and pervasive gameplay innovation occurs here." Although not all these intended features were realised, the game does contain more advanced lighting than ''GoldenEye''; [[light bulb|lights]] can be shot out, gunfire illuminates rooms, and the player can use [[Night vision#Thermal vision|infra-red]] and [[night vision goggles]].
 
Martin Hollis was involved with ''Perfect Dark'' for the first fourteen months of its three-year development, during which progress was slow. David Doak left at the end of 1998, and Steve Ellis soon after, to form [[Free Radical Design]]. What followed by those remaining on the project was a comprehensive re-design of the game (the story and characters being the main items kept intact). Hollis stated that he was impressed by the comprehensive range of multiplayer options, saying "what a vast array of features I never planned". Doak, however, remarked that "''GoldenEye'' pretty much exhausted the performance of the machine. It was hard to push it further. ''Perfect Dark'' had some good ideas but was dog slow."<ref name="daviddoak" /> This sentiment was echoed by many reviewers.
 
== Game engine==
The ''Perfect Dark'' [[game engine|engine]] is a modified version of ''GoldenEye 007'''s, and many of the gameplay features are unchanged.<ref name="IGNreview" /> For instance, the manual aiming system, originally inspired by ''[[Virtua Cop]]'',<ref name="hollis-speech">Hollis, Martin (2004). [http://www.zoonami.com/briefing/2004-09-02.php "The Making of GoldenEye 007"]. Retrieved March 29, 2006.</ref> is graphically enhanced but essentially the same. Players can crouch, duck and lean but notably there is still no ability to jump. Despite this, it is possible to drop from most ledges, a feature rarely used in ''GoldenEye''. Most weapons have a finite [[magazine (firearm)|magazine]] and must be reloaded after a certain number of shots. Interaction with the environment is via a single "Use" command, which opens doors, activates computers and so on. Enemies and players can disarm each other at close range, and the player can use this feature to steal weapons or knock foes unconscious. Like ''GoldenEye'', ''Perfect Dark'' uses location-based damage; for example, a shot to the torso causes more damage than a shot to the limb. However, unlike ''GoldenEye'', in the single-player mode a headshot on a guard is instantly fatal on any difficulty level.<ref name="manual" />
 
The engine includes a number of graphical enhancements. The most conspicuous of these is the option to play in  "hi-[[Image resolution|res]]" 640 x 480 graphics.<ref name="manual" /> The N64 [[Expansion Pak]] is needed to load the large and detailed solo player levels, although a limited subset of the multiplayer options are available without this extension.<ref name="manual" /> The [[lighting]] system was improved so that gunfire and explosions illuminate areas dynamically, and lights can be shot out to create darkened areas. Furthermore, if shot, enemies' blood will be projected onto nearby walls and objects; in ''GoldenEye'', blood effects were limited, as the harmed areas of the enemies would just turn red. Other graphical novelties include weapon-specific reload animations (as opposed to Goldeneye, where weapons simply were lowered out of sight then came back up into view fully loaded) and the "dizzy" effect. If a player is punched, poisoned by a [[throwing knife]] or shot with the Tranquilizer gun, they become dizzy, represented through a [[motion blur]]red view. The degree of blurring increases with dizziness, and a badly stunned player may have difficulty seeing anything at all.<ref>[http://uk.ign64.ign.com/articles/077/077733p1.html IGN] review of ''Perfect Dark'' multiplayer. Retrieved June 11, 2006.</ref> Both the [[NTSC]] and [[PAL]] versions of the game run full-screen, with a [[widescreen]] option, while some earlier Nintendo 64 games such as ''[[Super Mario 64]]'' ran "[[letterbox|letterboxed]]" on PAL systems for technical reasons.
 
The disadvantage of such detailed graphics is that the [[frame rate]] inevitably suffers in some areas; this was one of the main criticisms levelled at the game by reviewers (see ''[[#Critical reaction|Critical reaction]]''). The same limitation was present in ''GoldenEye'', but the other graphical enhancements in ''Perfect Dark'' serve to exacerbate the problem. In multiplayer, the game must [[rendering (computer graphics)|render]] the scene separately for each player, although at reduced resolution. Nevertheless the frame rate issues arise again, particularly if a large number of Simulants are involved.<ref>[http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=n64&game=pdark Gaming Age's] review, paragraph 5. Retrieved June 11, 2006.</ref>
 
''Perfect Dark'''s engine offered audio features that had not been available on the N64 before; for example, it was one of the few games to offer [[Dolby]] [[Surround Sound]].<ref name="manual" /> Some of the game's audio data was compressed as [[MP3]] in order to fit into the relatively small storage space afforded by a [[cartridge (electronics)|cartridge]],<ref>''Perfect Dark'' title screen.</ref> though the music was sequenced. There is full voice-acting for all the dialogue, and the guards can be heard having conversations amongst themselves about the events of the level.<ref>[http://perfectdark.detstar.com/stuff/stuff1.asp detStar] on the guards' private conversations. Retrieved April 7, 2006.</ref>
 
The artificial intelligence of the guards includes the ability to call for help and sound nearby alarms. The guards can be alerted by nearby gunfire, and the various weapons in the game have distinct volumes; for example, guards are less likely to be alerted by silenced pistols than high-powered rifles. Additionally, they are able to throw grenades and, if the player disarms them, draw a secondary weapon. One criticism raised of ''GoldenEye 007''<nowiki>'</nowiki>s guards was their weakness at very close range, since their weapons appear to shoot straight through the player. This is resolved in ''Perfect Dark'', whose guards can deliver kicks at close range, inflicting damage and causing dizziness. In ''GoldenEye'', the guards could not see through glass — a feature included deliberately so that the player could spy on foes through windows.<ref name="hollis-speech" /> This aspect is retained in ''Perfect Dark'', although enemies can now see and shoot over railings. In the later stages of the game, the player encounters Skedar enemies still in reptilian form, and while the Skedar weapons and characteristics are different, their AI is qualitatively the same.<ref>[http://www.gamespot.com/n64/action/perfectdark/review.html?sid=2573816 Gamespot] review, paragraph 5. Retrieved June 11, 2006.</ref>
 
The multiplayer Simulants are considered more advanced, and have the majority of the faculties of a human player. While they have the ability to complete multiplayer objectives, such as capturing the briefcase, they are not able to use some of the weapons, such as mines.<ref name="manual" /> Even on the highest skill setting, Simulants make no attempt to avoid simple traps such as proximity mines or sentry guns.
 
There are a number of [[Software bug|bugs]] in the game engine. For example, in the first level, a flaw in the [[collision detection]] makes it possible to pass through a supposedly solid wall, allowing the level to be completed in just six seconds.<ref name="6seconds">[http://qntm.org/defection_a "Defection A For Dummies"], a guide to completing the first level in six seconds. Retrieved April 7, 2006. A video of the achievement is  available.[http://www.gaming-elite.de/upload/Perfect%20Dark/the-elite/index.html]</ref> Also, as with many older FPSs, players can use a technique called [[straferunning]] (or "speed-strafing") to exploit a bug in the engine whereby moving [[diagonal]]ly allows the player to move faster than by running forwards or sideways alone. This technique is almost essential to achieving some of the target times required to unlock cheats.
 
== Release and sales ==
Rare announced in mid-1998 that their follow-up to ''GoldenEye'' would appear at that year's [[E3]] as Nintendo's lead game,<ref>''N64 Magazine'' (UK), Issue 24, June 1998.</ref> and claimed that the game, using the same engine as its predecessor, would be available by Christmas 1998.<ref>''N64 Magazine'' (UK), Issue 31, August 1999.</ref> The release date gradually slipped but the game continued to be heavily trailed in magazines,<ref>''N64 Magazine'' (UK), Issue 22, December 1998.</ref> with ''[[Nintendo Official Magazine]]'' predicting that it would be "the best shooting game this century".<ref>''Nintendo Official Magazine'', Issue 82, July 1999.</ref> A working version of the game appeared at the [[European Computer Trade Show]] 1998; ''N64 Magazine'' described the preview as having "the kind of attention to detail that had everyone who saw [it] drooling".<ref>''N64 Magazine'' (UK), Issue 21, November 1998.</ref> Shortly before release, Rare unveiled a number of websites for companies in the game's universe, such as datadyne.com, to promote interest in the game's storyline.<ref>[http://web.archive.org/web/*/datadyne.com Internet Archive entry for dataDyne.com]. Retrieved April 7, 2006.</ref>
 
The first release of the game came on May 22, 2000 in North America. Nintendo arranged a number of publicity stunts to promote the release, including hiring model [[Michele Merkin]] to do in-store promotions as a real life Joanna Dark.<ref>[http://uk.ign64.ign.com/articles/079/079992p1.html IGN] on the in-store promotions. Retrieved April 7, 2006.</ref>  Total sales for the game reached 1.3 million copies in the United States.<ref>[http://web.archive.org/web/20031007235940/http:/www5e.biglobe.ne.jp/~hokora/english/n64chart.html N64 sales chart] (via archive.org). Retrieved April 2, 2006.</ref> The European release followed on 30 June, and finally the game was released in Japan on 21 October. The Japanese launch was a success, with the sale of 35,000 copies in the first week,<ref>[http://www.n-sider.com/gameview.php?gameid=36 n-sider.com] on Japanese sales. Retrieved April 2, 2006.</ref> and 77,000 in total. Worldwide, ''Perfect Dark'' sold 2.5 million copies.<ref>[http://www.revo-europe.com/news.php?nid=8816 Revolution Europe] on worldwide sales of ''Perfect Dark''. Retrieved April 10, 2006.</ref>
 
==Critical reaction==
<div style="font-size: 90%;float:right;border-left:1em solid white">
{| class="wikitable"
|+'''Reviews and awards'''
!Publication
!Score
|-
|<center>''[[Edge (magazine)|Edge]]''
|<center>9 of 10<ref>''[http://www.edge-online.co.uk/edgedb/search.php?gamename=perfect+dark&x=0&y=0 Edge]'' review of ''Perfect Dark''. Retrieved June 10, 2006.</ref>
|-
|<center>Gaming Age
|<center>Grade A-<ref>[http://www.gaming-age.com/cgi-bin/reviews/review.pl?sys=n64&game=pdark Gaming Age's] review of ''Perfect Dark''. Retrieved April 9, 2006.</ref>
|-
|<center>Game Critics
|<center>9.0 of 10<ref>[http://www.gamecritics.com/review/perfectdark/main.php GameCritics.com's] review of ''Perfect Dark''. Retrieved April 9, 2006.</ref>
|-
|<center>Game Revolution
|<center>Grade A-<ref>[http://www.gamerevolution.com/oldsite/games/n64/action/perfect_dark.htm GameRevolution.com's] review of ''Perfect Dark''. Retrieved April 9, 2006.</ref>
|-
|<center>[[GameSpot]]
|<center>9.9 of 10<ref>[http://www.gamespot.com/n64/action/perfectdark/review.html?sid=2573816 GameSpot review] of ''Perfect Dark''. Retrieved April 8, 2006.</ref>
|-
|<center>[[IGN]]
|<center>9.8 of 10<ref>[http://ign64.ign.com/articles/153/153906p1.html IGN]'s review of the game. Retrieved April 7, 2006.</ref>
|-
|<center>''[[NGC Magazine|N64 Magazine]]''
|<center>96%<ref>''N64 Magazine'' (UK), Issue 41, May 2000.</ref>
|-
!colspan=3|Review compilations
|-
|<center>[[Game Rankings]]
|<center>94 of 100 (based on 39 reviews)<ref>[http://www.gamerankings.com/htmlpages2/198275.asp GameRankings.com] page for ''Perfect Dark''. Retrieved April 7, 2006.</ref>
|-
|<center>[[Metacritic]]
|<center>97% (based on 30 reviews)<ref>[http://www.metacritic.com/games/platforms/n64/perfectdark?q=perfect%20dark Metacritic] on ''Perfect Dark''. Retrieved April 9, 2006.</ref>
|-
|<center>[[Rotten Tomatoes]]
|<center>Fresh Reading of 100%<ref>[http://www.rottentomatoes.com/g/nintendo_64/perfect_dark/ Rotten Tomatoes] page for Perfect Dark. Retrieved April 7, 2006.</ref>
|-
!colspan=3|Awards
|-
|<center>[[Bafta Awards]]
|<center>Interactive Entertainment<br/>Moving Images Award, 2000<ref>[http://www.rareware.com/company/awards/awards_content.html Rare's] list of awards. Retrieved April 7 2006.</ref>
|-
|<center>Golden Satellite Awards
|<center>Best Interactive Product, 2001<ref>[http://swedish.imdb.com/title/tt0271111/awards IMDB] on Perfect Dark's awards. Retrived April 7, 2006.</ref>
 
|}
</div>
 
Upon release, ''Perfect Dark'' received strong reviews from magazines and websites alike. [[IGN]] opined that the game "features amazing graphics, … and the most well-rounded multiplayer mode ever to grace Nintendo 64", saying that their "only gripe with the game is its sometimes sluggish framerate". ''[[GameSpot]]'' concluded that "there's finally a game that has eclipsed ''GoldenEye 007''". Gaming Age described it as "probably one of the best FPSs to be released in quite a while", but concedes that "there are some nasty frame rate problems at times". GameCritics.com criticised the "weak characters and an unoriginal storyline", but nevertheless adjudged that the "extraordinary amount of high-quality multiplayer modes and features" meant that "the game is still a blast". GameRevolution.com again criticised the game's technical shortcomings, noting the "occasional slowdown and … a few polygonal glitches", but overall concluded that "''Perfect Dark'' shines out as one of the best N64 games".
 
The overall positive reaction from critics can be gauged by the results of review compilation sites; for example, Gamerankings.com makes it the third most highly rated game on the Nintendo 64, and claims that the game "improves upon the awesome multi-player mode that made it's [sic] predecessor ''GoldenEye'' a smash hit." [[Metacritic]] describes the game as meeting with "Universal Acclaim" and [[Rotten Tomatoes]] considers the game "Fresh".
 
Rare was also recognized for its work on the game, as the company was awarded the [[Bafta]] Interactive Entertainment Moving Images Award for 2000 and the [[Golden Satellite Award]] for Best Interactive Product in 2001.


==Legacy==
The weapons of ''Perfect Dark'' include handguns, rifles, submachine guns, a shotgun, rocket launcher, combat knives, grenade launchers, various explosives, and several fictitious extraterrestrial weapons. Almost all of the weapons in the game have two modes of fire: a primary mode in which the weapon is used in a typical fashion, and a secondary mode which tends to use the weapon in a more unconventional manner, such as pistol-whipping or proximity detonation. Players can carry an unlimited number of weapons, and certain guns can be used in duplicate, one in each hand.
Another game also titled ''[[Perfect Dark (Game Boy)|Perfect Dark]]'' was released for the [[Game Boy Color]] in September 2000, shortly after the Nintendo 64 game. The storyline of the game was considerably different from the Nintendo 64 incarnation's, as it follows Joanna's attempts to shut down an illegal cyborg manufacturer. While the game uses an overhead rather than first-person view, it has a number of advanced features for a portable game. For example, the game's cutscenes feature sampled speech and a "rumble" facility (akin to the N64's [[Rumble Pak]]) is built into the cartridge.<ref>[http://gameboy.ign.com/objects/013/013801.html IGN] on Perfect Dark for Game Boy Color. Retrieved April 8, 2006.</ref>


''Perfect Dark'' was the last major first-person shooter game for the Nintendo 64, which was already nearing the end of its lifespan; Nintendo unveiled their new console, the [[Nintendo GameCube|GameCube]], at [[SpaceWorld]] 2000. The game was also the last appearance of the ''GoldenEye 007''/''Perfect Dark'' engine. More recent critical opinion of the game has not been so positive. For example, in 2006, Revolution Europe described it as having a "lack of imagination and chronic design flaws".<ref>[http://www.revo-europe.com/news.php?nid=8772 Revolution Europe's] review of Perfect Dark. Retrieved April 8, 2006.</ref> 20 months before ''Perfect Dark'' was released, some of the development team left Rare to form [[Free Radical Design]]. This company went on to develop the [[PlayStation 2]] game ''[[TimeSplitters]]'', another first-person shooter based around a completely new engine. ''[[TimeSplitters]]'' and its sequels bear many gameplay and presentational similarities to ''GoldenEye'' and ''Perfect Dark'', including a similar manual aiming system, missions with structured objectives, cheat options unlockable through quick level completions, and the earning of multiplayer awards.
== Curiosities ==
[[Mickey's Speedway USA]] and Perfect Dark are among the few games compatible with the Transfer Pak accessory that were released worldwide since many of the titles that are also compatible never left Japan.


Meanwhile Rare began development of a prequel titled ''[[Perfect Dark Zero]]'' for the Nintendo GameCube, but was purchased from Nintendo by Microsoft in 2002.<ref>[http://www.microsoft.com/presspass/press/2002/Sep02/09-24ProjectRPR.mspx Microsoft] prese release on the purchase of Rare. Retrieved April 8, 2006.</ref> Soon after, it was announced that ''Perfect Dark Zero'' would in fact be an [[Xbox]] title. Later it was decided instead to release it for the [[Xbox 360]], and it became a launch title for that system. This game retains ''Perfect Dark''<nowiki>'</nowiki>s first person perspective and mission objective system, and Joanna Dark remains the lead character. The game's multiplayer mode allows many more computer players, thanks to the more advanced Xbox 360 hardware, and can also be played online, which was not possible with the Nintendo 64.<ref>[http://www.gamespot.com/xbox360/action/perfectdarkzero/review.html Gamespot's] review of ''Perfect Dark Zero''. Retrieved April 8, 2006.</ref> In some quarters the game has been criticised for not having advanced enough from ''Perfect Dark''; IGN complained that "the enemies behave much like they did on the N64".<ref>[http://xbox360.ign.com/articles/670/670730p2.html IGN review] of ''Perfect Dark Zero''. Retrieved April 8, 2006.</ref>
[[Category:Games]]
 
''Perfect Dark'' worldwide sales were not as great as its predecessor's eight million<ref>[http://www.rareware.com/company/press/press_acquisition.html Rare's] site on the sales of GoldenEye worldwide. Retrieved April 8, 2006.</ref> and Joanna Dark did not attain the same status in pop culture as other video game heroines such as ''[[Tomb Raider]]'''s [[Lara Croft]]. However, the game's universe continues to be developed with the release of the novel ''[[Perfect Dark: Initial Vector]]'', a Rare-sanctioned paperback by [[Greg Rucka]].<ref>[http://www.amazon.com/gp/product/0765315718/103-8385854-0045461?v=glance&n=283155 Amazon.com] page for ''Perfect Dark: Initial Vector''. Retrieved April 8, 2006.</ref> The novel is set in the time between ''Perfect Dark Zero'' and ''Perfect Dark'', and portrays Joanna Dark as an ex-bounty hunter drawn in to the Carrington Institute's battle with dataDyne through her own vendetta against the weapons corporation.<ref>[http://www.tor.com/perfectdark/ Tor Publishing] on ''Perfect Dark: Initial Vector''. Retrieved April 8, 2006.</ref> Rucka stated, "If you’ve played the first game, you’re going to get a huge treat, because a lot of stuff that happens in ''Perfect Dark'' we set up in the novel." He also revealed that at least two more books are planned and, asked if he intends to write them himself, replied "I’m going to do everything I can to make sure that I’ve got the room on my schedule."<ref>[http://www.newsarama.com/Merchandise/Games/InitialVectorGreg.htm Newsarama.com interview] with [[Greg Rucka]] on ''Perfect Dark: Initial Vector''. Retrieved April 13, 2006.</ref>
 
==Notes and references==
<div class="references-small" style="-moz-column-count:2; column-count:2;">
<references/>
</div>
 
==External links==
{{Spoken Wikipedia|Perfect_Dark.ogg|2007-02-04}}
*{{GameFAQs|type=/console/n64|num=198275|name=''Perfect Dark''}}
*[http://ign64.ign.com/objects/003/003906.html ''Perfect Dark''] at [[IGN]]
*[http://www.imdb.com/title/tt0271111/ ''Perfect Dark''] at [[IMDB]]
*{{moby game|id=/perfect-dark|name=''Perfect Dark''}}
*[http://www.rarenet.com/wiki/index.php?title=Perfect_Dark ''Perfect Dark''] at RareNet Wiki
*[http://www.the-elite.net/ the-elite.net] ''GoldenEye'' and ''Perfect Dark'' [[speedrun]] competition
*[http://www.gregrucka.com/perfectvector1.html An extract] from ''Perfect Dark: Initial Vector'', on Greg Rucka's website.
 
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{{Rare}}
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[[Category:Perfect Dark]]
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[[Category:Cooperative video games]]
 
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Latest revision as of 15:22, October 23, 2020

It has been requested that this article be rewritten.

Game cover

Perfect Dark is a first-person shooter video game for the Nintendo 64 game console. The game was developed by Rare. The game was first released in Canada and the United States sometime in May 2000, where it was greeted with critical acclaim; PAL and NTSC releases followed soon afterwards.

The game features a single-player mode consisting of seventeen missions in which the player assumes the role of special agent Joanna Dark, an operative for the fictional Carrington Institute, as she attempts to foil a conspiracy by rival corporation dataDyne. It also includes a range of multiplayer options, including co-operative and "counter-operative" modes in addition to traditional deathmatch settings. Technically, it is one of the most advanced games developed for the N64, with optional high-resolution graphics and Dolby Surround Sound.

In September 2000, a separate game starring agent Joanna Dark, also titled Perfect Dark, was released for the Game Boy Color. Although set in the same universe, it follows a separate storyline. With the use of the Transfer Pak, the Game Boy game allows certain features within the Nintendo 64 version to be unlocked. Perfect Dark Zero, a prequel to Perfect Dark also developed by Rare, was a launch title for the Xbox 360 in 2005. Perfect Dark: Initial Vector, a novel by Greg Rucka, was published later that year.

Storyline

Perfect Dark is set in the year 2023 against the backdrop of an interstellar war between two races: the Maians, who resemble the stereotypical "greys" of alien abduction folklore, and the Skedar, reptile-like extraterrestrials who can disguise themselves as humans.

On Earth, there is an on-going rivalry between two factions. The Carrington Institute, founded by Daniel Carrington, is officially an R&D centre but secretly operates an espionage group in league with the Maians. dataDyne, on the other hand, is a sinister weapons corporation with a clandestine link to the Skedar. The player is cast as Joanna Dark, a new recruit to the Carrington Institute whose impeccable scores in training have earned her the codename "Perfect Dark".

The game begins with her mission to investigate suspicious reports from a dataDyne insider. In the process, she uncovers a conspiracy between dataDyne and the Skedar: the Skedar plan to steal an alien "megaweapon" from a crashed spacecraft on the Earth's ocean floor and use it to annihilate the Maians. When the President of the United States refuses to loan dataDyne the research vessel they need to retrieve the megaweapon, they plot to kill him and replace him with a dataDyne-grown clone. Unbeknownst to dataDyne, the Skedar also intend to test-fire the megaweapon on the Earth, destroying it in the process.

With the help of other Carrington agents and a Maian nicknamed Elvis, Joanna prevents the conspiracy by causing the weapon to self-destruct. She then helps the Maians launch a counter-attack, destroying the Skedar's "Battle Shrine" and eliminating their High Priest, thereby issuing Skedar morale a crippling blow.

Gameplay

Perfect Dark features many elements that are typical of a first-person shooter game, including a range of weapons to collect, enemies to defeat and distinct environments to explore. It is frequently described as a "spiritual sequel" to Rare's earlier first-person shooter Goldeneye 007, released in 1997. Although Perfect Dark is not set in the James Bond universe, the gameplay is extremely similar and it retains many of its predecessor's features, such as the ability to use stealth to tackle missions, and objectives that vary with the difficulty setting.

The weapons of Perfect Dark include handguns, rifles, submachine guns, a shotgun, rocket launcher, combat knives, grenade launchers, various explosives, and several fictitious extraterrestrial weapons. Almost all of the weapons in the game have two modes of fire: a primary mode in which the weapon is used in a typical fashion, and a secondary mode which tends to use the weapon in a more unconventional manner, such as pistol-whipping or proximity detonation. Players can carry an unlimited number of weapons, and certain guns can be used in duplicate, one in each hand.

Curiosities

Mickey's Speedway USA and Perfect Dark are among the few games compatible with the Transfer Pak accessory that were released worldwide since many of the titles that are also compatible never left Japan.