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{{Short description|Nintendo 64 video game}}
{{Infobox CVG
{{About|the Nintendo 64 video game}}
|title = Perfect Dark
{{Featured article}}{{Use dmy dates|date=December 2021}}{{EngvarB|date=February 2015}}
|image = [[Image:Perfect dark box.jpg|250px|Perfect Dark U.S. N64 game cover]]
{{Infobox video game
|developer = [[Rare (company)|Rare]]
| title = Perfect Dark
|publisher = [[Rare (company)|Rare]]
| image = Perfect dark box.jpg
|designer =
| alt = The face of a woman holding a gun occupies a black background while a grey alien is reflected on her right eye. At the top of the image, the title "Perfect Dark" is displayed with a double slash symbol after the word "Dark". Game specifications are shown on the right side of the image.
|series = [[Perfect Dark Series]]
| caption = North American box art
|engine = Enhanced ''[[GoldenEye 007]]'' [[Miles Sound System]]
| developer = [[Rare (company)|Rare]]
|released = {{vgrelease|North America|NA|[[May 22]], [[2000]]}}<br />
| publisher = Rare
{{vgrelease|Europe|EU|[[June 30]], [[2000]]}}<br />
| series = [[Perfect Dark (series)|''Perfect Dark'']]
{{vgrelease|Japan|JP|[[October 21]], [[2000]]}}<ref>[http://ign64.ign.com/objects/003/003906.html IGN] on game release dates. Retrieved on [[2006-04-07]]</ref>
| designer = {{ubl|[[Duncan Botwood]]|[[David Doak]]}}
|genre = [[First-person shooter]]
| programmer = Mark Edmonds
|modes = [[Single player]], [[multiplayer game|multiplayer]] 1–4 humans, up to 8 [[computer game bot|computer players]]
| composer = {{ubl|[[Grant Kirkhope]]|[[Graeme Norgate]]|David Clynick}}
|ratings = [[Entertainment Software Rating Board|ESRB]]: Mature (M) (For Blood and Gore, and Violence)<br />
| platforms = [[Nintendo 64]]
[[BBFC]]: [[18 certificate|18]] <br />
| released = {{vgr|NA|22 May 2000|EU|30 June 2000|JP|21 October 2000}}
[[Office of Film and Literature Classification (New Zealand)|OFLC (NZ)]]: R16+ <br> [[Office of Film and Literature Classification (Australia)|OFLC (AU)]]: MA15+
| genre = [[First-person shooter]], [[Stealth game|stealth]]
|platforms = [[Nintendo 64]]
| modes = [[Single-player]], [[multiplayer]]
|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 [[2000 in video gaming|2000]] [[first-person shooter]] [[video game]] for the [[Nintendo 64]] [[game console]]. The game was developed and published by [[Rare (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]].
'''''Perfect Dark''''' is a 2000 [[first-person shooter]] developed and published by [[Rare (company)|Rare]] for the [[Nintendo 64]]. The first game of the ''[[Perfect Dark (series)|Perfect Dark]]'' series, it follows [[Joanna Dark]], an agent of the Carrington Institute research centre, as she attempts to stop an extraterrestrial conspiracy by rival corporation dataDyne. The game features a [[Campaign setting|campaign]] mode where the player must complete a series of [[Level (video games)|levels]] to progress through the story, as well as a range of [[multiplayer video game|multiplayer]] options, including a [[Cooperative video game|co-operative]] mode and traditional [[Deathmatch (video games)|deathmatch]] settings with computer-controlled [[Video game bot|bots]].


As a [[spiritual successor]] to Rare's 1997 first-person shooter ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'', ''Perfect Dark'' shares many features with its predecessor and runs on an upgraded version of its [[game engine]]. ''GoldenEye&nbsp;007'' director [[Martin Hollis (video game designer)|Martin Hollis]] led the game's production for the first fourteen months of its near three-year development cycle before he left Rare to pursue other interests. The game is one of the most technically-advanced titles for the Nintendo&nbsp;64, and requires an [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]] to access the campaign mode and most of the multiplayer features. Shortly before the game's release, a feature that would have allowed players to place a photograph of their choice onto the face of their multiplayer [[Player character|character]] was cut due to sensitive issues surrounding the ability for players to attack images of real people.
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.


Upon release, ''Perfect Dark'' received critical acclaim and sold relatively well, eventually joining Nintendo's "[[Nintendo Selects|Player's Choice]]" game selection. Critics widely praised its graphics, [[Artificial intelligence in video games|artificial intelligence]], and number of multiplayer options, but some criticised its inconsistent [[frame rate]]. The game received the [[BAFTA Interactive Entertainment Awards|BAFTA Interactive Entertainment]] Moving Images Award for 2000 and the [[Golden Satellite Award]] for Best Interactive Product in 2001. The game is occasionally cited as one of the [[List of video games considered the best|greatest games of all time]]. It was supplemented by a [[Perfect Dark (Game Boy Color video game)|Game Boy Color counterpart]], which allows some gameplay options to alternatively be unlocked via a [[Transfer Pak]]. A [[remaster]], also titled ''[[Perfect Dark (2010 video game)|Perfect Dark]]'', featuring enhanced graphics and online multiplayer, was released in 2010 for the [[Xbox 360]]. The game was re-released on the [[Nintendo Switch Online|Nintendo Switch Online + Expansion Pack]] via the Mature 17+ app in June 2024.<ref>{{Cite web |last=Cooper |first=Dalton |date=2024-06-18 |title=Surprise Nintendo Switch Online Update Adding 4 Classic Games |url=https://gamerant.com/nintendo-switch-online-new-games-june-2024-metroid-zelda-perfect-dark/ |access-date=2024-06-19 |website=Game Rant |language=en}}</ref>
==Storyline==


==Gameplay==
''Perfect Dark'' is set in the year 2023 against the backdrop of an interstellar conflict between two races: the Maians, who resemble the stereotypical "[[greys]]" of alien abduction folklore, and the Skedar, fierce [[Extraterrestrial life in popular culture|extraterrestrial]]s who can disguise themselves as humans, bearing similarities to [[Nordic aliens]] and those from the 1996 film, [[Independence Day]]
''Perfect Dark'' is a [[first-person shooter]] where players complete [[Level (video games)|levels]] to unlock content and progress through the game's storyline.<ref name="IGN review"/> Players manoeuvre their [[player character|character]] from a [[First-person (gaming)|first-person]] perspective and have the ability to lean left or right, look up or down, crouch, crawl, and drop from most ledges;<ref name="ONPG controls"/> there is no jump ability.<ref name="N64 review"/> Interaction with the environment is via a single [[Context-sensitive user interface|context-sensitive]] button, which can activate computers, operate lifts, and open doors.<ref name="ONPG controls"/> Players can carry an unlimited number of weapons, ranging from handguns to assault rifles, rocket launchers, a shotgun, a sniper rifle, and combat knives.<ref name="ONPG weapons"/> Besides their primary mode of fire, weapons have a secondary function that enables an alternate fire mode or grants players special abilities.<ref name="N64 review"/> For example, the secondary function of the K7 Avenger assault rifle detects threats like explosive devices.<ref name="ONPG weapons"/> Most weapons have a finite [[magazine (firearms)|magazine]] and must be reloaded after a certain number of shots.<ref name="ONPG controls"/> Some can be used [[Dual wield|in duplicate]], one in each hand.<ref name="ONPG weapons"/>


Players have a certain amount of [[Health (gaming)|health]] which decreases when attacked by opponents. Although the game does not feature health recovery items, players can pick up shields that protect them with a secondary health bar.<ref name="IGN Guide basics"/> Players and opponents can disarm each other at close range, and players may use this feature to steal weapons or knock foes unconscious.<ref name="ONPG weapons"/> Damage taken during combat is location-based, with a shot to the torso causing more damage than a shot to a limb.<ref name="GSpot Guide enemies"/> A number of tutorials and training activities can be taken in the game's [[home level]].<ref name="N64 review"/> The most notable of these is the [[shooting range]], where players can test their proficiency with the game's weapons in individual challenges.<ref name="ONPG training"/> In addition to training activities, players can find information about the game's locations and characters, which are gradually unlocked as they complete levels.<ref name="ONPG training"/>
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 a group of Skedar fanatics. 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 a group of Skedar fanatics: the Skedar fanatics 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 fanatics also intend to test-fire the megaweapon on the Earth, destroying it in the process.


===Campaign===
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 the Skedar fanatic's morale a crippling blow.
[[File:Perfect Dark Gameplay.jpg|left|thumb|In this level, the player is aiming at an opponent. The game's [[HUD (video games)|HUD]] at the bottom right corner shows the player's remaining ammunition and the weapon's selected function.|alt=A long corridor with columns and girders on the right side. An opponent is standing in the distance. A hand holding a weapon and graphics symbols representing ammunition are seen at the bottom right corner.]]


''Perfect Dark'' features a [[Campaign setting|campaign]] mode where a single player controls the game's protagonist, [[Joanna Dark]], through a series of levels collected together into missions.<ref name="N64 review"/> In each level, the player must complete a set of objectives while opponents controlled by the game's artificial intelligence try to hinder the player's progress.<ref name="ONPG missions"/> Objectives generally require the recovery and use of high-tech gadgets like [[Night-vision device|night-vision goggles]] or door decoders.<ref name="N64 review"/> The player has freedom as to how to approach encounters and many objectives can be completed in a [[Nonlinear gameplay|nonlinear]] order.<ref name="Edge review"/> [[Stealth game|Stealth]] is an important element of the gameplay because the player can kill opponents without being seen or remain undetected by using disguises.<ref name="ONPG controls"/><ref name="N64 review"/> If Joanna fails an objective or her health is fully depleted, the player must start the level again from the beginning.<ref name="ONPG missions"/>
==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 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.


Each level can be played on three distinct difficulty settings.<ref name="ONPG missions"/> These affect aspects such as the number of objectives that must be completed, damage taken from opponents, the effectiveness of the game's optional aiming assistance, and the availability of ammunition and protective shields.<ref name="IGN Guide walkthrough"/> Four bonus levels may be unlocked by completing the campaign on each difficulty setting and all the challenges in the firing range.<ref name="IGN Guide assignments"/> Some of these bonus levels allow the player to assume the role of a different character.<ref name="N64 review"/> If all the levels have been completed on the highest difficulty, an additional setting becomes available, allowing the player to customise various aspects of the game's opponents, such as their health, aiming accuracy, and the damage they inflict.<ref name="IGN Guide walkthrough"/> The player may unlock [[Cheating in video games|cheats]] by completing levels within a certain time limit.<ref name="N64 review"/>
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.


The campaign includes a [[Cooperative video game|co-operative]] mode, allowing either two players, or one player and up to four computer-controlled [[Video game bot|bots]], to tackle a level together.<ref name="ONPG missions"/> If two players play, the game [[Split screen (video games)|splits the screen]] horizontally or vertically.<ref name="Manual starting"/> Options such as [[friendly fire]] can be disabled and only one player is required to survive a level.<ref name="ONPG missions"/> A "Counter-Operative" mode is included, allowing one player to play a level as Joanna while another takes the role of an opponent while attempting to stop her.<ref name="NGen review"/> The player-controlled opponent has less health than Joanna but will reappear as another opponent when defeated. The opposing player may choose to take control of another opponent at any time by swallowing a suicide pill.<ref name="ONPG missions"/>
===Solo mode===
[[Image:Goldeneye-in-perfect-dark.jpg|right|300px|thumb|Some weapons from ''[[GoldenEye 007]]'' are unlockable extras in ''Perfect Dark''.]]
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 on [[2006-06-11]]</ref>


===Multiplayer===
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.
''Perfect Dark'' features a [[multiplayer video game|multiplayer]] mode where up to four players and eight computer-controlled bots can compete against each other in different arenas.<ref name="NGen review"/> A split-screen is used for multiple players. Players start a game unarmed and with a certain amount of health. Weapons and ammunition are placed around the arena in preset positions. Once a player is killed, they are regenerated unarmed elsewhere in the arena. The objective of each game is determined by the scenario being played.<ref name="ONPG prepare"/> Scenarios range from the traditional [[Deathmatch (video games)|deathmatch]] mode, where players score points by killing opponents, to objective-based modes such as [[Capture the Flag]] and [[King of the Hill (game)|King of the Hill]].<ref name="ONPG prepare"/> Other scenarios include Hold the Briefcase, where players must take a briefcase and survive with it for as long as possible, and Hacker Central, a game type where players score points by hacking a computer system using a data uplink device.<ref name="ONPG prepare"/>


Aspects of a multiplayer game can be highly customised,<ref name="GSpot review"/> including the chosen arena, the winning conditions, and the ability to choose what weapons and items appear where in the arena.<ref name="ONPG prepare"/> Players can be grouped into teams or compete individually, and they can optionally be shown coloured according to their team.<ref name="ONPG prepare"/> The appearance, team affiliation, skill level and pre-set behaviours of each computer-controlled bot can be customised.<ref name="ONPG prepare"/> Pre-set behaviours range from them pursuing the highest-scoring player to exclusively chasing the player who killed them last. Other behaviours restrict bots to only attack players using fists and disarming moves.<ref name="ONPG prepare"/> On higher skill levels, bots perform actions at a superhuman level.<ref name="ONPG prepare"/> Players may issue commands to bots of their team to perform certain tasks. For example, a player can order an allied bot to defend an area or attack a designated opponent.<ref name="ONPG prepare"/>
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 (apart from the final mission of the main story arc, which can only be played at a given difficulty after all other missions have been beaten on that difficulty). 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>


The multiplayer mode includes 30 pre-set challenges against bots that may be tackled by one or more players.<ref name="ONPG prepare"/> These challenges cover a variety of game types, weapon arrangements, and level setups.<ref name="N64 review"/> By completing challenges, additional features such as new weapons, player models, and bot behaviours are unlocked.<ref name="ONPG prepare"/><ref name="ONPG personal"/> At the end of a match, the overall results are shown, alongside information about the individual players' performance. The game keeps track of player statistics such as damage dealt and distance travelled, and awards players with medals based on how well they performed.<ref name="ONPG personal"/> Players are ranked according to their performance; the better the performance, the higher the grade.<ref name="Manual multiplayer"/> The player's overall progress, multiplayer setups, and character profiles can be saved to the [[Nintendo&nbsp;64]] game cartridge or a [[Controller Pak]].<ref name="Manual starting"/><ref name="Manual multiplayer"/> The game also supports the [[Rumble Pak]].<ref name="IGN review"/>
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>


==Plot==
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>
''Perfect Dark'' is set in an alternate 2023 against the backdrop of an interstellar war between two alien races:<ref name="ONPG profiles"/> the Maians, who resemble the archetypal [[Grey alien]], and the Skedar, [[reptile]]-like creatures who use a cloaking device to appear human. On Earth, there is an ongoing rivalry between two companies: The Carrington Institute, a research centre founded by Daniel Carrington that secretly operates an espionage group in league with the Maians; and dataDyne, a defence contractor corporation headed by Cassandra de Vries. In exchange for creating an [[Artificial intelligence|AI]] with code-breaking abilities to access an ancient alien spacecraft at the bottom of the [[Pacific Ocean]], the Skedar agree to supply dataDyne with enough alien technology to become the biggest corporation on Earth.<ref name="IGN Guide story"/>


The player is cast as Joanna Dark, an agent of the Carrington Institute whose excellent scores in training have earned her the codename "Perfect Dark".<ref name="Manual background"/> On her first mission, she is sent to extract a defector known as Dr. Caroll from a dataDyne laboratory. Dr. Caroll is revealed to be the AI created by dataDyne, and is worried about the mission for which it had been designed. After the extraction, Carrington is held captive at his private villa by dataDyne soldiers. When Joanna rescues him, she is informed that Dr. Caroll has been taken to a dataDyne front in [[Chicago]]. There, Joanna learns that Cassandra, [[National Security Agency|NSA]] director Trent Easton, and a mysterious man known as Mr. Blonde plan to kidnap the President of the United States to get access to a deep sea research vessel called the ''Pelagic II''. Although the President is in danger, Carrington alerts Joanna that a Maian craft was shot down near [[Area 51]] and sends her to rescue a Maian protector named Elvis.<ref name="IGN Guide story"/>
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>


Because the President of the United States refuses to loan dataDyne the ''Pelagic II'', the NSA sends a strike team to kill and replace him with a dataDyne-grown clone. The strike team invades the air base from which the [[Air Force One]] will depart. When Joanna foils this strike, the NSA and a group of cloaked Skedar take over the plane itself, which crashes after Joanna attempts to detach a craft attached to it. Having survived the crash, Joanna eliminates the President's clone and rescues the real President. Trent's incompetence angers Mr. Blonde, who kills him after disabling his cloaking device. With no other options, dataDyne hijacks the ''Pelagic II'' to reach the ancient spacecraft. However, unbeknownst to dataDyne, the spacecraft contains a powerful weapon capable of destroying a planet and the Skedar intend to test it on Earth before using it against the Maian homeworld.<ref name="IGN Guide story"/>
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>


Joanna and Elvis follow dataDyne to the ancient spacecraft, where they find a reprogrammed Dr. Caroll cracking the weapon. Joanna replaces its current personality with a backup of the original, and the restored Dr. Carroll sets the weapon to self-destruct. As Carrington and Joanna prepare for a Presidential reception, the Skedar assault the Carrington Institute and capture Joanna. In space, aboard an alien spaceship on course to the Skedar homeworld, Joanna finds herself in a holding cell with Cassandra. Feeling that she has been used, Cassandra redeems herself by making a distraction and sacrificing herself, freeing Joanna and therefore giving herself a chance for revenge. With the help of Elvis, Joanna takes control of the spaceship and lands on the Skedar homeworld, where she ultimately defeats the Skedar leader, leaving the Skedar in disarray. The game ends with Elvis and Joanna leaving the planet just prior to an orbital bombardment from the Maian navy.<ref name="IGN Guide story"/>
===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" />


==Development==
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>
===Concept and design===
* '''Combat''' — The traditional [[deathmatch (gaming)|deathmatch]] mode.
''Perfect Dark'' was developed by [[Rare (company)|Rare]] and originally directed by [[Martin Hollis (video game designer)|Martin Hollis]] as a [[spiritual successor]] to the company's 1997 first-person shooter ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]''.<ref name="Gamasutra Interview"/><ref name="IGN interview"/> Shortly after ''GoldenEye&nbsp;007'' was released,<ref name="IGN interview"/> Rare was planning to work on a game based on the ''[[GoldenEye]]'' sequel ''[[Tomorrow Never Dies]]'', but the company was outbid by [[Electronic Arts]], which would release [[Tomorrow Never Dies (video game)|their video game adaptation]] in 1999.<ref name="Making Of 0m06s"/> The result did not upset the developers,<ref name="Making Of 0m06s"/> who felt they had already spent too much time immersed in the ''[[James Bond]]'' universe.<ref name="NowGamer hollis"/> Working titles for the new project included "Covert Ops" and "Alien Intelligence" before the words "Perfect Dark" were decided on.<ref name="NLife feature"/> The word "Dark" was chosen for its association with the game's bleak focus on killing.<ref name="Retro Gamer Issue 19"/> Hollis noted naming similarities to the 2006 first-person shooter ''[[Black (video game)|Black]]'' by [[Criterion Games]]: "Game developers just like black, nihilism, [[dystopia]]n futures, the number zero, infinity, spheres, perfection—all that kind of stuff".<ref name="Retro Gamer Issue 19"/> The double slash symbol in the game's logo was inspired by the [[Japanese writing system]],<ref name="Rare Gamer"/> while the bad grammar of the phrase "Perfect Dark" partially alludes to Hollis' affection for the way Japanese developers use English words in their own games and products.<ref name="NowGamer hollis"/>
* '''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''' — Similar to "Assassination" type multiplayer games. One player is labeled as the target, and the other players go after him. If the target kills his hunters, he receives a point bonus. If the hunters kill the target, they receive a point, but they then become the targeted player. The term pop a cap is used in this game in reference to the slang term "pop a cap", which usually means to fire a gun or to participate in gun-wielding activity.


The game's [[science fiction]] setting was chosen due to the developers' interest in the genre.<ref name="Gamasutra Interview"/> ''[[The X-Files]]'' television series inspired the incorporation of a gray alien character and the premise of aliens being investigated.<ref name="Making Of 1m42s"/> Other influences on the setting, theme and plot included conspiracy theories and works such as the ''[[Ghost in the Shell (manga)|Ghost in the Shell]]'' manga, ''[[Elektra (comics)|Elektra]]'' comic books,<ref name="Making Of 1m42s"/> the films ''[[Blade Runner]]'' and ''[[Judge Dredd (film)|Judge Dredd]]'',<ref name="NLife feature"/> and the writing of author [[Philip K. Dick]].<ref name="Retro Gamer Issue 19"/> Hollis and designer [[David Doak]] picked architectural and impressive sci-fi dystopian settings; the plot was then constructed around these locations.<ref name="Retro Gamer Issue 19"/> For example, the first level takes place in a skyscraper that lead artist Karl Hilton had always wanted to build, and features realistic environments like service stairs and an exterior area that can be explored.<ref name="E3 1998 Showtalk"/> Although the game features a new fictional universe, it was still envisioned as a spy shooter like ''GoldenEye&nbsp;007''.<ref name="NLife feature"/> The developers' desires to expand upon its stealth mechanics, along with their admiration for the 1998 stealth game ''[[Metal Gear Solid (1998 video game)|Metal Gear Solid]]'', led to the creation of gadgets such as the CamSpy and the data uplink device.<ref name="NLife feature"/>
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" />


The decision to make the central character a woman was part of Hollis' belief that there should be more games starring women, considering the fact that ''GoldenEye&nbsp;007'' already starred a man.<ref name="Retro Gamer Issue 19"/> To this end, the team created Joanna Dark, influenced by a number of fictional heroines: Kim Kimberly from the 1983 [[interactive fiction]] game ''[[Snowball (game)|Snowball]]'', the seductive spy Agent X-27 in the 1931 film ''[[Dishonored (film)|Dishonored]]'', the eponymous [[femme fatale]] of the 1990 film ''[[La Femme Nikita (film)|La Femme Nikita]]'', and [[Federal Bureau of Investigation|FBI]] agent [[Dana Scully]] from ''The X-Files''.<ref name="Retro Gamer Issue 19"/> The name of the in-game company dataDyne was inspired by [[Yoyodyne]] from the 1965 novella ''[[The Crying of Lot 49]]'' by [[Thomas Pynchon]].<ref name="NowGamer hollis"/> The layout of the Air Force One level was inspired by the 1997 film [[Air Force One (film)|of the same name]] because it was the only reference material the team had.<ref name="NLife feature"/> In the game's Counter-Operative mode, the idea that the opposing player can take control of another opponent at any time was inspired by the 1999 film ''[[The Matrix]]'', where agents can reappear as another person in the film's simulated reality.<ref name="NLife feature"/>
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" />


===Production===
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; see [http://web.archive.org/web/20061209134830/http://perfectdark.detstar.com/challenges/earnings.asp Combat Simulator Challenge Earnings].
[[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&nbsp;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"/>
At the end of the match, the overall results are shown, alongside information about the individual players' performance. Color-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).


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&nbsp;007'',<ref name="Retro Gamer Issue 6"/> but was ultimately not included in the game due to limitations of the Nintendo&nbsp;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"/>
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. (See [http://speedrunwiki.com/Combat_Simulator_milestones Combat Simulator milestones].) 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>


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&nbsp;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"/>
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>


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"/>
==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.]]


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&nbsp;64's standard 4&nbsp;[[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&nbsp;64 [[Nintendo 64 accessories#Expansion Pak|Expansion Pak]], which increases the Nintendo&nbsp;64's RAM from 4&nbsp;MB to 8&nbsp;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"/>
[[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".


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&nbsp;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"/>
''[[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.


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"/>
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>


==Marketing and release==
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]].
[[File:Perfect Dark Japanese Ad.jpg|thumb|While the localised title of "Red and Black" was ultimately dropped, Japanese advertisements and box art still kept its dual colour theme.|alt=A two colour image showing a room. A woman is sitting on a couch and holding a gun in her right hand. A large weapon is lying on the left wall. Around the image are Japanese symbols.]]


Although a follow-up to ''GoldenEye 007'' was confirmed to be in development in early 1998,<ref name="No Bond"/> ''Perfect Dark'' was formally presented as Nintendo's lead game at [[E3 1998]] in Atlanta, Georgia.<ref name="N64 announcement"/> Originally scheduled for a release in summer 1999 and later in December 1999,<ref name="N64 investigation 1"/><ref name="N64 Issue 30"/><ref name="N64 preview 3"/> ''Perfect Dark'' was heavily trailed in video game magazines, with ''[[Nintendo Official Magazine]]'' predicting that it would be "the best shooting game this century".<ref name="NOM Issue 82"/> A working version of the game appeared at the [[European Computer Trade Show]] in September 1998;<ref name="IGN European Trade Event"/> ''[[N64 Magazine]]'' described the preview as having "the kind of attention to detail that had everyone who saw [it] drooling".<ref name="N64 preview 1"/> A more complete version was presented at E3 in May 1999, where the game's compatibility with the Game Boy Camera was announced,<ref name="Edge E3 1999"/> and at [[Nintendo Space World]] in August 1999, alongside Rare's ''Donkey Kong 64'' and ''[[Jet Force Gemini]]''.<ref name="Spaceworld 99"/> Shortly before release, Rare unveiled a website for the in-game company dataDyne to promote interest in the game's storyline.<ref name="IGN dD talent"/><ref name="IGN dD truth"/> The game had a marketing budget of $10 million.<ref name="Marketing budget"/>
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, "''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" />


''Perfect Dark'' was first released in North America on 22 May 2000.<ref name="M rating"/> Nintendo arranged a number of publicity stunts, including hiring model [[Michele Merkin]], who appeared as Joanna Dark in commercials and in-store promotions for the game.<ref name="IGN commercial"/><ref name="IGN Merkin"/> The game received a Mature rating from the [[Entertainment Software Rating Board]], particularly for its graphic content and adult language.<ref name="M rating"/> This generated some controversy because Nintendo has a reputation for family-friendly games.<ref name="Controversy"/> The European release followed on 30 June 2000.<ref name="Edge review"/> To supplement the game, Rare released a [[Game Boy Color]] counterpart, also titled ''[[Perfect Dark (Game Boy Color video game)|Perfect Dark]]'', shortly afterwards.<ref name="IGN PD GBC Review"/> The Game Boy Color game features a compatibility mode that allows certain cheats within the Nintendo&nbsp;64 game to alternatively be unlocked via the Transfer Pak.<ref name="IGN combination"/> In Japan, ''Perfect Dark'' was released on 21 October 2000.<ref name="2003 sales"/>
== 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 a limb. However, unlike ''GoldenEye'', in the single-player mode a headshot on a guard is instantly fatal on any difficulty level.<ref name="manual" />


''Perfect Dark'' features a different box art for each regional release.<ref name="NLife artworks"/> Rare's art director Kev Bayliss, who created the North American and European artworks, designed the North American version in one day because Rare needed it very quickly.<ref name="NLife artworks"/> He then created a more suitable Joanna Dark model for the European version and all the promotional material at the time.<ref name="NLife artworks"/> For the Japanese release, a completely different image was requested by Nintendo,<ref name="NLife artworks"/> who originally considered releasing the game in Japan under the title {{nihongo|"Aka to Kuro"|赤と黒||lit. "Red and Black"}}.<ref name="IGN new name"/> "Perfect Dark" does not translate well into Japanese, and the title "Aka to Kuro" was considered sufficiently edgy.<ref name="IGN red and black"/> The game was ultimately released as {{nihongo|パーフェクト・ダーク||Pāfekuto Dāku}}, a transliteration of the Western title.<ref name="GSpot PD returns"/>
The engine includes a number of graphical enhancements, the most conspicuous of which is the option to play in hi-[[Image resolution|res]] 640 x 480 graphics.<ref name="manual" /> The N64 [[Expansion Pak]] is needed to access the solo player levels and most of the multiplayer features, although a limited subset of the Combat Simulator options are available without the device.<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. Further progressions from ''GoldenEye'' include weapon-specific reloading animations, and more elaborate [[Graphic violence|gore]] effects which allow gunshots to project enemies' blood onto nearby walls and objects. Another graphical novelty is the "dizziness" effect; if a player is punched, poisoned by a [[throwing knife]] or shot with the Tranquilizer gun, their nausea is 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 [[NTSC]] and [[PAL]] N64 systems run the game in full screen, without the "[[letterbox]]ing" seen in many PAL releases, and there is a [[Aspect ratio (image)|16:9]] option for use on [[widescreen]] televisions.


According to [[The NPD Group|NPD]]'s Toy Retail Survey Tracking system, ''Perfect Dark'' was the second best-selling game of May 2000 in North America, behind ''[[Pokémon Trading Card Game (video game)|Pokémon Trading Card Game]]''.<ref name="IGN NPD May"/> The Japanese launch saw sales totalling 35,000 units in its first week.<ref name="2003 sales"/> As a bestseller, ''Perfect Dark'' joined Nintendo's "[[Nintendo Selects|Player's Choice]]" game selection on 21 December 2000.<ref name="Players Choice"/> The game sold relatively well through the year's holiday season, reaching No. 23 on the all formats chart for the week of 24 December 2000.<ref name="2001 holiday season"/> As of March 2003, ''Perfect Dark'' had sold almost 1.3 million copies in the United States and 77,000 copies in Japan.<ref name="2003 sales"/> Total sales in the United States reached 1.5 million by December 2007.<ref name="US 2007 sales"/> In a 2011 interview with ''[[Eurogamer]]'', game designer Chris Tilston revealed that lifetime sales for the game reached 3.2 million, but did not clarify if the figure accounted for units shipped to retailers.<ref name="EuroG sales"/>
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>


==Reception==
''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>
{{Video game reviews
| GR = 95%<ref name="GameRankings"/>
| MC = 97/100<ref name="Metacritic"/>
| Allgame = 4.5/5<ref name="Allgame review"/>
| Edge = 9/10<ref name="Edge review"/>
| EGM = 29.5/30<ref name="EGM review"/>
| EPD = 10/10<ref name="EP review"/>
| GamePro = 5/5<ref name="GamePro review"/>
| GameRev = A−<ref name="GameRev review"/>
| GSpot = 9.9/10<ref name="GSpot review"/>
| IGN = 9.8/10<ref name="IGN review"/>
| N64 = 96%<ref name="N64 review"/>
| NGen = 4/5<ref name="NGen review"/>
| NP = 9.6/10<ref name="NP review"/>
}}


''Perfect Dark'' received critical acclaim from video game publications.<ref name="Metacritic"/> The most praised aspects of the game were its graphics, artificial intelligence, and number of multiplayer options.<ref name="IGN review"/><ref name="Edge review"/><ref name="GSpot review"/><ref name="EGM review"/> ''[[GameSpot]]'' claimed that, as a console first-person shooter, ''Perfect Dark'' is "unparalleled",<ref name="GSpot review"/> while ''[[IGN]]'' journalist [[Matt Casamassina]] remarked that its extensive features set the game apart from its peers.<ref name="IGN review"/> Similarly, ''N64 Magazine'' described ''Perfect Dark'' as "dauntingly huge", stating that it "takes everything that made its predecessor such an enduring favourite and does it bigger, better and more often".<ref name="N64 review"/> ''[[Edge (magazine)|Edge]]'' concluded that, although the game fails to be as revolutionary as its predecessor, it refines its "phenomenal gameplay while massively developing its multiplayer components".<ref name="Edge review"/> ''[[Nintendo Power]]'' editors called the game "undeniably a work of art", suspenseful, "more compelling than most action movies and much deeper than any video game of its type".<ref name="NP review"/>
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 graphics were praised for their dynamic lighting, complex geometry, varied textures, and smooth animations.<ref name="IGN review"/><ref name="NGen review"/><ref name="EP review"/><ref name="Allgame review"/> ''IGN'' remarked that levels were more detailed than in ''GoldenEye&nbsp;007'', and that character models and weapons were well-animated.<ref name="IGN review"/> ''[[GameRevolution]]'' highlighted the game's semi-realistic look, saying that it "adds to the depth and addiction of the game".<ref name="GameRev review"/> The game's voiced [[cutscene]]s, surround sound effects, and atmospheric score, which was described as a mixture between the ''Blade Runner'' soundtrack by [[Vangelis]] and ''GoldenEye&nbsp;007''{{'}}s, were said to effectively bring the game to life.<ref name="IGN review"/><ref name="N64 review"/><ref name="NP review"/><ref name="GamePro review"/> ''[[The Electric Playground]]'' credited Rare for being able to fit such a clear-sounding experience into the limited space of a Nintendo&nbsp;64 cartridge.<ref name="EP review"/>
The multiplayer Simulants are considered more advanced, and have the majority of the faculties of a human player. They have the ability to complete multiplayer objectives, such as capturing the briefcase, but they are not able to use some of the weapons, such as mines.<ref name="manual" /> Simulants make no attempt to avoid simple traps such as proximity mines or sentry guns, even on the highest skill setting.


The gameplay was praised for the challenging artificial intelligence of enemies and varied level design.<ref name="Edge review"/><ref name="NGen review"/><ref name="GSpot review"/> The enemies were admired for their use of squad tactics, ability to wait for players to come back instead of obediently chasing after them, and for ducking around a corner for cover.<ref name="GSpot review"/> As with ''GoldenEye&nbsp;007'', the game's nonlinear approach to completing mission objectives was highlighted positively, giving players freedom to deal with situations as they see fit.<ref name="Edge review"/> The multiplayer mode was seen as the strongest aspect of the game. Reviewers noted that the flexibility of options, number of gameplay modes, "clever" weapons, number of unlockable features, and customisable computer-controlled bots give the game an unprecedented amount of [[replay value]].<ref name="IGN review"/><ref name="GSpot review"/><ref name="EGM review"/><ref name="EP review"/><ref name="GameRev review"/> ''[[GamePro]]'' called the game's Counter-Operative mode one of the "coolest multiplayer modes ever", stating that the player playing as Joanna never knows which enemy the opposing player controls.<ref name="GamePro review"/>
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.


The game's inconsistent [[frame rate]] was frequently criticised.<ref name="Edge review"/><ref name="NGen review"/><ref name="GSpot review"/><ref name="EGM review"/><ref name="EP review"/> According to ''[[Trigger Happy (book)|Trigger Happy]]'' author [[Steven Poole]], the game's "inadequate temporal resolution—owing to a wrongheaded choice to privilege visual detail over frame-rate—made it unplayable at higher difficulty levels".<ref name="trigger happy"/> ''IGN'' editors observed that the frame rate can be choppy in large areas or environments with many characters on screen, but felt they were too frequently caught up in the game to notice it, or else were willing to forgive it.<ref name="IGN review"/> Poole described the "lazy sci-fi fetishism" of Joanna Dark's character design as "a blatant and doomed attempt to steal the thunder of [[Lara Croft]]",<ref name="trigger happy"/> and argued that she illustrated the challenges of characterising the protagonists of first-person shooters, a problem that ''GoldenEye&nbsp;007'' had avoided by using the already well-known character James Bond.<ref name="Edge Characterisation"/>
== 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>


At their Best and Worst of 2000 awards, ''GameSpot'' editors awarded ''Perfect Dark'' Best Nintendo&nbsp;64 Game and Best Shooting Game,<ref name="GS Best N64 Game"/><ref name="GS Best Shooting Game"/> and nominated it in the Best Multiplayer Game category.<ref name="GS Best Multiplayer Game"/> Rare was recognised for its work on the game and received the [[BAFTA Interactive Entertainment Awards|BAFTA Interactive Entertainment]] Moving Images Award for 2000,<ref name="BAFTA Award"/> and the [[Golden Satellite Award]] for Best Interactive Product in 2001.<ref name="Satellite Award"/>
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.gamefaqs.com/console/n64/review/R113758.html GameFAQs.com] on worldwide sales of ''Perfect Dark''. Retrieved June 9, 2007.</ref>


==Legacy==
==Critical reaction==
Shortly after ''Perfect Dark'' was released, Rare planned to develop a "sister" title, called ''Velvet Dark'', for either the Nintendo 64 or its successor, the [[GameCube]], but the project never moved beyond pre-production and was ultimately abandoned.<ref name="GS Velvet Dark"/><ref name="5 Things"/> The name "Velvet Dark" references Joanna Dark's alleged sister in the co-operative mode, who would have been the game's protagonist.<ref name="GS Velvet Dark"/><ref name="5 Things"/> Meanwhile, Free Radical Design released ''[[TimeSplitters (video game)|TimeSplitters]]'' for the [[PlayStation 2]] in October 2000, a first-person shooter based around a completely new engine.<ref name="GS TimeSplitters Review"/> ''TimeSplitters'' bears several gameplay and presentational similarities to ''GoldenEye 007'' and ''Perfect Dark'', including a similar aiming system and unlockable options through quick level completions.<ref name="GS TimeSplitters Review"/><ref name="IGN TimeSplitters Preview"/> After Rare was purchased by [[Microsoft]] in 2002,<ref name="MS Rare"/> the company released a prequel, ''[[Perfect Dark Zero]]'', as a launch title for the [[Xbox 360]] in 2005. Although the game received generally positive reviews from critics,<ref name="PDZ Metacritic"/> some publications felt it did not meet their expectations.<ref name="EG PDZ Review"/><ref name="GI PDZ Review"/>
{| class="wikitable" style="font-size: 90%; float: right; margin-left: 1em; margin-right: 0; text-align: center"
|+'''Reviews and awards'''
!Publication
!Score
|-
|''[[Edge (magazine)|Edge]]''
|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>
|-
|Gaming Age
|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>
|-
|Game Critics
|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>
|-
|Game Revolution
|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>
|-
|[[GameSpot]]
|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>
|-
|[[IGN]]
|9.8 of 10<ref>[http://ign64.ign.com/articles/153/153906p1.html IGN]'s review of the game. Retrieved April 7, 2006.</ref>
|-
|''[[NGC Magazine|N64 Magazine]]''
|96%<ref>''N64 Magazine'' (UK), Issue 41, May 2000.</ref>
|-
!colspan=2|Review compilations
|-
|[[Game Rankings]]
|95 of 100 (based on 45 reviews)<ref>[http://www.gamerankings.com/htmlpages2/198275.asp GameRankings.com] page for ''Perfect Dark''. Retrieved July 29, 2007.</ref>
|-
|[[Metacritic]]
|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>
|-
|[[Rotten Tomatoes]]
|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=2|Awards
|-
|[[Bafta Awards]]
|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>
|-
|Golden Satellite Awards
|Best Interactive Product, 2001<ref>[http://swedish.imdb.com/title/tt0271111/awards IMDB] on Perfect Dark's awards. Retrieved April 7, 2006.</ref>
|}


In a retrospective analysis, ''Edge'' acknowledged that the game's frame rate and other dated elements of its design rendered it "nigh-on unplayable".<ref name="EdgeTimeExtended"/> The magazine found the ambitious mentality which resulted in weapons and computer-controlled players being "designed for possibilities rather than balance", both one of ''Perfect Dark''{{'}}s most interesting aspects and the cause of its biggest problem: "Restraint [...] would have made ''Perfect Dark'' a tighter, more focused experience, helped with those framerate issues, and removed almost all of the fun".<ref name="EdgeTimeExtended"/> The magazine concluded that despite ''Perfect Dark'' not standing up as a good game to play in 2009, "its currency of ideas and provocation [...] remains sound".<ref name="EdgeTimeExtended"/> In 2015, ''[[Den of Geek]]'' considered ''Perfect Dark'' "a game that's done more for the shooter genre than often credited for", and said that the game was still ahead of its time because no game had revitalised its ideas.<ref name="Geek ahead"/>
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 "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 judged 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 "''Perfect Dark'' shines out as one of the best N64 games". It is also worth noting that the magazine ''N64 Gamer'', later renamed ''Nintendo Gamer'', gave ''Perfect Dark'' a 101% rating, which stands as their highest rating (They gave ''Mario 64'' a 100%, and no other game ever scored more than 96%).


Since its release, the game has attracted a following of elite players who constantly try to [[speedrun]] its levels and break world records.<ref name="Kotaku record"/> These records are managed by their website and involve highly skilled players exploiting tiny gameplay inconsistencies.<ref name="Kotaku record"/><ref name="Kotaku skips"/> The game is occasionally cited as one of the [[List of video games considered the best|greatest video games of all time]]. In 2001, ''[[Electronic Gaming Monthly]]'' editors ranked ''Perfect Dark'' 65th on their list of Top 100 Games of All Time,<ref name="EGM Top 100"/> while ''Nintendo Power'' included it in their 2006 list of Top 200 Nintendo games.<ref name="NP Top 200"/> In 2007, ''IGN'' editors placed the game at No. 86 on their list of Top 100 Games of All Time, noting that "Everything that ''GoldenEye'' made great, ''Perfect Dark'' did too, and then some."<ref name="IGN-100"/> Similarly, ''Edge'' placed the title at No. 28 on their 2007 list of 100 Best Videogames (a list voted for by readers, ''Edge'' staff and gaming industry professionals),<ref name="Edge100"/> claiming that the game brought the Nintendo&nbsp;64 era to a satisfying close.<ref name="Edge100"/> In 2009, ''[[Official Nintendo Magazine]]'' ranked it 37th on a list of 100 Best Nintendo Games.<ref name="Best Nintendo Games"/>
The overall positive reaction from critics can be gauged by the results of review compilation sites; for example, Gamerankings.com makes it the fourth 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".


In 2022, a fan by the name of Ryan Dwyer fully [[decompiler|decompiled]] the original [[ROM image]] into [[C (programming language)|C]] [[source code]], allowing the game to be [[porting|ported]] unofficially to various platforms.<ref name="ROM Decompiled"/> An unofficial PC port was released in 2023.<ref name="Unofficial PC port"/> A reboot, also titled ''[[Perfect Dark (upcoming video game)|Perfect Dark]]'', is being developed by [[The Initiative (company)|The Initiative]].<ref name="Reboot announcement"/>
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==
==Remaster==
{{Main|Perfect Dark (2010 video game)}}
Another game also titled ''[[Perfect Dark (Game Boy Color)|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>
A [[remaster]] of the game, also titled ''[[Perfect Dark (2010 video game)|Perfect Dark]]'', was released in 2010 for the Xbox 360 through its [[Xbox Live Arcade]] download service, featuring improved frame rate, enhanced graphics and an online multiplayer.<ref name="IGN XBLA review"/> The remaster was developed by [[4J Studios]], the same studio that previously handled the Xbox 360 [[Porting|ports]] of Rare's [[Platform game|platform]] games ''Banjo-Kazooie'' and ''Banjo-Tooie''.<ref name="Engadget XBLA review"/> The game received generally favorable reviews from gaming publications. Some critics considered the relatively unchanged game to be outdated, but most agreed that the title was a solid revival of a classic.<ref name="GSpot XBLA review"/><ref name="IGN XBLA review"/> In 2015, the remaster was included in the ''[[Rare Replay]]'' video game compilation for [[Xbox One]].<ref name="Rare Replay"/>


==References==
''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. 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.
{{Reflist|refs=


<ref name="Manual controller">{{Cite AV media notes |title=Perfect Dark |chapter=About the Controller |pages=2–4 |type=Instruction booklet |date=2000 |publisher=[[Nintendo of America]] |location=Redmond, Washington |id=U/NUS-NPDE-USA}}</ref>
''Perfect Dark'' has been featured in many "Best Game of All Time" lists. It placed 15th on IGN's Readers Choice Top 100 Games of All Time list in 2006, and 28th in [[Edge (magazine)|Edge magazine]]'s all-time Top 100.<ref>[http://top100.ign.com/2006/011-020.html IGN Readers' Choice 2006 – The Top 100 Games Ever]. Retrieved July 11, 2007.</ref><ref>[http://www.next-gen.biz/index.php?option=com_content&task=view&id=6231&Itemid=2&limit=1&limitstart=7 EDGE'S TOP 100 GAMES OF ALL TIME]. Retrieved July 11, 2007.</ref> In May 2007, it was the fifth best rated game on [[Metacritic]], a site that averages review scores, with an overall score of 97.<ref>[http://www.metacritic.com/search/process.shtml?page=1&ty=3&sb=5 Perfect Dark at Metacritic.com]. Retrieved July 11, 2007.</ref> Also, it was eighth on Gamespot's highest rated games of all time section,<ref>[http://www.gamespot.com/games.html?type=top_rated&sort=score&page_type=games&dlx_type=all&date_filter=all&sortdir=asc All Top Rated Games of All Time]. GameSpot. Retrieved July 11, 2007.</ref> although it should be noted that it is not a "Greatest Game" list, but rather the highest rated games on that website. They gave Perfect Dark a rating of 9.9 out of a possible 10.0, with its reviewer Joe Fielder saying," As a single-player or multiplayer FPS experience, Perfect Dark is unparalleled on the console systems."<ref>[http://www.gamespot.com/n64/action/perfectdark/index.html?sid=2573816 Perfect Dark for N64]. GameSpot. Retrieved July 11, 2007.</ref> However, Revolution Europe, while praising ''Perfect Dark'''s "excellent multiplayer mode, crammed with options, weapons and settings", criticized the game for a "lack of imagination and chronic design flaws", including "tedious level design" such as the mission Pelagic II.<ref>[http://n-europe.com/news.php?nid=8772 Revolution Europe’s] review of ''Perfect Dark''. Retrieved April 8, 2006.</ref>


<ref name="Manual background">{{Cite AV media notes |title=Perfect Dark |chapter=Background |page=5 |type=Instruction booklet |date=2000 |publisher=[[Nintendo of America]] |location=Redmond, Washington |id=U/NUS-NPDE-USA}}</ref>
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 press 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 "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>


<ref name="Manual starting">{{Cite AV media notes |title=Perfect Dark |chapter=Getting Started |pages=10–13 |type=Instruction booklet |date=2000 |publisher=[[Nintendo of America]] |location=Redmond, Washington |id=U/NUS-NPDE-USA}}</ref>
''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/dp/0765315718/ 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>


<ref name="Manual multiplayer">{{Cite AV media notes |title=Perfect Dark |chapter=Multiplayer Options |pages=14–18 |type=Instruction booklet |date=2000 |publisher=[[Nintendo of America]] |location=Redmond, Washington |id=U/NUS-NPDE-USA}}</ref>
==References==

{{reflist|2}}
<ref name="ONPG profiles">{{Cite book |title=Perfect Dark: The Official Nintendo Player's Guide |chapter=Perfect Preface: Dark Profiles |pages=4–5 |date=December 2000 |publisher=[[Nintendo Power]] |isbn=978-1-93-020602-1}}</ref>
{{refbegin}}

<!-- add references here -->
<ref name="ONPG missions">{{Cite book |title=Perfect Dark: The Official Nintendo Player's Guide |chapter=Perfect Preface: Mission Modes |pages=6–7 |date=December 2000 |publisher=[[Nintendo Power]] |isbn=978-1-93-020602-1}}</ref>
{{refend}}

<ref name="ONPG controls">{{Cite book |title=Perfect Dark: The Official Nintendo Player's Guide |chapter=Perfect Preface: Controls and Techniques |pages=8–11 |date=December 2000 |publisher=[[Nintendo Power]] |isbn=978-1-93-020602-1}}</ref>

<ref name="ONPG training">{{Cite book |title=Perfect Dark: The Official Nintendo Player's Guide |chapter=Perfect Preface: Agent Training |pages=12–13 |date=December 2000 |publisher=[[Nintendo Power]] |isbn=978-1-93-020602-1}}</ref>

<ref name="ONPG weapons">{{Cite book |title=Perfect Dark: The Official Nintendo Player's Guide |chapter=Perfect Preface: Weapons |pages=14–21 |date=December 2000 |publisher=[[Nintendo Power]] |isbn=978-1-93-020602-1}}</ref>

<ref name="ONPG prepare">{{Cite book |title=Perfect Dark: The Official Nintendo Player's Guide |chapter=Combat Simulator: Prepare for Combat |pages=144–150 |date=December 2000 |publisher=[[Nintendo Power]] |isbn=978-1-93-020602-1}}</ref>

<ref name="ONPG personal">{{Cite book |title=Perfect Dark: The Official Nintendo Player's Guide |chapter=Combat Simulator: Getting Personal |pages=151–156 |date=December 2000 |publisher=[[Nintendo Power]] |isbn=978-1-93-020602-1}}</ref>

<ref name="trigger happy">{{Cite book |title=Trigger Happy: The Inner Life of Videogames |first=Steven |last=Poole |author-link=Steven Poole |page=[https://archive.org/details/triggerhappyinne0000pool/page/254 254] |date=March 2001 |publisher=Fourth Estate |isbn=978-1841151212 |url=https://archive.org/details/triggerhappyinne0000pool/page/254}}</ref>

<ref name="N64 announcement">{{Cite magazine |title=GoldenEye 007 sequel at E3! |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=16 |page=21 |date=June 1998}}</ref>

<ref name="N64 preview 1">{{Cite magazine |title=Perfect Dark: James Who? |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=21 |pages=6–9 |date=November 1998}}</ref>

<ref name="N64 investigation 1">{{Cite magazine |title=Perfect Dark |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=22 |pages=34–39 |date=December 1998}}</ref>

<ref name="N64 Issue 30">{{Cite magazine |title=Perfect Dark |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=30 |pages=46–51 |date=July 1999}}</ref>

<ref name="N64 preview 2">{{Cite magazine |title=Perfect Dark: Golden Girl |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=31 |pages=6–9 |date=August 1999}}</ref>

<ref name="N64 preview 3">{{Cite magazine |title=Perfect Dark: 21st Century Girl |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=33 |pages=8–9 |date=October 1999}}</ref>

<ref name="N64 investigation 2">{{Cite magazine |title=Perfect Dark |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=39 |pages=44–51 |date=March 2000}}</ref>

<ref name="N64 review">{{Cite magazine |title=Perfect Dark |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=42 |first=Martin |last=Kitts |pages=47–62 |date=June 2000}}</ref>

<ref name="N64 how to">{{Cite magazine |title=How to See Things You Shouldn't in Perfect Dark |magazine=[[N64 Magazine]] |publisher=[[Future plc]] |issue=51 |first=Mark |last=Green |pages=58–63 |date=February 2001}}</ref>

<ref name="Retro Gamer Issue 6">{{Cite magazine |title=Desert Island Disks: David Doak |magazine=[[Retro Gamer]] |publisher=Live Publishing |issue=6 |pages=41–45 |date=July 2004 |issn=1742-3155}}</ref>

<ref name="Retro Gamer Issue 19">{{Cite magazine |title=The Legacy of Perfect Dark: Martin Hollis Q&A |magazine=[[Retro Gamer]] |publisher=[[Imagine Publishing]] |issue=19 |page=79 |date=January 2006 |issn=1742-3155}}</ref>

<ref name="E3 1998 Showtalk">{{Cite magazine |title=Perfect Dark |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |issue=60 |page=30 |date=July 1998 |issn=1350-1593}}</ref>

<ref name="Edge E3 1999">{{Cite magazine |title=Perfect Dark |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |issue=73 |page=60 |date=July 1999 |issn=1350-1593}}</ref>

<ref name="Edge review">{{Cite magazine |title=Perfect Dark |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |issue=85 |pages=72–73 |date=June 2000 |issn=1350-1593 |url=http://www.edge-online.com/reviews/perfect-dark-review/ |access-date=15 December 2014 |archive-url=https://web.archive.org/web/20110604061915/http://www.next-gen.biz/reviews/perfect-dark-review |archive-date=4 June 2011 |url-status=dead}}</ref>

<ref name="Edge Characterisation">{{Cite magazine |title=Characterisation: Designing a believable virtual skin |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |first=Steven |last=Poole |author-link=Steven Poole |issue=88 |page=26 |date=September 2000 |issn=1350-1593}}</ref>

<ref name="EdgeTimeExtended">{{Cite magazine |title=Time Extend: Perfect Dark |magazine=[[Edge (magazine)|Edge]] |publisher=[[Future plc]] |issue=197 |pages=98–101 |date=January 2009 |issn=1350-1593 |url=http://www.edge-online.com/features/time-extend-perfect-dark/ |access-date=17 February 2014 |archive-url=https://web.archive.org/web/20121018042258/http://www.edge-online.com/features/time-extend-perfect-dark/ |archive-date=18 October 2012 |url-status=dead}}</ref>

<ref name="EGM feature">{{Cite magazine |title=Woman with the Golden Gun |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=129 |pages=140–149 |first=Crispin |last=Boyer |date=April 2000}}</ref>

<ref name="EGM review">{{Cite magazine |title=Perfect Dark |magazine=[[Electronic Gaming Monthly]] |publisher=[[Ziff Davis]] |issue=131 |pages=165 |author1=Crispin Boyer |author2=Kraig Kujawa |author3=Mark MacDonald |date=June 2000}}</ref>

<ref name="NOM Issue 82">{{Cite magazine |title=Perfect Dark |magazine=[[Nintendo Official Magazine]] |publisher=[[EMAP]] |pages=82–83 |issue=82 |date=July 1999}}</ref>

<ref name="NOM Issue 90">{{Cite magazine |title=Perfect Dark |magazine=[[Nintendo Official Magazine]] |publisher=[[EMAP]] |pages=7–19 |issue=82 |date=March 2000}}</ref>

<ref name="NP review">{{Cite magazine |title=Perfect Dark |magazine=[[Nintendo Power]] |publisher=[[Nintendo of America]] |issue=132 |page=122 |date=May 2000}}</ref>

<ref name="NP Top 200">{{Cite magazine |title=NP Top 200 |magazine=[[Nintendo Power]] |publisher=[[Nintendo of America]] |issue=200 |pages=58–66 |date=February 2006}}</ref>

<ref name="NGen review">{{Cite magazine |title=Perfect Dark |magazine=[[Next Generation (magazine)|Next Generation]] |publisher=[[Imagine Media]] |issue=66 |pages=98–99 |date=June 2000 |first=Michael |last=Wolf}}</ref>

<ref name="IGN Guide story">{{Cite web |access-date=19 September 2011 |url=http://guidesarchive.ign.com/guides/3906/story.html |title=Perfect Dark Guide – Story |website=[[IGN]] |first=Chris |last=Carle |archive-url=https://web.archive.org/web/20090522094724/http://guidesarchive.ign.com/guides/3906/story.html |archive-date=22 May 2009 |url-status=dead}}</ref>

<ref name="IGN Guide basics">{{Cite web |access-date=21 May 2009 |url=http://guidesarchive.ign.com/guides/3906/basics.html |title=Perfect Dark Guide – Game Basics |website=[[IGN]] |first=Chris |last=Carle |archive-url=https://web.archive.org/web/20090521212209/http://guidesarchive.ign.com/guides/3906/basics.html |archive-date=21 May 2009 |url-status=dead}}</ref>

<ref name="IGN Guide walkthrough">{{Cite web |access-date=5 April 2010 |url=http://guidesarchive.ign.com/guides/3906/walkthrough.html |title=Perfect Dark Guide – Walkthrough |website=[[IGN]] |first=Chris |last=Carle |archive-url=https://web.archive.org/web/20100405090250/http://guidesarchive.ign.com/guides/3906/walkthrough.html |archive-date=5 April 2010 |url-status=dead}}</ref>

<ref name="IGN Guide assignments">{{Cite web |access-date=29 March 2010 |url=http://guidesarchive.ign.com/guides/3906/specialassignments.html |title=Perfect Dark Guide – Special Assignments |website=[[IGN]] |first=Chris |last=Carle |archive-url=https://web.archive.org/web/20100329172122/http://guidesarchive.ign.com/guides/3906/specialassignments.html |archive-date=29 March 2010 |url-status=dead}}</ref>

<ref name="GSpot Guide enemies">{{Cite web |access-date=24 November 2004 |url=http://www.gamespot.com/gamespot/guides/video/perfectdark/sec4_01.html |title=Perfect Dark Game Guide – Enemy Descriptions |website=[[GameSpot]] |author1=Eddie Parker |author2=Bart G. Farkas |archive-url=https://web.archive.org/web/20041124041619/http://www.gamespot.com/gamespot/guides/video/perfectdark/sec4_01.html |archive-date=24 November 2004 |url-status=dead}}</ref>

<ref name="IGN combination">{{Cite web |access-date=27 May 2011 |url=http://uk.ign64.ign.com/articles/084/084357p1.html |title=The Perfect Combination |website=[[IGN]] |date=31 August 2000 |archive-url=https://web.archive.org/web/20120316143230/http://uk.ign64.ign.com/articles/084/084357p1.html |archive-date=16 March 2012 |url-status=dead}}</ref>

<ref name="IGN Cheese">{{Cite web |access-date=4 April 2011 |url=http://uk.ign64.ign.com/articles/080/080032p1.html |title=Get on the IGN Cheese List |website=[[IGN]] |date=25 May 2000 |archive-url=https://web.archive.org/web/20120316143357/http://uk.ign64.ign.com/articles/080/080032p1.html |archive-date=16 March 2012 |url-status=dead}}</ref>

<ref name="Rare Gamer">{{Cite web |title=Perfect Dark Rumour Mill |url=http://www.raregamer.co.uk/?games=perfect-dark-rumour-mill |website=Raregamer.co.uk |access-date=8 October 2015 |archive-url=https://web.archive.org/web/20151008222050/http://www.raregamer.co.uk/?games=perfect-dark-rumour-mill |archive-date=8 October 2015 |url-status=live}}</ref>

<ref name="NowGamer hollis">{{Cite web |access-date=3 December 2010 |url=http://www.nowgamer.com/features/895052/interview_martin_hollis.html |title=Interview: Martin Hollis |website=[[NowGamer]] |date=29 March 2010 |first=Darran |last=Jones |archive-url=https://web.archive.org/web/20120402052449/http://www.nowgamer.com/features/895052/interview_martin_hollis.html |archive-date=2 April 2012 |url-status=dead}}</ref>

<ref name="IGN new name">{{Cite web |access-date=12 January 2011 |url=http://uk.ign64.ign.com/articles/081/081879p1.html |title=New Name for PD? |website=[[IGN]] |date=7 July 2000 |archive-url=https://web.archive.org/web/20110713004509/http://uk.ign64.ign.com/articles/081/081879p1.html |archive-date=13 July 2011 |url-status=dead}}</ref>

<ref name="IGN red and black">{{Cite web |access-date=12 January 2011 |url=http://uk.ign64.ign.com/articles/082/082525p1.html |title=Red and Black is Dark |website=[[IGN]] |date=24 July 2000 |archive-url=https://web.archive.org/web/20120316142608/http://uk.ign64.ign.com/articles/082/082525p1.html |archive-date=16 March 2012 |url-status=dead}}</ref>

<ref name="GSpot PD returns">{{Cite web |access-date=12 January 2011 |url=http://www.gamespot.com/n64/action/perfectdark/news_2608740.html |title=Perfect Dark Returns |website=[[GameSpot]] |first=Yukiyoshi Ike |last=Sato |date=27 July 2000 |archive-url=https://web.archive.org/web/20030626113143/http://www.gamespot.com/n64/action/perfectdark/news_2608740.html |archive-date=26 June 2003 |url-status=live}}</ref>

<ref name="CVG Hollis Interview">"Feature: Ex-Rare man Martin Hollis talks games"
* {{Cite web |access-date=12 July 2012 |url=http://www.computerandvideogames.com/169389/interviews/creative-minds/ |title=Page 1 |website=[[Computer and Video Games]] |first=Mark |last=Walbank |date=2 August 2007 |archive-url=https://web.archive.org/web/20120712125512/http://www.computerandvideogames.com/169389/interviews/creative-minds/ |archive-date=12 July 2012 |url-status=dead}}
* {{Cite web |access-date=8 November 2012 |url=http://www.computerandvideogames.com/169389/interviews/creative-minds/?page=2 |title=Page 2 |website=[[Computer and Video Games]] |first=Mark |last=Walbank |date=2 August 2007 |archive-url=https://web.archive.org/web/20121108174225/http://www.computerandvideogames.com/169389/interviews/creative-minds/?page=2 |archive-date=8 November 2012 |url-status=dead}}
* {{Cite web |access-date=8 November 2012 |url=http://www.computerandvideogames.com/169389/interviews/creative-minds/?page=3 |title=Page 3 |website=[[Computer and Video Games]] |first=Mark |last=Walbank |date=2 August 2007 |archive-url=https://web.archive.org/web/20121108174258/http://www.computerandvideogames.com/169389/interviews/creative-minds/?page=3 |archive-date=8 November 2012 |url-status=dead}}
</ref>

<ref name="Gamasutra Interview">"The Restless Vision Of Martin Hollis, The Man With The GoldenEye"
* {{Cite web |access-date=19 January 2012 |url=http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php |title=Page 1 |website=[[Gamasutra]] |date=8 June 2007 |first=Jon |last=Jordan |archive-url=https://web.archive.org/web/20110520013818/http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php |archive-date=20 May 2011 |url-status=live}}
* {{Cite web |access-date=19 January 2012 |url=http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php?page=2 |title=Page 2 |website=[[Gamasutra]] |date=8 June 2007 |first=Jon |last=Jordan |archive-url=https://web.archive.org/web/20110519232444/http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php?page=2 |archive-date=19 May 2011 |url-status=live}}
* {{Cite web |access-date=19 January 2012 |url=http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php?page=3 |title=Page 3 |website=[[Gamasutra]] |date=8 June 2007 |first=Jon |last=Jordan |archive-url=https://web.archive.org/web/20110605201731/http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php?page=3 |archive-date=5 June 2011 |url-status=live}}
* {{Cite web |access-date=19 January 2012 |url=http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php?page=4 |title=Page 4 |website=[[Gamasutra]] |date=8 June 2007 |first=Jon |last=Jordan |archive-url=https://web.archive.org/web/20110520035308/http://www.gamasutra.com/view/feature/1451/the_restless_vision_of_martin_.php?page=4 |archive-date=20 May 2011 |url-status=live}}
</ref>

<ref name="Kirkhope">{{Cite web |title=Perfect Dark Video Game Music Compositions |url=http://grantkirkhope.com/perfectdark.html |access-date=9 February 2014 |first=Grant |last=Kirkhope |author-link=Grant Kirkhope |website=Grantkirkhope.com |archive-url=https://web.archive.org/web/20130619005912/http://grantkirkhope.com/perfectdark.html |archive-date=19 June 2013 |url-status=dead}}</ref>

<ref name="IGN Gamers in the Game">{{Cite web |access-date=30 November 2010 |url=http://uk.ign64.ign.com/articles/068/068036p1.html |title=Rare Puts Gamers in the Game |website=[[IGN]] |date=12 May 1999 |archive-url=https://web.archive.org/web/20120302190022/http://uk.ign64.ign.com/articles/068/068036p1.html |archive-date=2 March 2012 |url-status=dead}}</ref>

<ref name="GS Perfect Face">{{Cite web |access-date=16 January 2011 |url=http://www.gamespot.com/news/rare-cleans-up-perfect-dark-2446534 |title=Rare Cleans Up Perfect Dark |website=[[GameSpot]] |date=10 February 2000 |first=Ravi |last=Hiranand |archive-url=https://web.archive.org/web/20111230153001/http://www.gamespot.com/news/rare-cleans-up-perfect-dark-2446534 |archive-date=30 December 2011 |url-status=live}}</ref>

<ref name="CVG PD loses face">{{Cite web |access-date=30 November 2010 |url=http://www.computerandvideogames.com/article.php?id=10995 |title=Perfect Dark loses face |website=[[Computer and Video Games]] |archive-url=https://web.archive.org/web/20080417112350/http://www.computerandvideogames.com/article.php?id=10995 |archive-date=17 April 2008 |url-status=dead}}</ref>

<ref name="IGN interview">{{Cite web |access-date=11 February 2011 |url=http://uk.ign64.ign.com/articles/068/068109p1.html |title=Perfect Dark Interview |website=[[IGN]] |date=14 May 1999 |archive-url=https://web.archive.org/web/20120316142941/http://uk.ign64.ign.com/articles/068/068109p1.html |archive-date=16 March 2012 |url-status=dead}}</ref>

<ref name="IGN counter">{{Cite web |access-date=31 March 2012 |url=http://uk.ign64.ign.com/articles/076/076454p1.html |title=Going Against Joanna |website=[[IGN]] |date=13 March 2000 |archive-url=https://web.archive.org/web/20120331092144/http://uk.ign64.ign.com/articles/076/076454p1.html |archive-date=31 March 2012 |url-status=dead}}</ref>

<ref name="IGN expansion">{{Cite web |access-date=6 November 2021 |url=https://www.ign.com/articles/2000/02/03/expansion-recommended |title=Expansion Recommended |website=[[IGN]] |date=3 February 2000 |archive-url=https://web.archive.org/web/20121101235532/https://www.ign.com/articles/2000/02/03/expansion-recommended |archive-date=1 November 2012 |url-status=live}}</ref>

<ref name="IGN Into the Dark">{{Cite web |access-date=11 February 2011 |url=http://uk.ign64.ign.com/articles/073/073908p1.html |title=Into the Dark |website=[[IGN]] |date=13 January 2000 |archive-url=https://web.archive.org/web/20110713004440/http://uk.ign64.ign.com/articles/073/073908p1.html |archive-date=13 July 2011 |url-status=dead}}</ref>

<ref name="Enemy AI">{{Cite web |access-date=10 September 2011 |url=http://uk.ign64.ign.com/articles/077/077722p1.html |title=Bad Meaning Good |website=[[IGN]] |date=17 April 2000 |archive-url=https://web.archive.org/web/20120331092133/http://uk.ign64.ign.com/articles/077/077722p1.html |archive-date=31 March 2012 |url-status=dead}}</ref>

<ref name="IGN European Trade Event">{{Cite web |access-date=11 February 2011 |url=http://uk.ign64.ign.com/articles/064/064740p1.html |title=ECTS: Nintendo Games of the Show |website=[[IGN]] |date=8 September 1998 |archive-url=https://web.archive.org/web/20110713004424/http://uk.ign64.ign.com/articles/064/064740p1.html |archive-date=13 July 2011 |url-status=dead}}</ref>

<ref name="Spaceworld 99">{{Cite web |access-date=19 February 2017 |url=http://www.ign.com/articles/1999/08/28/rare-brings-e3-to-spaceworld |title=Rare Brings E3 to Spaceworld |website=[[IGN]] |date=17 August 1999 |archive-url=https://web.archive.org/web/20161221215744/http://www.ign.com/articles/1999/08/28/rare-brings-e3-to-spaceworld |archive-date=21 December 2016 |url-status=live}}</ref>

<ref name="IGN dD talent">{{Cite web |access-date=21 December 2010 |url=http://uk.ign64.ign.com/articles/076/076022p1.html |title=DataDyne Corporation Seeks Talent |website=[[IGN]] |date=2 March 2000 |archive-url=https://web.archive.org/web/20120302190047/http://uk.ign64.ign.com/articles/076/076022p1.html |archive-date=2 March 2012 |url-status=dead}}</ref>

<ref name="IGN dD truth">{{Cite web |access-date=21 December 2010 |url=http://uk.ign64.ign.com/articles/076/076033p1.html |title=The Truth Behind DataDyne? |website=[[IGN]] |date=3 March 2000 |archive-url=https://web.archive.org/web/20080322065303/http://uk.ign64.ign.com/articles/076/076033p1.html |archive-date=22 March 2008 |url-status=dead}}</ref>

<ref name="Marketing budget">{{cite news |access-date=August 18, 2022 |url=https://www.newspapers.com/clip/107820972/daily-news/ |title=Women characters rule videogames |newspaper=[[New York Daily News]] |first=Therese |last=Poletti |page=40 |date=May 15, 2000 |via=[[Newspapers.com]] |archive-date=18 August 2022 |archive-url=https://web.archive.org/web/20220818085634/https://www.newspapers.com/clip/107820972/daily-news/ |url-status=live }}</ref>

<ref name="No Bond">{{Cite web |access-date=6 November 2021 |url=https://www.ign.com/articles/1998/01/30/no-more-bond-for-rare |title=No More Bond for Rare |website=[[IGN]] |date=29 January 1998 |archive-url=https://web.archive.org/web/20140228084146/https://www.ign.com/articles/1998/01/30/no-more-bond-for-rare |archive-date=28 February 2014 |url-status=dead}}</ref>

<ref name="M rating">{{Cite web |access-date=18 September 2011 |url=http://uk.ign64.ign.com/articles/077/077713p1.html |title=M is Definitely for Mature |website=[[IGN]] |date=7 April 2000 |archive-url=https://web.archive.org/web/20120331092139/http://uk.ign64.ign.com/articles/077/077713p1.html |archive-date=31 March 2012 |url-status=dead}}</ref>

<ref name="Controversy">{{Cite web |access-date=18 September 2011 |url=http://uk.ign64.ign.com/articles/080/080434p1.html |title=Against the Big N's M |website=[[IGN]] |date=5 June 2000 |archive-url=https://web.archive.org/web/20120316143653/http://uk.ign64.ign.com/articles/080/080434p1.html |archive-date=16 March 2012 |url-status=dead}}</ref>

<ref name="IGN commercial">{{Cite web |access-date=18 February 2011 |url=http://uk.ign64.ign.com/articles/077/077890p1.html |title=Perfect Dark Commercial Online |website=[[IGN]] |date=10 April 2000 |archive-url=https://web.archive.org/web/20110713004520/http://uk.ign64.ign.com/articles/077/077890p1.html |archive-date=13 July 2011 |url-status=dead}}</ref>

<ref name="IGN Merkin">{{Cite web |access-date=21 December 2010 |url=http://uk.ign64.ign.com/articles/079/079992p1.html |title=Joanna Sees off Perfect Dark |website=[[IGN]] |date=24 May 2000 |archive-url=https://web.archive.org/web/20071017233313/http://uk.ign64.ign.com/articles/079/079992p1.html |archive-date=17 October 2007 |url-status=dead}}</ref>

<ref name="IGN NPD May">{{Cite web |access-date=21 August 2019 |url=https://www.ign.com/articles/2000/06/09/top-selling-games-2 |title=Top Selling Games |website=[[IGN]] |date=9 June 2000 |archive-url=https://web.archive.org/web/20190821091845/https://www.ign.com/articles/2000/06/09/top-selling-games-2 |archive-date=21 August 2019 |url-status=live}}</ref>

<ref name="2003 sales">{{Cite web |access-date=3 August 2003 |url=http://www5e.biglobe.ne.jp/~hokora/english/n64chart.html |title=Nintendo64 Top 50 Best Selling Chart |website=[[Biglobe]] |date=7 March 2003 |archive-url=https://web.archive.org/web/20030803211404/http://www5e.biglobe.ne.jp/~hokora/english/n64chart.html |archive-date=3 August 2003 |url-status=dead}}</ref>

<ref name="US 2007 sales">{{Cite web |access-date=12 August 2019 |url=http://www.the-magicbox.com/Chart-USPlatinum.shtml |title=US Platinum Videogame Chart |website=The-magicbox.com |date=27 December 2007 |archive-url=https://web.archive.org/web/20151231174815/http://www.the-magicbox.com/Chart-USPlatinum.shtml |archive-date=31 December 2015 |url-status=live}}</ref>

<ref name="EuroG sales">{{Cite web |access-date=9 June 2014 |url=http://www.eurogamer.net/articles/2011-10-13-ex-rare-devs-talk-killer-instinct-perfect-dark-interview?page=3 |title=Ex-Rare devs talk Killer Instinct, Perfect Dark |website=[[Eurogamer]] |date=13 October 2011 |first=Wesley |last=Yin-Poole |archive-url=https://web.archive.org/web/20140301115429/http://www.eurogamer.net/articles/2011-10-13-ex-rare-devs-talk-killer-instinct-perfect-dark-interview?page=3 |archive-date=1 March 2014 |url-status=live}}</ref>

<ref name="Players Choice">{{Cite web |url=https://ign64.ign.com/news/29381.html |title=Nintendo Brings More Bargains |access-date=24 January 2001 |date=21 December 2000 |website=[[IGN]] |archive-url=https://web.archive.org/web/20010124042900/https://ign64.ign.com/news/29381.html |archive-date=24 January 2001 |url-status=dead}}</ref>

<ref name="2001 holiday season">{{Cite web |url=https://www.ign.com/articles/2001/01/17/players-choice-titles-sell-strong |title=Player's Choice Titles Sell Strong |access-date=5 August 2019 |date=17 January 2001 |website=[[IGN]] |archive-url=https://web.archive.org/web/20190805184917/https://www.ign.com/articles/2001/01/17/players-choice-titles-sell-strong |archive-date=5 August 2019 |url-status=live}}</ref>

<ref name="IGN PD GBC Review">{{Cite web |access-date=14 January 2011 |url=http://uk.gameboy.ign.com/articles/163/163801p1.html |title=Perfect Dark GBC Review |website=[[IGN]] |date=5 September 2000 |first=Craig |last=Harris |archive-url=https://web.archive.org/web/20090329170617/http://uk.gameboy.ign.com/articles/163/163801p1.html |archive-date=29 March 2009 |url-status=dead}}</ref>

<ref name="IGN review">{{Cite web |url=http://ign64.ign.com/articles/153/153906p1.html |title=Perfect Dark Review |access-date=29 December 2008 |first=Matt |last=Casamassina |author-link=Matt Casamassina |date=19 May 2000 |website=[[IGN]] |archive-url=https://web.archive.org/web/20060809021300/http://ign64.ign.com/articles/153/153906p1.html |archive-date=9 August 2006 |url-status=live}}</ref>

<ref name="GSpot review">{{Cite web |url=http://www.gamespot.com/reviews/perfect-dark-review/1900-2573816/ |title=Perfect Dark Review |access-date=19 January 2014 |first=Joe |last=Fielder |date=22 May 2000 |website=[[GameSpot]] |archive-url=https://web.archive.org/web/20101227025642/http://www.gamespot.com/n64/action/perfectdark/review.html |archive-date=27 December 2010 |url-status=live}}</ref>

<ref name="GamePro review">{{Cite magazine |access-date=13 December 2004 |url=http://www.gamepro.com/nintendo/n64/games/reviews/5657.shtml |title=Perfect Dark Review for N64 |magazine=[[GamePro]] |author=The Freshman |date=22 May 2000 |archive-url=https://web.archive.org/web/20041213080224/http://www.gamepro.com/nintendo/n64/games/reviews/5657.shtml |archive-date=13 December 2004 |url-status=dead}}</ref>

<ref name="EP review">{{Cite web |access-date=16 May 2003 |url=http://www.elecplay.com/review.html?article=2548&full=1 |title=Perfect Dark Review |website=[[The Electric Playground]] |first=Victor |last=Lucas |date=28 May 2000 |archive-url=https://web.archive.org/web/20030516173556/http://www.elecplay.com/review.html?article=2548&full=1 |archive-date=16 May 2003 |url-status=dead}}</ref>

<ref name="GameRev review">{{Cite web |url=http://www.gamerevolution.com/oldsite/games/n64/action/perfect_dark.htm |title=Perfect Dark Review |access-date=27 November 2010 |author=Colin |date=1 June 2000 |website=[[GameRevolution]] |archive-url=https://web.archive.org/web/20070928000243/http://www.gamerevolution.com/oldsite/games/n64/action/perfect_dark.htm |archive-date=28 September 2007 |url-status=dead}}</ref>

<ref name="Allgame review">{{Cite web |url=http://www.allgame.com/game.php?id=18830&tab=review |title=Perfect Dark – Review |first=Scott |last=McCall |website=[[AllGame]] |access-date=28 February 2017 |archive-url=https://web.archive.org/web/20141114195857/http://www.allgame.com/game.php?id=18830&tab=review |archive-date=14 November 2014 |url-status=dead}}</ref>

<ref name="Metacritic">{{Cite web |url=https://www.metacritic.com/game/perfect-dark/critic-reviews/?platform=nintendo-64 |title=Perfect Dark |website=[[Metacritic]] |access-date=27 November 2010 |archive-url=https://web.archive.org/web/20101125002333/http://www.metacritic.com/game/nintendo-64/perfect-dark |archive-date=25 November 2010 |url-status=live}}</ref>

<ref name="GameRankings">{{Cite web |url=https://www.gamerankings.com/n64/198275-perfect-dark/index.html |title=Perfect Dark |website=[[GameRankings]] |access-date=1 January 2019 |archive-url=https://web.archive.org/web/20181215224733/https://www.gamerankings.com/n64/198275-perfect-dark/index.html |archive-date=15 December 2018 |url-status=live}}</ref>

<ref name="EGM Top 100">{{Cite magazine |url=http://www.gamers.com/feature/egmtop100/index.jsp |title=Top 100 Games of All Time |magazine=[[Electronic Gaming Monthly]] |access-date=20 December 2001 |archive-url=https://web.archive.org/web/20011220003000/http://www.gamers.com/feature/egmtop100/index.jsp |archive-date=20 December 2001 |url-status=dead}}</ref>

<ref name="IGN-100">{{Cite web |url=http://uk.top100.ign.com/2007/ign_top_game_86.html |title=IGN's Top 100 Games of All Time |website=[[IGN]] |date=2007 |access-date=15 January 2011 |archive-url=https://web.archive.org/web/20110713005015/http://uk.top100.ign.com/2007/ign_top_game_86.html |archive-date=13 July 2011 |url-status=dead}}</ref>

<ref name="Edge100">{{Cite magazine |access-date=5 February 2013 |url=http://www.edge-online.com/features/edges-top-100-games-all-time/8/ |title=Edge's Top 100 Games of All Time |magazine=[[Edge (magazine)|Edge-Online]] |date=2 July 2007 |archive-url=https://web.archive.org/web/20121018224435/http://www.edge-online.com/features/edges-top-100-games-all-time/8/ |archive-date=18 October 2012 |url-status=live}}</ref>

<ref name="BAFTA Award">{{Cite web |url=http://awards.bafta.org/award/2000/interactive/moving-images |title=Interactive – Moving Images in 2000 |access-date=16 September 2017 |website=[[British Academy of Film and Television Arts]] |archive-url=https://archive.today/20170916222646/http://awards.bafta.org/award/2000/interactive/moving-images |archive-date=16 September 2017 |url-status=live}}</ref>

<ref name="Satellite Award">{{Cite web |url=http://www.pressacademy.com/winners2000.html |title=2001 Winners |access-date=3 February 2001 |website=[[International Press Academy]] |archive-url=https://web.archive.org/web/20010203151500/http://www.pressacademy.com/winners2000.html |archive-date=3 February 2001 |url-status=dead}}</ref>

<ref name="GS Best N64 Game">{{Cite web |url=http://www.gamespot.com/gamespot/features/video/bestof_2000/p3_07.html |title=Best and Worst of 2000 – Best Nintendo 64 game |access-date=24 February 2003 |website=[[GameSpot]] |archive-url=https://web.archive.org/web/20030224091905/http://gamespot.com/gamespot/features/video/bestof_2000/p3_07.html |archive-date=24 February 2003 |url-status=dead}}</ref>

<ref name="GS Best Shooting Game">{{Cite web |url=http://www.gamespot.com/gamespot/features/video/bestof_2000/p4_21.html |title=Best and Worst of 2000 – Best Shooting Game |access-date=13 November 2004 |website=[[GameSpot]] |archive-url=https://web.archive.org/web/20041113073035/http://www.gamespot.com/gamespot/features/video/bestof_2000/p4_21.html |archive-date=13 November 2004 |url-status=dead}}</ref>

<ref name="GS Best Multiplayer Game">{{Cite web |url=http://gamespot.com/gamespot/features/video/bestof_2000/p2_12.html |title=Best and Worst of 2000 – Best Multiplayer Game Runners-Up |access-date=8 October 2002 |website=[[GameSpot]] |archive-url=https://web.archive.org/web/20021008160010/http://gamespot.com/gamespot/features/video/bestof_2000/p2_12.html |archive-date=8 October 2002 |url-status=dead}}</ref>

<ref name="IGN TimeSplitters Preview">{{Cite web |access-date=12 June 2011 |url=http://uk.ps2.ign.com/articles/082/082499p1.html |title=TimeSplitters Hands-On Preview |website=[[IGN]] |date=24 July 2000 |archive-url=https://web.archive.org/web/20120111083626/http://uk.ps2.ign.com/articles/082/082499p1.html |archive-date=11 January 2012 |url-status=dead}}</ref>

<ref name="GS TimeSplitters Review">{{Cite web |access-date=12 June 2011 |url=http://www.gamespot.com/ps2/action/timesplitters/review.html |title=TimeSplitters Review |website=[[GameSpot]] |date=25 October 2000 |first=Jeff |last=Gerstmann |author-link=Jeff Gerstmann |archive-url=https://web.archive.org/web/20080709054415/http://www.gamespot.com/ps2/action/timesplitters/review.html |archive-date=9 July 2008 |url-status=live}}</ref>

<ref name="MS Rare">{{Cite web |access-date=14 January 2011 |url=http://www.microsoft.com/presspass/press/2002/Sep02/09-24ProjectRPR.mspx |title=Microsoft Acquires Video Game Powerhouse Rare Ltd. |website=[[Microsoft]] |date=24 September 2002 |location=Redmond, Washington |archive-url=https://web.archive.org/web/20101108152343/http://www.microsoft.com/presspass/press/2002/Sep02/09-24ProjectRPR.mspx |archive-date=8 November 2010 |url-status=dead}}</ref>

<ref name="PDZ Metacritic">{{Cite web |access-date=20 September 2017 |url=https://www.metacritic.com/game/perfect-dark-zero/critic-reviews/?platform=xbox-360 |title=Perfect Dark Zero |website=[[Metacritic]] |archive-url=https://web.archive.org/web/20101123204052/http://www.metacritic.com/game/xbox-360/perfect-dark-zero |archive-date=23 November 2010 |url-status=live}}</ref>

<ref name="EG PDZ Review">{{Cite web |access-date=12 April 2010 |url=http://www.eurogamer.net/articles/r_pd0_x360 |title=Perfect Dark Zero Review |website=[[Eurogamer]] |date=1 December 2005 |first=Kristan |last=Reed |archive-url=https://web.archive.org/web/20110617092440/http://www.eurogamer.net/articles/r_pd0_x360 |archive-date=17 June 2011 |url-status=live}}</ref>

<ref name="GI PDZ Review">{{Cite magazine |access-date=13 November 2010 |url=http://www.gameinformer.com/NR/exeres/579038CD-9DA1-4FA4-9971-C07F661AC32A.htm |title=Perfect Dark Zero Review |magazine=[[Game Informer]] |first=Jeremy |last=Zoss |archive-url=https://web.archive.org/web/20060614102700/http://www.gameinformer.com/NR/exeres/579038CD-9DA1-4FA4-9971-C07F661AC32A.htm |archive-date=14 June 2006 |url-status=dead}}</ref>

<ref name="Engadget XBLA review">{{Cite web |url=https://www.engadget.com/2010/03/17/perfect-dark-xbla-review/ |title=Review: Perfect Dark (XBLA) |date=17 March 2010 |access-date=17 August 2010 |website=[[Engadget]] |first=James |last=Ransom-Wiley |archive-url=https://web.archive.org/web/20160315095455/https://www.engadget.com/2010/03/17/perfect-dark-xbla-review/ |archive-date=15 March 2016 |url-status=live}}</ref>

<ref name="GSpot XBLA review">{{Cite web |access-date=5 February 2013 |url=http://www.gamespot.com/perfect-dark/reviews/perfect-dark-review-6253759/ |title=Perfect Dark Review |website=[[GameSpot]] |date=17 March 2010 |first=Tom |last=Mc Shea |archive-url=https://web.archive.org/web/20120125072339/http://www.gamespot.com/perfect-dark/reviews/perfect-dark-review-6253759/ |archive-date=25 January 2012 |url-status=live}}</ref>

<ref name="IGN XBLA review">{{Cite web |access-date=3 November 2010 |url=http://uk.xboxlive.ign.com/articles/107/1077981p1.html |title=Perfect Dark XBLA Review |website=[[IGN]] |date=16 March 2010 |first=Daemon |last=Hatfield |archive-url=https://web.archive.org/web/20110713005608/http://uk.xboxlive.ign.com/articles/107/1077981p1.html |archive-date=13 July 2011 |url-status=dead}}</ref>

<ref name="GS Velvet Dark">{{Cite web |access-date=31 July 2015 |url=http://www.gamespot.com/articles/n64s-perfect-dark-was-meant-to-have-a-sister-game-/1100-6429334/ |title=N64's Perfect Dark Was Meant to Have a Sister Game, Velvet Dark |website=[[GameSpot]] |date=30 July 2015 |first=Chris |last=Pereira |archive-url=https://web.archive.org/web/20150731201417/http://www.gamespot.com/articles/n64s-perfect-dark-was-meant-to-have-a-sister-game-/1100-6429334/ |archive-date=31 July 2015 |url-status=live}}</ref>

<ref name="5 Things">{{Cite AV media |url=https://www.youtube.com/watch?v=Ye22UAfs6-0 |title=Rare Revealed: Five Things You Didn't Know About Perfect Dark |date=April 29, 2016 |publisher=[[Rare (company)|Rare]] |place=Twycross, England |time=8:02 |access-date=April 30, 2024 |format=Video}}</ref>


<ref name="Rare Replay">{{Cite web |url=http://www.polygon.com/2015/6/15/8783621/rare-replay-xbox-one |title=Rare Replay for Xbox One includes 30 Rare games for $30 (update) |website=[[Polygon (website)|Polygon]] |first=Michael |last=McWhertor |date=15 June 2015 |access-date=28 June 2015 |archive-url=https://web.archive.org/web/20150628185752/http://www.polygon.com/2015/6/15/8783621/rare-replay-xbox-one |archive-date=28 June 2015 |url-status=live}}</ref>

<ref name="Geek ahead">{{Cite web |url=https://www.denofgeek.com/us/games/perfect-dark/234192/why-perfect-dark-was-ahead-of-its-time-then-and-still-is-now |title=Why Perfect Dark Was Ahead of Its Time Then and Still Is Now |website=[[Den of Geek]] |first=Daniel |last=Hill |date=15 June 2015 |access-date=10 August 2019 |archive-url=https://web.archive.org/web/20180816015056/https://www.denofgeek.com/us/games/perfect-dark/234192/why-perfect-dark-was-ahead-of-its-time-then-and-still-is-now |archive-date=16 August 2018 |url-status=live}}</ref>

<ref name="NLife artworks">{{Cite web |url=http://www.nintendolife.com/news/2019/06/feature_heres_why_perfect_dark_has_three_different_covers |title=Feature: Here's Why Perfect Dark Has Three Different Covers |website=[[Nintendo Life]] |first=Damien |last=McFerran |date=1 June 2019 |access-date=12 August 2019 |archive-url=https://web.archive.org/web/20190611195915/http://www.nintendolife.com/news/2019/06/feature_heres_why_perfect_dark_has_three_different_covers |archive-date=11 June 2019 |url-status=live}}</ref>

<ref name="Kotaku passwords">{{Cite web |url=https://kotaku.com/solving-the-mystery-of-perfect-dark-s-hidden-passwords-1794600862 |title=Solving The Mystery Of Perfect Dark's Hidden Passwords |website=[[Kotaku]] |first=Heather |last=Alexandra |date=24 April 2017 |access-date=13 August 2019 |archive-url=https://web.archive.org/web/20190211220611/https://kotaku.com/solving-the-mystery-of-perfect-dark-s-hidden-passwords-1794600862 |archive-date=11 February 2019 |url-status=live}}</ref>

<ref name="Kotaku skips">{{Cite web |url=https://kotaku.com/top-speedrunner-outlines-perfect-darks-wildest-skip-1831400684 |title=Top Speedrunner Outlines Perfect Dark's Wildest Skips |website=[[Kotaku]] |first=Heather |last=Alexandra |date=31 December 2018 |access-date=23 August 2019 |archive-url=https://web.archive.org/web/20190102181626/https://kotaku.com/top-speedrunner-outlines-perfect-darks-wildest-skip-1831400684 |archive-date=2 January 2019 |url-status=live}}</ref>

<ref name="Kotaku record">{{Cite web |url=https://kotaku.com/speedrunner-finally-ties-perfect-dark-world-record-scr-1828360914 |title=Speedrunner Finally Ties Perfect Dark World Record, Screams His Head Off |website=[[Kotaku]] |first=Ethan |last=Gach |date=15 August 2018 |access-date=23 August 2019 |archive-url=https://web.archive.org/web/20190213114923/https://kotaku.com/speedrunner-finally-ties-perfect-dark-world-record-scr-1828360914 |archive-date=13 February 2019 |url-status=live}}</ref>

<ref name="NLife feature">"Feature: Perfect Dark Turns 20 – The Definitive Story Behind The N64 Hit That Outclassed James Bond"
* {{Cite web |access-date=19 May 2020 |url=https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond |title=Page 1 |website=[[Nintendo Life]] |first=James |last=Batchelor |date=16 May 2020 |archive-url=https://web.archive.org/web/20200517064728/https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond |archive-date=17 May 2020 |url-status=live}}
* {{Cite web |access-date=19 May 2020 |url=https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond?page=2 |title=Page 2 |website=[[Nintendo Life]] |first=James |last=Batchelor |date=16 May 2020 |archive-url=https://web.archive.org/web/20200517175046/https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond?page=2 |archive-date=17 May 2020 |url-status=live}}
* {{Cite web |access-date=19 May 2020 |url=https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond?page=3 |title=Page 3 |website=[[Nintendo Life]] |first=James |last=Batchelor |date=16 May 2020 |archive-url=https://web.archive.org/web/20200517175054/https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond?page=3 |archive-date=17 May 2020 |url-status=live}}
* {{Cite web |access-date=19 May 2020 |url=https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond?page=4 |title=Page 4 |website=[[Nintendo Life]] |first=James |last=Batchelor |date=16 May 2020 |archive-url=https://web.archive.org/web/20200519110141/https://www.nintendolife.com/news/2020/05/feature_perfect_dark_turns_20_-_the_definitive_story_behind_the_n64_hit_that_outclassed_james_bond?page=4 |archive-date=19 May 2020 |url-status=live}}
</ref>

<ref name="EuroG oral">{{Cite web |access-date=24 May 2020 |url=https://www.eurogamer.net/articles/2020-05-22-perfect-dark-the-oral-history-of-an-n64-classic |title=Perfect Dark: the oral history of an N64 classic |website=[[Eurogamer]] |date=22 May 2020 |first=Wesley |last=Yin-Poole |archive-url=https://web.archive.org/web/20200524213210/https://www.eurogamer.net/articles/2020-05-22-perfect-dark-the-oral-history-of-an-n64-classic |archive-date=24 May 2020 |url-status=live}}</ref>

<ref name="Reboot announcement">{{Cite web |url=https://www.polygon.com/2020/12/10/22168765/perfect-dark-game-awards-reveal-reboot-xbox-trailer-initiative |title=A new Perfect Dark game is on the way from The Initiative |website=[[Polygon (website)|Polygon]] |first=Austen |last=Goslin |date=10 December 2020 |access-date=11 December 2020 |archive-url=https://web.archive.org/web/20201211230747/https://www.polygon.com/2020/12/10/22168765/perfect-dark-game-awards-reveal-reboot-xbox-trailer-initiative |archive-date=11 December 2020 |url-status=live}}</ref>

<ref name="Making Of 0m06s">{{Cite web |access-date=3 December 2021 |url=http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |title=Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video |website=[[GameSpot]] |first=Eddie |last=Makuch |date=26 December 2015 |archive-url=https://web.archive.org/web/20151228194253/http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |archive-date=28 December 2015 |url-status=live }} See video at 0:06 [https://www.youtube.com/watch?v=7CxpdspOV5I&t=6s here] {{Webarchive|url=https://web.archive.org/web/20211203183033/https://www.youtube.com/watch?v=7CxpdspOV5I&t=6s |date=3 December 2021 }}.</ref>

<ref name="Making Of 1m42s">{{Cite web |access-date=3 December 2021 |url=http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |title=Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video |website=[[GameSpot]] |first=Eddie |last=Makuch |date=26 December 2015 |archive-url=https://web.archive.org/web/20151228194253/http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |archive-date=28 December 2015 |url-status=live }} See video at 1:42 [https://www.youtube.com/watch?v=7CxpdspOV5I&t=102s here] {{Webarchive|url=https://web.archive.org/web/20211107115902/https://www.youtube.com/watch?v=7CxpdspOV5I&t=102s |date=7 November 2021 }}.</ref>

<ref name="Making Of 3m09s">{{Cite web |access-date=3 December 2021 |url=http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |title=Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video |website=[[GameSpot]] |first=Eddie |last=Makuch |date=26 December 2015 |archive-url=https://web.archive.org/web/20151228194253/http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |archive-date=28 December 2015 |url-status=live }} See video at 3:09 [https://www.youtube.com/watch?v=7CxpdspOV5I&t=189s here] {{Webarchive|url=https://web.archive.org/web/20211107115904/https://www.youtube.com/watch?v=7CxpdspOV5I&t=189s |date=7 November 2021 }}.</ref>

<ref name="Making Of 4m37s">{{Cite web |access-date=3 December 2021 |url=http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |title=Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video |website=[[GameSpot]] |first=Eddie |last=Makuch |date=26 December 2015 |archive-url=https://web.archive.org/web/20151228194253/http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |archive-date=28 December 2015 |url-status=live }} See video at 4:37 [https://www.youtube.com/watch?v=7CxpdspOV5I&t=277s here] {{Webarchive|url=https://web.archive.org/web/20211107115902/https://www.youtube.com/watch?v=7CxpdspOV5I&t=277s |date=7 November 2021 }}.</ref>

<ref name="Making Of 6m42s">{{Cite web |access-date=3 December 2021 |url=http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |title=Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video |website=[[GameSpot]] |first=Eddie |last=Makuch |date=26 December 2015 |archive-url=https://web.archive.org/web/20151228194253/http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |archive-date=28 December 2015 |url-status=live }} See video at 6:42 [https://www.youtube.com/watch?v=7CxpdspOV5I&t=402s here] {{Webarchive|url=https://web.archive.org/web/20211107115906/https://www.youtube.com/watch?v=7CxpdspOV5I&t=402s |date=7 November 2021 }}.</ref>

<ref name="Making Of 10m46s">{{Cite web |access-date=3 December 2021 |url=http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |title=Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video |website=[[GameSpot]] |first=Eddie |last=Makuch |date=26 December 2015 |archive-url=https://web.archive.org/web/20151228194253/http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |archive-date=28 December 2015 |url-status=live }} See video at 10:46 [https://www.youtube.com/watch?v=7CxpdspOV5I&t=646s here] {{Webarchive|url=https://web.archive.org/web/20211107115907/https://www.youtube.com/watch?v=7CxpdspOV5I&t=646s |date=7 November 2021 }}.</ref>

<ref name="Making Of 11m47s">{{Cite web |access-date=3 December 2021 |url=http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |title=Learn How Perfect Dark Came to Be in this Behind-the-Scenes Video |website=[[GameSpot]] |first=Eddie |last=Makuch |date=26 December 2015 |archive-url=https://web.archive.org/web/20151228194253/http://www.gamespot.com/articles/learn-how-perfect-dark-came-to-be-in-this-behind-t/1100-6433378/ |archive-date=28 December 2015 |url-status=live }} See video at 11:47 [https://www.youtube.com/watch?v=7CxpdspOV5I&t=707s here] {{Webarchive|url=https://web.archive.org/web/20211107115902/https://www.youtube.com/watch?v=7CxpdspOV5I&t=707s |date=7 November 2021 }}.</ref>

<ref name="Best Nintendo Games">{{Cite web |first=Tom |last=East |date=24 February 2009 |title=100 Best Nintendo Games - Part Four |url=http://www.officialnintendomagazine.co.uk/article.php?id=7276 |website=[[Official Nintendo Magazine]] |publisher=[[Future plc]] |access-date=9 September 2022 |archive-url=https://web.archive.org/web/20090226213643/http://www.officialnintendomagazine.co.uk/article.php?id=7276 |archive-date=26 February 2009 |url-status=dead}}</ref>

<ref name="ROM Decompiled">{{Cite web |first=Chris |last=Scullion |title=Perfect Dark has been fully decompiled, making PC ports and mods possible |url=https://www.videogameschronicle.com/news/perfect-dark-has-been-fully-decompiled-making-pc-ports-and-mods-possible/ |website=VGC |date=17 October 2022 |access-date=17 October 2022 |archive-url=https://web.archive.org/web/20221017153511/https://www.videogameschronicle.com/news/perfect-dark-has-been-fully-decompiled-making-pc-ports-and-mods-possible/ |archive-date=17 October 2022 |url-status=live}}</ref>

<ref name="Unofficial PC port">{{Cite web |first=Andrew |last=Heaton |title=Classic N64 game Perfect Dark gets an unofficial PC port |url=https://www.destructoid.com/classic-n64-perfect-dark-gets-unofficial-pc-port/ |website=[[Destructoid]] |date=30 October 2023 |access-date=1 November 2023 |archive-url=https://web.archive.org/web/20231030221100/https://www.destructoid.com/classic-n64-perfect-dark-gets-unofficial-pc-port/ |archive-date=30 October 2023 |url-status=live}}</ref>

}}


==External links==
==External links==
{{Spoken Wikipedia|Perfect_Dark.ogg|2007-02-04}}
{{Spoken Wikipedia|Perfect_Dark.ogg|date=4 February 2007}}
* {{Cite web |url=http://www.rare.co.uk/recent/games/pdark/ |title=''Perfect Dark'' at Rare.co.uk |archive-url=https://web.archive.org/web/20000823090109/http://www.rare.co.uk/recent/games/pdark/ |archive-date=23 August 2000 |url-status=dead}}
*{{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]]
*[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 excerpt] from ''Perfect Dark: Initial Vector'', on Greg Rucka's website.


{{Perfect Dark}}
{{Perfect Dark}}
{{Rare}}
{{Rare}}
{{featured article}}
{{Authority control}}

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Latest revision as of 04:58, 7 October 2024

Perfect Dark
The face of a woman holding a gun occupies a black background while a grey alien is reflected on her right eye. At the top of the image, the title "Perfect Dark" is displayed with a double slash symbol after the word "Dark". Game specifications are shown on the right side of the image.
North American box art
Developer(s)Rare
Publisher(s)Rare
Designer(s)
Programmer(s)Mark Edmonds
Composer(s)
SeriesPerfect Dark
Platform(s)Nintendo 64
Release
  • NA: 22 May 2000
  • EU: 30 June 2000
  • JP: 21 October 2000
Genre(s)First-person shooter, stealth
Mode(s)Single-player, multiplayer

Perfect Dark is a 2000 first-person shooter developed and published by Rare for the Nintendo 64. The first game of the Perfect Dark series, it follows Joanna Dark, an agent of the Carrington Institute research centre, as she attempts to stop an extraterrestrial conspiracy by rival corporation dataDyne. The game features a campaign mode where the player must complete a series of levels to progress through the story, as well as a range of multiplayer options, including a co-operative mode and traditional deathmatch settings with computer-controlled bots.

As a spiritual successor to Rare's 1997 first-person shooter GoldenEye 007, Perfect Dark shares many features with its predecessor and runs on an upgraded version of its game engine. GoldenEye 007 director Martin Hollis led the game's production for the first fourteen months of its near three-year development cycle before he left Rare to pursue other interests. The game is one of the most technically-advanced titles for the Nintendo 64, and requires an Expansion Pak to access the campaign mode and most of the multiplayer features. Shortly before the game's release, a feature that would have allowed players to place a photograph of their choice onto the face of their multiplayer character was cut due to sensitive issues surrounding the ability for players to attack images of real people.

Upon release, Perfect Dark received critical acclaim and sold relatively well, eventually joining Nintendo's "Player's Choice" game selection. Critics widely praised its graphics, artificial intelligence, and number of multiplayer options, but some criticised its inconsistent frame rate. The game received the BAFTA Interactive Entertainment Moving Images Award for 2000 and the Golden Satellite Award for Best Interactive Product in 2001. The game is occasionally cited as one of the greatest games of all time. It was supplemented by a Game Boy Color counterpart, which allows some gameplay options to alternatively be unlocked via a Transfer Pak. A remaster, also titled Perfect Dark, featuring enhanced graphics and online multiplayer, was released in 2010 for the Xbox 360. The game was re-released on the Nintendo Switch Online + Expansion Pack via the Mature 17+ app in June 2024.[1]

Gameplay

[edit]

Perfect Dark is a first-person shooter where players complete levels to unlock content and progress through the game's storyline.[2] Players manoeuvre their character from a first-person perspective and have the ability to lean left or right, look up or down, crouch, crawl, and drop from most ledges;[3] there is no jump ability.[4] Interaction with the environment is via a single context-sensitive button, which can activate computers, operate lifts, and open doors.[3] Players can carry an unlimited number of weapons, ranging from handguns to assault rifles, rocket launchers, a shotgun, a sniper rifle, and combat knives.[5] Besides their primary mode of fire, weapons have a secondary function that enables an alternate fire mode or grants players special abilities.[4] For example, the secondary function of the K7 Avenger assault rifle detects threats like explosive devices.[5] Most weapons have a finite magazine and must be reloaded after a certain number of shots.[3] Some can be used in duplicate, one in each hand.[5]

Players have a certain amount of health which decreases when attacked by opponents. Although the game does not feature health recovery items, players can pick up shields that protect them with a secondary health bar.[6] Players and opponents can disarm each other at close range, and players may use this feature to steal weapons or knock foes unconscious.[5] Damage taken during combat is location-based, with a shot to the torso causing more damage than a shot to a limb.[7] A number of tutorials and training activities can be taken in the game's home level.[4] The most notable of these is the shooting range, where players can test their proficiency with the game's weapons in individual challenges.[8] In addition to training activities, players can find information about the game's locations and characters, which are gradually unlocked as they complete levels.[8]

Campaign

[edit]
A long corridor with columns and girders on the right side. An opponent is standing in the distance. A hand holding a weapon and graphics symbols representing ammunition are seen at the bottom right corner.
In this level, the player is aiming at an opponent. The game's HUD at the bottom right corner shows the player's remaining ammunition and the weapon's selected function.

Perfect Dark features a campaign mode where a single player controls the game's protagonist, Joanna Dark, through a series of levels collected together into missions.[4] In each level, the player must complete a set of objectives while opponents controlled by the game's artificial intelligence try to hinder the player's progress.[9] Objectives generally require the recovery and use of high-tech gadgets like night-vision goggles or door decoders.[4] The player has freedom as to how to approach encounters and many objectives can be completed in a nonlinear order.[10] Stealth is an important element of the gameplay because the player can kill opponents without being seen or remain undetected by using disguises.[3][4] If Joanna fails an objective or her health is fully depleted, the player must start the level again from the beginning.[9]

Each level can be played on three distinct difficulty settings.[9] These affect aspects such as the number of objectives that must be completed, damage taken from opponents, the effectiveness of the game's optional aiming assistance, and the availability of ammunition and protective shields.[11] Four bonus levels may be unlocked by completing the campaign on each difficulty setting and all the challenges in the firing range.[12] Some of these bonus levels allow the player to assume the role of a different character.[4] If all the levels have been completed on the highest difficulty, an additional setting becomes available, allowing the player to customise various aspects of the game's opponents, such as their health, aiming accuracy, and the damage they inflict.[11] The player may unlock cheats by completing levels within a certain time limit.[4]

The campaign includes a co-operative mode, allowing either two players, or one player and up to four computer-controlled bots, to tackle a level together.[9] If two players play, the game splits the screen horizontally or vertically.[13] Options such as friendly fire can be disabled and only one player is required to survive a level.[9] A "Counter-Operative" mode is included, allowing one player to play a level as Joanna while another takes the role of an opponent while attempting to stop her.[14] The player-controlled opponent has less health than Joanna but will reappear as another opponent when defeated. The opposing player may choose to take control of another opponent at any time by swallowing a suicide pill.[9]

Multiplayer

[edit]

Perfect Dark features a multiplayer mode where up to four players and eight computer-controlled bots can compete against each other in different arenas.[14] A split-screen is used for multiple players. Players start a game unarmed and with a certain amount of health. Weapons and ammunition are placed around the arena in preset positions. Once a player is killed, they are regenerated unarmed elsewhere in the arena. The objective of each game is determined by the scenario being played.[15] Scenarios range from the traditional deathmatch mode, where players score points by killing opponents, to objective-based modes such as Capture the Flag and King of the Hill.[15] Other scenarios include Hold the Briefcase, where players must take a briefcase and survive with it for as long as possible, and Hacker Central, a game type where players score points by hacking a computer system using a data uplink device.[15]

Aspects of a multiplayer game can be highly customised,[16] including the chosen arena, the winning conditions, and the ability to choose what weapons and items appear where in the arena.[15] Players can be grouped into teams or compete individually, and they can optionally be shown coloured according to their team.[15] The appearance, team affiliation, skill level and pre-set behaviours of each computer-controlled bot can be customised.[15] Pre-set behaviours range from them pursuing the highest-scoring player to exclusively chasing the player who killed them last. Other behaviours restrict bots to only attack players using fists and disarming moves.[15] On higher skill levels, bots perform actions at a superhuman level.[15] Players may issue commands to bots of their team to perform certain tasks. For example, a player can order an allied bot to defend an area or attack a designated opponent.[15]

The multiplayer mode includes 30 pre-set challenges against bots that may be tackled by one or more players.[15] These challenges cover a variety of game types, weapon arrangements, and level setups.[4] By completing challenges, additional features such as new weapons, player models, and bot behaviours are unlocked.[15][17] At the end of a match, the overall results are shown, alongside information about the individual players' performance. The game keeps track of player statistics such as damage dealt and distance travelled, and awards players with medals based on how well they performed.[17] Players are ranked according to their performance; the better the performance, the higher the grade.[18] The player's overall progress, multiplayer setups, and character profiles can be saved to the Nintendo 64 game cartridge or a Controller Pak.[13][18] The game also supports the Rumble Pak.[2]

Plot

[edit]

Perfect Dark is set in an alternate 2023 against the backdrop of an interstellar war between two alien races:[19] the Maians, who resemble the archetypal Grey alien, and the Skedar, reptile-like creatures who use a cloaking device to appear human. On Earth, there is an ongoing rivalry between two companies: The Carrington Institute, a research centre founded by Daniel Carrington that secretly operates an espionage group in league with the Maians; and dataDyne, a defence contractor corporation headed by Cassandra de Vries. In exchange for creating an AI with code-breaking abilities to access an ancient alien spacecraft at the bottom of the Pacific Ocean, the Skedar agree to supply dataDyne with enough alien technology to become the biggest corporation on Earth.[20]

The player is cast as Joanna Dark, an agent of the Carrington Institute whose excellent scores in training have earned her the codename "Perfect Dark".[21] On her first mission, she is sent to extract a defector known as Dr. Caroll from a dataDyne laboratory. Dr. Caroll is revealed to be the AI created by dataDyne, and is worried about the mission for which it had been designed. After the extraction, Carrington is held captive at his private villa by dataDyne soldiers. When Joanna rescues him, she is informed that Dr. Caroll has been taken to a dataDyne front in Chicago. There, Joanna learns that Cassandra, NSA director Trent Easton, and a mysterious man known as Mr. Blonde plan to kidnap the President of the United States to get access to a deep sea research vessel called the Pelagic II. Although the President is in danger, Carrington alerts Joanna that a Maian craft was shot down near Area 51 and sends her to rescue a Maian protector named Elvis.[20]

Because the President of the United States refuses to loan dataDyne the Pelagic II, the NSA sends a strike team to kill and replace him with a dataDyne-grown clone. The strike team invades the air base from which the Air Force One will depart. When Joanna foils this strike, the NSA and a group of cloaked Skedar take over the plane itself, which crashes after Joanna attempts to detach a craft attached to it. Having survived the crash, Joanna eliminates the President's clone and rescues the real President. Trent's incompetence angers Mr. Blonde, who kills him after disabling his cloaking device. With no other options, dataDyne hijacks the Pelagic II to reach the ancient spacecraft. However, unbeknownst to dataDyne, the spacecraft contains a powerful weapon capable of destroying a planet and the Skedar intend to test it on Earth before using it against the Maian homeworld.[20]

Joanna and Elvis follow dataDyne to the ancient spacecraft, where they find a reprogrammed Dr. Caroll cracking the weapon. Joanna replaces its current personality with a backup of the original, and the restored Dr. Carroll sets the weapon to self-destruct. As Carrington and Joanna prepare for a Presidential reception, the Skedar assault the Carrington Institute and capture Joanna. In space, aboard an alien spaceship on course to the Skedar homeworld, Joanna finds herself in a holding cell with Cassandra. Feeling that she has been used, Cassandra redeems herself by making a distraction and sacrificing herself, freeing Joanna and therefore giving herself a chance for revenge. With the help of Elvis, Joanna takes control of the spaceship and lands on the Skedar homeworld, where she ultimately defeats the Skedar leader, leaving the Skedar in disarray. The game ends with Elvis and Joanna leaving the planet just prior to an orbital bombardment from the Maian navy.[20]

Development

[edit]

Concept and design

[edit]

Perfect Dark was developed by Rare and originally directed by Martin Hollis as a spiritual successor to the company's 1997 first-person shooter GoldenEye 007.[22][23] Shortly after GoldenEye 007 was released,[23] Rare was planning to work on a game based on the GoldenEye sequel Tomorrow Never Dies, but the company was outbid by Electronic Arts, which would release their video game adaptation in 1999.[24] The result did not upset the developers,[24] who felt they had already spent too much time immersed in the James Bond universe.[25] Working titles for the new project included "Covert Ops" and "Alien Intelligence" before the words "Perfect Dark" were decided on.[26] The word "Dark" was chosen for its association with the game's bleak focus on killing.[27] Hollis noted naming similarities to the 2006 first-person shooter Black by Criterion Games: "Game developers just like black, nihilism, dystopian futures, the number zero, infinity, spheres, perfection—all that kind of stuff".[27] The double slash symbol in the game's logo was inspired by the Japanese writing system,[28] while the bad grammar of the phrase "Perfect Dark" partially alludes to Hollis' affection for the way Japanese developers use English words in their own games and products.[25]

The game's science fiction setting was chosen due to the developers' interest in the genre.[22] The X-Files television series inspired the incorporation of a gray alien character and the premise of aliens being investigated.[29] Other influences on the setting, theme and plot included conspiracy theories and works such as the Ghost in the Shell manga, Elektra comic books,[29] the films Blade Runner and Judge Dredd,[26] and the writing of author Philip K. Dick.[27] Hollis and designer David Doak picked architectural and impressive sci-fi dystopian settings; the plot was then constructed around these locations.[27] For example, the first level takes place in a skyscraper that lead artist Karl Hilton had always wanted to build, and features realistic environments like service stairs and an exterior area that can be explored.[30] Although the game features a new fictional universe, it was still envisioned as a spy shooter like GoldenEye 007.[26] The developers' desires to expand upon its stealth mechanics, along with their admiration for the 1998 stealth game Metal Gear Solid, led to the creation of gadgets such as the CamSpy and the data uplink device.[26]

The decision to make the central character a woman was part of Hollis' belief that there should be more games starring women, considering the fact that GoldenEye 007 already starred a man.[27] To this end, the team created Joanna Dark, influenced by a number of fictional heroines: Kim Kimberly from the 1983 interactive fiction game Snowball, the seductive spy Agent X-27 in the 1931 film Dishonored, the eponymous femme fatale of the 1990 film La Femme Nikita, and FBI agent Dana Scully from The X-Files.[27] The name of the in-game company dataDyne was inspired by Yoyodyne from the 1965 novella The Crying of Lot 49 by Thomas Pynchon.[25] The layout of the Air Force One level was inspired by the 1997 film of the same name because it was the only reference material the team had.[26] In the game's Counter-Operative mode, the idea that the opposing player can take control of another opponent at any time was inspired by the 1999 film The Matrix, where agents can reappear as another person in the film's simulated reality.[26]

Production

[edit]
The 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 lighting and support for bigger environments and more textures.[31] According to Rare, only 30% of the original engine remained, providing a basic framework to construct levels and animate characters.[32] A new movement system was constructed, allowing players to fall off edges.[23] 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.[26] The artificial intelligence was improved so that opponents could work as a team and draw a secondary weapon when disarmed.[33][34] Death cries and more elaborate gore effects, which allow gunshots to disperse and stain enemies' blood onto nearby walls and objects, were also added.[35]

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.[27] A flashlight was implemented by software engineer Steve Ellis,[27] who had been responsible for much of the multiplayer mode of GoldenEye 007,[36] 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".[27] Nevertheless, the game features more advanced lighting than its predecessor.[4] For example, lights can be shot out to create darkened areas, gunfire and explosions illuminate rooms dynamically,[2] and the player can use infrared or night-vision goggles.[4]

Hollis was involved with Perfect Dark for the first 14 months of its near three-year development cycle, during which progress was unsatisfactory.[22][27] 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".[37] 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.[38] 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.[38] 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.[39] Programmer Mark Edmonds was promoted to team leader because of his knowledge of the game engine.[26] 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.[39] 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".[39]

In spring 1999, Rare moved its headquarters from a country farmhouse in Twycross, Leicestershire to its current multi-million office complex.[38] Although the locations are a few minutes away from each other, the move caused minor disruptions for some.[26] Rare installed an in-house motion capture studio,[23] which was used to capture hit animations and full walk cycles.[40] 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.[26] Many of the game opponents were based on members of the development team, who also performed the motion capture required for their animation.[26] Numerous secrets were added to the game to fuel the exploration efforts of players,[41] including a piece of cheese hidden in every level.[42] These were deliberately placed by one of the level editors as a graphical oddity for the player's confusion.[28] 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.[41] Rare had originally intended these details to access password-protected sections of promotional websites and use them for an alternate reality game.[43]

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 MB of random-access memory (RAM).[38] Because the developers were unable to optimise it, they made use of the Nintendo 64 Expansion Pak, which increases the Nintendo 64's RAM from 4 MB to 8 MB.[38] 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.[44] The Expansion Pak allows the game to optionally be played in a 480i "high-resolution" mode.[45][46] The Counter-Operative mode proved to be difficult to implement and led the game to be delayed.[47] The 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".[27]

Cut from the game was a feature that allowed players to place a photograph of their choice onto the face of their multiplayer character.[48][49] The photos would have been taken by the Game Boy Camera accessory and directly transferred to the game via a Nintendo 64 Transfer Pak.[50] They could then be cropped or manipulated with an in-game editor and mapped onto the polygonal head of a multiplayer character.[48] The photos could also be saved to the game cartridge or a Controller Pak for cross-game sharing.[48] 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.[49] Rare's decision came after then-recent attacks such as the Columbine High School massacre,[51] when new censorship laws were being introduced in the United States.[52]

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 at the time.[26] While he took inspiration from Blade Runner and the whistling sound of "The X-Files" theme song,[38] he reused much of Norgate's sample set, especially peculiar sci-fi noises he had created.[26] One of Norgate's few contributions to the final Perfect Dark score was the theme of the first level.[26] A third composer, David Clynick, composed the game's cinematic sequence while Kirkhope was working on Donkey Kong 64 and Banjo-Tooie.[53] The game supports 16x9 widescreen and Dolby surround sound, and features voice acting for all in-game and cutscene dialogue.[2][23] Nintendo wanted an American actress to voice Joanna Dark, but the role ultimately went to composer Eveline Fischer.[54] Because Perfect Dark features more than 45 minutes of voiced cutscenes, the game was shipped in a 32 MB cartridge.[55]

Marketing and release

[edit]
A two colour image showing a room. A woman is sitting on a couch and holding a gun in her right hand. A large weapon is lying on the left wall. Around the image are Japanese symbols.
While the localised title of "Red and Black" was ultimately dropped, Japanese advertisements and box art still kept its dual colour theme.

Although a follow-up to GoldenEye 007 was confirmed to be in development in early 1998,[56] Perfect Dark was formally presented as Nintendo's lead game at E3 1998 in Atlanta, Georgia.[57] Originally scheduled for a release in summer 1999 and later in December 1999,[58][59][60] Perfect Dark was heavily trailed in video game magazines, with Nintendo Official Magazine predicting that it would be "the best shooting game this century".[61] A working version of the game appeared at the European Computer Trade Show in September 1998;[62] N64 Magazine described the preview as having "the kind of attention to detail that had everyone who saw [it] drooling".[63] A more complete version was presented at E3 in May 1999, where the game's compatibility with the Game Boy Camera was announced,[64] and at Nintendo Space World in August 1999, alongside Rare's Donkey Kong 64 and Jet Force Gemini.[65] Shortly before release, Rare unveiled a website for the in-game company dataDyne to promote interest in the game's storyline.[66][67] The game had a marketing budget of $10 million.[68]

Perfect Dark was first released in North America on 22 May 2000.[35] Nintendo arranged a number of publicity stunts, including hiring model Michele Merkin, who appeared as Joanna Dark in commercials and in-store promotions for the game.[69][70] The game received a Mature rating from the Entertainment Software Rating Board, particularly for its graphic content and adult language.[35] This generated some controversy because Nintendo has a reputation for family-friendly games.[71] The European release followed on 30 June 2000.[10] To supplement the game, Rare released a Game Boy Color counterpart, also titled Perfect Dark, shortly afterwards.[72] The Game Boy Color game features a compatibility mode that allows certain cheats within the Nintendo 64 game to alternatively be unlocked via the Transfer Pak.[73] In Japan, Perfect Dark was released on 21 October 2000.[74]

Perfect Dark features a different box art for each regional release.[75] Rare's art director Kev Bayliss, who created the North American and European artworks, designed the North American version in one day because Rare needed it very quickly.[75] He then created a more suitable Joanna Dark model for the European version and all the promotional material at the time.[75] For the Japanese release, a completely different image was requested by Nintendo,[75] who originally considered releasing the game in Japan under the title "Aka to Kuro" (赤と黒, lit. "Red and Black").[76] "Perfect Dark" does not translate well into Japanese, and the title "Aka to Kuro" was considered sufficiently edgy.[77] The game was ultimately released as パーフェクト・ダーク (Pāfekuto Dāku), a transliteration of the Western title.[78]

According to NPD's Toy Retail Survey Tracking system, Perfect Dark was the second best-selling game of May 2000 in North America, behind Pokémon Trading Card Game.[79] The Japanese launch saw sales totalling 35,000 units in its first week.[74] As a bestseller, Perfect Dark joined Nintendo's "Player's Choice" game selection on 21 December 2000.[80] The game sold relatively well through the year's holiday season, reaching No. 23 on the all formats chart for the week of 24 December 2000.[81] As of March 2003, Perfect Dark had sold almost 1.3 million copies in the United States and 77,000 copies in Japan.[74] Total sales in the United States reached 1.5 million by December 2007.[82] In a 2011 interview with Eurogamer, game designer Chris Tilston revealed that lifetime sales for the game reached 3.2 million, but did not clarify if the figure accounted for units shipped to retailers.[83]

Reception

[edit]

Perfect Dark received critical acclaim from video game publications.[85] The most praised aspects of the game were its graphics, artificial intelligence, and number of multiplayer options.[2][10][16][87] GameSpot claimed that, as a console first-person shooter, Perfect Dark is "unparalleled",[16] while IGN journalist Matt Casamassina remarked that its extensive features set the game apart from its peers.[2] Similarly, N64 Magazine described Perfect Dark as "dauntingly huge", stating that it "takes everything that made its predecessor such an enduring favourite and does it bigger, better and more often".[4] Edge concluded that, although the game fails to be as revolutionary as its predecessor, it refines its "phenomenal gameplay while massively developing its multiplayer components".[10] Nintendo Power editors called the game "undeniably a work of art", suspenseful, "more compelling than most action movies and much deeper than any video game of its type".[91]

The graphics were praised for their dynamic lighting, complex geometry, varied textures, and smooth animations.[2][14][88][86] IGN remarked that levels were more detailed than in GoldenEye 007, and that character models and weapons were well-animated.[2] GameRevolution highlighted the game's semi-realistic look, saying that it "adds to the depth and addiction of the game".[90] The game's voiced cutscenes, surround sound effects, and atmospheric score, which was described as a mixture between the Blade Runner soundtrack by Vangelis and GoldenEye 007's, were said to effectively bring the game to life.[2][4][91][89] The Electric Playground credited Rare for being able to fit such a clear-sounding experience into the limited space of a Nintendo 64 cartridge.[88]

The gameplay was praised for the challenging artificial intelligence of enemies and varied level design.[10][14][16] The enemies were admired for their use of squad tactics, ability to wait for players to come back instead of obediently chasing after them, and for ducking around a corner for cover.[16] As with GoldenEye 007, the game's nonlinear approach to completing mission objectives was highlighted positively, giving players freedom to deal with situations as they see fit.[10] The multiplayer mode was seen as the strongest aspect of the game. Reviewers noted that the flexibility of options, number of gameplay modes, "clever" weapons, number of unlockable features, and customisable computer-controlled bots give the game an unprecedented amount of replay value.[2][16][87][88][90] GamePro called the game's Counter-Operative mode one of the "coolest multiplayer modes ever", stating that the player playing as Joanna never knows which enemy the opposing player controls.[89]

The game's inconsistent frame rate was frequently criticised.[10][14][16][87][88] According to Trigger Happy author Steven Poole, the game's "inadequate temporal resolution—owing to a wrongheaded choice to privilege visual detail over frame-rate—made it unplayable at higher difficulty levels".[92] IGN editors observed that the frame rate can be choppy in large areas or environments with many characters on screen, but felt they were too frequently caught up in the game to notice it, or else were willing to forgive it.[2] Poole described the "lazy sci-fi fetishism" of Joanna Dark's character design as "a blatant and doomed attempt to steal the thunder of Lara Croft",[92] and argued that she illustrated the challenges of characterising the protagonists of first-person shooters, a problem that GoldenEye 007 had avoided by using the already well-known character James Bond.[93]

At their Best and Worst of 2000 awards, GameSpot editors awarded Perfect Dark Best Nintendo 64 Game and Best Shooting Game,[94][95] and nominated it in the Best Multiplayer Game category.[96] Rare was recognised for its work on the game and received the BAFTA Interactive Entertainment Moving Images Award for 2000,[97] and the Golden Satellite Award for Best Interactive Product in 2001.[98]

Legacy

[edit]

Shortly after Perfect Dark was released, Rare planned to develop a "sister" title, called Velvet Dark, for either the Nintendo 64 or its successor, the GameCube, but the project never moved beyond pre-production and was ultimately abandoned.[99][100] The name "Velvet Dark" references Joanna Dark's alleged sister in the co-operative mode, who would have been the game's protagonist.[99][100] Meanwhile, Free Radical Design released TimeSplitters for the PlayStation 2 in October 2000, a first-person shooter based around a completely new engine.[101] TimeSplitters bears several gameplay and presentational similarities to GoldenEye 007 and Perfect Dark, including a similar aiming system and unlockable options through quick level completions.[101][102] After Rare was purchased by Microsoft in 2002,[103] the company released a prequel, Perfect Dark Zero, as a launch title for the Xbox 360 in 2005. Although the game received generally positive reviews from critics,[104] some publications felt it did not meet their expectations.[105][106]

In a retrospective analysis, Edge acknowledged that the game's frame rate and other dated elements of its design rendered it "nigh-on unplayable".[107] The magazine found the ambitious mentality which resulted in weapons and computer-controlled players being "designed for possibilities rather than balance", both one of Perfect Dark's most interesting aspects and the cause of its biggest problem: "Restraint [...] would have made Perfect Dark a tighter, more focused experience, helped with those framerate issues, and removed almost all of the fun".[107] The magazine concluded that despite Perfect Dark not standing up as a good game to play in 2009, "its currency of ideas and provocation [...] remains sound".[107] In 2015, Den of Geek considered Perfect Dark "a game that's done more for the shooter genre than often credited for", and said that the game was still ahead of its time because no game had revitalised its ideas.[108]

Since its release, the game has attracted a following of elite players who constantly try to speedrun its levels and break world records.[109] These records are managed by their website and involve highly skilled players exploiting tiny gameplay inconsistencies.[109][110] The game is occasionally cited as one of the greatest video games of all time. In 2001, Electronic Gaming Monthly editors ranked Perfect Dark 65th on their list of Top 100 Games of All Time,[111] while Nintendo Power included it in their 2006 list of Top 200 Nintendo games.[112] In 2007, IGN editors placed the game at No. 86 on their list of Top 100 Games of All Time, noting that "Everything that GoldenEye made great, Perfect Dark did too, and then some."[113] Similarly, Edge placed the title at No. 28 on their 2007 list of 100 Best Videogames (a list voted for by readers, Edge staff and gaming industry professionals),[114] claiming that the game brought the Nintendo 64 era to a satisfying close.[114] In 2009, Official Nintendo Magazine ranked it 37th on a list of 100 Best Nintendo Games.[115]

In 2022, a fan by the name of Ryan Dwyer fully decompiled the original ROM image into C source code, allowing the game to be ported unofficially to various platforms.[116] An unofficial PC port was released in 2023.[117] A reboot, also titled Perfect Dark, is being developed by The Initiative.[118]

Remaster

[edit]

A remaster of the game, also titled Perfect Dark, was released in 2010 for the Xbox 360 through its Xbox Live Arcade download service, featuring improved frame rate, enhanced graphics and an online multiplayer.[119] The remaster was developed by 4J Studios, the same studio that previously handled the Xbox 360 ports of Rare's platform games Banjo-Kazooie and Banjo-Tooie.[120] The game received generally favorable reviews from gaming publications. Some critics considered the relatively unchanged game to be outdated, but most agreed that the title was a solid revival of a classic.[121][119] In 2015, the remaster was included in the Rare Replay video game compilation for Xbox One.[122]

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