If you are a games developer this should give you hope: You do not need to rush your game. The quality of your game does not depend on trends. Your game will be the same game, regardless of if it is released today, or 10 years from now, the quality of your game will not change based on trends. So there is no need to hurry or rush your game, due to FOMO. People do not seem to realize that older games are still better than newer games and that the game industry is getting worse not better. Case in point, Goldeneye. I recently downloaded the goldeneye emulator (YES I am legally allowed to own it because I physically purchased the Goldeneye catridge a long time ago.) So, the purpose of this discussion is discussing Goldeneye in its truest form, the emulated PC n64 version, not the original n64 version, which had lag and controller issues. Despite being largely unsatisfied and disinterested with most of the games available to me today, I played Goldeneye and immediately had a good time playing the game, despite it being 20 years old. Good games are timeless and do not actually depend on trends. For reference, last week I played Halo 5, and while playing the first level did not feel connected or interested in the game really. Here is why Goldeneye is good. james bond theme, james bond is an idea, and as an idea it is inherently good. Pierce Brosnan, is an inherently fun and cool guy. Daniel Craig is more of a soldier type, and does not fit the theme of james bond. james bond is basically a spy type, a casual guy who has pent up rage causing him to kill others in cheap ways, he does not play fair, he cheats, he is not a real gentleman, nor is he a real soldier, he is basically the same as Snake from MGS, but with less morals and more trollish. Nice logo screen that fits the theme and gives you technical sounding information about the game, rather than meaningless intro logos. 2 meaningless intro logos, however they look cool and 3d and to be made of gold and silver. A cheesey anime-ish 3d character introduction sequence that does not take itself seriously. A very cool menu that looks like a folder of M16, getting you into the atmosphere immediately at the get go. the menu is easy to understand, gets you right into the game, and does not frustrate you. The game starts immediately, not stopping the pacing by forcing boring mandatory tutorials on the player. The game has a long black screen with cool music, making you feel suspense and anticipation: Did the game freeze? Is the game loading? What is going on, and what is going to come next? The game begins with a smooth 3d camera pan that really gets you into the game. The style of the graphics are similar to flash animations. The graphics are the equivalent of Behemoth's games if they were made to be 3D: crisp, efficient and sufficiently representational. This is also one of the reasons Equestria Girls is popular. The controls are awkward to begin with, forcing you to load the cool watch-screen pause menu. The watch screen pause menu looks cool like flash animations, mixed with 3D and changes the music of the game to cool music. They put a lot of work into the menu to make it 3D and smoothly pause the game rather than the typical cheesy indie menus that just immediately pause the game. The game begins with you mildly unsure of your ability to properly use a firearm, similar to a real life combat scenario. The gunplay is more realistic than most modern FPS games. For starters, when you shoot an enemy, the weaker, non-elite, enemies pause, and clutch to the locational damage of the shot, like a real life gunfight. Contrast this to most FPS games nowadays, where you shoot an enemy and they continue spraying at you like the Terminator on steroids. Second, the aiming is more realistic than most modern FPS games. In the original goldeneye, there is auto-aim, but it has a narrow range. The gun aiming seems similar to how a novice would perform in their first real gun fight, or how they would fare in their first time at the range. When you first start to play, the majority of your shots go whizzing by the enemy, at even close range. Contrast this to modern FPS games, which you just quickscope everything and generally hit your targets at all times. The enemies accuracy is about the same as yours. At the beginning levels, their accuracy is about as bad as yours. At later levels, when your accuracy starts to improve, so does theres, creating a balance. There are just the right amount of enemies. It is not like COD where you are swarmed by dozens of enemies constantly. But it is not sparse like an indie game with too few enemies. And each enemy provides a challenge and doesn't just feel like an NPC, but an actual foe that you have to take care of. Despite the AI being bad at times, the game does not feel unrealistic and each gunfight feels unique and special. Sometimes enemies can also surprise you and there is much depth to the gameplay. Contrast this to modern FPS, where enemies just are scattered around everywhere randomly and you just gun them all down repetitively. The damage system is just right. The game punishes you for making mistakes and getting jumped. Bullets feel like they have weight and being shot at feels like real life, as though you are actually being assaulted. There is an intense need to run for cover or dodge enemy bullets. When you are out in the open you feel screwed and hope that the enemy misses his clip. Contrast this to modern games, which have a regenerating health bar, and enemies that are extremely accurate at all times. In modern game there is no suspense or sense of danger, it just seems like to wait patiently, kill enemies, then go back to hiding and wait for your health to recharge. There are objectives and no clear waypoints. You have to use critical thinking and guess mysteries in order to beat a level. And there are difficulty options for easier players who just want to shoot and dont want to think. The music has a melody and theme to it, rather than just being blaring background noise. The animations seem like real life and the camera seems like real life, rather than being a robotic kind of rigid camera. In essence a game is good not because of what year it was released in, but because the quality of work that was put into the game. Here is why the new goldeneye is not good: The menu is modernized, taking you out of the cool atmosphere Goldeneye 64 had. The music is generic background noise that you have heard 1000 times before. Daniel Craig is bond, and he does not fit the atmosphere. The gunplay and aiming of the original is all gone, replaced by bad Wiimote aiming. The graphics are modern looking and overload your mind with too much sensory information. There are too many shadows making it very hard to locate enemies. The combat is watered down and modernized into COD style combat. The cutscenes are too serious and not fun-spirited. During the first level you do not seem in charge of your own destiny, rather you seem to be the wingman of 006. This might have been fine for a third level but not good for a player just getting a hold of the game. Furthermore I would like to say that modern graphics are bad. When I am happy and in a higher-frame of mind, I fantasize about old classic 3D graphics of the 90's and 2000's. Then I say, why not think about newer graphics? When I think of newer graphics it ruins my buzz and hurts my mind. Like something is not right about newer graphics, it feels like sensory overload. Newer games do not seem like art anymore. There was a certain artistic spirit to the older games. A certain artistic power. It was almost like the low-polygons were an artstyle of its own. And now the newer games just feel like proc-gen worlds just slapped together. Okay here is what I mean for example. It is more than just the videogame world, here is an example. Say you have a very good days and good times in a beautiful park or street or camping grounds. Those places are special and you hold them in high regards of good times. This is positive energy and goodness. But then you go to the low-end place of the city. And the low-end place of the city is bad times and does not feel good. This is an example of the older games, vs. newer games. The older games, even though they are polygonal, are nice architecture and beautiful and good times. The newer games, are like being in a low end place of the city, no matter how HD the graphics get, the artist is not good, and it does not feel good. Modern game designers feel also borderline juvenile, and make graphics that look like this often: These graphic styles look borderline juvenile and something more suited for a 3 year old at a preschool, but it seems this is a popular artistic style nowadays. Do not even get me started on Perfect Dark Zero. Perfect Dark was the same as goldeneye, but better graphics and a more wild story. It was more interactive and had better multiplayer modes too. But Perfect Dark Zero was wrong in every way: The menus were a downgrade, instead of an interactive 3D Carrington menu you get a 2D menu. The game immediately starts off taking you out of the original Perfect Dark atmosphere, and tries to be a watered down Bond game. The music is good, but that is about all that is good about this game. The intro movie is bad cinematography and has no context. Remember the first Perfect Dark game? It gave you a wide pan of the city and a clue as to why you were doing what you were doing. This just starts out in the enemy base and no context as to why you are there. The game starts out with a series of annoying in-game tutorials. When you follow the tutorials you get shot with a bunch of turrets anyway and almost die at the beginning of the game. Remember the original? They did not put in dangerous turrets until the second level. The first enemies you kill are small robots as opposed to actual humans in the original game. When you do finally kill humans they are unsuspecting and no threat whatsoever. The small robots turn out to be more dangerous than humans and it is very hard to beat the first level. The aiming is rigid and robotic and not smooth and realistic like the original game. The voice acting seems like a Disney Cartoon of TV tropes Presumably there are no humans in the first level because they didn't want to showcase the boring human AI and bad human vs. human combat at the beginning of the game. The game looks indie in presentation, with over the top specular and bumpmapping put everwhere to mask the bad level design. The gameplay is absolute and complete chaos. The gameplay is slow and linear. The multiplayer combat is terrible and takes on average 3 clips to get an enemy unless you aim for headshots, but the aiming is hard and bad to begin with. The running is slow and everyone runs like a mentally challenged person jogging. The death animations seem like they were made for comic relief more so than anything else. The singleplayer AI of the enemies is worse than the first game which was made in 2000. Some people say if they could time travel, they would go back in time and stop Hitler, to save society. I say if I could time travel, I would go back in time and stop them from making Perfect Dark Zero. It seems that ever since that game, society has been steadily going downhill. For example here are two games showing this phenomenon: Space Balls (2018) vs. Marble Blast Ultra (2006) Games seem to be getting worse not better.