If Nintendo had had its way, James Bond would have killed none of his enemies in the hugely successful Goldeneye on N64.
Bond is a violent franchise and making that fit with Nintendo, which is very much family-friendly, was a challenge,” the game's co-designer Martin Hollis explained to an audience at GameCity in Nottingham, The Guardian reports, adding that late on in the game's development he received a fax from famed Nintendo developer Shigeru Miyamoto.
One point was that there was too much close-up killing – he found it a bit too horrible. I don't think I did anything with that input. The second point was, he felt the game was too tragic, with all the killing. He suggested that it might be nice if, at the end of the game, you got to shake hands with all your enemies in the hospital.”
Ultimately, of course, this was not acted on – although it is the reason why the game's credit sequence lists all the characters. Added Hollis: It was very filmic, and the key thing was, it underlined that this was artifice. The sequence told people that this was not real killing.”
Hollis also confirmed that Rare was offered the chance to work on a game based on Bond's next outing following Goldeneye, Tomorrow Never Dies.
I thought about this and was not sure I'd really want to,” he explained. We had a small chat, three or four of us on the team. It was like, ‘No'. We sent the message back, ‘The answer is no. We don't plan to make another Bond game from another Bond film'. And that was it.
You might've thought that on a commercial basis someone at Nintendo, even lower down or higher up or whatever, would've said, ‘Well, are you sure?', but out of respect for the creator and the importance of the people who actually made the game, that was it.”