
A retro spy FPS inspired by the N64 era. Go guns-blazing in action-packed shootouts, steal secret plans, and accomplish objectives while foiling evildoers’ schemes as a secret agent in a solo or co-op campaign. Fight friends in both local split-screen multiplayer and online with up to 8 opponents.
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About
Step into an adrenaline-fueled, retro first-person shooter paying homage to the beloved console shooters of the ‘90s.
Engage in pulse-pounding shootouts against cutting-edge enemy AI straight out of the futuristic realm of 1997.
Embark on 14 daring missions as Secret Agent John Walter, an elite operative tasked with saving the world from his arch-nemesis, Dominic Pulp. Protect the future against the phantoms of the past.
Traverse skyscrapers, nightclubs, museums, catacombs, and snow bases in a heart-pumping journey of espionage.
Play the entire campaign as a one-man army or alongside friends via split-screen and online cooperative play!
Each story mission is a self-contained environment where you have to accomplish varied objectives, such as hacking terminals, stealing secret plans, freeing civilian hostages, and much more… all while fighting armed guards in epic shootouts, of course.
3 Difficulty Levels
Every mission can be completed in 3 distinct difficulty modes (Agent, Special Agent, and 64 Agent). With higher difficulty comes more objectives, and more open areas to discover.
(Tip: Start with Agent to familiarize yourself with the missions, then ramp up the difficulty to discover what comes next.)
By beating par times and other trials, you can unlock Paradox Modes, which contain 70+ modifiers and cheats that enable various effects on regular gameplay, including:
Big Heads
Melee Disarms
Slow Bullet Speeds
No Reload
…and many more!
Ready for an unorthodox challenge? Complete Contracts: remixed missions with different objectives and Paradox mode pre-sets for additional Paradox unlocks.
Fight against friends in local split-screen multiplayer combat, or take the gunfight online with up to 8 players and 8 additional bots.
Enjoy full lobby customization including teams, weapon set, rule sets and paradox modifiers, with up to 10 saved pre-sets to your liking.
Deathmatch: Classic deathmatch, score the more frags to win!
Briefcase: Capture the briefcase and hold it for long enough to score a point. But don't get too comfortable, after each point won, the briefcase position is reset to a random point on the map.
Zone: You have to capture the zone on the map to score points. Don't let any enemy contest it as it will stall the countdown!
Challenges: special matches against pre-set bots where players must reach a precise score under a certain amount of time. The faster you win, the better the prizes. Unlock maps, characters, music tracks, and more!
Genres
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 615 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have absolutely adored my time with Agent 64 so far, but I fear that good will may run out soon. TL,DR: It's about on par with GoldenEye but not anywhere close to Perfect Dark. Be prepared to grind challenges and learn speedrunning strats to unlock everything for multiplayer, not just extras. My playtime as of writing (22 hours) has been 95% single player content, in case you're wondering about the price tag. Mechanically, it's tight and effortless. It plays exactly how you *remember* GoldenEye playing, which is to say it plays like an N64 era shooter with many QoL updates that have become standard in the industry since GoldenEye's release. It's a friction-less experience to simply pick up a controller and play. The finely-tuned auto aim paired with the movement acceleration curve perfectly recreates that same "flow state" you got on the old Rareware N64 shooters. Could not ask for a better experience. Aesthetically, it's got it going on. Personally, I disable SSAO and volumetric lighting to have a more "authentic" N64 experience (it also help the game run at 60 FPS on an Odin2 Portal ;D), but the look of the chunky character models and blurry textures fit the bill perfectly. It's quaint and charming, to say the least. It will never not make me smile. I wasn't blown away by the soundtrack at first. It has grown on me as my play time has increased, but I'm not sure if that's from the quality of the soundtrack or the frequency at which I was hearing those songs. Also, no dedicated pause menu banger? C'mon, man... My main concern revolves around the drip-feed of content I'm unlocking for multiplayer. GoldenEye locked content behind challenges in its single player campaign, and I can get behind that. I'm willing to grind for "extras," not features that are expected to be there like game modes, weapon selections, and player characters. The local multiplayer offering out of the box are abysmal. Agent 64 features unlockables within both its campaign and a dedicated challenge mode. Par times I can deal with for the most part. I know I don't need to shoot EVERYONE in a level to finish it. There's nothing wrong with doing the serpentine maneuver to save a few second. The higher difficulty challenge levels are *obscene* (for me, a casual shooter player). D6, I respect you so much. You've created such an incredible game here, and the fact it's just you making it is all that much more impressive. I'm gonna need you to upload full play through videos of all Elite and Legendary challenge levels to prove they are possible in single player. Four player co-op? Maybe, but solo? As a casual player, I feel upset because I want to play as much local multiplayer as I possibly can. I fear that may not be possible because of the FOMO of those egregious final challenge leagues. The reason this is such a sticking point for me is two fold: 1) Replaying these challenge levels over and over and over again are contributing to a severe burnout that I really hoped wouldn't set in this early. Some of these legendary challenges make me feel like Sisyphus: There's no way I can take four, five, six advanced bots on my own, but I want to have the maximum multiplayer offerings for me and my friends, so I have to keep trying, and I'm getting kinda sick of it; and 2) If we're emulating the classic Rareware shooter design philosophy, why not take a page out of Perfect Dark instead? PD's multiplayer was fully realized out of the box, with unlocks and extras simply building on top of the solid baseline. Would love to see A64 adopt the same perspective. That all being said, PLEASE support this game. I desperately want DLC maps and more characters and more of everything. I want this game to succeed. I want this game to be a spearhead in a new sub-genre of boomer shooters that emulate more of that N64 console experience. I want more couch co-op and Counter-Op and Deathmatch and Briefcase and Golden Gun and everything. I want D6 (and all indie devs for that matter) to succeed and profit off this so they can make another one, maybe even with a few other folks to help. I've had such a tremendous time with this game, I cannot wait to have my siblings and my friends over for a chaotic Deathmatch night. If you think the trailer looks cool, do it. Pull the trigger and buy the game. Despite my hang-ups, it's worth it.
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Languages: English, Japanese, French
Hours played at review time, across 616 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's good so far but I really want to kick it old school and use my usb N64 controller. I managed to program buttons through steam but can't do button combos (trying to replicate goldeneye controls). It would be nice to see official gamepad mapping in settings.. I can't program combos (Z+A to weapon cycle for example). I haven't played through it all yet but I think that's holding it back a little. Kind of a bummer in a throwback game like this. I'll change my review if this happens.
Finishing the campaign in co-op took 2.2h and is less than 10% of the "completion %" in the menu. Wouldn't have been over the refund window if not for the boring, bloated and badly written cutscenes. Most of the "content" in this game is challenges etc on the same maps or just MP stuff. I was expecting way more content to the campaign mode, which was really all I wanted from a game like this. The challenges in games like timesplitters that followed up Goldeneye/PD were never what I was interested in, it was the fun campaign. If you want to do a LOT of challenges on the same map, this game is worth it.. if you want the campaign it's not worth the 20+USD I'm sorry to be harsh but this game just wasn't fun enough of a 2h co-op campaign to warrant feeling that it was worth the money.
GoldenEye, this is not. Why is there no crouch function? Why is there no blood on character models when I shoot them like in GE? Why is there no voice acting when even Perfect Dark, an N64 game that came out 25 years ago, had it? The UI has that Unity-coded generic look to it that just doesn't appeal to me. I hate to sound negative but I hope the devs see these complaints as opportunities to improve the game and not just me dogpiling on it, because there is some potential with Agent 64. Steam Workshop implementation for levels, guns, campaigns and character models would probably have me singing a different tune. The gameplay itself does a good enough job to capture the vibe of GE/PD and I'm sure multiplayer is a great bit of fun with some friends. I can't recommend this one at its current full price but I believe the base is here to turn this game into a much better one.
«Agent 64: Spies Never Die» trifft den Reiz klassischer N64-Shooter erstaunlich gut. Die kompakten Missionen, die zusätzlichen Ziele auf höheren Schwierigkeitsgraden und der großartige Spionage-Soundtrack machen die Reise ins Jahr 1997 für mich besonders gelungen. Der konsequente Retro-Look greift die Ära glaubwürdig auf, ohne technisch darin stecken zu bleiben. Ganz reibungslos gelingt die Reise in die 90er Jahre allerdings nicht. Die Gegner-KI wirkt stellenweise unbeholfen, die Animationen gelegentlich hölzern und manche Missionsziele geben mir zu wenig Orientierung. Diese Eigenheiten erinnern mich eher an die Schwächen als an den Charme der Vorbilder. Die Zeitreise funktioniert für mich auch abseits der offensichtlichen «GoldenEye»-Parallelen. «Agent 64» übernimmt alte Ideen, die ihren Reiz bis heute behalten haben, und macht daraus einen Shooter, den ich gerne empfehle. Meine ausführliche Spielkritik findest du hier: https://www.galaxus.de/de/page/agent-64-spies-never-die-ist-altmodisch-und-erstaunlich-frisch-43460
I think its fine at this time, but I'd like to see more Perfect Dark than Golden Eye, since it's definitely more inspired than the latter. Notably, it feels barebones compared to what its going for. For example, its missing: Voice acting Secondary gun functions Varied multiplayer game modes Dual-wielding Dynamic AI behavior, especially in the story mode. I guess this is all to say that I was expecting more, like how Stardew Valley built off of the framework of Harvest Moon. I don't see the game doing much more than what Golden Eye did, and really it should be ripping off of Perfect Dark instead.
This is a love letter to Golden Eye 64 and Perfect Dark, but fans of Timesplitters may find some common ground as well. Spies Never Die proves that old and seemingly obsolete formulas still have relevance and a place even in the modern day. The game feels very different from your typical FPS in that turning your character will also move your aim in that direction as well, so your crosshair won't always be centered on your screen. This will probably feel incredibly off for players who didn't grow up with this type of aiming system, but it's exactly how Rare handled aiming in their games back in the day, and if that's your kind of jam you'll find the shooting and player feedback immensely satisfying. There are no real movement shenanigans (not even duck or run), so cover is extremely important. When enemies initially open fire on you, their aim will be off and then gradually hone in on you. You can tell almost exactly how much time you have before you start taking damage thanks to the bullet tracers, and this works extremely well with the combat loop of jumping in-and-out of cover. The various difficulty levels you select in singleplayer actually affects just how quickly enemies react and correct their aim rather than health and damage numbers. There also seems to be a fair amount of content available. You can tackle the singleplayer campaign cooperatively, but beyond that there are also singleplayer challenges and multiplayer modes with stupid settings such as big head and the like of which you'd expect from a shooter on the N64. The singleplayer missions are also intended to be replayed in order of difficulty. Once you've beaten a mission on Easy, you should play it on Normal, and then Hard. Each difficulty level adds more objectives to the mission and opens up previously locked areas. It's a clever way of easing players into more difficult challenges, especailly since Hard is brutally punishing. I have three gripes with the game thus far, and thankfully they're not major ones, but I do wish they were addressed to some degree: 1: The enemy variety is sparse. So far I've only encountered a single type of enemy throughout the game, and the only difference is what type of gun they have. This is probably a concious choice by the devs and most of the variety comes from the missions and environments themselves (which are thankfully expertly crafted and the level design stands above and beyond the titles they draw their inspiration from). I still have quite a lot of the game to go through so this might still change, but from what I've seen so far I have no reason to believe so. 2: There are no footstep sounds in the game whatsoever. This might seem like an odd gripe, but on Hard mode this becomes a real problem. Your only advantage is the element of surprise and whatever cover is near you. I have failed missions multiple times from having an enemy silently spawn behind me and attacking me with melee in the back (which kills you instantly without armor) with zero warning, and this ends up feeling cheap and unfair. Audible footsteps were not a thing in Golden Eye, Perfect Dark or Timesplitters, but I really feel that it would help improve the experience in Spies Never Die a lot. 3: The narrative is miniscule at best. All missions start with a cutscene, but sometimes it's no more than a quick flyover of the environment, and you're left wondering where you are, who you are and what you're actually doing there. I don't mind a minimalistic take on the narrative at times, but Spies Never Die often fails to establish a solid relationship between the player and the game beyond "Go shoot bad guys". Beyond these gripes, I would still recommend the game to almost anyone. It's very clear what it's trying to do and be and it absolutely succeeds in this regard.
Escort mission? Protect stupid, stationary, NPC while enemies appear from various doors? F**k no! This was the worst sh*t in Goldeneye, and it's not acceptable here. REFUNDED.
Dans mon adolescence j'avais adoré perfect dark et golgeneye à en passer des nuits blanche. Dans celui-ci on retrouve bien le même atmosphère et surtout les mêmes missions avec un jouabilité amélioré, pour ca rien à redire, le souci est son prix. 19 euros c'est beaucoup trop chère.
Goes without saying, it scratches that Goldeneye / Perfect Dark itch, plays well on pretty much everything from steam deck to big rigs, Been looking forward to this once ever since the demo popped up a while back, Most recommended, It may however frustrate players who are used to more modern games with checkpoints and in mission saves, there's none of that here. Play through, familiarise yourself with the levels and git gud noobs!
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