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Perfect Dark has aged. The sledgehammer hands, wonky aimer, atrocious voice acting, the list of reasons why this game shouldn’t still be brilliant is quite long. However there’s just as much an argument as to why Star Wars is a rubbish film, or why Lord of the Rings and its mile long introductions are brain meltingly boring, yet millions of people still adore those experiences through their aged trappings. Perfect Dark shouldn’t still be great, and yet it is.
Showing Your Age, Miss Dark
However there are issues that arise from its old design, predominantly because under all the fresh makeup the game holds on to its old features like a determined kleptomaniac. For starters the non-central crosshair will disorientate newcomers as it goes against modern reticule convention, minor flicks of the right stick will send the aimer miles to either side and combined with the lack of instantly available grenades and focus on function swapping the game’s retro trappings will seem clunky to those used to mowing down opponents with their eyes glued to a guns iron sights.
Alongside these control differences the labyrinthine, objective based levels and corridor shootouts go against the funnelled, field obsessed design of modern shooters, the lack of clear way-pointing and needle in a haystack mission design ignoring modern hand holding design techniques. It may come as a shock to some players just how much work people used to put into completing games.
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