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>The different weapons available were varied by capabilities and limitations, and led to some fun and interesting scenarios and strategies.

Right. Quake and unreal had different weapons which at least in multiplayer had different uses already (rail, lg, rox, etc) but the different types of weapons in goldeneye were "real" and not fantasy, and their abilities affected the actual missions, namely, automatics were powerful but loud and blew your cover, the silenced pp7 was good for quiet kills, but missing meant you only had 6 other shots to make with firing speed of a pistol. It wasn't quake dm where you just jumped in and killed people (or monsters for 1 player), you had objectives and needed strategy to beat a level.

It would presage the plethora of what you'd consider fpses in the 2000s and 2010s, and even today.




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