GoldenEra
Writers: Brok Power, Drew Roller, Jim Miskell
Director: Drew Roller
Release: August 23, 2022
Tagline: A movie about the most important video game ever made
Executive Producer(s): Jay Burnley, Greg Gertmenian, Jim Miskell
Producer(s): Jenny McCloy, Drew Roller
Associate Producer(s): Naz Pattison, Brok Power
Music by: Tweaklab
Production Company: Woodhouse Pictures
Genre(s): Documentary, Video Game, History
ID: tt11753760
Runtime: 100 minutes
Declassified by Agent Palmer: GoldenEra is as precise as a watch laser in GoldenEye 007 documentary
Quotes and Lines
Simon Parkin: In the late nineties, every major film that came along had to have a licensed video game attached. And this was not because Hollywood, you know, particularly valued or respected the video game industry. It was like, this is a really useful marketing tool.
Steve Ellis: You get to the end of the game and you are blind to what’s good about it and all you can see is all the things that were on your wishlist that you haven’t had the time to do. So you kind of only see it’s flaws.
Robert Bowling: I think there’s a certain magic that happens that GoldenEye taught all of us, that sitting shoulder to shoulder with somebody on a couch, even if we’re on two separate TVs, playing something, getting the reaction, feeling the energy, right, is a magical moment.
David Craddock: GoldenEye became the game that set the gold standard for first person shooters on console. It was the template that the genre would follow on consoles going forward.
Simon Parkin: The inability for the corporations to figure out a way to get a remastered version of GoldenEye out has created a vacuum into which fans have fallen and they’re making their own projects. You know, their sort of black label versions.
Grant Kirkhope: Sometimes I feel like the corporatization of it all has sucked away the creativity out of it.
Dan Crowder: I think innovation has now moved from AAA to the indie scene because the indie scene is basically what Rare was back in the nineties. It’s small teams, pretty inexperienced, doing it out of the love for making something that they want to make.
Joao Diniz Sanches: Things have become a little bit more corporate and safe. And then generally, I think that’s true of all game development. You know, some of the risks that are taken in GoldenEye just wouldn’t fly in this day and age. And then going back to that inexperienced team, small team, you know, movie license, even the freedom that they had with the license these days wouldn’t happen…