
But who doesn't like their extreme prejudice delivered across the level? Crouching increases the accuracy of all weapons.This can be very entertaining when an enemy gets close to it. Sometimes when the Dragon is thrown to engage its booby-trap setting, it will just bounce around instead of landing.
When it respawns, it'll be floating in mid-air!
Shoot an ammo box up into the air in multiplayer, then pick it up. So the cameraman is wearing Joanna's classified tech now? It also works with the RC-P120's cloaking device as well as the normal cloaking device, so you can be invisible in cutscenes. Ending a stage with the Infrared Googles or X-Ray Scope shows the ending scene in Infrared or X-Ray, respectively. #Perfect dark farsight simulator
This can be exploited handily in multiplayer, especially in Deathmatch-styled Combat Simulator Challenges.
The AI cannot see any kind of trap, whether it's mines, a Dragon set to proximity destruct, or a Laptop Gun. Seeing as how the detonator is just the secondary fire for the mines, though, this has a lot less utility than there. A+B to blow remote mines without the detonator was kept from GoldenEye. In addition, you can always switch to rapid-fire bullets. With six grenades in a mag, forty in reserve, this lent itself well to Grenade Spam. The SuperDragon counts as well, considering how explosives work in both this game and GoldenEye. For multiplayer, this effect is a godsend to avoid getting hit with a Proximity Mines or a well-hidden Laptop Gun. Another thing about this weapon is that it has one of the most useful secondary effects in the game: Threat Detector. It makes up for these apparent drawbacks with its devastating damage-per-bullet and lightning-fast RPM, especially in comparison to the other assault rifles. It is used to avoid has a reduced magazine capacity compared to the AR34 or the Dragon and its heavier variant, is less accurate, and dispenses ammunition much quicker than most auto-weapons. One-Hit Kill weapon that shoots through walls and has an alt-fire that slowly auto-tracks other players? If you're fighting someone with one of these, you'd better hope he's a bad shot. However, thanks to Artificial Stupidity, they can be reduced to a joke if you put Remote Mines as the only weapon because they cannot detonate them. They also know where the best weapons are and won't waste time trying to kill you with them. In multiplayer, Perfect and Dark Sims with the right weapons are formidable foes who know every bit of the multiplayer map you're on. They can kill you in just a few shots, and dying to them drops you all the way back to the beginning of the bridge, forcing you to spend another thirty minutes fighting your way past the entire fricking dataDyne army. The platoon of cloaking device-equipped, plasma rifle-wielding babes at the very end of Perfect Dark Zero that guard the path to the final boss. The RC-P120 is designed to cut through their shields quickly but it has limited ammo. The only practical way to deal with them is to either magdump into their chests or use the Combat Boost and go for headshots. The dataDyne Shock Troopers from "Carrington Institute: Defense" are extremely frustrating, since they all have shields and wield K7 Avengers. Conker's Bad Fur Day would later follow suit with this, and Eternal Darkness became the first ever game directly published by Nintendo to receive an M-rating. Sure, it wasn't directly published by them per se, but it was still a surprise to many nonetheless. To a lesser extent, just the fact that Nintendo - known until this point for their squeaky-clean image - had willingly distributed an M-rated game.
Many agreed that the game would have been better if the developers had sacrificed their ambitious graphics for a smoother framerate. However, the biggest complaint among critics was how slow and uneven the framerate could be, especially on high-res mode. The original featured some of the best visuals on the Nintendo 64.