Ludography
30/100
Players8 ratings
49/100
Critics2 reviews
Die Hard 64 cover

2002 · Bits Studios · First-person shooter · Shooter

Die Hard 64

Timed Nintendo exclusive

John McClane is back. Many years have passed since his work in New York, and he now works for the Century City Police Department (CCPD) in Los Angeles.

Released
15 November 2002
Platforms
GameCubePlayStation 2Xbox
Genres
First-person shooterShooter
Developers
Bits Studios
Publishers
—
Modes
MultiplayerSingle-player
Perspective
First person
Themes
Action
Country
United Kingdom
Age ratings
ESRB M

About

Die Hard: Vendetta is a 2002 first-person shooter video game developed by Bits Studios and co-published by Fox Interactive and Vivendi Universal Games for the GameCube. It was later released for the PlayStation 2 and Xbox only in Europe in 2003. Taking place after the first three Die Hard films, players take on terrorists as John McClane. Reginald VelJohnson reprises his role as Sgt.

Al Powell. D. member in the game. The game received mixed reviews from critics.

Keywords

  • helicopter
  • bloody
  • death
  • based on - movie
  • bullet time
  • hostages
  • crime
  • level selection
  • explosion
  • licensed game
  • voice acting
  • bink video

Media

The articlegameplay, story, development, reception

Gameplay

Vendetta separates itself from other first person shooter games with its puzzle like elements. This includes hostage situations which have multiple outcomes, environmental puzzles and NPC interactions. John McClane can communicate to various NPCs in order to gain advice on how to overcome numerous situations in the game.

McClane can also take enemies hostage which cause other enemy AI to react differently depending on the rank of the hostage. Headshots in the game are rewarded by showing a panoramic camera sequence that uses a 'bullet time' effect (similar to an effect in Max Payne where the last dispatched enemy would have an almost-alike panoramic camera).

Story

Five years after the events of Die Hard With a Vengeance, John McClane returns to the LAPD task force after an extended absence. After refreshing his skills in a training exercise, McClane goes home to watch the unveiling of a painting that was recovered from an expedition in South America by Piet Gruber (the son of Hans Gruber, the main villain from the first Die Hard film). As the unveiling begins, Lucy (McClane's daughter, now a police officer) witnesses robbers attempting to leave with artwork, and gunfire erupts, panicking the crowd. McClane rushes to the Townsend Museum to rescue his daughter.

Once there, McClane is notified that the robbers have sealed themselves in and taken hostages, including Lucy. McClane enters the museum and begins his search for the hostages, taking out several criminals in the process. After saving Dick Thornberg and Christopher von Laden (the museum's curator), McClane rescues Lucy.

Development

The game was being developed as an original IP titled Muzzle Velocity featuring a story in which player character Jack, a member of the LAPD SWAT team, is battling an out of control crime wave that the LAPD cannot stop it on its own. After the studio partnered with Fox Interactive, the game shifted to an adaptation of the film Speed 2: Cruise Control. The game would have been primarily set on a boat, though a bus level was also conceived as a nod to the original film. This game was then planned to release in January 1999 for Nintendo 64 and Windows, but due to the movie's critical and commercial failure, both companies decided to switch the project once more to the Die Hard franchise, with the N64 scheduled release being dubbed Die Hard 64.

Gameplay wise, the game was to utilize many of the mechanics found in Goldeneye 007. By early 2000, the Die Hard project was still unfinished, while the next generation of consoles was preparing to release. The studio decided to move the title to GameCube, cancelling the Windows version in the process, and significantly upgrade the game's proprietary TWED engine so they could push the tech into the next gen hardware, developing the game under its current title. On August 30, 2017, a former development team member released playable prototypes of Die Hard 64, up to its latest build.

Reception

The GameCube version received "mixed or average" reviews from critics, according to the review aggregator website Metacritic. Fran Mirabella III of IGN said of the same console version: "From the hostage-taking dynamics to the controls, the experience just feels unpolished. It can be fun, but there are a lot of frustrations that come along with it to sour the experience a little".

Releases by platformdates and regions as published

PlatformReleasedRegions
GameCube15 November 2002Worldwide
Xbox27 June 2003Worldwide
PlayStation 227 June 2003Worldwide

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Collections1 collection

Development status

Description adapted from its source, CC BY-SA 4.0.