system was also added, and players can earn achievements and in-game crowns by accomplishing certain tasks. Although Combat Simulator matches are still capped at 12 entities, the remaster can comprise eight players online simultaneously, an improvement to the original's cap of four players and eight bots. Players may also play against more than eight bots as long as there are enough slots available in a match. For example, a single player can play against 11 bots; such a feature was not possible in the original game. All the multiplayer content in the remaster is unlocked from the beginning, and weapons from GoldenEye 007, which were originally only available in the single-player mode, are now available in the multiplayer. The remaster also includes two new control set-ups, entitled "Spartan" and "Duty Calls", which are based on the Halo and Call of Duty first-person shooter franchises, respectively. Development Perfect Dark was developed by 4J Studios, the same studio that previously developed the Xbox Live Arcade versions of Rare's platform games Banjo-Kazooie and Banjo-Tooie. According to Microsoft Game Studios creative director Ken Lobb, the development team "took the original code, ported it to the Xbox 360 and included deep [Xbox Live] integration". The game was developed over a course of approximately 11 months after the creation of a working prototype. As the Xbox Live functionality had to be written from scratch, the developers opted to completely rewrite the game engine rather than do a port through emulation. As a result, although the game plays exactly the same, the code and renderer is different. The game runs at 1080p and 60 frames per second. While the original level geometry was kept, the levels received new textures, characters and weapons were recreated, and skyboxes were rebuilt. Lobb explained that "things are large and blocky because that's what [Perfect Dark] looks like", meaning that the sharper textures and higher resolution simply make the game look clearer. He also observed that, as character and weapon models were remodeled from their original low hundreds polygon count to polygons in the thousands, he was worried about them looking awkward in the low-poly geometry level design. According to him, "it's one of the areas that I give a lot of credit to the developer on. It just looks right. They were smart about the way they up-resed the models so they still feel like they're kind of retro, but they're