Forum > Gaming Discussion > The Goldeneye (Wii) Thread: Reviews and hands on impressions from Page 10 onwards
The Goldeneye (Wii) Thread: Reviews and hands on impressions from Page 10 onwards
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Tue, 24 Aug 2010 23:48:09

robio said:

The fact that the original arcade version of this game is not available on the Virtual Arcade may be Nintendo's greatest crime against humanity.

Agreed.

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Wed, 25 Aug 2010 11:35:24

Agnates said:
DKC was in development since before Corruption, so they likely have other projects going as well. But maybe they've all been failed crap like all the shit they tried making before Prime, who knows. I'm not sure they should make an FPS without some new talent and ideas because the actual combat in the Primes was pretty boring.

I quite enjoyed Prime's combat but it was more like playing a Zelda game in the first person. How was DKC in development before corruption? I read an interview in which Retro said that nintendo only approached them about DKC after Corruption was done and those 3 guys left to form Armature.

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Sat, 28 Aug 2010 17:59:05
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Sat, 28 Aug 2010 22:02:14
Interview talks about the jungle level but all they show is old footage of another?
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Sun, 29 Aug 2010 16:19:26
All these behind closed doors single player demos are annoying me.

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Tue, 31 Aug 2010 12:26:12

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Fri, 03 Sep 2010 13:14:51

GoldenEye-64-Cover.jpg

Thirteen years after release, Rare has revealed that they didn't actually want to make classic N64 shooter GoldenEye when they were first approached by Nintendo, admitting that the team thought the game was "going to be a disaster".

In a candid interview with EDGE, Rare's Mark Betteridge said that when Nintendo first asked the team if they wanted to develop GoldenEye, the team's response was "well, not really."

"It wasn't something we were really doing - we were trying to build our own IP, and film tie-ins meant a lot of ownership by the film company. But Nintendo was very keen."

However, following the game's lengthy delays, Betteridge said that Nintendo wrote to Rare suggesting they cancel it.

"We just never told the team," he says.

Gregg Mayles, meanwhile, added that the team thought GoldenEye was "going to be a disaster", following a poor showing at E3, saying "thank God we've got Banjo.

"Then, as it was, GoldenEye sold several times more."

"Internally, while GoldenEye was being produced, there wasn't an awful lot of faith in the game around the company apart from the core members of that team," added Rare's George Andreas.

"I saw the game at various stages during its development, and I think, about four months before release, I saw a build of it and I thought, 'Jesus Christ, it's a bit of a mess.'

"But then it all came together very close to the end."

That it did, and GoldenEye went on to be recognised as one of the best games of all time, winning multiple awards in the process.

A remake, currently in development at Eurocom, is due to be released on Wii later this year

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Fri, 03 Sep 2010 13:18:41

Why was the Wii was selected as the console of choice?

Julian Widdows, Executive Producer at Activision Blizzard UK gladly answered that question with a tone of finality and defiance.

"Because the console and its audience deserves a cutting edge shooter," he said, "because Eurocom and ATVI have something to prove -- that Nintendo’s machine is underestimated in terms of its ability to deliver serious, credible, mature experiences -- and because it feels so natural to bring GoldenEye home to Nintendo."

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Fri, 03 Sep 2010 13:29:40

so not because of the controls? Sad

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Fri, 03 Sep 2010 16:09:01
Foolz said:

so not because of the controls? Sad

I have a feeling its going to control better with a normal pad. If so, my silver Gamecube controller will be up to the mission. Sorry classic controller.....vibration please!

         1200923.png?77682175

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Sat, 04 Sep 2010 03:00:05
edgecrusher said:

I have a feeling its going to control better with a normal pad. If so, my silver Gamecube controller will be up to the mission. Sorry classic controller.....vibration please!

If  they let you use it!

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Sat, 04 Sep 2010 04:13:22
Foolz said:
edgecrusher said:

I have a feeling its going to control better with a normal pad. If so, my silver Gamecube controller will be up to the mission. Sorry classic controller.....vibration please!

If  they let you use it!

It would be really cool if we can use GC pads with the game, but I seriously doubt it. Sad

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Sat, 04 Sep 2010 12:03:31
Ravenprose said:
Foolz said:
edgecrusher said:

I have a feeling its going to control better with a normal pad. If so, my silver Gamecube controller will be up to the mission. Sorry classic controller.....vibration please!

If  they let you use it!

It would be really cool if we can use GC pads with the game, but I seriously doubt it. Sad

They said in the announcement and in numerous previews that it supports both Classic AND Gamecube controllers. cool

         1200923.png?77682175

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Sat, 04 Sep 2010 14:59:09

If the wii remote IR controls suck I might not buy it.

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Sat, 04 Sep 2010 16:19:51
gamingeek said:

If the wii remote IR controls suck I might not buy it.

Even if its a great game?

         1200923.png?77682175

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Sat, 04 Sep 2010 16:26:22
edgecrusher said:
gamingeek said:

If the wii remote IR controls suck I might not buy it.

Even if its a great game?

Eh, yeah for nostalgia then. I really find a lot of FPS stale and repetitive with dual anlogue. I only enjoy the IR ones because its more skill based and instinctive. It almost reminds me of playing in an arcade hall. It's the reactions, speed and accuracy, the punch and satisfaction of pulling off a great shot sans-auto aim that makes FPS worth playing to me. Other than Halo I really don't bother much with 360 shooters.

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Sat, 04 Sep 2010 21:17:03
edgecrusher said:

They said in the announcement and in numerous previews that it supports both Classic AND Gamecube controllers. cool

Awesome! I haven't been reading much about the game, but that's great news. My Wavebird is happy. Happy

Edited: Sat, 04 Sep 2010 21:17:35

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Sun, 05 Sep 2010 02:35:22

Great news indeed! If only the leads weren't so short...

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Tue, 07 Sep 2010 18:10:58

Activision explains blending old and new for GoldenEye

--- said:

Bond is back, and this time he's back in two new games. One of them is an entirely new venture in the form of Blood Stone the other is a relaunch of one of the most iconic games ever made, GoldenEye 007. While the former is terribly exciting the latter is obviously a bit more high profile thanks to its namesake. Thus it was with great interest and trepidation that I got the chance to toss some questions at Julian Widdows the Executive Producer at Activison Blizzard UK.

He actually addressed a lot of interesting things about how much the game was being remade and why they chose to dive back into GoldenEye on the Wii. Moreover he gives a fantastic response to whether or not you should play the game with the Classic Controller Pro or the Wii Remote and Nunchuck. Read on for the full interview.

Destructoid: At the reveal for the game at Nintendo's press conference at E3 a variety of research panels were shown to show off how interested people were in a new GoldenEye. Other than a demand for the game what else was garnered from these and how have the ideas been implemented in the game?


          Widdows:
The reveal event movie showed just one of dozens of focus tests we’ve carried out on GoldenEye 007 at Eurocom; other UK Activision studios such as Freestyle Games and Bizarre Creations; at our Head Office in Santa Monica; and in other parts of the publishing organization such as the offices in Quebec and Minneapolis. Some helped inform the overall creative direction, others were to look at specific gameplay features such as the smartphone; the covert/firefight mechanics; the innovative control scheme that aids player accessibility; level flows; game balance; multiplayer functionality and playability. It’s been a hugely important part of development that‘s informed all elements of the game – our litmus test to ensure we’re reimagining ‘GoldenEye’ in the right way, and are delivering the AAA gaming experience people have the right to expect.

Will GoldenEye Wii do anything to win over people who hate the original N64 game?

Widdows: People who hated the original should understand that although our game respectfully tips its cap to the 1997 original, it is a completely new experience re-imagined for 2010, in the world of Daniel Craig’s Bond. The mechanics, levels, gameplay beats, and story, have all been designed from the ground up for the Wii platform. Walking that line between nostalgia and creating a fresh, relevant experience, has been a key part of the game’s development, and we’re really comfortable with the final balance. The expectations of modern players are very different now and exceeding those expectations has always taken priority over any sense of needing to be like the original – Eurocom have delivered a game that stands on its own feet.

The trailer had plenty of iconic scenes from the original game (bathroom ventilation kill FTW), but there are obviously major changes in the levels. What are you doing to change up the single player experience?

Widdows: Firstly, this is a much more cinematically driven experience when compared to the original GoldenEye. In-game cut-scenes, many of which are fully interactive and blend seamlessly with the gameplay, punctuate the experience and provide narrative drive through the levels. The levels themselves have been designed around re-imagined mechanics, such as the melee takedowns, the covert system, and the smartphone, and as such although they contain iconic moments, offer an entirely different experience over the original. During focus testing we’ve found that the majority of people who play the game really get the direction that’s been taken, and like the balance.

A lot has changed since Bond landed on the N64. What do you think it takes to make a successful

          competitive FPS today, compared to what it took back in the N64 days? Which style are you shooting for

          with
GoldenEye on the Wii?


Widdows: Absolutely. The shooter genre is largely an evolutionary one, and things have evolved a great deal since the original game was released. As such, you’re generally building on your own learnings as well as those of other games makers. In a general sense, I think it comes down to four main things: Giving the player an accessible, tactile, rewarding core experience – the game has to feel fun in the hand, with the player always feeling in control; delivering levels that are designed to support the core mechanics, offer constant visual interest, and lots of payoffs for exploration and progress; the game needs to exceed player expectation by offering regular surprises, through cinematics, wow moments, set-pieces and varied encounter design; and lastly deliver a compelling narrative experience supported by incredible voice over and an audio score. In all of these areas production values need to be polished and slick in order to give the gamer the experience they now rightly expect. In terms of style, ‘GoldenEye 007’ is a blend of covert and firefight gameplay designed to give the player a choice of playing styles throughout.

Eurocom have done a great job of ensuring the behind the gun experience is tight, fun and engaging, whilst delivering an experience that rewards replay and experimentation. Every time you play there’s a new route to discover, a hidden area to find, or a setup to approach differently. More than anything, Eurocom have a great sense of the factors that help make a game fun, which is evident as soon as you pickup the controller.

In line with this, GoldenEye is a little dated. The game is obviously still a blast to play as a throwback, but what are you doing to bring it up to date other than the obvious graphical change?

Widdows: I think this is pretty much covered above. This is an entirely new GoldenEye experience for 2010 with new gameplay, new levels, great graphics, and destructibility. The answer is ‘everything’.

In that same vein what are you doing to improve the multiplayer or offer something new up?

Widdows: Aside from the 4 player split-screen, we now have 8 classic characters including Baron Samedi, Rosa Klebb, Jaws, Oddjob, Red Grant and Blofeld; 44 other characters including Bond, Trevelyan and Onatopp; a host of split-screen hosting options and game modes such as GoldenEye control - a territory possession mode; You Only Live Twice; and Golden Gun. Then we have the 8 player Wii online experience, the XP system, weapon attachment unlock, online specific game modes…

In an event that will most likely never occur again, people are probably looking forward to split-screen multiplayer over online functionality. Still, you're implementing online on the Wii. Not the hottest spot for online gaming. What are you doing to make sure this works and dare I bring up Friend Codes?

Widdows: well as split-screen. This is 2010 after all, and to deliver a shooter experience that draws people awayNever again? I hope not! We really felt from the outset that we had to include online support as from their HD consoles to Nintendo’s white box we knew we had to bring the compelling and fully-featured gameplay people have come to expect of the best-in-class shooters to ‘GoldenEye’. To make sure this works we’ve focus tested, BETA tested, and focus tested some more. Ultimately polish comes from extensive playing, and the online game has had a lot of play time.

All right, I know the arguments against the Wii as plenty on the web have been shouting them since the announcement, defend GoldenEye's release as a Wii exclusive (aside from the DS, of course).

Widdows: Because the console and its audience deserves a cutting edge shooter; because Eurocom and ATVI have something to prove - that Nintendo’s machine is underestimated in terms of its ability to deliver serious, credible, mature experiences - and because it feels so natural to bring GoldenEye home to Nintendo.

Classic Controller (in gold!) or Wii Remote and Nunchuck?


          Widdows:
CD or Vinyl?

Daniel Craig's Bond is very different from Pierce Brosnan's. The story has been reworked, but are you making any attempt to work his take on the character into the game are you leaving it Brosnian?

Widdows: It’s Craig through and through. Working with Bruce Feirstein (one of the writers on the original GoldenEye) was essential in this respect, as he helped us translate all those story arcs into the world of Daniel Craig. The gameplay is also all Craig – less gadgets and one-liners, more hand-to-hand combat and agility. This was a really key decision as it helped us differentiate the gameplay and the overall aesthetic from the original experience.

Did you add any beach sequences in the game? We want pecs; Daniel Craig's pecs. Possibly also a small speedo.

Widdows: Ha ha. No, no that would have been, ‘challenging’ to have handled delicately in a videogame. I don’t think we do speedos well. Pecs, maybe, but pecs don’t often come out in the middle of a Russian wilderness. We have some biceps though. Would biceps do?

People (read: me) are pretty religious about Bond. How daunting has it been to take on such an iconic character on top of an iconic game and make it all work? What has been the biggest challenge?

Widdows: Keeping people (read: you) happy, is incredibly important to us. We all grew up watching Bond films – my first cinema trip was to watch ‘The Spy Who Loved Me’ – and so this property is incredibly dear to us. I guess this has made the task daunting, but also given us a good creative centre. We know what we think works and what does not, and hope that you’ll agree. Thankfully we have three of the most ardent protectors of the franchise scrutinizing our every move: the Producers of the Bond films, Michael Wilson and Barbara Broccoli, and David Wilson, have worked with us closely to help us understand what can and cannot happen in Bond’s universe. Combine this with the collaboration with Bruce Feirstein, and I think you have one of the most authentic, respectful and relevant Bond experiences in years.

You've renamed the Klobb to Klebb. For a Bond lover that is an awesome reference, for a GoldenEye lover that's a sin. There are almost two competing icons here, has it been tough to balance them? Anymore cool little references like that being worked in?

Widdows: It’s one of those things. You’re damned if you do, and damned if you don’t. As long-time fans of the Bond films we think we’ve made the right decision although you folks will be the final judges. And yes, there are plenty of cool little references throughout.

With MGM's current financial woes and the news of the next Bond film being put on hold, GoldenEye and Blood Stone are the only way that people are going to be able to get a Bond fix for a while. Do you see the games as stepping up to fill a void? Do you think that the Bond games could be considered as important to the Bond mythos as the films are? Should they be?

Widdows: Yes, I do, and I know the Producers at EON feel the same way. Although cinematic releases are

          the lifeblood of the property, games are becoming increasingly important, and the level of involvement

          we’ve had with the production team over at EON is unprecedented in the history of Bond games. This

          authenticity is clear when you play the games, and is important to maintain the integrity of the property.

          We’re really proud of both the titles and hope gaming fans and Bond fans alike enjoy these Bond stories.

What are the chances, if any at all, of DLC happening?

Widdows: None. Sorry.

Could we be seeing more GoldenEye sequels if this takes off? Almost a franchise within a franchise?

Widdows: At the moment all our energy is focused on finishing GoldenEye 007. World domination can wait a week or two…

Obligatory question is obligatory, but who's your favorite Bond. Has a vote gone around the office yet?

Widdows: I don’t have one favorite Bond as they’ve all brought something new to the character. Moore and Connery are obviously key icons to me as I grew up with them, but I love Craig’s interpretation of the character. I’ve been a fan of his since Layer Cake – superb performance – and I think he’s developed the Bond character in a really interesting way.

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Mon, 13 Sep 2010 20:28:13

Media: Activision Unveils New GoldenEye 007 Screens

GoldenEye 007: Blowing Up Helicopters and Jungle Fever

Nintendojo said:

          
               GoldenEye 007: Blowing Up Helicopters and Jungle Fever
          
               
          

The single player portion of James Bond’s Wii adventures seems to be shaping up to be something special.

By Evan Campbell. Posted September 13, 2010 10:21 AM 1 Comment)

Sometimes, James Bond sneaks into a hostile situation without being detected, noiselessly disposing foes wherever he goes. And other times, the secret agent feels like tearing down an entire city in his wake.  I saw both of these sides of 007 at an Activision press event for GoldenEye 007 on Wii on Wednesday in San Francisco.

Graham Hagmaier, a producer at Activision, explained that giving the player options in the way Bond tackles a level was one of the main goals for the project.

“One of the big keys [for developer Eurocom] in regard to game design is player choice,” said Hagmaier. “[The game] has multiple routes through areas, so you can take the stealthier route and kind of use close-quarter combat — such as takedowns. Or you can go in guns-a-blazing — American style, as I like to call it — and just firefight and take out enemies.”

I experienced two levels at the event (one hands-on, the other hands-off) that showcased the “American style” and the stealthier style.

GoldenEye 007 Tank

ST. PETERSBURG TANK

The level starts with Bond, in a tank, chasing an automobile. You can hear Daniel Craig as Bond in a voice over, detailing the events happening. Craig’s performance sounds top-notch, equivalent to something straight from a movie. But before you hear too much from 007, a helicopter blows a bridge sky high, leaving you without a tank and a lot of ground to catch up.

The pursuit that follows displays the impressive visuals for the game. The tank smashes everything in sight, like cars and enemy trucks. Even better, the armored vehicle blasts through cement pillars underneath buildings throughout the level. But that’s not all. Huge skyscrapers and buildings tumble down, blanketing the ground with dust and rubble. The effects are pretty stunning, and the frame rate seems to hold steady.

GoldenEye 007 Soldiers Shooting

The cause of this destruction rests with an army of trucks and helicopters attempting to stop Bond in his tracks. The whirlybirds flutter above in the sky, launching missiles at the secret agent. The missiles display realistic smoke trails, and then boom, spectacular fire explosions. Once again, the graphics are definitely something to talk about.

As for destroying these enemies, you have the tank at your disposal. You primarily keep your foot on the gas moving forward with the control stick, with the right analog stick navigating your reticule (with missiles and a submachine gun). Obviously, the game was demoed, once again, with the Classic Controller Pro.

Everything felt pretty good, though, I was curious about how the heavy vehicle would feel with Wii Remote and Nunchuk in hand. As such, I pressed Hagmaier about the decision not to showcase the game with other control options.

“[Activision] thinks that Classic Controller Pro is a great new controller, and [Activision] is doing a Collector’s Edition with the gold controller,” said Hagmaier. “As such, the Classic Controller Pro is just one of those things it has been pushing to get people comfortable with that control scheme.”

JUNGLE

The controller was removed from my hands for a small taste of the single player Jungle level. The lush, green setting takes place in Nigeria for this re-imagining (instead of the Cuban setting in the original Nintendo 64 version), and this forested area serves as the polar opposite to the citywide destruction of the tank area.

GoldenEye 007 Soldier Standing

The Jungle, like St. Petersburg, exhibits stunning visuals. There’s plenty of geometry in the environment, with downed tree branches and vegetation twisting throughout. The greenery blocks the sunlight, though rays will break through the canopy with realistic light sourcing. Bond starts his mission here after crashing a small prop plane, with embers from the plane drifting through the sky, thanks to some amazing particle effects.

But the crash also draws in soldiers to investigate the wreckage. Bond attempts to keep quieter than in St. Petersburg, focusing more on stealth. (However, an Activision representative let me know that players could sprint through the locale dropping lead, but that amps up the difficulty.) Thus, the secret agent uses a silencer and slowly sneaks up behind foes, using close-quarter combat to defeat them.

Bond finds one of the first unfortunate souls to cross his path standing next to a huge boulder. This leads to an awesome scene where Bond tosses the guy against the gray rock, smashing his skull in the process. It was refreshing to see 007 cleverly using the environment to his advantage instead of just strangling the adversary.

The next couple of bad guys awaiting Bond are standing next to each other near the plane wreckage, wondering aloud whether anyone has survived. This gives the secret agent the perfect angle and opportunity to kill two birds with one stone: Bond fires a bullet that explodes through one foe’s head, and then into the other guy’s dome. The person playing through the level lets me know that is not the only trick up Bond’s sleeve.

Agent 007 also has a smartphone, which enables him to override enemy turrets. Thus, players can use the stationary guns to kill baddies, as long as they practice patience in capturing data with the communication device. Hagmaier told me that the phone works other ways as well.

“The smartphone can do multiple functions: it can hack computers, hack locks, and it also can do facial scanning,” said Hagmaier. “So you can use it in a crowd to find an objective… It also can be a communication device, obviously a phone, and you can hold the Wii Remote up to your ear to answer it.”

GoldenEye 007 Two Guys Shooting

OVERALL

GoldenEye 007’s single player campaign looks to be a pretty spectacular experience. Both levels showcase some memorable and stunning scenes, as well as capture the Bond feel and look. My only reservation: Activison has still not shown the game with Wii Remote and Nunchuk controls. This layout is available, but nailing the pointing mechanic is crucial. Other than that, developer Eurocom seems to be on the right track with James Bond’s adventure for Wii.

Happy

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