GoldenEye 007 Review
You know the name. You know the number.
Version tested: Wii
For 13 years it's been the critic's go-to reference point for Bond games and movie tie-ins. Endless review introductions have pondered: 'Will this be the game to match GoldenEye 007's triumphs?' before meandering to their inevitable conclusion that, while a valiant effort has been made, the answer is still no. Double-oh-seven out of ten.
It's understandable. Rare's seminal Nintendo 64 first-person shooter popularised a console genre that has grown to become gaming's most prevalent and profitable. At a time when movie tie-ins were inevitably uninspired cash-ins, rushed through development in order to match their cinematic counterpart's release date, Rare's game arrived in its own time, long after the movie was out, treating the IP with unprecedented care. Those features that weren't raw innovations were at the very least game-changing improvements on what had gone before. Developed by a company at the height of its expertise and creativity, the shockwaves of the original GoldenEye 007's influence forever altered the FPS landscape.
Small wonder no Bond game has managed all that since. So after years of trying different approaches, Activision has asked the question: perhaps the secret of its success lay in the name? And in choosing to revisit one of gaming's best-loved titles, leaves us to tortuously ponder: will GoldenEye 007 be the game to match GoldenEye 007's triumphs?
It opens in Russia, with love. Arkhangelsk is one of those videogame locations whose layout is imprinted in the mind of every player who ever visited it. Best known for the tall dam from which Piers Brosnan swan-dives at the end of GoldenEye 007's opening sequence, it has been reconstructed here in meticulous detail. Those players who tailed the delivery truck into the compound in the N64 game will instinctively know when to crouch, how to approach the sniper guard tower and how to take down its sentry with muscle memory that will only be lost at the grave.
1/5 The soundtrack heaves and builds, but rarely erupts into Bond’s payoff signature melodies. This brooding atmosphere, while in keeping with this generation’s darker Bond, fails to make the game stand out.
It's an opening sequence lovingly inserted for fans of the original to ease them in, to let them know that, despite the recasting of Brosnan's Bond as Daniel Craig; despite the recasting of Sean Bean's 006 as who-knows-who, the wholesale removal of Robbie Coltrane, the new names of the guns and the achingly stylish menu screens that have preceded, losing all of the dated charm of the original, developer Eurocom isn't going to stray too far from Rare's hymn sheet.
It's a feeling that lasts for exactly three minutes. As veteran GoldenEye 007 players duck behind the truck, ready to creep behind it into the compound, Bond's companion barks an order to climb into the passenger seat. For the next five minutes a Modern Warfare-esque interactive cut-scene plays out, as you roar through the Arkhangelsk base, blowing up petrol tankers before crashing into a barrier and crawling from the wreckage of any illusion this was to be a step-for-step remake.
And who can blame Eurocom? The original GoldenEye's triumphs innovated in significant ways, but we're several steps further on in the evolution of the genre all these years later. You only need elect to play a level on Classic 007 difficulty, where Halo's regenerating health bars are swapped out for the original's when-it's-gone-it's-gone approach, to see exactly how a straight remake would have felt harsh and anachronistic to newcomers and veterans alike. All this beside whatever tortuous narrative and presentational restrictions the developer was subject to in order to avoid stepping on litigious toes.
Through the game's six acts, which break down into 14 stages, there are nods to Rare's classic, but they are as muted as the game's environments. When you first hear Pussycat Doll Nicole Scherzinger replacing Tina Turner for the game's title song, Activision's intent to contemporise GoldenEye 007 is made clear. This is a reimagining. It may use the original film's nouns to decorate its stories and sets, but the verbs are unmistakably borrowed from Call of Duty, while the subdued adjectives are drawn from The Bourne Identity. The result is a contemporary FPS that's both fashionable and derivative.
That's not to say it isn't successful. This is, without doubt, the most impressive Infinity Ward-style shooter on Nintendo's platform. Played with the Wii Classic Controller Pro, you are afforded tight, satisfying control and the huge range of weaponry (all of which is new to the GoldenEye universe) provides a pleasing number of ways to reach into the world with bullets. Levels rely on backtracking a little too often, and are tightly corridored, losing the original's capacity for different approachs, but all benefit from the imagination of the original film's scriptwriters, from the snow-capped clifftops leading to Severnaya bunker, to the Soviet-chic jail in St Petersberg.
The game slips comfortably between stealth shooter and balls-out skirmishing. Most of the levels can be played with a silenced P99, taking guards down with quiet headshots or physical takedowns triggered when in range. Fail to achieve a one-shot kill on an enemy and you'll have a few seconds' grace in which to finish them before they raise the alarm. If you're detected, three special-ops enemies will arrive on the scene. Dispatch of these and Bond will slip back into stealth mode. In general, the system works well, although there are times when an enemy will become alerted to your presence even when you were crouching behind cover and there was no line of sight.
Variety is introduced via a three-inch smart phone that can be used to photograph evidence, hack into sentry guns to turn them on enemies and disrupt security. This single, catch-all device replaces the variety of gadgets from the original game, and its uninspired application adds nothing. A single vehicle-based level late in the game offers a brief change of pace, but otherwise the sneaking and shooting bears the main weight of the experience.
One idea that has been lifted from the original is the use of scaling objectives as you increase the difficulty level. On default, you take the straightest path through a stage, with one or two simple objectives. Move up to the next difficulty and you'll need to visit areas slightly off the beaten track to fulfill additional requirements while, at '007' level, your aims cover the entire map, taking you to areas you would not have otherwise investigated. One of Rare's best ideas (which has inexplicably failed to catch on), it imbues the game with more replay value than its rivals. It's a smart, design-heavy solution that provides value to the player, and while the additional objectives lack some of the imagination of those in its forebear, they still elevate the package.
1/6 Enemy deaths are occasionally overdramatic, with soldiers keeling from bridges in wild death throes.
Mostly, however, mechanics are imported wholesale from Modern Warfare. For example, there's an automatic slow-motion effect when breaching and entering a room that contains hostages held at gunpoint, while prompts have you tapping the shoulder buttons in order to pry open lift doors, or move pieces of masonry. Likewise the way in which the game slips seamlessly in and out of cut-scenes apes Infinity Ward's work to strong effect, while the game's set-pieces are comfortably the most impressive in the style on the Wii.
The multiplayer too, borrows its metagame from Call of Duty, offering experience points for each basic kill, with bonuses for headshots, uninterrupted killstreaks and other predefined milestones. As you level your character so you unlock access to new weapons and configurations, while end-of-match accolades act as badges of honour. While we encountered significant lag this week (probably due to the fact we could only play with Americans ahead of European release) the multiplayer structure is wholly robust and engaging. While none of the original's maps are included, the new ones are well-thought out and the reappearance of classic game types such as Golden Gun will appease fans of the original.
Throughout, Eurocom's ambition rarely outstrips its ability, although, with a dropped frame-rate in the game's busier moments, the same can't be said of the Wii hardware itself, which at times struggles to keep up with the developer's vision. Nevertheless, this is a robust FPS, comfortably the strongest on its platform and, while derivative of its strongest rivals, it's still able to compete in key areas. As to whether it's a worthy reimagining of the original? Certainly the game successfully repaints Rare's game in the current trends. But as its forebear was known for transcending fashion to redefine its genre, it would seem that all that glitters is not gold.
7 / 10
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Comments (87) Latest comment 1 year ago
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Beats anything Kinect has.
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Well, while I'm being score archivist, I can't help but point out that it clearly doesn't beat Dance Central on Eurogamer's terms, and is equal to the fluffy tiger game and their Wii sports clone.
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They just never learned about proximity mines on door frames or weapon pickups. Suckers!
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Never say never...again...
/coat
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Framerate can be a little choppy now and then, but this issue rarely gets in the way of a good game.
Multiplayer is also a lot of fun.
Ps - Wii mote can be a bit clumsy. Make sure you use fresh batteries
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And seeing how Bond has a smartphone, do the bad guys still have to run to the alarm button for backup or can they use their smartphones instead?
Part of the fun for me in the original was destroying the alarm buttons in the area first...
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Guessed as much.
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Visually nice and gritty look suits the game and yes being GameCube oriented hardware (what is Wii hardware? How it's different to the GameCube?!) and do have some struggles with the frame rates but didn't bother me for most of time.
I would say 8/10 may be kinder but comparing to the best of FPS out there today, GoldenEye 2010 fails to take any crown other than potentially the most fun online game so far on Wii and the best FPS on the platform..
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Uh, that was at the beginning of the opening sequence - the end is him flying off in the little plane he captures.
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quite interested in this one... might pick it up at some point
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Not that it really matters!
Still, good to hear there's a semi-decent Bond game out there again.
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They seem to know how to handle the Wii. See Dead Space Extraction.
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Yeah, look at the facts bud - licensing issues are prevented the original Rare title coming out on the service in the first place.
And on a related note, I couldn't help but notice you have 11 negs; that's 10 more non-casual Wii owners than I thought had previously existed.
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Apart from Modern Warfare Reflex presumably, which is a full and accomplished port of Infinity Ward's COD4?
Anyhow, this looks pretty good. I've seen videos and read reviews and whilst it doesn't sound anywhere near as subtle as the original (but then how many games are these days?), it should provide a diverting few hours and the stealth will hopefully mix up the always tiring constant waves of enemies that COD-esque games tend to send after the player in lieu of any more imaginative ideas. The online will also be a welcome change of pace from the aforementioned MW:R, which I've been playing for almost a year to the day now.
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And a Goldeneye game without Brosnan, Sean Bean and Robbie Coltrane should get marked down instantly, as far as I'm concerned.
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Unless they are coming in a 'classic' DLC map pack.
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It'll feel wierd buying 3 games for the Wii in one year though.
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From your sarcastic reply, I guess not. I was just wondering.
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I've played the orginal Goldeneye recently, and while I understand the graphics are truly dated the content still shines through. Thinking back some of the levels were completely epic; The Dam, The Facility, The Array, Jungle, The Train, Egyptian, the one with the missile, Siberia...I'd forgotten about all these levels until this recent jump-starting of Goldeneye and they all came flooding back. Every level completely memorable, which is so important.
Also, every level you truly felt like you were breaking into somewhere, or sneaking around. Exactly what Bond is all about.
Duel weilding was brilliant too!
So many great new things introduced into one game and created with sheer quality. This is why Goldeneye did so well. This is why COD did so well. The next game that comes along claiming to be 'The next Goldeneye' also needs to do this, and not just rip off every other FPS in the genre.
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Can I simply plug one into my Wii or do I need some adapter or something?
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Im guessing you dont play much Wii games. You just plug the cube controller into the side of the console sans adapter
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Thanks for the quick and helpful replies!
My Wii is pretty new and all I played on it was Mario Galaxy until my tv died a few weeks afterwards.
So no more Wii for me for now as long as I'm not missing my tv enough to bother buying a new one (probably once it starts snowing here).
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*skips to end*
Ah, yes. Very good.
---
"Don't give me all that bullshit about Goldeneye's multiplayer being outdated, look at the love for the Timesplitters series last gen, and the very good Perfect Dark Zero this gen."
Timesplitters was and is incredibly outdated and PDZ was the same. Timesplitters (2) managed to just about scrape by because of just how much they packed into it and just how much fun it was to play in multiplayer even though everything about it was backwards (playmobile level design, crap controls, no jump, etc).
PDZ was a right stinker of a game and a kick in the teeth at launch. You're in the vast minority.
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over ten years. I would have given this an 8 or 9. Come on people share the love, go out and buy it, you won't regret it!
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* What the gameplay was like using the motion controllers - you know....the whole selling point of the wii
* Whether motion plus is a requirement if played in that fashion (controller doesn't fit in my zapper with my old-school add-on)
As a new Goldeneye is must purchase for me anyway - I guess I'll be finding out.
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Laughed out very loud! Nice one
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Anyway, does the new Golden Eye do any of that?
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I guess so. Glad to be here.
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The classic controller controls in Goldeneye are a gimmick for nostalgic gamers, and not meant to be taken seriously. The Wii controls are perfect for shooters, responsive and precise.
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As a huge fan of the N64 original, it's not easy to warm to a remake or "re imagining" but this game is excellent. Different to the original by far, but the most fun FPS I've played in years.
Judging it purely on the single player campaign, this is closer to a 9 than a 7. Halo Reach gets 9 and this gets 7? Really?
Anyway, get it, it's kind of like a cross between the original Goldeneye and MW, but more fun than MW
Incidentally I'm playing with the remote/nunchuk combo and it plays great. And I have to say, not mentioning how it controls using native Wii controls is rather absurd, I'm sure that's one of the most attractive parts of Wii FPS games to many people and the desired control scheme.
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I own all 3 current consoles and other than Halo Reach on the 360 and Battlefield 2 on the PS3 all my other FPS are on the Wii.(COD:WAW,COD:MW and The Conduit).I had COD:MW on the 360 but traded it in for the Wii version and never looked back because the controls make it a lot more fun.As a result I've ordered Black Ops for the Wii.In the future given the choice I would always get the Wii version due to the controls.
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i did. i turned down the sensitivity, but was still too responsive (had a really hard time to aim)
funny, everything worked ok in Metroid Prime 3 :\
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The classic controller controls in Goldeneye are a gimmick for nostalgic gamers, and not meant to be taken seriously. The Wii controls are perfect for shooters, responsive and precise.
Why is someone like this delegated to test a Wii game? It's like when you delegate someone to test PS360 games who only like blocky retro graphics.
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Simon Parkin - you sir are a great big Octopussy.
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Great - let's all look forward to 360/PS3 reviews of Black Ops using the Street Fighter IV pad then.
Yes, that's supposed to be a stoopid example...
...directly in-line, in fact, with the stupidity of not understanding that a review of this *without ANY* relevance to the Wii's main control scheme (pretty lovingly integrated by the game's creators by the way) is closer to 'Browneye' than Goldeneye.
[/rant]
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Beautifully prosaic. Wonderfully colourful. You're clearly amazing with the 4-letter word. Truly amazing.
Please feel free to pop back when your balls drop and your voice stops squeaking.
Until then reread the parts where we question why - as a *reviewer* - you'd ONLY use/refer to that control method (but don't do so at the expense of your year-7 homework).
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Nearly forgot , I got stuck on the loading screen at a save prompt , seems having a gc controller plugged in disables the remotes buttons .
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I think Activision/Eurocom should've played down to nostalgia factor and played up with Wiimote aiming features, then maybe reviewers will have played this game the way it should be, at least in my opinion, especially with the wealth of calibration options for aimer control, which are most laudable.
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But still, kudos for making a good show of it Eurocom, I've always liked your work.
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Much of the enjoyment in the original was playing in the film locations. In this, you don't, so really it may as well not be called Goldeneye for me but, yet another genero Bond game. I really don't get the impression this was made by anyone with a love for the Bond franchise, it's just a by the numbers fps.
They deserve an extra point or two over Rogue Agent for not being a 100% cynical exploitation of the name Goldeneye, but this is at least a partial cyical exploitation. Please let somebody else have a go. The Bond universe is so rich, it shouldn't be beyond companies to make an excellent game rather than a mediocre one.