Quantum of Solace • Page 2

Bringing Bond back from the brink?

It's not exactly the world's most subtle gameplay element - mousetraps are clearly signposted with a familiar glinting effect, and may therefore succumb to the same criticisms EA faced - but this is a Bond game, and the levels ought to be a series of dramatic, explosive events. It's not unchallenging, and it's not facetious; you don't have to take advantage of every single environmental effect, or any of them for that matter, but the game is considerably less fun to watch without them.

Control-wise, Quantum of Solace feels similar to Call of Duty during the gunfights (arguably no great problem), but the AI is all its own. Instead of COD4's scripted enemies, Treyarch has reworked the enemy intelligence to make sure that we won't be engaging in the exact same fire-fight from beginning to end.

It also differentiates itself from Call of Duty in its stealth elements. After our demo's explosive opening, which sees Bond escaping the collapsing sewer system and continuing the chase along the rooftops before the developer pulls the plug to prevent us seeing any important plot elements, we're shown two slightly less action-packed levels from the Casino Royale section, one of which has Bond sneaking around in a hotel, shuffling along window ledges to avoid detection. A nice-looking picture-in-picture feature is showcased here, where the game goes split-screen to show both Bond's position outside the window and the guards talking and moving around inside the room. The developer claims that there will almost always be a stealthy option for gamers who'd rather play the game like an actual spy rather than a gun-toting action hero.

Sneaking up behind enemies for a stealth kill, or dispatching them with a silenced pistol outside the visual range of security cameras, is often more appropriate for an MI5 agent (apparently - although Eurogamer's editor lived a stone's throw from Thames House for a while and never saw any of this, possibly because he never threw a stone at it), and it prevents reinforcements from arriving to make things difficult. Bond can also make use of his phone - the game's one gadget - to patch into live camera feeds of the whole level, which work in real-time and show enemies chatting or patrolling, important locations, and Bond himself, if he's in visual range, staring gormlessly down at his palm in a familiar 'I just bought an iPhone' posture.

I sized you up the moment we met.

It's no Splinter Cell, mind, but then Bond is not Sam Fisher, and a lot of the people buying this aren't going to have the patience for a game that punishes you harshly for running into gunfights. Generally, Quantum of Solace appears to be striking a good balance between appealing to the people who'll only be buying it because it has 007 on the box, and offering options to anyone looking for a little more depth. It's possible to play largely as a stealth game, and also entirely viable to just stick it on the easiest difficulty setting and enjoy it as a visually impressive, explosion-filled action game.

During our Games Convention demo, Treyarch also divulges a few more details about the multiplayer, which is aiming to recreate GoldenEye and Call of Duty 4's successes. Disappointingly, there's no split-screen, but there are rank and persistence elements in the multiplayer that recall COD4, and we're promised more 'Bond-specific' game modes. There are no specifics for us today, but after a little probing it seems likely that something along the lines of Splinter Cell's spies-versus-mercenaries game modes is on the cards. There's also a straight-up arcade deathmatch mode where everyone starts with a pistol - this, especially, seems heavily inspired by GoldenEye, and if Quantum of Solace even comes close to that game's multiplayer success (or Call of Duty 4's), it's worth getting a little excited about.

Quantum of Solace is a Bond game, though, through and through - and that's not a negative. It's a professional production, developed over two and a half years with close attention to the new breed of films, and although it's designed to appeal to the broad range of players, it has enough depth to the gameplay and enough polish to the presentation to make it worth looking forward to, if not quite unreservedly. It might not turn out to be GoldenEye, but it certainly won't be a Rogue Agent.

Quantum of Solace is due out at the same time as the new film, which is scheduled for release on 31st October. It's heading for PS3, 360, PC, DS and Wii.

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About the author

Keza MacDonald

Keza MacDonald


Keza is the Guardian's video games editor. Previously she has been the UK editor for Kotaku and IGN, and a Eurogamer contributor.


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