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    Chris Hopkins's Goldeneye 007 (N64)

    [January 31, 2007 09:41:43 PM]
    The conclusion of the previously-mentioned Goldeneye mini-tournament: Alex 5, me 3. He kept getting me with the damn Golden Gun, which is an instant-kill weapon. We liked playing with the GG because we felt it was the closest to real life and thus we were getting some sort of tactical exercise out of the game as opposed to just throwing textured polygons at eachother and seeing what the outcome was.

    I didn't feel a connection to my character in the game. This was unlike Gears of War, my current favorite "shmup," in which the characters are all different looking, have different mannerisms and quips, and generally embody different player types, whereas the silent protagonists in 007 simply meander around the levels with their clunky control.

    Speaking of control. I can't remember how 007 used to be top-of-the-line shmup material... it's so awkward to move around the equally-awkward and aimless levels that I could only get kills in when I lured Alex into a room then carefully aimed and timed my shots.
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    [January 31, 2007 06:48:36 PM]
    My roommate / classmate Alex and I got our grubby hands on a copy of Goldeneye 007 for the N64. Memories of playing this game in 5th grade came flooding back to me.

    Being used to the fantastic Gears of War's graphics, gameplay, and overall feel, I was a bit shocked at how difficult and choppy 007 was. The graphics were very blatantly polygons with textures mapped onto them, and the levels were... just giant groups of poorly-textured polygons. Unlike Gears, where the levels vividly depict ruined cityscapes and abandoned urban wastelands, 007's levels were all large, generic blocks with minimal detail. I feel as if the designers of 007 didn't push the N64 hardware as hard as they could, which is disappointing given the huge range of weapons available to the player.

    However, not being a picky fellow when it comes to multiplayer entertainment (if Pong can still be as fun as it was when demo'd in class, why can't 007?), Alex and I had fun regardless.

    We played multiplayer and tried out numerous different weapons setups per level. Gears lacks the wide range of interesting weapons in 007; if Gears had proximity mines -- mines that the player hides against walls which automatically explode on enemies -- the online XBox Live Gears dynamic would be totally different. Sneaky little tools, they are.

    We're about to play a best-of-5 games mini-tournament, so my next log will go into some more details of gameplay dynamics.
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    Status

    Chris Hopkins's Goldeneye 007 (N64)

    Current Status: Playing

    GameLog started on: Wednesday 31 January, 2007

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