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    davehansen's Goldeneye 007 (N64)

    [February 23, 2007 02:44:40 PM]
    After a bit of single-player action, a few friends came over to play multiplayer. In this, we played through a few of the levels from the single-player game, but most of the challenging levels are expansions on the originals. After each round we changed the weapons, which completely changed the challenge. Each player chose a character, but this selection didn't alter much of the gameplay. The only place where the game was affected, in relation to character choice, was found with Oddjob. With weapons that required more precise aiming, Oddjob, being a midget, is more challenging to hit. Apart from this, his movements and gestures are much more funny to watch.

    As we played a half dozen rounds, it became obvious that different players fared differently in each specific map and weapons challenge. When rockets were selected, those with quick reflexes and deeper knowledge of the map prospered. Those with the most practice at aiming with the joystick and maintaining contact succeeded with more traditional weapons. Unique to Goldeneye though, are the proximity and remote mines. These require a mix of sinister relentlessness and ingenuity in protecting the player character in a room full of explosives. These weapons were surely not designed for overuse like in a multiplayer challenge, but that makes it even more fun. With mines, the game easily becomes confusing and frustrating to those who don't get it, while the sinister planners win.
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    [February 23, 2007 02:44:29 PM]
    Few games offer fun, simple gameplay with replay value as rewarding as Goldeneye 007. For this session, I played a friend's maxed-out saved game. Despite access to all levels and cheats I jumped right into, my favorite level, the first one of the game. I've probably played this specific level hundreds of times, and for a number of reasons. It is one of the only levels that offers a real connection to the movie, as you go about enacting the prologue as seen in the movie's first scenes. The first enemies are located either protecting or inside a gun tower and, like always, I found myself drawn up to the top of it to eliminate gunmen who pose a threat to me. I knew that once I'm up there, enemies would start streaming down the tunnel ahead of me. This particularly level is full of cues that offer the viewer what he should do next to complete the challenge.

    After passing through the tunnel, I found myself behind a truck that offered protection all-too-cinematic. Knowing where the enemies are, I traveled from one side of the truck to the other in order to shoot down threats. The truck stopped right in front of a door with a button, an obvious cue that I should press the button in order to move the truck and follow it some more. Throughout the level, cues like the truck or the switch lead me through without needing much individual effort. Enemies all react the same, and if I attempt every challenge put in front of me, the objectives melt away without a hitch.

    What is it about this game that, even the most simplest of levels, bringing the player back after a dozen years? The enemy AI isn't much to write home about, nor is the complexity of the levels' design. Goldeneye, like the blockbuster movie named after it, pulls the player through the levels by rewarding good eyes. A lock on a fence, an alarm on a wall, or a stalled truck all invite the player to explore the designer's world and unlock its challenges.
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    Status

    davehansen's Goldeneye 007 (N64)

    Current Status: Finished playing

    GameLog started on: Friday 23 February, 2007

    GameLog closed on: Friday 23 February, 2007

    Opinion
    davehansen's opinion and rating for this game

    No comment, yet.

    Rating (out of 5):starstarstarstarstar

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