|
ajlouie's Goldeneye 007 (N64)
|
[February 21, 2008 01:21:42 PM]
|
GAMEPLAY
Even though the single player campaign is simply amazing, I felt that where the game really flourished was its multiplayer. Not only is there a basic “deathmatch” mode, but there are also unique settings such as “license to kill” (one shot kills) or “the man with the golden gun” (where only one person can carry the most powerful weapon in the game, the golden gun, and killing him/her yields points). The game play in multiplayer is especially smooth, where up to four players can play simultaneously, in cleverly designed levels . Some of the levels come from the single player campaign, while others were specifically made for multiplayer. Another interesting concept is that you can play from a wide range of Bond characters, not even from the movie Goldeneye, such as Jaws or Oddjob. After beating the game, you can unlock more characters which are all of the enemies you have faced in the game.
Another interesting thing about this game are the cheats. Unlike most games, it is not as simple as “up up down down left right left right A B start” and actually requires some skill. Many of the best cheats in the game (purely used for fun) are unlocked in the hardest ways, such as beating the second level on 00 agent in 2:05 seconds or under (Most people take at least 7:00 minutes to complete such a task). This unlocks invincibility. Basically acquiring cheats becomes a time trial, but instead of just the bragging rights for completing a time trial, you also get game cheats to use for fun as well!
DESIGN
The level design in conjunction with the AI was cleverly thought out in the sense that although the game is of progressive gameplay, the designers managed to put a lot of emergent qualities in it. The AI (for the most part) will act differently depending on what you do as a player, for the levels provide adequate cover and vantage points to make every gameplay experience somewhat different. And the different weapons the player can use are astounding. Even though the weapons are named differently than their real life counterparts, all the guns are in fact modeled after real life weapons, such as the AK47. The designers obviously put some time into making this game as realistic as possible.
Enemy character animations are spectacular. Rag doll physics didn’t exist at the time, so instead the designers animated over 50 death and wound animations. It might sound somewhat masochistic, but the different animations give the game a more “realistic” feel, which makes it much more enjoyable to play. The damage is also location based, so shooting someone in the foot will to a lot less damage by a well placed chest or head shot (even if it is funny to see them hop around on one foot).
read comments (1) -
add a comment
|
[February 21, 2008 01:21:00 PM]
|
SUMMARY
In Goldeneye 007 64, you play as the ever popular James Bond from the 007 series, specifically the 007 movie “Goldeneye”. Because the game is played as a first person shooter or (FPS), it realistically simulates the feeling of acting as James Bond. As Mr. Bond, you venture through various levels (some taken directly from the movie), completing objectives like most progressive games. Although somewhat violent, the object of the game is to shoot (or karate chop) your way through these various levels in order to complete your objectives, which vary from planting a bug on a truck to blowing up all the gas tanks in a facility.
GAMEPLAY
When Goldeneye first came out, it was critically acclaimed as the “best shooter ever made”, while this title may not stand today, I still consider it one of the best FPS I have ever played. The game play is really where this game shines. Bond moves very smoothly and swiftly like any good spy should, and most of the weapons are a blast to use. In the first level, “The Dam”, I spend a lot of time creeping around taking out enemies silently with the infamous spy weapon, the “Walter PPK” (nicknamed the “PP7” in this game). Even though this is not necessarily a game of espionage with the advanced “creeping” technology of Splinter Cell, I still managed to pick soldiers off without them seeing me, as long as I used a silenced weapon. If I chose not to use a silent weapon, the soldiers sometimes managed to run away and pull an alarm, often ending in a huge group of reinforcements, sent to take me out.
The unique part about this game is that there are three standard difficulties for this game. Not only does the AI get stronger and smarter as the difficulty gets harder (like most games), but new objectives come into play as well, opening up many new possibilities for levels where I thought I explored to the fullest. For example, in the first level on “agent” difficulty (the easiest level), your only objective is to get to the end of the level and bungee jump off the platform. On harder difficulties (secret agent, 00 agent) you then must disable all of the alarms and mainframes as well. I thought that this was done extremely well, for the game gets progressively harder at a modest pace, but doesn’t get so impossible that the player becomes extremely frustrated.
add a comment
|
|
|
|
ajlouie's Goldeneye 007 (N64)
|
Current Status: Playing
GameLog started on: Thursday 21 February, 2008
|
|