Saturday 26 January, 2008
[Gameplay]
I spent the second session playing multiplayer deathmatch with 3 of my friends. The setup for multiplayer included five modes of play (we started with normal), a large character and map selection, and a weapon and map tweaking system in place (which we took full advantage of). The majority of the time was spent arguing over who would play as Oddjob (he had a considerable height advantage) and deciding what weapon scheme to use on each map (rocket launcher and slap fights ensued).
When we finally grew bored of blowing each other up in normal deathmatch, we switched over to “The Living Daylights” (a glorified version of tag). This mode offered a different challenge than normal and served as a nice change of pace. The variety of different multiplayer modes helped keep things fresh for the rest of my gaming session.
[Design]
The success of Goldeneye 007 came down to its simple yet finely tuned combat system and control scheme (a difficult thing to pull off with an N64 controller) and it’s addicting multiplayer modes. The graphics for the time were superb, adding a much needed level of realistic depth to a game trying to emulate a live action film. The ability to zoom-in on the sniper rifle was also an innovative and novel skill to possess in a console shooter.
The attention that the game makers had for little details of the Bond world ultimately made this game a must have for any fan of the Bond franchise. The game has remarkable replay value as even now, over a decade later, I found it hard to put down my controller. It did come as a surprise that a dated shooter on an obsolete system could manage to compete, in terms of enjoyment, with any modern fps on any console today.
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While this is a good start, you design section doesn't really discuss the design of the game so much as why it did well. The attention to details part is good, but you might discuss level design, and things of a similar nature. -Trevor(grader)
Tuesday 29 January, 2008 by Tdprater
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