Friday 8 February, 2008
Summary: First person shooter game. You are a secret agent and are given missions which come between three to four parts. These missions entail that you gather certain information, destroy enemy computer systems, eliminate enemies along the way, and you must complete every element on the list of objectives to move on. You are van expert and the best, you are expected to not fail.
Game Log I:
GamePlay: To be honest I never played N64 too much when it came out. This was my first time playing Golden Eye 007. I started playing first person shooters on the first Playstation and on newer consoles like XBOX. I have to say that it took me a good 20 minutes to get used to the N64 console, but another interesting challenge was to adapt to an older game console. I am so used to the XBOX controllers, so this was a great opportunity to change my hand-eye coordination and get different practice. I enjoy FPS so I was excited to start the game. The first mission was an outside setting and I started with a pistol. The first few things I did was played with the aiming and movement. I noticed that the aiming on this game was created a little off, making the shooting action challenging but fun once I got used to it. On newer consoles when you aim a gun the cross hairs usually will go directly on the target and turn red. GoldenEye 007, you must aim your cross hairs a little to the bottom right or left corner in order to be on your target. This was a very interesting aspect of this older console and its design framework. I liked it, but it definitely took me time to get good at it. The sensitivity on the gun movement is very high and this is something I usually change on newer consoles, but I could not find that option (I could have been looking wrong). So I was forced to learn how to move with about a level sensitivity of about 6, if the scale was from 1-6. I personally critique the array of weapons that a game offers, the difficulty of objectives, and the storyline. The first hour of gameplay was mostly getting used to the controls and checking out the guns. I liked how every gun had particular characteristics to be somewhat realistic. All the scopes on the guns had different ranges depending on the weapon. The second part of mission one was in a chemical warfare facility. There were four objectives and the first two time I played I missed certain rooms and would complete only 2 of the 4 objectives causing me to start over. This was a form of replay value to me. There were certain objectives I would miss and then get the next time, so it made me want to keep playing to achieve all the goals. About this time I stopped (I had been playing for a good two hours or so.)
Design: I really liked this game. It allowed me to experience an older, yet classic console. The N64 graphics are of course out of date at this point, but I think for what it was at the time, this game is wonderfully designed. The graphics are derived from very distinct shapes. The buildings, towers, cars, etc. are created as large squares, rectangles, and circles with some details and colors to make them be actual objects. It is very interesting. The level design was exceptional. Each level was in a different setting and this game had great complexity in the level design but it also allowed the player to get used to the level layout and know the map of the levels after playing a couple of times. The first time I played any level, it was confusing and very much like a puzzle. There were many rooms and many ways to keep circling your same path. I got used to this quickly though and would soon move about a level fast. A great design feature was also the use of colors. The enemies were very difficult to see in certain levels. They blended in well with the background thus making it challenging in certain areas of the game. Of course you are given weapons that correspond to your setting at the beginning of every level. For example when I was in doors I would be given pistols and machine guns, but in Mission 2 Severnaya part one, I was outdoors and given a sniper rifle. I think this is an important design move to really get the best out of the weapon selection. The fact that each mission has about three parts is also a good tactic. This creates replay value. Again, the level design was the best. The use of many identical rooms, stairways, and buildings created obstacles on top of typical obstacles like enemies and sub-goals.
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