Thursday 21 February, 2008
Summary:
In my second time playing, I began to get a really good sense of flow from the game. To put it into simple terms, I would get through a level (which implied killing every bad guy there was, getting various guns and ammo, and advancing through levels) so as to move on into the next. The next level would produce a new environment for me to interact with my enemies, therefore making the gameplay a continuous source of fun.
What I began to notice at first unconsciously and then gradually consciously, was how comfortable I was shooting and aiming with my various guns. My ability to zoom in on people with certain guns and with my trusty aimer always in front of me, shooting was made much easier than lets say a game without an aimer or lock-ons. I do not really remember any other games made for the N64 at the moment, but I think that GoldenEye 007’s ease of play contributed significantly to its success.
Design:
I think that what this game lacks, especially for me now as being a previous player, is innovative aspects of the game. To be honest, I love this game to death, but really there isn’t any times where I feel like something within the game was very out of the ordinary and different from other games from the past. Every video game pretty much has variation if it has multiple levels, so I will commend GoldenEye 007 in its variation of levels. There are levels in which I was able to just go entirely through without having to back trace my steps, and there were some in which I had to figure out exactly I would have to retrace my steps. But really, it’s nothing to be amazed about.
The game creates conflict in two different ways. One obvious way is the interaction with the bad guys. In order for me to complete a level, I needed to kill those who were strictly created to kill me. The second way in which the game creates a sense of conflict is the level design. In many ways, I did not have freedom to move about in my levels, because there was only one way to go, one bridge to go on, one hallway to go down, one vent to climb through, etc.
The tone of the game is neither a happy one nor dark one; it’s more of an adventurous feel. The sounds of bullets whizzing by, the sometimes overwhelming amount of bad guys, and just the fact that I was James Bond gave the game this adventurous feeling. What I thought was interesting about the game was its reward structure which was a folder at the end of each level telling the player his or hers stats. These included: The time in which you had finished the game, the best time, accuracy, weapon of choice, shots total, kills total, and the percentages of head shots, body shots, limb shots, and other shots. It made me feel that I had done a good job in killing and getting through a level, and sometimes made me feel as if I slacked and didn’t really get as involved in the game as I could have. Overall I would rate this game a 10 out of 10 simply because it a classic that I have grown to continually enjoy.
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