GoldenEye 007 | |
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![]() American box art |
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Developer(s) | Rareware |
Publisher(s) | Nintendo |
Designer(s) | Martin Hollis |
Artist(s) | Karl Hilton |
Writer(s) | David Doak |
Composer(s) | Grant Kirkhope, Graeme Norgate, Robin Beanland |
Platform(s) | Nintendo 64 |
Release date(s) |
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Genre(s) | First-person shooter |
Mode(s) | Single-player, multiplayer |
Rating(s) | |
Media | 96 Mb (12 MB) cartridge |
GoldenEye 007 is a 1997 first-person shooter video game developed by Rare for the Nintendo 64 video game console, based on the 1995 James Bond film GoldenEye. The game received overwhelmingly positive reviews,[1] and sold over eight million copies.[2] It has been praised for the quality of its multiplayer deathmatch mode, and its incorporation of stealth elements and varied objectives into its single player missions. It's widely considered to be one of the best shooting games of all time.[3]
GoldenEye 007 was followed by a spiritual successor, Perfect Dark, also developed by Rare. The commercial successor was Tomorrow Never Dies, developed by Electronic Arts for the PlayStation. An enhanced remake of GoldenEye 007 will be released for the Nintendo Wii in November 2010.
Contents |
GoldenEye 007's menu system is presented as an MI6 dossier.[4] Four save files are available to track the player's progress through the game's twenty missions, each of which may be played on "Agent", "Secret Agent" or "00-Agent" difficulty settings, with higher difficulties requiring the player to complete additional and more complex objectives. M, Q, and Miss Moneypenny provide background information on the chosen mission and its goals.[5]
Once a mission is completed, the player may either continue progressing through the story or choose to replay a previously completed level. Completing certain missions within particular target times enables the player to unlock bonus cheat options which make various changes to the graphics and gameplay, and upon fully completing the game on the 00-Agent difficulty level, an additional "007" setting allows the player to customize the challenge of any mission.[5] When a player chooses the "007" setting, they are presented with a screen entitled 'SPECIAL OPTIONS:'. There are four options on adjustable horizontal bars. The 'Enemy health' and 'Enemy damage' can be adjusted between 0 and 1000%. The 'Enemy accuracy' and 'Enemy reaction speed' can be adjusted between 0 and 100%.
The player's initial weapon in most missions is James Bond's Walther PPK, called the PP7 ingame. Most of the game's firearms are modelled on real-life counterparts (although their names are altered), while others are based on fictitious devices featured in the Bond films, such as the Golden Gun and Moonraker laser. The weapons vary in characteristics such as rate of fire and type of ammunition used, and inflict different levels of damage depending on which body part they hit.[6] Stealth is an important element of the game: in order to avoid gunfights with multiple opponents, it is advantageous to eliminate soldiers and security cameras before they spot or hear the player. Certain weapons may be powerful enough to shoot through doors and helmets but are very loud, while others incorporate suppressor or telescopic sight attachments to aid the player in killing enemies discreetly. Also, hiding behind doors and columns is often necessary.
Some gadgets from the James Bond film series are featured in the game and are often used to complete particular mission objectives; for example, 007's in-game watch includes the laser from the GoldenEye film, the remote mine detonator from GoldenEye and Moonraker, and the electromagnet from Live and Let Die.[5]
There are no health-increasing pickups in the game, although armour vests can be acquired to provide a second health bar.
The multiplayer mode was added late in the development process; Martin Hollis noted that the setting was "a complete afterthought".[7] According to David Doak, the majority of the work on the multiplayer mode was done by Steve Ellis, who "sat in a room with all the code written for a single-player game and turned GoldenEye into a multiplayer game."[8]
The multiplayer mode features all of the characters in the game, including enemies and civilians. At first, only 8 characters are available, with 25 more becoming available as progress is made through the game. A button code allows players to temporarily unlock another 31 characters, all but two of them likenesses of the programmers.[9]
As with the selectable characters, only a few arenas are available at first, with more becoming available as progress is made in the game. There are eleven arenas, not counting levels that can only be accessed with a GameShark, and a "random" button that chooses the level randomly. The multiplayer-only arenas are: Temple, Complex, Caves, Library, Basement, and Stack. Several arenas are taken from the single player mode, with alterations such as restrictions on which sections of the map can be used - they are the Facility, Bunker, Archives, Caverns, and Egyptian.[9]
The multiplayer mode features five general scenarios, within which options such as weapon schemes may be altered. Weapon selections in the multiplayer mode are grouped by type, such as pistols, automatics, and explosives. Other selectable weapon schemes focus on weapons not frequently found in the single player mode, such as laser guns, throwing knives or the one-hit kill Golden Gun. The "Slappers Only!" setting removes all projectiles, limiting players to hand-to-hand combat.[5] Also, when a player slaps, it's only viewable from the first person perspective. When viewed through the third person, the other player would seem not to be throwing a punch.
Several references to James Bond films exist in GoldenEye 007, the most apparent being the titles of the various multiplayer modes and the Bond girl names for the game's control schemes. The CCTV tape found in the second Bunker mission features the cover of the VHS release of the GoldenEye film.[10]
Several members of the game's development staff were featured in the game as generic character faces. Bond's double-agent contact "Dr. Doak" in the "Facility" mission is named after and bears the likeness of David Doak. The "Klobb" weapon (originally "Spyder") is named after former Nintendo employee Ken Lobb.[11]
Like the movie, GoldenEye 007 starts in Arkhangelsk, Soviet Union in 1986, where MI6 has uncovered a secret chemical weapons facility at the Byelomorye Dam. James Bond is sent to infiltrate the facility by bungee jumping from the dam, then join his friend and fellow 00-agent Alec Trevelyan in destroying the factory. During the mission, Trevelyan is apparently killed by Colonel Arkady Ourumov, but Bond escapes by commandeering an airplane.
The following missions depict 007's investigation of the satellite control station in Severnaya, Russia, where Natalya Simonova and Boris Grishenko work, a location he did not visit in the film. Entirely new to the game is the "Silo" mission in which Bond investigates an unscheduled test firing of a missile in Kyrgyzstan, believed to be a cover for the launch of a satellite known as GoldenEye. This space-based weapon works by firing a concentrated electromagnetic pulse (EMP) at any Earth target to disable any electrical circuit within range; from its orbit, it would be a threat to any city on Earth. As Bond leaves the silo, he is ambushed by Ourumov and a squad of Soviet troops. He defeats the troops, but Ourumov escapes.
Bond's visit to Monte Carlo and investigation of the frigate La Fayette and the Eurocopter Tiger (referred to as the "Pirate" in the game) were featured in the film, but here they are expanded, with Bond rescuing several hostages inside the ship and planting a tracker bug on the helicopter before it is stolen by the Janus crime syndicate. Bond is then sent a second time to Severnaya, but during the mission he is captured and locked up in the bunker's cells along with Natalya Simonova — this meeting takes place much earlier than in the film. The two escape the complex seconds before it is destroyed, on the orders of Ourumov, by the GoldenEye satellite's EMP.
As in the film, Bond next travels to Saint Petersburg, where he arranges with ex-KGB agent Valentin Zukovsky to meet the chief of the Janus organisation. This is revealed to be Alec Trevelyan — his execution by Ourumov in the Arkhangelsk facility was faked. Bond and Natalya escape from Trevelyan, but are arrested by the Russian police and taken to the military archives for interrogation. The player must escape the interrogation room, rescue Natalya and communicate with Defence Minister Dimitri Mishkin, who has verified Bond's claim of Ourumov's treachery.
Natalya is captured by General Ourumov, and Bond gives chase (he can use a tank like in the movie, though he has the option not to) through the streets of Saint Petersburg, eventually reaching an arms depot used by Janus — the player must destroy its weaponry stores, then hitch a ride on Trevelyan's Soviet missile train. This section features many departures from the film storyline, where Bond does not reach the depot, and only enters the train after stopping it with the tank. Bond makes his way through the train, killing Ourumov and rescuing Natalya. However, Alec Trevelyan and his ally Xenia Onatopp escape to their secret base in Cuba.
Natalya accompanies Bond to the Caribbean. Surveying the Cuban jungle aerially, their light aircraft is shot down. Unscathed, Bond and Natalya perform a ground search of the area's heavily guarded jungle terrain, but are ambushed by Xenia, who is quickly killed by Bond. Bond sneaks Natalya into the control center to disrupt transmissions to the GoldenEye satellite and force it to burn up in the Earth's atmosphere. An original mission shows Bond following the fleeing Trevelyan through a series of flooded caverns, which conceal a satellite dish under water. He then arrives at the antenna of the control centre's radio telescope. Trevelyan attempts to re-align it in a final attempt to restore contact with the GoldenEye. Bond destroys machinery vital to controlling the dish and kills Trevelyan in a precarious firefight high above the dish.
Two further missions unrelated to the GoldenEye film were included as bonuses for the completion of the game on higher difficulties. The first, "Aztec Complex", is partially based on the James Bond film Moonraker, and is unlocked when the player completes all 18 missions on Secret Agent difficulty. During the mission, Bond is sent to the Aztec complex in Teotihuacan to investigate the Drax Corporation's unlicensed space exploration in which at least one Space Shuttle was stolen from NASA. Although Hugo Drax was killed by Bond in the movie, remnants of his corporation remained active after his death. MI6 believes their intentions with the shuttle in space are militant in nature and authorizes Bond to reprogram the shuttle's guidance computer so that MI6 can take control of the craft once it reaches orbit. During the mission, Jaws makes a return in an effort to stop Bond from completing his mission. Many of the rooms in the mission were from the movie and included several new features, such as the launch room for the Moonraker shuttle.[12]
The second bonus level, "Egyptian Temple", blends elements from the films The Man with the Golden Gun, The Spy Who Loved Me and Live and Let Die. To access this level players must complete all previous 19 missions on 00 Agent difficulty.[9] Prior to the mission, M informs Bond that a person claiming to be Baron Samedi is in possession of the deceased Francisco Scaramanga's legendary "Golden Gun". Samedi has invited James Bond to the El-Saghira temple in the Valley of the Kings to retrieve it. Knowing it is a trap, M sends Bond regardless to take possession of the Golden Gun and eliminate Baron Samedi. Although the player "kills" Samedi three times during the level, he can be seen laughing in an end-of-level cut scene, similar to the ending of Live and Let Die. As Bond walks off, Samedi runs after him.
GoldenEye 007 was originally announced for the Super Nintendo Entertainment System[13] before being stepped up to the Nintendo 64.[14] The intention for the first few months of development was for the game to be an on-rails shooter similar to Virtua Cop; it only became a traditional free movement first-person shooter later in development.[7] The development team working on GoldenEye 007 was inexperienced; for all but two of them, the project was their first game. As David Doak explained, "Looking back, there are things I'd be wary of attempting now, but as none of the people working on the code, graphics, and game design had worked on a game before, there was this joyful naïvete."[8]
The game is based upon the GoldenEye film, but, as game designer Martin Hollis explained, many of the missions were extended or modified to allow the player to participate in sequences of which Bond was not originally a part, or those in which he only played a minor role.[7] The original sets that were created for the film were first converted into complete, believable environments by one group of game designers; when this process was complete, other designers began populating them with objectives, characters and obstacles in order to create a balanced and fun game. According to Martin Hollis, "many of the levels in the game have a realistic and non-linear feel. There are rooms with no direct relevance to the level. There are multiple routes across the level."[7] Hollis also noted that the concept of several varied objectives within each level was inspired by the multiple tasks in each stage of Super Mario 64.[7]
GoldenEye was developed through two and a half years, but, according to Martin Hollis, only the last year was spent developing the game. During the beginning, the engine was built, art assets were made, and the enemy AI was written and polished.[7] The game was delayed numerous times, partly because during development, the team decided to incorporate a multiplayer feature to the game to demonstrate the N64's 4-player capabilities. In addition to the N64 game, a version of GoldenEye was in development for the Virtual Boy, but was cancelled before release.[14][15]
GameShark users found several text references to a level called "Citadel" in the game. Rare explained its nature, and joked about players' speculation that multiplayer-mode Bond characters could be seen in the single-player game: "'Citadel' was a very rough test level designed during the early stages of multiplayer mode. It is not in the finished game in any shape or form, and Oddjob and Mayday would not be in it if it was."[16] It was thought that a few textual references were all that remained of the level. In 2004, GoldenEye 007 fan sites uncovered an unplayable but viewable single-player version of the level (with implemented sky and water textures).[17]
In 2005, the website GoldenEye Forever revealed that it was possible to access a fully playable multiplayer version by linking a GameShark to a computer.[18] The codes to access Citadel in its fullest state totaled nearly 10,000 lines. The test map is largely a mass of shapes and ramps that the players can climb upon, thus giving players many opportunities for sniping and for hiding.[19]
Reception | |
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Aggregate scores | |
Aggregator | Score |
GameRankings | 95.18% (based on 21 reviews)[1] |
Metacritic | 96% (based on 21 reviews)[20] |
Review scores | |
Publication | Score |
Edge | 9/10 |
Electronic Gaming Monthly | 9.37/10 |
GameSpot | 9.8/10[21] |
IGN | 9.7/10[22] |
N64 Magazine | 94%[23] |
The game received overwhelming critical praise. When it was released in 1997, its stealth elements and varied objectives contrasted with the approaches taken by Doom and Quake, and its split-screen deathmatch mode proved popular. These factors contributed to the game's commercial success, selling eight million copies.[2] Nintendo Power listed GoldenEye 007 as being one of the greatest multi-player experiences in Nintendo history, stating that it is remembered as one of the finest examples of a first-person shooter.[24]
Along with Shiny Entertainment's MDK, GoldenEye is credited with popularizing the video game convention of a zoomable sniper rifle on consoles, enabling players to kill oblivious enemies from vast distances away with a single, precise head shot; context-sensitive enemy hit-locations were also pioneered by the game for console games that followed.[25]
In 1998, GoldenEye received the BAFTA Interactive Entertainment "Games Award" and Rare won the award for "Best UK Developer".[26][27] It also won four awards from the Academy of Interactive Arts & Sciences: "Console Action Game of the Year", "Console Game of the Year", "Interactive Title of the Year" and "Outstanding Achievement in Software Engineering". Additionally, it was nominated for "Outstanding Achievement in Art/Graphics" and "Outstanding Achievement in Interactive Design".[26]
In a January 2000 poll, readers of the long-running British video game magazine Computer and Video Games voted GoldenEye 007 into first place in a list of "the hundred greatest video games".[28] In a poll in the next year, the game was ranked 5th.[29] Also in 2001, Game Informer magazine ranked GoldenEye 007 16th in a list of the "Top 100 Games of All Time".[30] In 2005, a "Best Games of All-Time" poll at GameFAQs placed GoldenEye 007 at 7th.[31] In a list made by IGN in 2005, GoldenEye was ranked 29th[32] while the Reader's Choice placed it at 7th.[33]
The game originally received a "nine out of ten" score in Edge, with the magazine later stating that "a ten was considered, but eventually rejected".[34] In the magazine's 10th anniversary issue in 2003, the game was included as one of their top ten shooters, along with a note that it was "the only other game" that should have received the prestigious "ten out of ten" rating.[35] Video game review site ScrewAttack rated GoldenEye 007 number one in both a June 2008 list of the "Top 10 FPS Games Ever"[36] and a June 2009 list of the "Top 10 Movie-Based Games".[37]
Following the success of GoldenEye 007, Rare commenced work on a similar-style first-person shooter, titled Perfect Dark. It was decided that this game would use an enhanced version of the GoldenEye 007 engine but would be a completely new franchise that would be owned by Rare. For this reason, when Perfect Dark was eventually released for the Nintendo 64 in 2000 after numerous delays, it was marketed and hyped as a "spiritual sequel" to GoldenEye. Although it has no official Bond license, it features many references to 007 and the former game: the four "dinner jacket" characters strongly resemble the tuxedos that were worn by Sean Connery, Roger Moore, Timothy Dalton and Pierce Brosnan; the BAFTA Interactive award that Rare received for work on the previous game can be found hidden in a vault in one level; several of the maps from GoldenEye return for use in Perfect Dark's deathmatch mode. In 2005, David Doak commented, "GoldenEye pretty much exhausted the performance of the machine. It was hard to push it further. Perfect Dark had some good ideas but was dog slow."[8]
A number of the GoldenEye 007 team left Rare soon after development on Perfect Dark commenced, beginning with Martin Hollis in 1998, who after working on the GameCube at Nintendo of America formed his own company Zoonami in 2000.[38] Other members formed Free Radical Design, and four of the team of nine who originally worked on GoldenEye 007 are now employed there, including David Doak, Karl Hilton and Steve Ellis. This company's most prominent creations are the TimeSplitters series of first-person shooters, which are considered by some to be, like Perfect Dark, "spiritual sequels" to the original game. The TimeSplitters series contains many references to GoldenEye 007; the design of the health-HUD, the nature of the aiming system[39] and the dam setting of the opening level of the second game are among the more obvious.
The James Bond game license was acquired by Electronic Arts in 1999, which published new games based upon the then-recent James Bond films Tomorrow Never Dies and The World Is Not Enough. The latter game, along with others published by EA such as 007: Agent Under Fire and 007: Nightfire are similar in style to GoldenEye 007. After the critical and commercial failure of Tomorrow Never Dies, EA went back to the first-person shooter formula for The World Is Not Enough.
In the autumn of 2004, Electronic Arts released GoldenEye: Rogue Agent for Xbox, PlayStation 2, GameCube and later the Nintendo DS. This is the first game based on the 007 franchise in which the player does not take on the role of James Bond himself; rather they control an aspiring 00-agent (named GoldenEye) who is recruited by Auric Goldfinger, the villain in the movie and book Goldfinger. The game has little to do with either the film GoldenEye or the N64 game. It was released to mediocre reviews,[40] and was criticized for using the "GoldenEye" name in an attempt to exploit the success of Rare's game.[41][42][43][44]
Activision-Blizzard now holds the licence to publish new iterations of the James Bond series. EA decided they could not deliver a James Bond product that was profitable. Activision handed the development project to Treyarch, the developer of several Call of Duty games. The reception of their first James Bond game, Quantum of Solace, received mixed reviews. Many reviewers called the single-player story mode very linear. There was local multiplayer only on the Wii version, and the online multiplayer was labeled a watered-down Call of Duty with a James Bond theme.
GoldenEye: Source is a total conversion mod that was developed for the PC using Valve's Source engine. It aims to be a multi-player and soon single player campaign remake of the Nintendo 64 original.
The President of Nintendo of America, Reggie Fils-Aime, announced that Nintendo is exploring the possibility of adding GoldenEye 007 to the Virtual Console, despite a complicated situation in which the game's developer Rare is owned by Microsoft (producers of the rival Xbox 360 console) and the video game rights to the James Bond franchise are held by Activision. He stated, "We would love to see it [on the Virtual Console], so we're exploring all the rights issues."[45]
On January 7, 2008, Xbox Evolved reported that an updated version of GoldenEye 007 would be released on Xbox Live Arcade.[46] On January 11, 2008, 1UP.com reported that a GoldenEye port (as opposed to a remake) had been in development at Rare for several months, but stated that the title would not be released on the Xbox Live Arcade since "Microsoft and Nintendo couldn't agree on the financial side of things."[47]
On June 15, 2010, a remake of the game was announced, this time with Bond's voice and likeness being provided by current Bond actor, Daniel Craig as well as some new features like online multiplayer, the return of Paintball Mode, and 8 confirmed classic Bond characters. The remake will be exclusively for the Wii.[48][49]
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