Thursday, 10 January 2013

DP Challenge 27/100 - GoldenEye 007

Game: GoldenEye 007

Ranking: 36/100

Score: 83.77%


Do do do-doo, do do doo… Do do, do-do doo… Yep, it’s a Bond game. Despite its title of ‘Goldeneye-007’, this isn’t a Wii port of the old N64 game. There’s no CGI Pierce Brosnan to be found here; this is a 'reimagining' with different levels, different controls, and a CGI Daniel Craig. I would pose the rhetorical question of whether this game leaves you shaken but not stirred, but I’m really not sure I can bring myself to make the reference.

'GoldenEye 007' for the Wii. Just like 'GoldenEye 007' for the N64, only not at all.
(Source: IGN.com)


Intro

The manual is short and to the point, giving you a comprehensive list of controls and definitions of each option without overcrowding the pages with dense text. The diagrams of the control setups are big enough to be useful as a reference when playing. The menu screen is nicely done; everything feels like a briefing via computer, from design and logo use, down to the descriptions for options being written in an appropriate style. Even the difficulty settings are given agent rankings and descriptions befitting recruits rather than players, which is a fun touch - for example, easy mode is called 'Operative' and the hardest mode is named '007 Classic'. There isn't really any opening sequence before you are handed control of the game in the form of a tutorial section, but this is handled as a training session. Once completed, Judi Dench (yes, it's really her) gives you a briefing on your first mission with holographic-esque graphical representations of locations. It all really adds to the overall feel of playing secret agent. Once the first mission is completed, you get a Bond-esque intro sequence with Daniel Craig (yes, it really is him voicing the game and not a sound-a-like) shooting things while silhouetted ladies swim about as one would expect from the Bond franchise. The cutscenes are fun, yet in keeping with the more serious Bond we've had in recent years and fit the tense, grim action you're participating in.

Sadly, the manual is a little bereft of graphical interest, and when you start playing for the first time, you could be forgiven for thinking that game throws you in at the deep end with no setup as to what you're supposed to be doing; that doesn't happen until you complete the training session. Once you get further into the game and it eventually gives you a sense of what the game is about, there is a slight issue with the cutscenes. Sometimes it isn't abundantly clear that you've moved from an animated sequence to gameplay. Oh, and I was left a little slack-jawed in horror at the intro sequence; Daniel Craig and Judi Dench? In 'Goldeneye'? Given that the Craig-era films are meant to be prequels to all of the previous films, I can imagine a few Bond fans getting a little disgruntled at the weird continuity on display here.

It's a pity that there is little concept of what you're supposed to be doing and what the story is before you even start. Even if it was optional to view, it would be nice to get a brief cutscene suggesting some sort of story when you start up story mode, as a new game takes you straight into a tutorial if you select story mode. Perhaps a short voiceover from Judi Dench's M to inform you of the need to compete basic training would be a nice way of tying everything together. Adding something into the manual pertaining to a mission briefing or the overall story would help in this, too*.  I also think it would be nice if there was some sort of transition phase between cutscene and action to denote that a cutscene is over and the gameplay has started. Rather than adding a white screen or a flashy transition sequence which would spoil the effect of the seamless transition, perhaps all animated cutscene action could be kept in third person and all gameplay in first person; it only really got confusing when it went into first-person, but you still couldn't control the character - you were left uncertain as to what your cue to start playing was. And really, this follows the plot of 'Goldeneye' but with an M that wouldn't even be alive at this point? They could have at least given it a different name and sold it as '007 in...'.

*NB - as I have rented this game, the PDF of the manual may well be missing this vital information.

Umm... That is not how you do stealth, Bond.
(Source: IGN.com)


Getting Going

There is a decent 'training' section before you get into the game proper, which gives you a chance to familiarise yourself with the controls. Once you're actually in the game proper, you still get useful clues and information as you play along. Although the control method lulls you into thinking you're playing a shoot 'em up, you're really playing a stealth game; this game gives you enough hints and information to guide you through that, so even someone who has never experienced that type of game would be able to get the hang of it. Little things, such as pointing out how security cameras work when you first encounter them and that you can shoot them down, or how and why you might attach a suppressor, make it clear what you need to do to get through each section without entirely spoon-feeding the player. In the first mission, the checkpoints are generously placed, which helps a lot. Although you don't have a health bar, a simple method of fogging the edges of the screen with increasing levels of red make it clear when you're taking damage. As you heal automatically if you don't take damage for a while, you can see if clearing, too. Although this makes the job of shooting down your attackers more difficult, it makes perfect sense and does add to that sense of dread when you know you're close to dying. The radar always shows you where you need to head, so even if you're baffled by what you're supposed to be doing, you know where you need to go. Plus, 006 chimes in with amusingly snotty comments every so often to remind you of your current objective.

The tutorial actually made the controls seem more complicated than they are, strangely enough. As it kept referencing how you can vault over some items or climb over other, or pull away vent hatches, it became clear that all you did was use the A button as an action button to perform any task that wasn't shooting. Also, I managed to pull out a camera phone during the tutorial by playing around with the controls, but did the game ever mention a single thing about this new toy? Nope. I was left wondering how I could use it and apparently having no luck in making it do anything. You only get the camera explained to you when you reach the moment that you're supposed to use it. Curiously, it tells you that it can be used to provide help by scanning your environment. I assume it will only give you help on the few occasions the game expects you to want it, because I attempted to use it on numerous occasions and it did nothing.

In the tutorial, grouping controls into shooting and action would probably have made it easier to get used to for players. Keeping it simple would have been a better way of showing players how to go through the game; B shoots, A performs other actions, control pad allows you to scroll through weapons, etc. Also, whenever you access an item for the first time, be it a weapon or a phone, I'd like to see a brief text explanation of what it is and how it works. For example, pulling out that camera for the first time should have given me a few lines of text as per the training section simply stating it could be used to photograph important evidence by pressing whichever button it uses. I don't need to see it again, but for the first time I access an object it would be useful. Also, as we're in a situation where we're given briefing files which we can no doubt consult freely, there's no reason why Bond can't access help from the pause screen which lets you look at anything in his inventory and describe what it is and how it works.

Tank versus Helicopter...
(Source: IGN.com)


Fun

The gameplay is certainly fun and well-paced; you aren't just mindlessly shooting waves of enemies to clear a path, as there are quieter moments where it is advantageous not to get spotted. One of the good things about this game is that, although you have certain objectives, there appear to be several ways to go about achieving them. To begin with you are mainly moving from one checkpoint to another until you are required to use your smart phone or shoot someone, but there are multiple achievable routes. You might be able to sneak through a ventilation shaft to avoid enemies, or you can just open up the main door and go on a killing spree. Both options have their pros and cons, but it's left up to the player to decide, adding an element of tactical decision making into the mix. There is definitely an element of stress when you are surrounded by enemies, and the HUD display adds to this. As the first person view is somewhat restrictive when it comes to surveying your environment, the radar present onscreen allows you to see roughly where all enemies in the surrounding area and what directions you can travel in. This goes some way to countering the likelihood of getting lost in the myriad of dark, dingy hangars and warehouses.

It becomes swiftly apparent that first person is not the most ideal viewpoint for a stealth game; it's rather difficult to see where enemies are until they have spotted you and all too easy to attract the attention of guards when you are crawling through an area which appears to be uninhabited, according to your radar. If you were meant to just swan about gunning down enemies, then this would be okay, but you're clearly not. The game includes surveillance cameras you can shoot down, suppressors you can attach to certain guns so as to make little noise, amongst other things. Factor into this that the environment is dark to the point that you can't see where you're going at times, a setup which inexplicably doesn't allow you to look very far up or down, and areas where you have to wander around ditches until an icon appears allowing you to climb up means you have a lot of situations where you can easily get spotted by guards through little fault of your own. Oh, and you can't skip cutscenes if you have to restart at any point. I tried.

I think it would help if the game was either a little more forgiving on the stealth aspect, or gave you a little more control with regards to movement and vision. For example, if guards didn't attempt to investigate a slight noise unless they heard it more than once (and you got a warning soundbite of them wondering if they heard something) then the restrictive controls wouldn't be as much of an issue. Or, if the guards were as sharp as they currently are, but you were able to look up and down, or be able to vault or climb if you were in roughly the correct area. You also didn't seem to be able to hide in the dark shadows, which would be nice - if I can't see where I'm going, why would a guard be able to spot me? And please, game, let us skip the cutscenes when we choose to!

You can attach a suppressor to certain guns; perfect for when you want to sneak up behind someone and shoot them through the head. It's the gentleman's way.
(Source: IGN.com)


Visuals

The tutorial used a predominantly black and white colour scheme with anything of interest displayed in colour, which looked really funky and interesting. Not only did it give you a sense of fakery surrounding the scenario, but it meant that anything you needed to interact with was clearly highlighted. The actual missions were nicely realised; the Russian base had a suitably grim, wet and depressing air to it. The HUD worked well, too. The information on ammo for your selected gun was clear but unobtrusive, and the method of denoting deteriorating health by making the screen increasingly foggy with red made it both clear how close you were to dying, and also added an edge of panic to proceedings by making it more difficult to see in a way that felt realistic, rather than a cheap way of getting you killed.

As much as I appreciated the visual effect of the tutorial colour scheme, I found it awkward to handle when it came to playing. Whenever I looked around the area, I struggled to really see what I was doing a lot of the time. Another slight irritation was how dark some of the dark areas were. When you're trying to find a route to a location, but all you can see in front of you is blackness, it can prove rather irritating. I ended up whipping out the smartphone simply to take advantage of the slightly different contrast levels you get through its screen. This darkness also made it difficult when trying to work out whether you could climb up a ledge or not; there was a moment near the beginning where I went into a ditch to keep hidden, but had to wander aimlessly around the pitch black of the ditch edge until a climb icon appeared - there was no real way of being able to see where any ledge might have been.

Perhaps it would be nice if you had access to a torch? This would allow players to look into the dark areas to see if there are any suitable crawl zones or ledges to climb up onto, but it could be a double-edged item that attracts the attention of nearby enemies if you use it for too long. The training section is short enough that the black and white colour scheme won’t be too much of an issue, but maybe a similar effect could be achieved by muting the colour palette for every part of the screen you don’t interact with and keeping it bright for all interactive elements?

Enemy guards are easily spotted with this gunsight. Either that or they heard luminescent white was a good look this season.
(Source: gamespy.com)


Intelligence

The fact that the game has varies difficulty levels is certainly a good thing; stealth games are not my area of expertise, yet I was able to make slow progress on 'Operative' mode (the easiest mode available, and the default one). The guards seem to react fairly sensibly; you can sneak up on them if you move while crouching (as you can't move very fast and are quiet), but if you rush towards them while at full height, they are likely to hear you.  Firing loudly draws the guards' attention, while shooting out security cameras means you are less likely to be detected. Also, enemies will not only remember where you are if you hide behind a wall or a truck, but they will try and evade your fire, too.

Sometimes, it seemed a little bewildering as to how guards had even noticed your arrival. There was one section where I died after overhearing some guards with bad Russian accents. When I respawned at the checkpoint and repeated the exact same set of actions, I was spotted so early on that I had to shoot the two guards I eavesdropped on before I even got close to their station. Did the game decide that because I had done that once, they would be wise to it? Were the guards' reactions set up to be completely random? I just don't know.

Perhaps if the guards gave you a little warning that they had noticed your arrival it would help; such as commenting that they might have heard something, then dismissing it. This way you have a fighting chance to correct whatever you've done by shooting out a surveillance camera or finding a better hiding spot. If you got one moment where you were aware you had attracted attention without any consequences, it would make it feel less cheap when you were spotted properly if you didn't take appropriate steps to rectify your situation.

These guards haven't spotted you. Yet. Which is strange given the one on the balcony appears to be staring right at you.
(Source: gamespy.com)


Immersion

What I did enjoy about this was that it felt like a Craig-era Bond film. The tone was gritty and serious, the music was sombre and became increasingly tense as you got closer to completing objectives, and there were no secret missions to use sleazy chat-up lines on any scantily clad ladies. Yet. The gameplay was also a nice combination of shooting, sneaking and tactical manoeuvres. It's very easy to get sucked into the missions and get annoyed with yourself when you draw the attention of the guards. Another nice factor is that the different guns cause varying degrees of damage and also have completely different gun sights which make aiming easier or more difficult, depending. Not only are you thinking about your environment, your goals and where the enemy are, but you're also thinking about which weapon you would be best off equipping; for example, you don't want to shoot out a camera with a noisy AKA-47, you don't want to snipe using a gun with short range, and if you're hopelessly outnumbered, you want to be blasting away with a gun that will cause the most damage as quickly as possible. All these little details force you to pay full attention to the game and it is easy to lose a few hours as you try to complete each mission. Another nice aspect is the mission-based set up of the game; it breaks things up into manageable sections so you always feel as though you could play just one more mission before switching off the console.

One thing that was a little jarring about the game were number of QTE-esque scenarios that were present, especially in the beginning. There were very short sections of gameplay between cutscenes, and a baffling truck chase sequence where it was impossible to lock onto any enemies for long enough to fire, yet you were still able to complete it - I wouldn't have been surprised if you could have just run through it without touching a single button and still got through fine. As mentioned before, the fact that the cutscenes blend seamlessly into the gameplay sequences actually pulls you out of the game, because you're not entirely certain if you're about to be given control or not.

If there was more gameplay between some of the cutscenes, it would feel as though you had more control and weren't just pressing buttons to advance the plot. Or even if they just made the whole truck chase a cutscene; it wasn't particularly long, and it certainly wasn't long enough to get to grips with before it was over. Also, I maintain that it would be better to keep all the cutscenes in third person view and the gameplay in first person, purely because it provides a good reference for the player as to whether they need to prepare themselves for gameplay.

Daniel Craig in WiiGI form. See what I did there?
(source: IGN.com)


Cameras

The camera is first person and is aimed by pointing the Wii remote at whichever direction you wish to look in. As you move with the control stick on the nunchuck, this makes it very easy to control both the camera and move it precisely where you want to see.

Trouble is, although you can look up a reasonable distance, for some inexplicable reason you can't really look down. This really makes no sense, given that you have to climb up and down ladders and staircases. surely any self-respecting agent in a perilous situation would want to see where they were going if they were planning to climb down a ladder or walk of the edge of a gangway.

I've played games with a similar control system before, and all of these allowed you to look up and down with the same freedom you have in real life. I can see no reason why this game couldn't have done the same and allowed you to point the Wii Remote further up or down in order to further view your surroundings.

You aren't restricted to guns. You can punch or shake people, too.
(Source: gamespy.com)


Controls

Although the training section makes the controls appear complicated, they're reassuringly simple and easy to use. The Wii Remote looks, the Nunchuck moves your character. You shoot with the trigger (B) button on the Wii Remote, you press A to perform any other action. The Control pad on the Wii remote allows you to scroll through weapons and select your smart phone. That's it. Easy to remember, easy to use. You can even lock onto enemies with the Z button on the Nunchuck. You won't spend ages trying to grasp the controls of this game. There’s even differing levels of sensitivity and controller presets to make it easy to find the set-up that suits your playing style the best.

Having said that, the lock-on mechanism is probably the most frustrating aspect of the entire game. It doesn't appear to lock onto the enemy nearest your cursor, but the enemy nearest your character. This means you will frequently find the view suddenly snap to a blank wall because the nearest enemy to you has taken cover, and you get shot repeatedly by the enemy you were trying to lock onto in the first place.

It seems far more logical to implement the lock-on feature to go for the enemy nearest your cursor at the time of pressing the Z button; at least that way, you won't be surprised if said enemy ducks behind a wall and you can attempt the process again with a more exposed guard. You would still be able to quickly select guard after guard and riddle them with bullets this way, but without the irritation of your view vanishing from where you were aiming and ending up dead as a result.

You can also use your smartphone, but only when the games says it's okay. So, no chance of Bond adding to his Facebook page of 'Doors from Around the World'.
(Source: gamespy.com)



Ideas

The stealth aspect of this game is certainly interesting and makes it a little more cerebral than running around shooting everything that moves. There's also the option to turn on additional missions, which gives you added gameplay. The Bond aspects, such as the actors and other franchise nods, are not overused and add to the experience. There is also a multiplayer option where you can play your friends both via split screen in the same room, and also over an internet connection. Another nice aspect of the game is that you can get through missions in different ways, be it by sneaking around and drawing as little attention as possible, or storming in and taking everyone out quickly. The fact that the HUD is kept as simple as possible works well in this game, adding to the sense of realism. Even the slightly obtrusive dot onscreen which denotes the distance from the next checkpoint feels natural because of this.

Despite this, it is still a rather linear game, as there is no scope to decide how best to tackle the series of objectives for each mission, or even to see what all the objectives are for each mission. I also have a bit of an issue with the help features. It's great that the game gives you hints when you stumble across a new addition to the gameplay, but it's not so great when that same hint keeps popping up and pausing the game every time you die and respawn near that trigger point. 

I'd like to have seen a little more of a sandbox element to the missions, where you could be given a list of objectives per mission on an accessible map and complete them in whatever order you liked. Oh, and I'd certainly appreciate it if hints only appeared once and were then accessible from your pause screen. That way I've had my attention drawn to the important piece of information, but I am free to peruse it whenever I choose, and not every time I pass the trigger point for said piece of advice.

Multiplayer mode lets you play as Scaramanga and Oddjob, which may be reason enough to play this game.
(Source: IGN.com)


Memory

The overall feel of the game does put you in mind of a Daniel Craig-era Bond film; gritty, dark and dangerous. This is the main thing that sticks in your memory about the game experience. The film characters and voice overs are used in a way that enhances the game, rather than making it feel gimmicky. The other good thing about this is that the game stands on its own merits and doesn't feel like a shameless cash-in. Another highlight is the attention to player customisation; there are a large variety of ways to make the game easier or harder, while being simple to set up. You have around five different difficulty levels and a variety of pre-set control mechanisms, as well as a degree of choice over control sensitivity. I think most people could pick this game up and make some progress, and any players who want more of a challenge could easily select a couple of options to get that.

Put simply, the most rage-inducing part of this game is the lock-on function. I genuinely think that is the major flaw in this game, and is more frustrating than even the super-human guards who go from hearing the slightest noise from fifty metres away to shooting you at point blank range within a second. And I hate to say it, but playing a Brosnan-era plot with Craig-era characters feels off, and I'm not even a huge Bond fan. People who play games and are Bond fans - who are the core demographic for this game - are likely to be more annoyed about it than me.

For a game that likes to pepper you with onscreen hints to the point of distraction, having guard provide you with audio and visual cues that you are in danger of being spotted seems a nice, organic way of throwing hints at the player. I would also dearly love to see a more refined control system when it comes to cursor lock-on; I've mentioned it a fair few times here, but it causes such a big impact when playing and could be so easily fixed. I also think it would have made more sense to use a Craig-era film plot, or just the 007/Bond name with an original story.

See, I like these hints. These ones don't automatically pause the game and make you read them every time you have to pass them when restarting a section.
(Source: gamespy.com) 

Overall, this is a fun stealth-based shoot ‘em up which uses the franchise licencing to enhance the game rather than overshadow it. Now, if only they could sort out those lock-on controls… 

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