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Few games had such a profound impact on gaming or left such a lasting impression as the original Goldeneye.  Not only was it a monumental title for first person shooting on a console but it was also among one of the best licensed games ever made.  In a rather surprising announcement at E3 2010, Nintendo announced plans to bring back Goldeneye on the current hardware and give it a fresh perspective that would satisfy both classic fans and the new age Bond fans at the same time.  Pierce Brosnan has been replaced by Daniel Craig and many liberties were taken to give the game the same gritty, violent overtones as the modern day Bond.  But with a game as revered as Goldeneye, there is a lot that has to be done right and a lot of little details that shouldn't be overlooked.  In the end, Eurocom, the team responsible for 007 Nightfire, has delivered a flawed but delightfully entertaining shooting experience that stands tall in the defense of shooters on the Wii and breathes new life into the Bond IP.

Goldeneye 007 (Wii)
Developer: Eurocom
Publisher: Activision
Released: November 2, 2010

The Bond IP may not have garnered the same critical success as the film series that it imitates, but Eurocom's newly re-imagined Goldeneye seems intent on setting the bar higher. Many will assume this game is a remake of 1997's tremendously successful N64 shooter but they would be wrong. While unmistakably familiar, Goldeneye 2010 has it's own unique gameplay mechanics, design philosophy, and it's own charm. It merely shares a name, story, and a few aesthetic influences to help keep it familiar to fans of the original. Thankfully, and to their credit, Eurocom has taken a beloved game and recognized that merely recreating the same game with a fresh coat of paint wouldn't be enough. They took many liberties with storytelling and pacing to deliver one of the best Bond game campaigns since the original Goldeneye as well as a compelling multiplayer mode that is both accessible and deep enough to please any FPS connoisseur. This is the defining moment for FPS on the Wii.

In the interest of keeping Goldeneye feeling fresh, Eurocom has adapted the classic Bond story to the styling of the new modern day Bond (Pierce Brosnan has been replaced by Daniel Craig). While the characters and story remain basically the same, the way in which the story unfolds is drastically different. Many of the classic levels that made the original such a hit return in full force but with some major cosmetic overhauls. Classics like "Dam", "Facility", "Bunker", and "Cradle" have been redesigned from the ground up while at the same time keeping the moments that made them so memorable intact. While the opening sequence of the Dam level remains practically identical to it's source material, the similarities ended there. From that point forward, the level was hardly recognizable outside of the basic setup and color palette. While several design decisions might initially perturb players such as the linear design of levels like "Surface" and "Jungle", those woes were quickly forgotten thanks to the smooth pacing, comfortable control scheme, and overall satisfactory design.

Perhaps the most notable change that was made involves the level of accessibility that Eurocom engineered thanks to the slick new UI and the multiple control scheme options. While players have the option of playing with a Wii Remote, Gamecube controller, or Wii Zapper, the ideal control scheme lies in the Wii Classic Controller Pro which ends up making the game feel comfortable to anyone who has played a modern day FPS on any console. Not only is the controller comfortable to hold but the buttons are mapped just as one might expect, making Goldeneye not only a well designed game but also incredibly intuitive. Furthermore, Eurocom's sugar on top comes in the form of several minor but ultimately pleasing additions to character's maneuverability.

    • Rather than tossing in a basic, sticky cover system à la Gears of War, Bond can merely crouch behind obstacles and then peer over them with a press of the left should button. It is simple and incredibly useful in major fire fights.
    • By giving Bond the ability to vault over small obstacles with a simple tap of a button, players can carefully choose the best ways to reach targets to best suit their playing style and any given situation.
    • The rather dull melee attacks of yesteryear have been replaced with an intensely satisfying take down button that allows players to bring enemies to their knees with the press of a button.  (While I really love this inclusion, there weren't enough animations to help maintain my enthusiasm throughout)
    • Lastly, in the interest of fluidity and making players feel like Bond, the snap-to aiming reticule is balanced just enough to give players the edge while at the same time requiring a level of skill to use.

While these additions are quite common place in modern day shooters, they were essential elements that were implemented in a creative way that made this game work astonishingly well.

It's hard to talk about a game on the Wii without mentioning its graphics. The great debate of whether to judge it in comparison to more powerful consoles or on its own merit is a constant problem. However, I feel it is worth saying that Goldeneye feels perfectly at home on the Wii. While not the most impressive looking game this generation, it is certainly among the most detailed games on the console. Careful attention was paid to the little details and the animations are fluid and beautiful in their own right. Would it have looked better on an Xbox? Yes. Does it need to look better? No. In the end, Eurocom crafted a wonderful looking game that demonstrates that the Wii can in fact produce nice looking games without the aid of stylized art.

Obviously, Multiplayer has been a major focal point for Eurocom since the game's debut. It has been the single driving force behind the marketing campaign and for good reason. While I didn't spend a lot of time in the multiplayer, my time spent with it ensured that the experience would be both fun and deep on a level that hasn't existed on the Wii prior. Fans of console shooters should be happy thanks to the inclusion of leveling and a slew of unlockable content. Not only does the game sport many classic and new gameplay modes but they can be played up 8 players online or with classic, N64 style, 4 player split screen. The maps are detailed and nostalgic while at the same time never strictly resembling maps from the original. What at first appeared to be an obvious attempt to cash in on a beloved brand name is in fact a full package thanks to a rather unexpectedly robust multiplayer mode.

Of course, the game isn't without it's faults.  Unfortunately, a rather surprising and glaring flaw made itself clear early on and dragged the enjoyment of the game down quite a bit.  In a game like this where players are encouraged to choose a play style (stealth or guns-a-blazin), making it so that players can get out of a bind would be rather important.  What made stealth games like Metal Gear Solid or Splinter Cell so damn addicting and well designed was the ability to hide and return to a state of normalcy after alerting guards.  In Goldeneye, I was never able to recover from a misstep no matter whether I hid for a long period of time or killed all the witnesses.  While a realistic consequence, I find it to be counterintuitive in the context of gaming because I ultimately kept reloading my game saves every time I was spotted on a stealth mission.  While certainly not a game breaking flaw, this proves to be an annoyance that hindered an otherwise enjoyable experience.

What I found to be most surprising was the absence or a several key components of the original Goldeneye that were essential to what made that game so fun. For instance, remote mines are nowhere to be found in the single player campaign (during the first playthrough at least) and there doesn't appear to be unlockable secret levels. I found it a bit odd considering the fact that difficulty and objectives were handled in nearly the same way as the original game but the fun of unlocking cheats and secret levels, the one thing that made the game such a blast to replay, is completely missing. A disappointing missed opportunity but ultimately something that seemed inconsequential in the end.

Ultimately, Eurocom delivers what I consider to be the best Bond game since the original Goldeneye in context of both campaign and multiplayer offering. The game is a glowing example of how shooters should be handled on the Wii and should be the new poster child for how Bond games should be handled in the future. While the game has become a unique creature in that it is essentially a game based on a game based on a movie, it doesn't imitate either source directly. Instead, it has brilliantly blended elements of both to create one of the most satisfying shooters that I have played all year.

Score: 84
(80-89%: Great - Only very minor issues get in the way of greatness.)

Comments

  • Avatar
    UglyKatsuki
    14 years ago

    There's seems to be several games nowadays that I wouldn't mind playing on the Wii. I should do more with it than keep it on display with my other consoles. To be perfectly honest, if Nintendo really wanted to, (I mean they have more than enough money to do it) they can make a console that'll definitely beat the pants off of any other system. Not only because of their knack for making universally friendly games for all age groups but having the world's most iconic video games series' as well.

  • Avatar
    Arxidus
    14 years ago

    I do agree that having to restart the game when someone spotted you is annoying. However, I personally think that's a good thing, requiring skill from the players who want to play all stealthy-like. It adds an extra challenge and risk to a situation that lacked both before. For example: if they made it so that before every encounter with a group of people in a large room there was checkpoint that saved your progress, the risk in getting caught wouldn't be as penalizing. If players really wanted to play the stealthy way, then it requires a lot of patience and careful timing, which ultimately makes completing a scenario that much more rewarding. But then again, it's an FPS, and I'm pretty damn sure it would annoy me everytime I had to start over just because someone spotted me; I would definately ditch the stealth if I were to play :/

  • Avatar
    Comradebearjew
    14 years ago

    I might just pick this up for my Wii, I have been waiting for a good bond game for awhile now.

  • Avatar
    MikePitcher
    14 years ago

    This game was fantastic.. as an original fan. I loved it. but some things bothered me.. the bunker.. sucked ... SO much this time around, and it was one of my favorite of the last.

  • Avatar
    Killacure
    14 years ago

    Nick is right this is the best Bond game since the first Goldeneye and far better than Bloodstone!

  • Avatar
    hardcastlemccormick
    14 years ago

    The fact that there was no recovery from being sighted if you were in stealth did bother me some due to the fact that I am not that big on stealth to begin with. At first it is kind of fun to take down enemies one by one stealthily but then my short attention span would cause me to just say fuck it and go in guns a blazing and take comfort in the fact that I could just hide behind a barrier for a bit and then finish the level as it was intended. The way this game is designed just reminded me of the stealth level in MW2 where when you are sighted you are fucked.