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Exclusive GoldenEye 007 Interview

by Steven Williamson on 16 September 2010, 12:25

Tags: Activision (NASDAQ:ATVI), Wii, FPS

Quick Link: HEXUS.net/qaz3n

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Can GoldenEye 007 relive those glory days?

Activision Producer Dawn Pinkney speaks to HEXUS.gaming about the evolution of one of the finest first person shooters of all time.

HEXUS: GoldenEye 007 is deemed to be one of the best shooters of all time so there must be a weight of expectation to deliver a high quality game. Do you think that fans of the original will be happy with the final result?
Dawn: Yes. If they play on 007 Classic, the hardcore mode, they’ve got to be happy or even the 007 mode. You’ve not got the regenerating health for instance and you’ve got all the additional objectives, so things are much tougher. It’s a really difficult mode. It forces you to think about tactics you’re going to use and routes you’re going to take through the environment. You have to play covertly at times because you’ll get even more rock hard elites spawning if you take a direct approach.

When you rescue hostages on the carrier level, for example, we've put explosive barrels in right next to the hostages. So you have to take out the villains, but be careful not to shoot the exploding barrels.

Split Screen is the same experience but we’ve evolved it. Gamers are going to relive their youth. However, we’ve also got other difficulty modes that are new to the license.

HEXUS: In the demo we played today cover seemed to play an important part in the gameplay, and seems to be more dynamic than the original. What's changed?
Dawn: The cover system was a massive discussion at the beginning of development. We didn’t really feel that sticking to cover in a first person shooter would work as well as it would in third person view, so we opted for the lean mechanic instead. You can still crouch and lean over objects though. Cocver spots are also destructible so you’ve got that extra element to it. You can’t camp out, you’re forced to keep moving.

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