GoldenEye:Rogue Agent Í nóvember kemur Goldeneye:Rogue Agent fyrir
allar gerðir leikjatölva.Sá leikur mun vera
fyrsti sinnar tegundar sem maður leikur ekki James Bond heldur spilltan útsendara hennar hátignar.
Ég ætla nú að skrifa úr NGC Indipendent Nintendo Gaming eða hvað það nú heitir.Þetta er allt á Ensku og það sem ég skrifa er kannski frekar gamallt og svona eitthvað sem sumir vita en verið ekkert að kvarta yfir því.Greinin er ekki copyuð.


Okay,let´s start at the beginning,says Crhis Plummmer Executive Producer for Goldeneye 2.We´re sitting in EA´s colossal San Francisco office.Chris is a busy man right now - he´s working on delivering a successor to one of the best games ever craeted - so we don´t have much time.We figure it´s best to start with the basicsfirst.Like the title.
“First off,it´s not calles Goldeneye 2,” continues Chris.“Its real workingtitle is Goldeneye:Rogue Agent.It´s a first-person shooter
based on around being the ultimate villain in the Gond universe.That´s the concept.
”One of the things that the team loved about the original GoldenEye movie was the theme of a 00 agent gone bad.What you know about Trevelyan was that he was bad-ass.You know he was trained by MI6.He was like James Bond,he was just as skilled,just as talented - expect he turned to the dark side.Ware essentially letting you live out that role.
“Bond villains have all the riches,all the women and all the firepower - all things that make Bond universe great.They don´t have any of the restrictions that Bond has.”

Can you tell us how the game starts?

“in the first mission you´re flying into Fort Knox with James Bond,reliving one of the most famous sequences in the film Goldfinger.This is your last mission as an MI6 agent.You´re kicked out for being too brutalYou´re notMI6 material.It´s at this point that you go to work for Golfinger.”

Why Golfinger?

“He´s one of the mostfamous villains.One thing we´re doing very deliberately is tapping into the rich fiction of Bond in a way that no-one has done before.If you think about Bond films,they´re not sequential.Bond is the same age in 193 as he is in 2004.It´s a timeless universe much like superhero fiction is.SO we have access to all the Bond villains,side -kicks and hideaways like the Volcano Lair and the Spectre board room - all these places in multiple films,where the criminals can,potetially,work with or against each other in their secret organisations.That´s exatly what we´re going to be tapping into in Rogue Agent.”

So how does this linkup with Goldeneye?

“As I said,the Bond films aren´t sequential,so it´s not a ´sequel´.let my explain the background.Golfinger is a member of Spectre.The criminal orgorganistionis at war with Dr.No´s organasation.At the endof the first level ,Dr No takes out your character´s eye and Golfinger´s scientists replace it for you with a cybernetic eye,wich becomes your namesake.It´s from here on in that everyone knows and fear you as ´Goldeneye´.”
The game then,puts you in charge of ´Goldeneye´-Golfinger´s ´chief agent of destruction´-as you pursue Dr.No.A mission that takes you around the world.“

Can you give us an example of the kind of place we´ll be visiting?

”Well,in one level you´llbe taken to Hoover Dam.After the origanal movie,everyone knows that a dam is a cool placeto have a shoot out,only this time,being the bad guy,you get the change to blow the thing up and do all kinds of cool stuff like that.Also,there are classic Bond sets like Fort Knox and the Volcano lair - this your headquarters in the Bond universe and it´s a place you´ll get to experience multiple times.“

What about the other Bond villains?Will we get to fight alongside or against any classic characters?

”Yeah,you´ll get to fight with and against all kind of villains.You´ll get get to fight alongside Oddjob in one level,also Onatopp from the original game will make an apperarance on the side of Dr.No.
“Pussy Galore is in there too.She´ll fly you from location to location in the game as you rise up through the ranks you´ll get to know Pussy better and better…”

The most important thing for everyone who played Goldeneye was gameplay.How do you plan to copete with a universallyacclaimed classic?

“First and foremost,we´re really passionate about the original from a gameplay standpoint.It was a very aggresive ´run and gun´-style shoother and we feel that,withthe technology we have today,we´re able to go into much more detail and be far more graphic,and to really recreate and do justice to the original´s best elements.”Weér really focused on gameplay.Plot details and sticking to the Bond universe stuff is all very welland good,but at the end of the day,when people hear the word ´GoldenEye´ the associate it with great gameplay and a great first-person shooter,and that´s what we´rerelly striving to deliver.“

When you talk about ´great gameplay´ what exactly do you mean?

”Well,the two most important aspects of our formula are the multiplayer and our ´Evil AI´ system.There are other fundamental core mechanics of the gameplay wich I´ll talk about later.
“The multiplayer is important to us.We´re still playing the original multiplayerand,as a result,we´re including more myltiplayer maps than champaign maps in the game.Every mode we have in the game can be played in a multiplayer capacityand when there aren´t any real people to play alongside you the Evil AI will step in.”

And how does that work?

“Evil AI is the centrepiece of the entire game,where all the game system actually converge.What it stands for is,first,´emotion´.All the AIs in the game are motivated by raw human emtion.The more you play as a villain,the more you can exploit those emotions to your advantage.Using aggression or composure,for exapmple,you can influence the behavior of the AI.This is especially important for us beacause we want the games´s more cinematic moments to be born outof the AI rather than from set-pieces,gaga or scripted events.So let´say an enemy grabs someone to use as a human shield - it´s beacause of the way the AI works,not beacause the event is supposed to be happen at the particular time.”Of course,we will have some scripted evants and set pieces ,but most of the game´s viscerial moments will come trough the AI - something wich is completily unique.By acting like a villain,by using physical attacks,letting off traps and so on,the enemy will react,they´ll use human shields,or they´ll attack you aggresively or cautiosly.The game experience is depentant on the player behavior.
“Last is the AI´s actual intelligence.The AI´s are totally aware of both their enviroment and the player.They´ll take cover aggressively and they learn about changes in the enviranment - for example,if they´re going to take cover behind something and you destroy it,they won´t use it.Siple stuff like that really affects the game experience.

So what about these ´core mechanics´ you were talking about?

”The first thing that we focused on over and a half ago was simply aming and shotting.There are so many first-person shooters out there that just aren´t doing this basic,vital aspect properly.We´ve spent literally months and months and monthsjust conentrating on not just getting this right,but taking it to the next level.
“One thing I loved about Goldeneye was the ability to deliver a clean head-shot.This time we´re going to add even more precision - allowing you to shoot and destrou a greneyde in an enemy´s hand,examply.
”The next thing we wandet to implement was close-range attacks.You have the ability to club enemies with your weapon,punch them,grab them,stun them or throw them - so now,even if you´re out of ammo you have a genuine alternative in your melee attacks.

Anything Else?

“Movement and using the envoriment is another important aspect we´re focusing on.As I said,this will be a ´run and gun´-style game.It´s not about sitting in one spot and picking guys off.You can´t in this game - if you do ,the enemy will pound you.You always have to stay on the move and use cover (wich the AI will do) and the cover can be dynamic,it can be destroyed and it can even be created in some cases.
”We´ve also developed new kinds of cover - such as distortion.This means that fires,smoke and frosted glass can all be used for cover.Enemies can use this too,and in the case frosted glass,you can see the enemy, but you can´t shoot their grenade or accurately hit them with a headshoot.These kinds of things really change the gameplay.
“Finally,interacting with the environment and activating death traps will come in into play.In the multiplayer arenas,for example,each one has deathtraps that you or the enemy AI can exploit.Things like shark tanks.Or firing up jet engines to burn foes - the kinds of things that mean the environment can be used as a weapon.”

Can you give us a any indication of the kind of objectivies we´ll be faced with?

“There are lot of destructoinorientated missions in there,but also assasination and sabotage.Those are primarily the kinds of objectives you´ll have.You´re basically going to be taking out anyone who gets in your way.There are a couple of times that you´ll be fighting alongside someone - Oddjob,for example - and these all take place in wide variety of locations,from tropical environments and snow-cappes mountains to more urban environments and villain HQs and bases.”

What about gadgets and driven sections?These have certanly been a focus in the past Bond games,but haven´t always worked that well…

“There are gadgets in the game but they´re not the traditional ´inventory-style´ gadgets,instead they are things that are more context sensitve.Also some of your weapons have gadgets,like the ability to create napalm slicks.Stuff like that.The gadgets in Rogue Agent are more offensive in nature.”Also,there wont be any ´driving´ sections in the game.We want to try to want to try to get away from the ´rail-slide´-style sections that you had in previos Bond games - I really don´t like those bits.Instead,whean you´re say,riding in the back of a helicopter,you still have complete first-person control.
“At the end of the day,our primary goal and focus is to deliver the best FPS experience we can.”