Mostrando entradas con la etiqueta THE GAMES. Mostrar todas las entradas
Mostrando entradas con la etiqueta THE GAMES. Mostrar todas las entradas

miércoles, 1 de enero de 2020

Site updated!


This is the archive version of The GoldenEye Dossier featuring news and articles between 2011 and 2018. Please head to goldeneyedossier.blogspot.com to experience the new site, inaugurated on January 1, 2020.

martes, 11 de septiembre de 2018

GoldenEye 25 - Remaking the legend (and something more)


The time of HD justice for a beloved videogame, collectable, and legend has finally arrived! Well, not now, actually, but it certainly will in 2022 with the release of GOLDENEYE 25. What's all this about? It's a remake of the highly acclaimed GOLDENEYE 007 for Nintendo 64 set for the 25th anniversary of the 1997 James Bond game.

We are using the word "justice" appropriately. In 2007, the project to release the game with improved graphics for the XBLA 360 console was cancelled due to a disagreement between Rare and Nintendo, which left fans very sad. Remember replaying GOLDENEYE 007 can be a bit difficult nowadays: modern TVs provide a blurry image that brings the old days great graphics to shame, emulators can be a solution, yet one can have some issues when configuring the controls and some of the graphics are missing in the conversion. We have the great GOLDENEYE: SOURCE, but that one lacks the single player campaigns. There's also the licenced 2010  Nintendo Wii remake, still, that one is far from the spirit of the original.


Quite simply, there's no way to properly fully enjoy GOLDENEYE 007 on these days. But the GOLDENEYE 25 project aims to change that, plus delivering some surprises for those who loved both the original videogame and the movie.

Using the Unreal Engine, Ben Colclough, the lead level designer and 3D artist for GOLDENEYE: SOURCE, has promised us a faithful adaptation of the Nintendo 64 for PC. The game will be completely free since none of the team behind this hard work is making profit of it, just the pleasure with to bring the glorious days of "No Oddjob", "Slappers Only" and "Objective A: Complete" from 1997 to 2022.


   


Today, a video showcasing the Facility level has been posted by our affiliated site, The Bond Bulletin. While the Soviet guards have been taking an overdue holiday (The enemy AI, which was very realistic in the original, is still getting developed), you can take a good look at what the game can offer you. And for sure you won't be disappointed!






The proof that this game is made from GOLDENEYE lovers to GOLDENEYE lovers (and the rest of the gamers) is that our very good friend Yannick Zenhäusern is composing the music. The game will feature an original score based on Eric Serra's soundtrack from the 1995 source film that will make the player relive the Nintendo 64 classic in a more movie-esque way and feeling inside the body of Pierce Brosnan's James Bond as he sneaks trough the Archangel Facility with his silenced Walther PPK (PP7 in the game).



The spirit of the James Bond saga overall will also be present - and more than with just the inclusion of Aztec and Egyptian, the bonus levels from the original game based on MOONRAKER and LIVE AND LET DIE. For example, the gadget camera 007 uses in the Bunker and Silo missions will be modeled after the Minox camera George Lazenby uses on his only Bond film, 1969's ON HER MAJESTY'S SECRET SERVICE, to get evidence on Blofeld's "patients" that will disseminate Virus Omega worldwide. Composer Zenhäusern also took some inspiration for GOLDFINGER to get that classic Bond fanfare.

Be sure to follow GOLDENEYE 25 on Twitter and Facebook to get all the updates on this act of justice for a game that was a great part of our lives!

domingo, 20 de agosto de 2017

Trevelyan's Mainframe - FILE: Bunker, Severnaya / Twenty Years Removed



Now that you’re finished trudging through the snow, you have found yourself deep underground in Severnaya. If there is a stealthy bone in your body, now is the time to get it in working order. If you plan to survive and escape this Russian bunker alive, you’ll need to be smart about it… So, screw on your silencer and get ready. Alarms are within a hand’s reach, and so are plenty KF7 Soviet assault rifles, on level five of GOLDENEYE! 


This mainframe has organized its files on the fifth level of GOLDENEYE 007 but it is customary that we sift through the pile of paperwork MI6 supplied at the time. Once again, here are the original transcripts we were able to intercept from Her Majesty’s government. 


BACKGROUND:
A spy satellite has detected increased levels of activity at an old observatory complex near Severnaya (62.08n, 102.58e) in Russia. Other sources have confirmed the shipment of a large amount of computer hardware to that location, and an influx of skilled personnel.  

M BRIEFING:
007, I want you to infiltrate this base and find out what the devil’s going on there. The satellite photographs reveal that there has been recent underground excavation. We’d like to know the exact nature and planned extent of the workings. By the way, this is a covert operation. You may have to neutralize the security, but try not to be too obvious about it. 

Q BRANCH:
You’ll be doing some computer hacking on this mission, 007. I know you’d rather be cracking open a bottle of bubbly than cracking passwords, so I’ve taken the liberty of putting together a little gadget which will do the hard work for you. If you attach the data thief to their mainframe it should override any computer security measures and download the information we require.  

MONEYPENNY:
Underground in Siberia, James? Some of us don’t get further than the Northern Line. 


With that bit firmly out of the way, allow me to recite the real story of Bond in the bunker. Now, it is no secret that he had somewhat foiled us on the surface of Severnaya. However, once he was allowed admittance to the ‘secret’ underground bunker, he placed himself in the grasp of Janus once again. Any intel Bond was able to steal from the Russians in the bunker was coded with viruses intent on allowing our computer people to cross hack into his equipment. Once plugged into one of MI6 shoddy pieces of hardware, we’d worm it for data that we could use to our advantage! So really, Bond was working for us. Once he tapped in, it was only a matter of time before he delivered us to the doorstep of MI6’s entire secured network. Of course, as you may know, our associate Boris Grishenko did a smashing job as an unsuspecting computer programmer for Bond to stumble upon, when in fact, it was him that assured all went according to our plan! Sounding the alarm on Bond after the deed was done, was just icing on the cake. Even I must admit, he is pretty good at what he does… 

The last pieces of our report states that other than Boris Grishenko, the Russian Soldier, Russian Commandant, and Janus Special Forces (as reinforcements if needed) characters possibly engaged Bond in the bunker.



Several items of intelligence collected by the Janus Syndicate have been highlighted as I’m seeing them here. There isn’t much, but each should be noted in your own report. Firstly, it is noted that at this time, according to the game’s model, the bunker was under construction. This differs greatly from the film version of the bunker. This explains why the bunker only houses a small amount of computer hardware in preparation for the GoldenEye program that will be located there in the near future. Janus is unsure at this point why this direction was taken with the level, but we have a sneaking suspicion it was because housing a plethora of computer hardware and items in the bunker the first time Bond visits it would take away from the second time he visits its completed version later in the game. It is odd to think that both Again, how’s that for Russian efficiency? 


Another interesting tidbit includes that according to Bond’s watch, the mission takes place at 1020 hours, or approximately 10:20 in the morning. This sets the surface level pretty early in the morning. Another thing to keep in mind for the bunker level of GOLDENEYE, especially for our friends that enjoy the cheat code portion of the game, is that in order to unlock 2X Rocket Launcher for the single player mode, one would have to complete this mission on 00 Agent difficulty in four minutes or less.



I always found the bunker level of GOLDENEYE to be rather difficult. As a kid, it wasn’t necessarily self-explanatory. Of course, I’d figure out how to take pictures of the main satellite imaging screen, and to copy the GoldenEye key, however, when it came to getting Boris to work the mainframe computer, I’d find myself lost. In fact, I didn’t even know it was him who had to access it for me to do what I needed to do objectively. Then, when the alarm would sound every single time he used the computer, I thought I had done something wrong. After all, Bond never trips the alarm! Little did I know, that was all part of the situation with Boris in this level. I hated dealing with the Janus reinforcements and would often end up out of bullets. 

Otherwise, bunker was one of my favorites. I definitely preferred the smaller version of the bunker compared to bunker 2, just for the sake of variety. All the levels up to this point in the game felt massive, and I found it nice to come to a level where you knew the limits. It was one area sectioned off into several rooms, and that was that. In other words, you couldn’t be flanked or find enemies spanning behind you. Once you cleared the rooms, all you had to worry about was the staircase and tunnel leading down from the outside. Oddly enough, If I failed the mission, I wouldn’t mind. I’d just try and destroy all the destroyable objects in the level. I’d lay waste to every pane of glass, computer screen, crate, and even the tables scattered throughout. I’d pretend that the Russians had fired the GoldenEye and everything had been destroyed with me as the only survivor of the blast. Yes, silly, I know. I was having fun with it. 

Moving right along, we’ve come to the end of our information on the fifth level of GOLDENEYE 007. You made it through with quite a bit of easy… Good for the readers, bad for you. With the first five levels of GOLDENEYE 007 behind you, your cockiness just may cost you. After all, the soviet missile silo has been known to go nuclear, old boy. Will you emerge alive, or melt under the pressure? 

- End transmission, Trevelyan.

sábado, 8 de julio de 2017

Trevelyan's Mainframe - FILE: Surface, Severnaya / Twenty Years Removed


I hope you weren’t expecting a warm reception from this forthcoming level file, friend. You see, the snow covered surface surrounding Siberia’s Severnaya plateau region is among the harshest places to survive in the modern world. A true test of will, one might say. Perhaps for that reason, the Russian military’s space-based weapons division holds a remote station there that stands as the fourth level of GOLDENEYE 007. So, zipper up dear boy. After all, trespassers have been known to disappear underneath the miles of snow that never melts…

Before we fully trudge through my mainframe files on level four of GOLDENEYE 007 we again find ourselves sifting through the rubbish MI6 supplied at the time. Once again, here are the original transcripts we were able to intercept from Her Majesty’s government. 


BACKGROUND:
A spy satellite has detected increased levels of activity at an old observatory complex near Severnaya (62.08n, 102.58e) in Russia. Other sources have confirmed the shipment of a large amount of computer hardware to that location, and an influx of skilled personnel.

M BRIEFING:
It might be coincidence that there is a new head of the Soviet Space Weapons Division, your old friend General Ourumov, or it might not. Penetrate the base and find out what is going on. Building plans for the underground section would be ideal. They’re unlikely to be just lying around so look for a safe – there’s bound to be someone you can borrow a key from.

Q BRANCH:
I’ve looked over the recon photographs and I advise you to stay clean of the main bunker entrance by the helipad. However, there seems to be a ventilation tower for a covert entry. You ought to power down the comms dish too, no point in letting them tell the whole of Russia you’ve dropped in.

MONEYPENNY:
It’s cold in Siberia, James. Make sure you wrap up warm and take care to protect your extremities. 


Now, unlike the previous assignments I’ve walked you through, this differs a bit slightly. Instead of Bond proceeding foolishly through our predetermined route designed to lead him on, the forth level proved to be Bond getting the jump on us. We did not fully anticipate that he’d follow us into the heart of the Russian cold on a hunch. I should’ve known my old friend better, I suppose. Nonetheless, watching Bond hike through the snowbanks in search of even a scrap of intel was quite amusing for the Janus syndicate. Especially knowing that the place had been wiped clean before he arrived. Some call it paranoia, to where as I like to refer to it as preparation! That’s right, James. I was always better. Once realizing there wasn’t much left for him to scurry onto, Bond stumbled upon an underground space-based satellite control bunker. What he would find there, would again surprise our Russian comrades. But, we’ll get to that. To round out the full picture of the Severnaya Surface level, the last bits of our intel reports show that the Siberian Special Forces, Russian Commandant, and Artic Commando (as reinforcements if needed) characters reported engaging Bond here.


A few brief notes of bonus intelligence were available within the surface file of my mainframe as collected by only my most trusted men. Out of the continued kindness of my own heart, I once again, shall supply you with those at this time. Originally, surface was to have a white sky. However, it was deemed too similar to the ground level in color, and was soon switched to a unique pink and blue sky. Also in the original plans for the level, the small guard towers sprinkled throughout the map were to house snipers in each that Bond would have to take out. Unfortunately, the com AI was unable to see through railings and would not be able to actually fire at Bond from said towers. Once the developing team realized that Bond would have to scale the towers before the enemies would be able to “see” him fire at him, the ditched the enemies and towers ended up as a byproduct. And if I could quickly throw in my two cents, I must say, utilizing these towers as Bond prove to be much more useful that I’m sure the developers figured! To be able to survey the area and take out enemies from afar is quite beneficial! Also, as a nod to the previous level, runway, the scrapped motorbike model is visible as a desk decoration in one of the small buildings in the corner of the level map. According to further intel, another fun thing to try is destroying all the shipping crates in the small building with the safe with result in the explosion of a couple flying books. Speaking of the safe, inside a map of the second version of surface later in the game can be recovered. Though, if it is destroyed, Bond will fail the mission. 

In the glitch related category, there lies only one. Yet, it is rather large. Though I’ve never experienced such interference personally, according to what is transcribed here, destroying the main console in dish facility instead of using it as directed will not only fail the mission, but destabilize the level. Reports of serious errors in the texture mapping or enemy reinforcements that spawn after the fact will do so without properly rendered face textures, or the complete lack thereof. In extreme cases, the amount of ammunition and the type’s picture usually housed in the heads-up display in the bottom right corner of the screen will be heavily plagued with glitching. 

And finally, according to several Russian sources, ‘Severnaya’ translates to ‘North’ in Russian. Simple yet effective of them, no?


For me, the surface level was a favorite. The wide-open map and several individual buildings you could visit and destroy boxes, desks, and bookshelves in! I’d spend an hour with alarm bell rings loud, taking on waves of Artic Commandos. Sounds a little like my experience in the Facility… I know. In my youth, I supposed I liked the one versus a hundred odds. Plus, on this level, there was more room to breathe in between enemies. Specifically, I’d stand atop the dish tower with dual grenade launchers wreaking havoc on the Russians from above! And for those in the dark, that 2x grenade launcher cheat code would be unlocked by completing this mission on Secret Agent in three minutes and thirty seconds or less. You’re welcome for the tip, by the way. Also, I’d find myself in the guard towers equipped with a sniper rifle, shooting at the explosive barrels next to unsuspecting guards on patrol. 

Unlike runway, I did put my time in on surface, and on 00 Agent, it was a heck of a challenge. In an odd way too, I remember being memorized by the seemingly unlimited tree line that surround the level. I’d wonder what lied beyond deep within the Siberian forest. At the same time, I’d wonder why a secret control bunker would be located in such a clearing! Silly Ruskies… 



I digress and kid, friend. We very much value the fruitful friendship we’ve been able to develop with the Russian forces. And with that ironed out, this concludes our compiled data on the forth level of GOLDENEYE 007. As we continue to review these classic levels for the glory days of 007 video games, memories rush through. But, don’t be fall into comfort quite yet. The close quarters of the underground satellite control bunker will leave you feeling a little claustrophobic. Detection waits around every corner of the next level, old chap. As the fifth level looms ever closer, and with any luck, it may just be your last… 



- End transmission, Trevelyan.

miércoles, 7 de junio de 2017

Trevelyan's Mainframe - FILE: Runway, Service / Twenty Years Removed



Unfortunately, old boy, we’re in a bit of a rush here. As the Russian army quickly scrambles to pick themselves up behind you, you must prepare to make your daring escape! Welcome to the service runway for the chemical warfare facility #2, though it doesn’t do anyone any good to stick around too long… So, prepare yourself. It is time to blaze through the brief-yet-action-packed third level of GOLDENEYE 007.



Just to take a step back in observance, even though as 006 I despise the foolish 007, the man behind the number is a different story. I respect and admire each actor that has donned the silver screen tuxedo. Every once in a while, we are given a poignant reminder of how temporary life really is, so moving forward, I would like to dedicate the remainder series to the memories provided to me by the legendary Sir Roger Moore. On behalf of Janus, here’s to you Mr. Moore, for you were the best!

Now, with the fondest of memories properly chilled, on to the dirty business. It seems as though these sections of the GOLDENEYE files have been serving you well in your research, so we find it valuable to continue. Now, ready your notepad, friend. For as always, before we dig into my mainframe files on level three of GOLDENEYE 007, let’s see what those MI6 puppets had to say at the time. I suppose in some respects, the do deserve a fair shake, after all. Here is the original transcript we were able to intercept from Her Majesty’s government. 

BACKGROUND:
The service runway is the obvious escape route from the Arkhangelsk chemical weapons facility. 
M BRIEFING:
006 knew this was going to be a risky mission. His sacrifice should give you enough time to find an aircraft. Keep a cool head and you’ll get out alive. Just be certain to knock out the heavy gun emplacements and missile battery or they’ll swat you out of the air like a silly fly. 
Q BRANCH:
No time for gadgets here, 007. Just improvise with what you can find close to hand.  
MONEYPENNY:
Grace under pressure, as always, James. 

As you’ve undoubtedly scribbled down your primary notes, I’ll take you through the real story behind the service dam. After Bond perpetuated through our plan set in place, this was the final step. Realistically, the Russians wouldn’t have allowed anybody to survive such a militaristically aggressive assault on one of their covert facilities. However, as we had already arranged an agreement with the Russians as explained previously, Bond was virtually allowed to use one of their decommissioned tanks to make his way down the runway and ‘steal’ one of their planes. Of course, the plane had a tracking device installed, and the rest as they say in the States, is history. James had already witnessed my ‘murder’ as well as completed his primary objective of destroying the bottling room within the facility. We needed all things to finish out, so Bond taking off from the runway was the final piece of the puzzle. Finishing touches included having the Siberian Guard (Arkhangelsk) and Russian Soldier characters actively pursuing Bond along his way to the plane. 





Extra intel was available in within the mainframe on the runway reported by fellow Janus agents that I thought important enough to supply for you here. In the level’s original design, a motorcycle was supposedly going to be featured as a ridable vehicle for Bond to use to make it to the stunt plane before it plummeted off the cliff to replicate the runway scene from the movie version of GOLDENEYE. Similarly, the tank was not going to be featured in the runway level, but once it was tested and was found fun to use on the level, it replaced the motorcycle as a vehicle for Bond as it was more functional within the space provided. Before this decision, the tank was going to set aside exclusively for the streets level later in the game. According to several filed reports, the loading bay and bay doors of the facility seen in the photo above also serve as the main entrance of the facility, as there is no other possible way in that Bond comes across during the facility, dam, or runway levels. 
In the glitch related category, there isn’t too much, However, once the level is completed with any cheats activated, the ending scene plays a bit oddly as the music cuts before the final note can be heard. This can only be assumed as a mistake, as nothing to dispel this belief has been confirmed by this organization at this time. A more known piece of information includes the alternative exit of the facility loading bay. Instead of going though one of the bay doors, Bond can turn to his left, hop onto the conveyer belt, and walk down the conveyer ramp to exit the building just like in the film. 



My own memories of playing though the third level of GOLDENEYE 007 are rather slim. Out of all the single player missions, this one felt the most simplified. Perhaps that was part of the level’s charm? I’m not too sure. Just jumping into the tank and getting to the plane didn’t really do it for me. With that said, I did like the element of the level just being a firefight to Bond’s escape, and if he made it, the big payoff was to zoom off in the plane and leave all the destruction behind. I’ll admit I never really adopted a love for runway, but appreciated it as the final piece of the beginning act of the game. Also, using the tank was fun here, but I found using it during the streets level to be much more fun so that was never really enough for me. Plus, I found the several mini-gun drones to be supremely annoying… And I’m sure you know what I’m talking about. All in all, runway was usually a level I wouldn’t go out of my way to play. I appreciated its difficulty and uniqueness within the level lineup, though. 

Well, what else can I say? I warned you this would have to be quick. Runway was an escape level, after all! At this point, the third level file of GOLDENEYE 007 has been complete and you’re well on your way to all the information you need to know surrounding the 1998 video game. I’ll give you credit for making it this far but, the true test awaits you among the snowcapped surface of Severnaya. Will you survive the harsh cold or will closing time come early for you? I suppose we’ll find out together…

- End transmission, Trevelyan. 

domingo, 21 de mayo de 2017

Trevelyan's Mainframe - FILE: Facility, Chemical Warfare / Twenty Years Removed


Well, well, well. That was fast! As you’ve zoomed through the first mission file of GOLDENEYE 007, I suppose I should allow you to explore the next. Janus operatives have confirmed your global signal and your codes have been received. The following is all we have on perhaps the most beloved mission of all, the Chemical Warfare Facility #2. It is located at the base of the Byelomorye Dam in the federal subject of Arkhangelsk of the USSR. The challenge is yours, if you’re up for it.

Before we dig into the files in this database on level two of GOLDENEYE 007, let us once again peer over the shoulder of MI6. I believe, to understand each level individually, we must paint the whole picture. Here is the original transcript we were able to intercept from Her Majesty’s government. Let us humor them, shall we? 


BACKGROUND:
Inside the chemical weapons facility, you should quickly and efficiently proceed to the bottling are and place demolition charges on the main gas tanks. Political considerations demand that collateral damage is minimized on this mission. Non-military personnel should be disregarded.

M BRIEFING:
You’ll be working with 006 on this assignment, the bottling room is the rendezvous point. Don’t forget to contact our double agent scientist before you leave, and warn him to get out. He will provide you with a decoder for the final security door. There are no women or casinos for a thousand miles, 007, so even you will be able to concentrate on this mission.

Q BRANCH:
Now listen carefully, Bond. Those bombs will be armed as soon as the last one is set. Don’t be too close when you set them off or you’ll go up in flames as well, and while you’re at it, please try and bring back that door-opener undamaged for once. Too much rough handling like the last mission and it might go wrong at a bad time. Honestly 007, sometimes I think you damage your equipment on purpose. 
MONEYPENNY:
These chemicals could prove to be a match even for your pheromones, James. Don’t take too many risks. 


As Janus knows, these are the first round of reports those fools presented. I trust by now, you know better to believe in such rubbish. The fact remains that Bond was virtually allowed down to the facility and able to move freely throughout the processing, storage, and laboratory areas. The Russian Federation knew Doak to be a double agent and waited to terminate him until after he met up with Bond that fateful day. All had to have appeared to be going to plan for MI6, or our position would’ve been blown! Once good old boy, 007, decided to show up in the main gas bottling room to catch up with none other than myself, the trap was set! He was the final piece of the puzzle, just as Janus orchestrated! The specific tanks in that room were in need of changing out, so we allowed Bond to do our housekeeping work of destroying them to make room for new models to take their place at a later date, according to what the Russians had conveyed to us. And the rest, as they say in the West, is history. I would be “killed” by then Colonel Arkady Gregorovich Ourumov, future head of Russian space division, and Bond wouldn’t know the better! Too easy…
Other administrative notes here mark that the staff, guard, and individuals present at the facility were the Russian Soldier, Scientist, and Colonel Ourumov characters. 



Similar to the level one files, this mainframe holds extra intelligence on facility collected by our agents. Again, I went ahead and pulled those for you. Your debts owed to me continue to multiply, friend. Now, according to a few close sources, facility was one of three “classic” multiplayer maps to be featured in GOLDENEYE 007’s spiritual successor, PERFECK DARK. However, due to copyright and licensing issues, it was slightly modified and renamed “Felicity”. From there, it appears in the sequel, PERFECT DARK ZERO, modified even further with only a loose base harkening back to the original included in GOLDENEYE 007. Oddly enough, facility also appeared in the NINTENDO WII’s version of QUANTUM OF SOLACE as a vastly expanded version of the famed original multiplier map. It is also worth noting that facility is easily the most replicated and recreated level among passionate fans for first-person shooters like DOOM, QUAKE, HALF-LIFE, and most famously GOLDENEYE: SOURCE. 

The pre-released version of the game was reported to have stacked gas tanks in the main bottling room, similar to what is seen in the movie. However, these were changed to single standing tanks for the final version of the game for easier access in respects to placing the remote mines. Let us not forget, that as I reported previously, facility was the first level developed for GOLDENEYE 007, before it was decided to move away from the rail-based shooter concept. The concept proved to be a lot less than desirable as far as developers were concerned, so the limitations were removed and players would now be able to freely roam within the three-dimensional environments. With that in mind, facility’s design remained, for the most part, unchanged for the final release. Oppositely from the movie version of GOLDENEYE, in the game, instead of using timed mines and escaping, Bond detonates the mines himself while still inside the building. Moronic, I know. Once the mines are detonated, the gas fills the entire facility and will eventually kill Bond if he straggles for too long. That’s my favorite part. Anyway, just some more pieces of knowledge to pass along. Now, interestingly enough, if one were to use a coder or cheating device of some sort on the multiplayer version of this level, access to the full map can be gained. Everything seen in the single player version of the level is reportedly present, however no weapons or items generate in the otherwise inaccessible areas of the multiplayer map. Some unknown intel also suggest that Bond’s lines change in the bottling room depending on how much health he has remaining when he arrives. If little to no health was lost, Bond will say "It was too easy, Alec." If around half of his health was lost, Bond will say "It was a bit tricky, Alec." If only a little of his health remains, Bond will say "I almost killed myself getting here, Alec." Quite entertaining, wouldn’t you agree?

The only other pieces of information I’m seeing, is that of the humorous category. Many of the pipes and boxes featured in the facility have the Russian words “водка” or “картофель” featured on them, which translates to “vodka” and “potato”, respectively. I assure you, this hidden joke implemented by the game’s developers was not taken kindly to by our Russian Federation friends! Russian revenge for this warranted the “No James Bonds” sign above the metal door to the second security station. Take that, 007! Finally, there is a game hiccup when if Bond is killed in action right before Ourumov enters the bottling room, instead of the game’s normal death theme playing, the upbeat remix version of the facility theme will play in its place. 


With all the subject files out of the way, I must admit, I put in many, many hours running the halls and rooms of the facility. Not many games can lay claim to having iconic levels within their single play feature, especially these days. I’d argue that the facility level of GOLDENEYE 007 is among the most iconic video game levels of all time, across every generation of shooter gaming or even gaming in general. Nearly all who have played this game call facility their favorite level. The depth felt amazing at the time, as the level felt like it could be a real space. There was a perfect balance of challenge and pure fun. If you wanted to play objectively and try and stay stealthy, you could. If you wanted throw some cheats on and go on a rampage killing all in your path, exploding the gas tanks, and fending off endless waves of guards in the gas hazed corridors, you could. I may or may not have enjoyed both such playing styles! The satisfying flow of the level, genuine character interactions, and varied route options made facility the level to play when it came to the single player experience of GOLDENEYE. If dam was the tantalizing appetizer, facility over delivered as a full-blown entrée. Make no mistake about it, facility is, was, and forever will be considered a level legend. 

So here we are, friend. The end of the line for facility. You’ve made your way through level one, and now level two of GOLDENEYE 007. I must credit you there, old boy. Now, there is no time to waste. Level three’s file brings us to the service runway for the chemical warfare facility where you must make your grand escape, if you can…


- End transmission, Trevelyan.

domingo, 7 de mayo de 2017

Trevelyan's Mainframe - FILE: Dam, Byelomorye / Twenty Years Removed




It seems you didn’t wander very far after all. Just as Janus expected! Well, seeing as you’re here and still perusing through the databases, I suppose I can grant you access to your first level file. Without further interruption, I give you all this mainframe has on the Byelomorye Dam, located in the federal subject of Arkangelsk of the USSR. Tread lightly, old boy.


Before we dig into our files on level one of GOLDENEYE 007, let us peer over the shoulder of MI6, shall we? I believe to understand each level individually, we must paint the whole picture. Here is the original transcript we were able to intercept from Her Majesty’s government. 

BACKGROUND:
MI6 has confirmed the existence of a secret chemical warfare facility at the Byelomorye dam, USSR. Its heavily guarded location and workings are a cause for major concern. Nerve gas produced there has been turning up in the hands of hostile regimes around the world and deals with international terrorists have been rumored. This facility should be destroyed with extreme prejudice. 
M BRIEFING:
The area around the dam is well defended against full scale military attack but a lone agent stands a much better chance. The easiest way to gain entrance to the weapons factory will be to get down the face of the dam. Q had an idea about that. 

Q BRANCH:
Information concerning shipping and contracts is stored on a computer system in a secret ops room within the dam. With this covert modem connected to their satellite link we can intercept the data when a backup is carried out. As for getting down the dam, use the bungee rope. At the bottom of the jump, use the piton gun. Simple.  
MONEYPENNY:
Hardly a lover’s leap, James. Be careful though, I hate to think of you falling for anyone else. 

With those elementary reports aside, please allow me to direct you properly. Dam was the first step in Janus’ master plan. We knew he’d easily infiltrate the soviet military outpost, which protected one of their main chemical warfare facilities. Bond was able to easily pass through, thanks to Janus in conjunction with the Russian forces stationed there, and make it swiftly to the base of the dam. His covert modem was swiftly removed and the data downloaded from the interior operations room of the dam was correlated to junk files! Once through and at the base of the dam, he’d rendezvous with myself. Other administrative notes here included that amidst the staff and guard at the dam outpost was the Siberian Guard (Arkangelsk), Russian Soldier, and Russian Commandant characters. 



This mainframe also holds some extra intel on the dam reported by our agents that I went ahead and pulled for you. You are welcome in advance, by the way. First thing covered is the original idea of the level would see Bond hitching a ride on the military truck while firing at guards, much like a rails shooter feature to make up most of the level. In the final game, this feature was nixed and instead Bond would just follow the truck through the main level path. Another tidbit of information next time you follow along with Bond on dam, destroy the crates in the second area of level before opening the truck doors, as they spawn extra KF7 Soviets!

However, perhaps the most prominent piece of information involving the dam level of GOLDENEYE 007, is the island and fixed turret that can be seen in the near distance across the water from the top of the dam. Now referred to as ‘GoldenIsland’ by fans of the game, this piece of the mission was originally set to be a spot Bond visited to recover the bungee rope for his jump to finish the mission. Originally, Bond would activate a small boat located at one of the docks of the dam, cross the water, and get to the island to continue in the completion of the mission objective. Game developers removed this mission objective from the final form of the level, as it didn’t really contribute to the flow of the level and found that rendering the boat and applying the necessary mechanics behind such a feature would be more work than the development team felt a small side objective deserved. So, it was scrapped and the only remnants of the ditched objective that remained was the set piece of the island itself. Use the sniper rifle and take a look next time you’re up in one of the towers, it is there. 



When it comes to my personal experiences playing the first level of GOLDENEYE 007, I must admit, it was a take it or leave it level for me. I liked it, but by no means was it one of my favorites that I spent hours playing, killing hordes of guards, and destroying every destroyable object available. I believe my favorite thing about dam is its concealed size. From the outside, it seems to be a small level, but the interior of the dam, docks around the back, the long pathway atop the dam, inside the turret bunker, and each guard tower all making the level a lot bigger than it may seem. As a child, I believe I enjoyed most trying to explore each area of the dam or trying to complete the level as fast as I could so I could compare my completion time with my friend’s times. It is a fun, easy play through and a great first level to whet the appetites of players for the levels that followed. 

That’s about the long and short of it, friend. You’ve made your way through level one of GOLDENEYE 007. I had my doubts. Now, watch the alarms and avoid tripping any more of them. If you’re able, you’ll make it on to our next file that covers level two of the game, Chemical Warfare Facility #2. After all, half of everything is luck…

- End transmission, Trevelyan. 

jueves, 27 de abril de 2017

Trevelyan's Mainframe - FILE: Anniversary, GoldenEye 007 / Twenty Years Removed



That is correct, friend! Trevelyan’s Mainframe is back from the dead, no longer just a disappeared feature on the main page of The GoldenEye Dossier. Reports of my death from the desks of the opposition were greatly exaggerated. Janus is alive and well and has been operating in the shadows for the last calendar year. The year 2016 might have been a year of great loss, but it was unable to claim this mainframe or the mind behind it! With no further interruptions and our databases primed and loaded, let us proceed. Just in time for the twentieth anniversary for the game rendition of GOLDENEYE for the NINTENDO 64 console? How apropos, no?

Now, before getting knee deep into data files allow me to catch you up to speed, old boy, as it has been a while since you logging into the mainframe last. Much to the chagrin of MI6, Janus has been rather busy preparing for this memorial worthy year in GOLDENEYE’s history. After all, two years following the successful James Bond film sharing the same name was released, a console-based video game tie-in was released on August 25th, 1997. The game would go to become one of the best-selling videogames of all time, even being declared by the Academy of Interactive Arts & Sciences as Console Action Game of the Year, Console Game of the Year, Interactive Title of the Year, and Outstanding Achievement in Software Engineering! But, before we get ahead of ourselves, let’s first compile some of the information on the game’s tricky development and genre-defining features.


Taking a look at the back cover of the game’s original box boasts quite a bit, does it not? Out of the things listed, perhaps the most important is the very first. A powerful, detailed, evolving three-dimensional environment wasn’t something the gaming community experienced often, if at all, back in the late nineties. That is, until small, inexperienced team that made up the roster of RAREWARE developers. Treated as a small side project by the England-based game development company, the game adaptation of GOLDENEYE was originally imagined to be nothing more than an on-rails shooter, with a predetermined path the main character would travel on through a two-dimensional environment. This would be RARE’s answer to the budding action shooter market just beginning to be really tapped into in a big way on the home console at this time. With limited resources, the small team began to explore other options after considering the vast power NINTENDO’s year-old NINTENDO 64 system offered. Producer Martin Hollis, who originally pitched the side-scrolling design quickly moved away from the idea after only one level was designed in this style. According to what our data inputs suggest here, that original level developed on rails would end up being CHEMICAL WARFARE FACILITY #2, known as simply as FACILITY, or the second level, in the finished version of the game. In fact, developers have stated that that is the only reason the play through path of FACILITY feels slightly linear compared to other levels. Though everything was brought up to speed with that level, it’s original mission path stayed the same. Realizing that this would ultimately not be the style the crew was looking for, inspiration from other popular titles at the time was sought out for.

Borrowing some of the shooter physics, gun reloading visuals, and aiming system options from SEGA’s ported version of VIRTUA COP on the SEGA SATURN (a game that was released just a few years prior to GOLDENEYE) and the three-dimensional concept, plus challenging and rewarding level depth from one of the NINTENDO’s launch titles, SUPER MARIO 64, the new vision for GOLDENEYE 007 began to take shape. The game now offered players the ability to choose nearly any path to the finish with semi-open level layouts and a wealth of areas there strictly for the explorer players. Rooms, items, and pickups there for the sake of being there made the game feel far more organic and moving forward, the RARE team decided that each level should be developed with that same sense of player freedom in mind.

Variety also played a large part in the success of GOLDENEYE 007, so our analysts say. With the changing challenges depending on the difficulty chosen, the unlockable cheats usable once acquired, and having the choice of either wiping out a whole level of guards without being caught or, more often, the endless onslaught of guards arriving when caught… The single player mode became nearly endless! Not to mention the game having a whopping eighteen main levels with two full unlockable bonus levels totaling an impressive twenty!



Though, this database would be incomplete if it were to skip over what turned this fun single player experience as James Bond into nothing short of a beloved and respected industry legend. In fact, I’ve always trumpeted that though it may have been the single player that first attracted players, it was in fact the multiplayer that keep them playing. Oddly enough, from what our Janus files here infer, originally, there was to be no multiplayer feature to be implemented in this game! It was merely an add-on for the developers to test weapons, environments, and the way players would react to both. With developers suddenly spending more time enjoying the simple player versus player deathmatches, they added in a few bells and whistles (such as different modes, characters, and weapon settings, etc.) and the rest is history, old boy! Though it may have tested a few friendships over the past twenty years, there is no denying that GOLDENEYE 007’s multiplayer feature is what it is remembered most fondly by fans. Huddling around television screens, demanding that no one look at their specific player screen, planting traps, and knowing exactly where the body armour was just in case became common practice! To say that it was this version of an action-shooter multiplayer option that paved the way for games for the following twenty years, spawning multiple ways to play against others over the internet or right there on the couch next to one another would be completely fair, in my estimation. I find it still enjoyable over most offers in the genre today, in fact.

As far as a basic review of the features, tidbits, and industry standards GOLDENEYE 007 set, that is all we have. Yet, I still feel it necessary that I give you my take on the piece. For me, GOLDENEYE 007 was the reason a NINTENDO 64 system ended up on my Christmas list in 1998. My gaming experience started with that game, which is a little bizarre to think about, as it has already been twenty years since the game was released! Every once in a while, it’ll call out to me so I’ll fire up the aged system and give it go just as if it were twenty years ago.

As to do this cornerstone of videogame history justice, I’ve already granted you the access codes to further explore each single player level individually, following your read-through of this file. I trust you won’t let such a privilege go to waste. Stand by, as I load up the first collection of data in the lineup, all we have on the Byelomorye Dam. It was the least I could do for a friend.

- End transmission, Trevelyan.




domingo, 23 de abril de 2017

GoldenEra: The Story Behind GoldenEye 007


Australian-based company Rollercoaster Films is working on a documentary telling the story behind GOLDENEYE 007, the Nintendo 64 classic based on the 1995 film, celebrating its two decades in August.

Featuring interviews with the game developers as well as gaming experts from sites like Gamespot and Kutaku, this feature will tell the "fascinating" story behind the making of the game, focusing on the challenges of an inexperienced team given the James Bond licence and how their hard work resulted in one of the most critically acclaimed video games in history.


To make the documentary a reality, Rollercoaster Films have set up an IndieGoGo account to reach the sum of $85000 . You can contribute by clicking here and recieve some special rewards for the donations, such as wallpapers and videos. 

Stay tuned to The GoldenEye Dossier for more data on this project as well as some features on GOLDENEYE 007's 20th anniversary in our social network channels.

martes, 23 de agosto de 2016

Watch 30 minutes of GoldenEye 007 for XBLA



Rare Thief has published an exclusive video with never-before-seen footage of the GoldenEye 007 video game remake for the XBOX Live Arcade console. The game was set for a 2007 release, but due to copyright reasons it never saw the light.

In the video we see a player browsing trough the menu (slightly different to the original "folders"), and passing some of the missions like Dam, Facility, Surface and Cradle - all with updated graphics. Maybe due to legal restrictions, the face of Pierce Brosnan and Sean Bean were discarded for the likeness of similar looking actors.



It was a pity not to have this one in our hands, but at least the GoldenEye Source v5.0 mod is a more than efficient replacement of the multiplayer mode.

sábado, 13 de agosto de 2016

GoldenEye: Source gets 5.0 update


GOLDENEYE: SOURCE is back with a vengance. Featuring updated graphics and maps, this HALF LIFE 2 mod brings you those memorable days of your childhood in the Nintendo 64 multiplayer mode to the screen of your PC.


First released in 2005, this mod is the true heir of the 1997 Rareware game based on Pierce Brosnan's debut as James Bond. The many fans of this game -and those who became fans of the movie and even the 007 franchise thanks to it- were not pleased to see that GOLDENEYE 007 didn't make it to the XBLA system, after legal issues cancelled this version in 2004.

While the Nintendo Wii and Playstation 3 remakes of the original from 2010 didn't capture the feeling of the 1997 title, GOLDENEYE: SOURCE is a freeware version made by fans who have enjoyed and studied every frame of the Martin Campbell movie.


This 5.0 update, the major since 2013, adds new characters: two versions of the Russian soldiers add up to Bond, Alec, Ourumov, Oddjob, Valentin, Mayday, Jaws, Mishkin and Baron Samedi. It also features better graphics of the original maps and also adds the Dam and Depot levels from the original game.




The music, composed in part by hard-core GOLDENEYE fan Yannick Zenhausern, pays tribute both Graeme Norgate & Grant Kirkhope's tunes for the Rareware game as well as Eric Serra's album for the 1995 film.


Other improvements include the bots' AI, who is considerably smarter than in the previous versions. 

The real shame, tough, is that in the Dam map we can't fall down the dam. But, all the rest is a true testimony of the love this people have for the film and the game that made many of us enjoy our childhood, teens and even the adult life.

Times change, but GOLDENEYE: SOURCE is a great way to bring those times back for a while.

You can download the mod at the GOLDENEYE: SOURCE official site.

viernes, 13 de febrero de 2015

domingo, 4 de enero de 2015

Introducing Trevelyan's Mainframe


Ladies and gentleman, we are happy to announce a new section for our blog, titled Trevelyan's Mainframe. In this column, Alec will be reviewing a lot of topics regarding GOLDENEYE: aspects of the film, the game, and the careers of the actors twenty years ahead of the film that meant the return of James Bond to the cinema screens.
We hope you enjoy Trevelyan's Mainframe and particularly Alec's unique writing and personalized style, and of course his views on the world of GOLDENEYE.