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James Bond

Hands-on: GoldenEye 007 for the Wii and DS

Sep 13 // Hamza CTZ Aziz
GoldenEye 007 (Wii, DS)Developers: Eurocom (Wii), n-Space (DS) Publisher: Activision To be released: November 2, 2010 (US), November 5, 2010 (EU) Remember the tank level in the 64 version of 007? It was a pretty badly designed and boring level. The new tank section in Eurocom's version of the game is a gigantic blast though, mainly due to the fact that there's a ton of action taking place on the screen. Enemies are coming at you from the ground and the air giving you something to shoot at throughout the entire level. Along with the massive amount of enemies, buildings are getting bombed all around you in an attempt to stop Bond from giving chase to his target. It's pretty impressive to see buildings crumble (for a Wii game, anyway). This section of the demo was short but it did the job, showing how much Eurocom has changed from the original. The new game's story follows GoldenEye's plot for the most part, but there are some additional missions never seen in the original game or movie for that matter. Of course, the real meat to GoldenEye is the multiplayer. They've updated the scheme so that it takes a more modern day approach, meaning that you have loadouts to pick from whenever you spawn instead of finding weapons scattered throughout the map. You can only carry two guns and a few grenades at a time, too. As a fan of the original, I wasn't all that thrilled with the loadout feature. I get that enough in Call of Duty and the Halos. What I really like that is new, though, is all of the modifers you have at your disposal. Only a few were shown, but expect to see things like paintball mode, Golden Gun matches and a modifer that makes people explode when they touch each other. If there is anything that will really hurt GoldenEye, it's the graphics. Multiplayer is a ton of fun, but when you're on a map with wide open spaces, it's nearly impossible to spot the (up to eight) other players from afar. Along with the Wii version, I checked out the DS game being developed by n-Space and it was alright. It's just a matter of FPS games being your thing on the DS. n-Space has developed all of the Call of Duty games for the DS and they know how to make a solid handheld shooter by now. You'll like it if you've enjoyed their other offerings. I'm actually split on GoldenEye. It's a case of overwhelming nostalgia dulling my feelings and being a big James Bond fan. I'll play it just to see how much has changed, but take away my love for the original game and I don't think GoldenEye 007 would be on my radar at all. Oh, also, ODDJOB THROWS HIS FUCKING HAT AT PEOPLE. FUCK YEAH! For more on GoldenEye, check out Matthew Razak's interview with Eurocom and another preview of the game from gamescom.
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The Nintendo64 had some great games, but they were always few and far between, especially in the early days. That was a big problem for Nintendo's last cartridge-based console, until Rare came out with GoldenEye 007, that is...

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New Blood Stone diary highlight's Daniel Craig's profile


Sep 13
// Nick Chester
Daniel Craig has a fantastic profile. Don't believe me? Check out the first few seconds of this James Bond 007: Blood Stone developer diary. Watch it yet? Killer profile, right? In his latest video, developers from Bizarre C...
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James Bond goes to Istanbul in Blood Stone


Sep 04
// Matthew Razak
If you're a major city and you find out that James Bond is coming for a visit it's probably good idea to take out some insurance on things blowing up and plenty of people dying. Wherever the dashing spy goes stuff gets destr...
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GoldenEye 007 devs talk reworking the game


Sep 04
// Matthew Razak
We've already talked in depth today about GoldenEye 007 thanks to our recent interview on the game, but maybe you weren't quite sure about exactly how the game was being reworked. Developer interview video to the rescue! Abo...

Interview: Talking the rebirth of GoldenEye 007

Sep 04 // Matthew Razak
Destructoid: At the reveal for the game at Nintendo's press conference at E3 a variety of research panels were shown to show off how interested people were in a new GoldenEye. Other than a demand for the game what else was garnered from these and how have the ideas been implemented in the game? Widdows: The reveal event movie showed just one of dozens of focus tests we’ve carried out on GoldenEye 007 at Eurocom; other UK Activision studios such as Freestyle Games and Bizarre Creations; at our Head Office in Santa Monica; and in other parts of the publishing organization such as the offices in Quebec and Minneapolis. Some helped inform the overall creative direction, others were to look at specific gameplay features such as the smartphone; the covert/firefight mechanics; the innovative control scheme that aids player accessibility; level flows; game balance; multiplayer functionality and playability. It’s been a hugely important part of development that‘s informed all elements of the game – our litmus test to ensure we’re reimagining ‘GoldenEye’ in the right way, and are delivering the AAA gaming experience people have the right to expect. Will GoldenEye Wii do anything to win over people who hate the original N64 game? Widdows: People who hated the original should understand that although our game respectfully tips its cap to the 1997 original, it is a completely new experience re-imagined for 2010, in the world of Daniel Craig’s Bond. The mechanics, levels, gameplay beats, and story, have all been designed from the ground up for the Wii platform. Walking that line between nostalgia and creating a fresh, relevant experience, has been a key part of the game’s development, and we’re really comfortable with the final balance. The expectations of modern players are very different now and exceeding those expectations has always taken priority over any sense of needing to be like the original – Eurocom have delivered a game that stands on its own feet. The trailer had plenty of iconic scenes from the original game (bathroom ventilation kill FTW), but there are obviously major changes in the levels. What are you doing to change up the single player experience? Widdows: Firstly, this is a much more cinematically driven experience when compared to the original GoldenEye. In-game cut-scenes, many of which are fully interactive and blend seamlessly with the gameplay, punctuate the experience and provide narrative drive through the levels. The levels themselves have been designed around re-imagined mechanics, such as the melee takedowns, the covert system, and the smartphone, and as such although they contain iconic moments, offer an entirely different experience over the original. During focus testing we’ve found that the majority of people who play the game really get the direction that’s been taken, and like the balance. A lot has changed since Bond landed on the N64. What do you think it takes to make a successful competitive FPS today, compared to what it took back in the N64 days? Which style are you shooting for with GoldenEye on the Wii? Widdows: Absolutely. The shooter genre is largely an evolutionary one, and things have evolved a great deal since the original game was released. As such, you’re generally building on your own learnings as well as those of other games makers. In a general sense, I think it comes down to four main things: Giving the player an accessible, tactile, rewarding core experience – the game has to feel fun in the hand, with the player always feeling in control; delivering levels that are designed to support the core mechanics, offer constant visual interest, and lots of payoffs for exploration and progress; the game needs to exceed player expectation by offering regular surprises, through cinematics, wow moments, set-pieces and varied encounter design; and lastly deliver a compelling narrative experience supported by incredible voice over and an audio score. In all of these areas production values need to be polished and slick in order to give the gamer the experience they now rightly expect. In terms of style, ‘GoldenEye 007’ is a blend of covert and firefight gameplay designed to give the player a choice of playing styles throughout. Eurocom have done a great job of ensuring the behind the gun experience is tight, fun and engaging, whilst delivering an experience that rewards replay and experimentation. Every time you play there’s a new route to discover, a hidden area to find, or a setup to approach differently. More than anything, Eurocom have a great sense of the factors that help make a game fun, which is evident as soon as you pickup the controller. In line with this, GoldenEye is a little dated. The game is obviously still a blast to play as a throwback, but what are you doing to bring it up to date other than the obvious graphical change? Widdows: I think this is pretty much covered above. This is an entirely new GoldenEye experience for 2010 with new gameplay, new levels, great graphics, and destructibility. The answer is ‘everything’. In that same vein what are you doing to improve the multiplayer or offer something new up? Widdows: Aside from the 4 player split-screen, we now have 8 classic characters including Baron Samedi, Rosa Klebb, Jaws, Oddjob, Red Grant and Blofeld; 44 other characters including Bond, Trevelyan and Onatopp; a host of split-screen hosting options and game modes such as GoldenEye control - a territory possession mode; You Only Live Twice; and Golden Gun. Then we have the 8 player Wii online experience, the XP system, weapon attachment unlock, online specific game modes… In an event that will most likely never occur again, people are probably looking forward to split-screen multiplayer over online functionality. Still, you're implementing online on the Wii. Not the hottest spot for online gaming. What are you doing to make sure this works and dare I bring up Friend Codes? Widdows: well as split-screen. This is 2010 after all, and to deliver a shooter experience that draws people awayNever again? I hope not! We really felt from the outset that we had to include online support as from their HD consoles to Nintendo’s white box we knew we had to bring the compelling and fully-featured gameplay people have come to expect of the best-in-class shooters to ‘GoldenEye’. To make sure this works we’ve focus tested, BETA tested, and focus tested some more. Ultimately polish comes from extensive playing, and the online game has had a lot of play time. All right, I know the arguments against the Wii as plenty on the web have been shouting them since the announcement, defend GoldenEye's release as a Wii exclusive (aside from the DS, of course). Widdows: Because the console and its audience deserves a cutting edge shooter; because Eurocom and ATVI have something to prove - that Nintendo’s machine is underestimated in terms of its ability to deliver serious, credible, mature experiences - and because it feels so natural to bring GoldenEye home to Nintendo. Classic Controller (in gold!) or Wii Remote and Nunchuck? Widdows: CD or Vinyl? Daniel Craig's Bond is very different from Pierce Brosnan's. The story has been reworked, but are you making any attempt to work his take on the character into the game are you leaving it Brosnian? Widdows: It’s Craig through and through. Working with Bruce Feirstein (one of the writers on the original GoldenEye) was essential in this respect, as he helped us translate all those story arcs into the world of Daniel Craig. The gameplay is also all Craig – less gadgets and one-liners, more hand-to-hand combat and agility. This was a really key decision as it helped us differentiate the gameplay and the overall aesthetic from the original experience. Did you add any beach sequences in the game? We want pecs; Daniel Craig's pecs. Possibly also a small speedo. Widdows: Ha ha. No, no that would have been, ‘challenging’ to have handled delicately in a videogame. I don’t think we do speedos well. Pecs, maybe, but pecs don’t often come out in the middle of a Russian wilderness. We have some biceps though. Would biceps do? People (read: me) are pretty religious about Bond. How daunting has it been to take on such an iconic character on top of an iconic game and make it all work? What has been the biggest challenge? Widdows: Keeping people (read: you) happy, is incredibly important to us. We all grew up watching Bond films – my first cinema trip was to watch ‘The Spy Who Loved Me’ – and so this property is incredibly dear to us. I guess this has made the task daunting, but also given us a good creative centre. We know what we think works and what does not, and hope that you’ll agree. Thankfully we have three of the most ardent protectors of the franchise scrutinizing our every move: the Producers of the Bond films, Michael Wilson and Barbara Broccoli, and David Wilson, have worked with us closely to help us understand what can and cannot happen in Bond’s universe. Combine this with the collaboration with Bruce Feirstein, and I think you have one of the most authentic, respectful and relevant Bond experiences in years. You've renamed the Klobb to Klebb. For a Bond lover that is an awesome reference, for a GoldenEye lover that's a sin. There are almost two competing icons here, has it been tough to balance them? Anymore cool little references like that being worked in? Widdows: It’s one of those things. You’re damned if you do, and damned if you don’t. As long-time fans of the Bond films we think we’ve made the right decision although you folks will be the final judges. And yes, there are plenty of cool little references throughout. With MGM's current financial woes and the news of the next Bond film being put on hold, GoldenEye and Blood Stone are the only way that people are going to be able to get a Bond fix for a while. Do you see the games as stepping up to fill a void? Do you think that the Bond games could be considered as important to the Bond mythos as the films are? Should they be? Widdows: Yes, I do, and I know the Producers at EON feel the same way. Although cinematic releases are the lifeblood of the property, games are becoming increasingly important, and the level of involvement we’ve had with the production team over at EON is unprecedented in the history of Bond games. This authenticity is clear when you play the games, and is important to maintain the integrity of the property. We’re really proud of both the titles and hope gaming fans and Bond fans alike enjoy these Bond stories. What are the chances, if any at all, of DLC happening? Widdows: None. Sorry. Could we be seeing more GoldenEye sequels if this takes off? Almost a franchise within a franchise? Widdows: At the moment all our energy is focused on finishing GoldenEye 007. World domination can wait a week or two… Obligatory question is obligatory, but who's your favorite Bond. Has a vote gone around the office yet? Widdows: I don’t have one favorite Bond as they’ve all brought something new to the character. Moore and Connery are obviously key icons to me as I grew up with them, but I love Craig’s interpretation of the character. I’ve been a fan of his since Layer Cake – superb performance – and I think he’s developed the Bond character in a really interesting way.
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Bond is back, and this time he's back in two new games. One of them is an entirely new venture in the form of Blood Stone the other is a relaunch of one of the most iconic games ever made, GoldenEye 007. While the former is t...

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No DLC for GoldenEye 007


Sep 03
// Matthew Razak
After having it bluntly confirmed that GoldenEye 007 would indeed have no DLC whatsoever, I struggled with whether or not to top this story off with our intrepid hero, Captain Obvious. On the one hand games on the Wii just do...
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Here's the reason why GoldenEye 007 is on the Wii


Sep 02
// Matthew Razak
It seems that porting/updating GoldenEye for a "next-gen" system has pretty much been a major demand of gamers since companies started porting and revamping old games for new systems. And since that day people have been argui...
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With the next Bond film dead in the water until MGM gets its act together, the world isn't going to be getting any new Bond action for quite some time (even Jeffery Deaver penned book is a good ways off). Except in the form o...

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Over analyzing: Blood Stone's opening credits


Aug 28
// Matthew Razak
Get ready for some Bond minutia. I doubt most of you will care. Above you'll find the opening credits to the upcoming Bond game Blood Stone with Bond girl and singer Joss Stone performing the opening song. As you most likely...
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New trailer for Blood Stone races in


Aug 28
// Matthew Razak
From what we learned at gamescom there is absolutely no reason not to start getting really excited over Blood Stone. I mean, I already was really excited because it's Bond, but now everyone else can be really excited because...

GC 10: Blood Stone has a license to kill

Aug 22 // Ian Roberts
This outing in the current Daniel Craig Bond continuity comes to us from Bizarre Creations, the maker of the Project Gotham Racing series, Blur, Geometry Wars, and The Club, so we know that it has a pedigree for making solid gaming experiences. We were shown a two-part demo -- a hands-off section set in Istanbul that demonstrated how the action sequences work and the aforementioned driving section that we were allowed to have a play of. In Istanbul, Bond is searching for a missing British scientist. The trail leads him to a construction site where he wanders into a trap at the hands of the not-so-innocent construction workers. Upon escaping certain death, you are required to make your way past the armed guards on the site and into the underground area. Two ways of playing through the level, one stealthy and the other more aggressive, showed just how the mechanics of the game will support any style of play. The first thing that we are introduced to is Bond's one and only gadget, a smartphone. Its function in the game is exactly the same as that of the X-Ray mode in Batman: Arkham Asylum -- turn it on and it creates an augmented reality view of the level that shows points of interest around you. The key difference between Bond and Batman is that the mode has been gimped in Blood Stone -- if you attempt to walk around with it on, the view will go glitchy as your phone loses signal, preventing people from playing this game with an interlaced light blue tint. To be honest, the action sections of Blood Stone do crib ideas from a bunch of games, mostly Batman: Arkham Asylum, Splinter Cell, and Uncharted 2, but it takes those elements and combines them so effectively that it's forgivable. Sneaking around the construction site is a slower but much more satisfying affair. Use of context-sensitive takedowns, like leaping out from behind corners or pulling guards through open windows, will be your main method of getting rid of guards, though a successful melee takedown will award you with a token to use the "Focus Aim." Focus Aim quickly targets and kills one enemy per token, but you have a limit of three so that you can't just run around essentially pressing the "win" button. The more action-oriented approach will see you getting through the level quicker while running more of a risk of getting shot. You can still perform melee takedowns, but instead of taking cover and quietly dispensing the target, you'll charge up to them and punch them silly or smash them face first into a nearby piece of scenery. The no-stealth melee takedowns also reward you with Focus Aim tokens, so you could clear out an area fairly quickly with a little good timing. Be under no illusion, however, that it will be easy, for one little slip-up can cost you dearly. With the armed guards dispensed, Bond makes his way into the underground, a huge dark cavern with wooden rafters to walk across. There are no enemies to kill here, so it's frankly too quiet. All of a sudden, a blinding flash of light illuminates the area, and there, dominating the rear of the cavern, is a gigantic drill. The drill starts moving towards you, grinding up everything in its path including the wooden platforms. As it gives chase, you'll be leaping from platform to platform and shimmying along wooden beams to stay ahead. The Istanbul level ends with a brief look at a car chase through the streets in the classic Aston Martin DB5, perfectly setting up our viewing of the next section of the demo. The action shifts to Siberia where Bond (now in his DB9) speeds off into an industrial area, giving chase to a train, with Bond's girl Joss Stone in the passenger seat. As you race through the factories, swerving between trucks and vans, a helicopter gunship is raining bullets and bombs onto the road ahead. You escape from here onto the Siberian ice floe as the helicopter pelts the fragile ice, causing it crack and break apart as you try to drive across it. It's exciting, damned exciting. The driving feels like a slightly more arcade-like Project Gotham Racing -- you're not expected to be proficient in hand break turns and racing lines, but if you are expecting to beat the level by simply holding down the accelerator, you'll only end up spinning out or crashing. You already know my feelings about Blood Stone, as I stated clear as day in the opening paragraph. The game uses popular mechanics that have appeared in other series, but they are integrated so well that it really isn't objectionable. If anything, it helps to give the game the same sense of excitement that its cinematic counterparts do. James Bond 007: Blood Stone is due early next year, and until then, I'm going to put on my tux and start drinking vodka martinis.
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The second helping of Bond from Activision at gamescom nearly caused me to shatter my teeth. During a tense hands-on with the game's driving section, I had to put my pen in my mouth so I could hold the controller, a poor ...

GC 10: Serious deja vu in GoldenEye 007

Aug 21 // Ian Roberts
There is a serious sense of deja vu about GoldenEye 2010, despite Eurocom saying that it couldn’t simply remake Rare's original for legal reasons. The level that we were shown was the Jungle level which, just like it's 1997 counterpart, sits around 75% of the way through the game (and apparently features a battle with Xenia Onatopp, although we didn't get to see that) and sees Bond being shot down by a heat-seeking rocket and crashing into the dense green jungle below. The whole section is designed to be played in a stealthy manner with your using takedowns and gadgets to work your way through the level. Approaching an unaware enemy from behind will give you an on-screen prompt to press a button and execute a choke out or neck snap. It is nothing new but works perfectly well and is something more elaborate than simply melee attacking the back of the enemy's head. Enemies further away will need to be taken down using you silenced PPK, but screw this up and you'll make your target aware of your presence. In those circumstances, you will have a brief window of a few seconds in order to take him out before he alerts other guards in the area or starts shooting you. Not everything that is out to kill you is so easily disposed of -- the Jungle is lined with automated machine guns that sweep the area with blue lasers that will rip you apart if you stumble into them. Bond, being the super spy that he is, comes fully prepared with gadgets such as, in this case, a mobile phone that can be used to hack the turrets and turn them against enemy soldiers. If you wish, you can also simply attack the laptops that are running the turrets to disable them.  To be honest, I'm sure by now you have realized that I'm writing about the section of the single player that I got to see without any enthusiasm, and I do apologize for this. It just feels wrong, like Eurocom is afraid that if it moves too far away from everything that GoldenEye 1997 was then people's enthusiasm for the game will get hurt. So what we have is a deja vu-inducing experience containing many elements of the original with some added gameplay mechanics that feel a bit weak and almost detached from the main game. It's like coming home from work and finding someone else wearing your wife's clothes, pretending to be her. And it's a man. My reservations, however, do not extend to the multiplayer that, for all of the additions like iron sights, recharging health, and the ability to jump and run, feels as much fun as its original counterpart. We played a session of four-player, split-screen deathmatch, and the relatively small design of the levels, along with a radar in the corner that displays the whereabouts of your opponents at all times, makes for a fun, frantic multiplayer experience. Regenerative health doesn't leave as much of a mark as you'd imagine, given that you really only have a small amount of health to begin with so that any prolonged attack will result in death. The game has also been designed to be played with the Classic controller, Wiimote and Nunchuck, Zapper, and GameCube controller, ensuring that however you feel most comfortable, you'll be catered for. We played with the Classic controller and it seemed nice and responsive. So the multiplayer is a great deal of fun, and I have no doubt in my mind that people will have an absolute blast with it. However, my issues with the single-player campaign still remain troubling. It doesn't seem different enough from 1997 original to be anything worth paying attention to, and what little it does that is new isn't really that exceptional. There is still time until the game is released, so it is possible that improvements can be and hopefully are being made. Also, Oddjob is still a cheating bastard.
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It's been thirteen years since one of the most celebrated console shooters, GoldenEye 007, was released on the Nintendo 64. Since then, we have had a sub-par, sort-of sequel in GoldenEye: Rogue Agent and people arguing about ...

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GC 10: Drooling because of Blood Stone 007


Aug 21
// Daniel Carneiro
The first time I heard about Blood Stone 007 was in a random tweet that mentioned that it was announced. I got all excited since I thought it would be a new movie and, to be honest, was kinda let down when I came to know tha...
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GoldenEye reminds us what split-screen looks like


Aug 21
// Matthew Razak
"GoldenEye is back. Get your friends." This. This is why I'm excited for GoldenEye on the Wii (well, being a massive Bond fan helps too). I'm not sure if I'll be able to recapture the magic that my friends and I had sitting ...
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This one is quite a touchy subject. One could argue that this is a big case of retro goggles but all of us (well, most of us) love the original GoldenEye for the N64 and remember it fondly. A big pack of balls is needed to t...

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GoldenEye 007 coming with golden classic controller pro


Aug 11
// Jim Sterling
If you've ever dreamed of being the man with the golden gun, then tough sh*t, you have rubbish dreams. Still, you can be the man with the golden Classic Controller Pro, which has less of a ring to it but is a far more achieva...
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Here's a load of GoldenEye 007 stuff to look at


Aug 10
// Jim Sterling
Can't wait to play GoldenEye 007 on your shiny white Wii? Well tough, because you're going to have to. In the meantime, however, we have some screens and a video for you to gawp at like a brainless guppy, so why not do that ...

SDCC: First look at James Bond 007: Blood Stone

Jul 22 // Dale North
This slick playable intro is its own standalone mission. Bond is in Greece during a photo shoot for all the world's leaders. A force was hired to protect all of these people, but M (voiced by Judi Dench) doesn't trust him or his men, and calls in Bond to do the heavy work. It's a good thing that Bond was called in, as Greco, a powerful arms dealer, is there to blow the whole shebang up, world leaders included. Bond starts out on foot, working his way through Greco's men. He makes his way thorough this senselessly large army using the game's freedom of decision. In one encounter, Bond was taking cover around the corner, and the game gave the option to stealthily kill him or come out with guns blazing. Being Bond, it makes more sense to play to his strengths, taking cover, quietly killing, and then moving on to the next. If you're good enough to pull of melee kills, you'll earn Focus Kills. These Focus Kills are like freebie auto-kills. If a particular encounter looks too tough to take on, you can trigger a Focus Kill to take out the obstacle without worry of being hit. It seems like smart play to build up and hold onto Focus Kills until you'll really need them is a good way to go. Between these Focus Kills and a solid looking cover system, the on-foot gameplay of Blood Stone looks promising. Adding in a bit of racing action from the makers of the fine racer Project Gotham Racing would be like icing on the cake, but apparently the racing is going to play a bigger role. Fine by me! In the demo we saw both boat and car racing. The speedboat section looked fantastic, and very cinematic. The lighting on the water surface was beautiful. Water spayed back and onto the screen as we sped through an Athens waterway in a high-speed chase, dodging gunfire and falling set pieces, working to dodge other oncoming boats, skimming our way under a larger ship. The racing, in Bond's Aston Martin, was equally nice. In this section we set off after a car of bombs that Greco sent to blow up the world leaders. The car whipped through caves and past oncoming traffic in a setting that looks appropriate for both a racing game and a Bond game. And being a movie game, the chase ends in a flashy crash scene that satisfies after all of that fancy wheel work. Like I said, this was just the introduction! James Bond 007: Blood Stone's intro is already more exciting to me than the last Bond title. We'll need a full-on, proper hands-on to say for certain, but Blood Stone looks to be more like the game you'd expect to come from the movie, and a vast improvement over the most recent games.
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007 seems fresh now that Bizarre Creation has got their hands on it. I got to check out James Bond 007: Blood Stone last night and came away with the feeling that Bond is in good hands. The preview had a surprise ending t...

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New James Bond game inspired by old James Bond games


Jul 19
// Matthew Razak
I have many, many concerns about new James Bond game, Blood Stone, but I am eternally happy that the series is returning to third person and in capable hands with Bizarre Creations. My joy over the return to third person is m...
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James Bond 007: Blood Stone trailer shakes and stirs


Jul 17
// Matthew Razak
Yesterday was one of the worst days in my career as Weekend Editor here at Destructoid. I don't write on weekdays, which usually doesn't bother me much, but all of a sudden James Bond news starts flying out from everywhere a...
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New GoldenEye 007 trailer rekindles the love


Jul 16
// Hamza CTZ Aziz
GoldenEye 64 will go down as one of my all time favorite games for the Nintendo 64. Sure, the game doesn't stand up to the test of time at all (like most Nintendo 64 and PlayStation games), but it's still kind of playable. A...
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[Updated: Now with more promotional images of Joss Stone and images from the game!] Wii owners aren't getting all of the Bond love with GoldenEye this holiday; Activision has announced James Bond 007: Blood Stone, developed b...

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E3 10: GoldenEye 007 Wii shows off its updates


Jun 15
// Matthew Razak
I'm a massive Bond fan in almost every realm of entertainment, and thus GoldenEye 007 is one of my favorite games ever for a plethora of reasons. The chance to play it again revamped and with new features is making me very h...
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E3 10: GoldenEye announced as Wii exclusive


Jun 15
// Matthew Razak
BOND! You can go back and hate on GoldenEye all you want, but the game brought us something amazing. Now it's coming back on the Wii and it appears to have been revamped, but not entirely changed. The most obvious difference ...
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Treyarch now a 100 percent Call of Duty company


May 29
// Matthew Razak
I'm pretty sure that I will be the only person in the world who sees this as bad news, but Treyarch's company head, Mark Lamia, has told CVG that Treyarch is a "100 percent Call of Duty" studio. They're no longer developing o...
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TGS 09: Kojima wanted MGS4 to have its own controller


Sep 26
// Matthew Razak
Unique controllers for videogames are all the rage these days now that Guitar Hero and Rock Band have shown that a game can sell profitably despite requiring them. Why stop with music games though? If a game needs a special c...
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Activision delays upcoming James Bond game until 2010, do you care?


Feb 11
// Nick Chester
In an investors conference call this afternoon, Activision CFO Thomas Tippl revealed that games are going to have to sit tight for some more 007 action. Tippl says that an upcoming James Bond game has been delayed until 2010....
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Quantum of Solace launch trailer is sexy like Daniel Craig


Oct 13
// Brad Nicholson
[video]107505:546[/video]Treyarch’s upcoming entry into the James Bond videogame world is coming to a head this November. Unlike some of the drivel that has come out of the Bond pipeline since Goldeneye exploded all ove...
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A profusion of pre-order promotions for Quantum of Solace


Sep 22
// Samit Sarkar
[video]104682:406[/video] Alliteration is awesome, especially when it involves words that start with the letter “p”! Now that that’s out of the way, we’ve got a great deal of brand-new information on A...
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Activision to release Bond games yearly, at least Craig is sexy


Sep 16
// Brad Nicholson
Earlier today we posted up a video that showed off some of the AI highlights within the Call of Duty 4 engine in the latest Bond game, Quantum of Solace. According to a recent gamesindustry.biz report, it appears as though Bo...

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