By Nicolás Suszczyk, Guest Writer
By November 1995, GoldenEye proved that James Bond was still alive as a film franchise.
Almost two years later, in August 1997, GoldenEye would become something different. That title formed by two different words, that came from Ian Fleming’s house in Jamaica and a book from Carson McCullers, would have some impact withthe video game industry.
In these days there are gamers, or even Facebook pages, claiming “when I was your age, we had GoldenEye, not Call of Duty”. The game is still a legend, almost 20 years of its release.
The Rareware game made for the then popular console Nintendo 64 lead many people to GoldenEye the movie and, therefore, to James Bond. It is very unlikely that if you played the game you would ignore the movie, or vice versa.
GoldenEye 007 was first conceived as an on-rails shooter in the style of Virtua Cop, but Martin Hollis, the director of the project, was the one who went by the 3D environmental game we have now.
The developers took the job very seriously. They visited Leavesden studios to take photos of the sets and requested the blueprints used in the 1995 film to build the digital environments. Stills of the cast were also obtained to make a faithful adaptation of each character to the models of the Nintendo 64 engine.
The game meant a revolution among the Bond video games produced since 1983 and among the world of gaming. Unlike most titles of that time, you had to do much more than to kill people or reach goals unharmed. You were meant to accomplish a mission that included destroying computers, recovering documents, avoid killing civilians and meet your allies.
GoldenEye 007 had the same concept of a film. As we turn on the old console with the game cartridge inside, we see the a screen imitating the BBFC classification notice from the U.K. videotapes, right then, after the logos and before the main menu, a digitalized and polygonal version of the gunbarrel sequence welcomes the player. It’s the Bond film we are going to star in.
Funnily enough, during the game credits we get a cast list where, for example, James Bond was playing “007” and Natalya Simonova was playing the “Computer Programmer.”
The game structure is very similar to the film and most of the film scenarios are there: Arkangelsk Dam, Facility and Runway; the Severnaya plateau and the subterranean Space Weapons Control Center (this time, Bond visits it and meets Natalya there); and the Frigate in Montecarlo, the Streets of St. Petersburg (of course, you can drive the tank!), the Train and — of course — Trevelyan’s Antenna.
To please nostalgic 007 fans, the most successful players were awarded with other two missions inspired by Moonraker and Live and Let Die.
The first one (Aztec) featured Hugo Drax’s hidden launch platform and Jaws, while in the other (Egyptian) the ace players would have to recover Scaramanga’s Golden Gun from a temple before a final showdown with Baron Samedi. GoldenEye 007 was the first game to directly relive previous James Bond films.
Easter eggs and cheats were awarded by passing time trials to assure the amout of fun and the replayability: unlimited weapons, invincibility and slow or fast animation.
A nice homage is also paid by the developers to the original movie in the Bunker mission, where a CCTV tape the player (Bond) has to recover is, in fact, a VHS tape with the film’s poster as a cover.
Far from the Bond film series and the source film, GoldenEye 007 with its multiplayer mode brought some colloquial expressions to the youth such as “bitch slap” (defeating someone with your bare hands) and “No Oddjob” because the Goldfinger henchman was a character available in that mode and it was wrongfully represented as a midget (probably a confusion with Nick Nack?) making him tough to shoot at close range.
In the world of video games, GoldenEye seemed to have his own “franchise”: in 2004, Electronic Arts produced GoldenEye: Rogue Agent, where the player controlled a renegade MI6 agent that teams up with Goldfinger. More recently, in 2010, a remake of the 1997 game by Activision for Nintendo Wii was released and the story re-imagined with Daniel Craig as James Bond.
The 2004 title didn’t please people. Activision’s version was more successful, but it lacked the “sandbox” spirit of the original, that left you alone in the field (no radar, hints, etc.) and allowed you to have an unlimited amount of enjoyment and fun even if you failed the mission objectives.
GoldenEye 007 was a great way to introduce James Bond for the video game lovers and for those who had their childhood in the 1990s. It was the toys of their generation, a coveted price as Gilbert’s Aston Martin racing sets from the 1960s.
It may sound shallow to make such remarks of a video game considering the success of James Bond in the world of literature, moviemaking and music. Yet, it helped to keep the 007 flame buring after a few years where Ian Fleming’s character had almost disappeared of the map.
And it also helped to boost the popularity of Pierce Brosnan as the new James Bond, in the same year where his second Bond film, Tomorrow Never Dies, was about to be released.