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** EA Los Angeles attempted to overhaul its technology during development. The game engine they used had come under fire for its dated graphics in ''VideoGame/MedalOfHonorRisingSun'', pressuring the studio to take action. With EA demanding that ''Rogue Agent'' be released within nine months, EA LA found themselves gutting the concept in order to make it work within the confines of their in-progress engine upgrade and the strict deadline imposed by EA. Bilson was dismayed as communication between the creatives and the development team grew "out of sync", and virtually all the storylines and ambitious setpieces he had drawn up was cut in the mad dash to present a shippable product.
to:
** EA Los Angeles attempted to overhaul its technology during development. The game engine modified Unreal Engine 2 version they used had come under fire for its dated graphics in ''VideoGame/MedalOfHonorRisingSun'', pressuring the studio to take action. With EA demanding that ''Rogue Agent'' be released within nine months, EA LA found themselves gutting the concept in order to make it work within the confines of their in-progress engine upgrade and the strict deadline imposed by EA. Bilson was dismayed as communication between the creatives and the development team grew "out of sync", and virtually all the storylines and ambitious setpieces he had drawn up was cut in the mad dash to present a shippable product.
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** Just as quickly, troubles descended down on the project. [[ExecutiveMeddling EA mandated]] that it needed a quick turnaround, as EA was intent on keeping its ''Bond'' games to a yearly release cycle and had ''VideoGame/DoubleOhSevenFromRussiaWithLove'' lined up for 2005. EA LA manager John Batter named the game ''Goldeneye: Rogue Agent'' for marketing reasons, despite the game [[InNameOnly having no relation]] to [[Film/{{Goldeneye}} the film]] or [[VideoGame/GoldenEye1997 the game]] of the same name. Bilson took particular exception to this, noting that the name would bring unfair comparisons to the Creator/Rare-made game.
to:
** Just as quickly, troubles descended down on the project. [[ExecutiveMeddling EA mandated]] that it needed a quick turnaround, as EA was intent on keeping its ''Bond'' games to a yearly release cycle and had ''VideoGame/DoubleOhSevenFromRussiaWithLove'' lined up for 2005. EA LA manager John Batter named the game ''Goldeneye: Rogue Agent'' for marketing reasons, despite the game [[InNameOnly having no relation]] to [[Film/{{Goldeneye}} the film]] or [[VideoGame/GoldenEye1997 the game]] of the same name. Bilson took particular exception to this, noting that the name would bring unfair comparisons to the Creator/Rare-made game.comparisons.
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Changed line(s) 1 (click to see context) from:
* CreatorBacklash: The TroubledProduction and failure of this game drove Danny Bilson, the writer of EA's James Bond games to quit Electronic Arts for good.
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* CreatorBacklash: The TroubledProduction and failure of this game drove Danny Bilson, the writer of EA's James Bond games ''James Bond'' games, to quit Electronic Arts for good.
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* TroubledProduction:
** The plans for the game, as originally conceived by its writers Danny Bilson and Paul De Meo was described by the first as "Goldfinger versus Dr. No", with impressive setpieces. Unfortunately, early in development, EA Los Angeles decided to rebuild the modified version of the Unreal Engine used for ''Rising Sun'' from scratch, which was more complicated than it ended up being and took much longer than expected. This cost EA LA vital time they could've used to develop the game itself, leading to large chunks of the more interesting content being scrapped due to lack of time. According to Bilson in an interview to ''Raycevik'', the game needed another year to be ready.
** In early 2004, EA LA's general manager at the time, John Batter decided that the game would have the ''[=GoldenEye=]'' name, which put much more pressure on the studio as they had now nine months to finish and release the game.
** The plans for the game, as originally conceived by its writers Danny Bilson and Paul De Meo was described by the first as "Goldfinger versus Dr. No", with impressive setpieces. Unfortunately, early in development, EA Los Angeles decided to rebuild the modified version of the Unreal Engine used for ''Rising Sun'' from scratch, which was more complicated than it ended up being and took much longer than expected. This cost EA LA vital time they could've used to develop the game itself, leading to large chunks of the more interesting content being scrapped due to lack of time. According to Bilson in an interview to ''Raycevik'', the game needed another year to be ready.
** In early 2004, EA LA's general manager at the time, John Batter decided that the game would have the ''[=GoldenEye=]'' name, which put much more pressure on the studio as they had now nine months to finish and release the game.
to:
* TroubledProduction:
** The plans for the game, as originally conceived by its writersTroubledProduction: According to screenwriter Danny Bilson in a [[https://www.youtube.com/watch?v=f0xA0oLoeYA video]] and [[https://soundcloud.com/raycevick/sets/test?utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing interview]] with Lucas Raycevick, the game was "our dream that became kind of a nightmare" thanks to this trope.
** The concept started when Bilson and writing partner PaulDe Meo [=DeMeo=], having written prior ''Franchise/JamesBond'' games [[VideoGame/AgentUnderFire under]] [[VideoGame/{{Nightfire}} the]] [[VideoGame/EverythingOrNothing flag]] of Creator/ElectronicArts, pitched a ''Bond'' game where the player would be [[VillainProtagonist a rogue MI6 agent]] playing both sides in a "gang war" between ''Bond'' villains [[Film/DrNo Dr. No]] and [[Film/{{Goldfinger}} Auric Goldfinger]]. Despite certain restrictions coming down from EON and MGM regarding the pitch, it quickly entered pre-production at EA Los Angeles.
** Just as quickly, troubles descended down on the project. [[ExecutiveMeddling EA mandated]] that it needed a quick turnaround, as EA wasdescribed by intent on keeping its ''Bond'' games to a yearly release cycle and had ''VideoGame/DoubleOhSevenFromRussiaWithLove'' lined up for 2005. EA LA manager John Batter named the first as "Goldfinger versus Dr. No", with impressive setpieces. Unfortunately, early in development, game ''Goldeneye: Rogue Agent'' for marketing reasons, despite the game [[InNameOnly having no relation]] to [[Film/{{Goldeneye}} the film]] or [[VideoGame/GoldenEye1997 the game]] of the same name. Bilson took particular exception to this, noting that the name would bring unfair comparisons to the Creator/Rare-made game.
** EA Los Angelesdecided attempted to rebuild the modified version of the Unreal Engine overhaul its technology during development. The game engine they used had come under fire for ''Rising Sun'' from scratch, which was more complicated than it ended up being and took much longer than expected. This cost EA LA vital time they could've used to develop the game itself, leading to large chunks of the more interesting content being scrapped due to lack of time. According to Bilson its dated graphics in an interview to ''Raycevik'', the game needed another year to be ready.
** In early 2004, EA LA's general manager at the time, John Batter decided that the game would have the ''[=GoldenEye=]'' name, which put much more pressure on''VideoGame/MedalOfHonorRisingSun'', pressuring the studio as they had now to take action. With EA demanding that ''Rogue Agent'' be released within nine months months, EA LA found themselves gutting the concept in order to finish make it work within the confines of their in-progress engine upgrade and release the game.strict deadline imposed by EA. Bilson was dismayed as communication between the creatives and the development team grew "out of sync", and virtually all the storylines and ambitious setpieces he had drawn up was cut in the mad dash to present a shippable product.
** The game also had knock-on effects with ''VideoGame/TimesplittersFuturePerfect'', developed by former Rare veterans at Free Radical, as EA slashed the marketing budget for ''Future Perfect'' in favour of ''Rogue Agent''.
** The plans for the game, as originally conceived by its writers
** The concept started when Bilson and writing partner Paul
** Just as quickly, troubles descended down on the project. [[ExecutiveMeddling EA mandated]] that it needed a quick turnaround, as EA was
** EA Los Angeles
** In early 2004, EA LA's general manager at the time, John Batter decided that the game would have the ''[=GoldenEye=]'' name, which put much more pressure on
** The game also had knock-on effects with ''VideoGame/TimesplittersFuturePerfect'', developed by former Rare veterans at Free Radical, as EA slashed the marketing budget for ''Future Perfect'' in favour of ''Rogue Agent''.
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* CreatorKiller: The TroubledProduction and failure of this game drove its writer Danny Wilson to quit Electronic Arts for good.
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* CreatorKiller: CreatorBacklash: The TroubledProduction and failure of this game drove its Danny Bilson, the writer Danny Wilson of EA's James Bond games to quit Electronic Arts for good.
Added DiffLines:
* TroubledProduction:
** The plans for the game, as originally conceived by its writers Danny Bilson and Paul De Meo was described by the first as "Goldfinger versus Dr. No", with impressive setpieces. Unfortunately, early in development, EA Los Angeles decided to rebuild the modified version of the Unreal Engine used for ''Rising Sun'' from scratch, which was more complicated than it ended up being and took much longer than expected. This cost EA LA vital time they could've used to develop the game itself, leading to large chunks of the more interesting content being scrapped due to lack of time. According to Bilson in an interview to ''Raycevik'', the game needed another year to be ready.
** In early 2004, EA LA's general manager at the time, John Batter decided that the game would have the ''[=GoldenEye=]'' name, which put much more pressure on the studio as they had now nine months to finish and release the game.
** The plans for the game, as originally conceived by its writers Danny Bilson and Paul De Meo was described by the first as "Goldfinger versus Dr. No", with impressive setpieces. Unfortunately, early in development, EA Los Angeles decided to rebuild the modified version of the Unreal Engine used for ''Rising Sun'' from scratch, which was more complicated than it ended up being and took much longer than expected. This cost EA LA vital time they could've used to develop the game itself, leading to large chunks of the more interesting content being scrapped due to lack of time. According to Bilson in an interview to ''Raycevik'', the game needed another year to be ready.
** In early 2004, EA LA's general manager at the time, John Batter decided that the game would have the ''[=GoldenEye=]'' name, which put much more pressure on the studio as they had now nine months to finish and release the game.
Added DiffLines:
** The developers of the game intended it to be much more ambitious than it ended up being. Unfortunately, its TroubledProduction and lack of time led to it being the disaster it became.
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Added DiffLines:
* CreatorKiller: The TroubledProduction and failure of this game drove its writer Danny Wilson to quit Electronic Arts for good.
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* WhatCouldHaveBeen: EA's original plan was to recast every classical character derived from the series with newer actors, leading them to consider casting Creator/JessicaBiel in the role of Pussy Galore, but it eventually fell apart.
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* WhatCouldHaveBeen: WhatCouldHaveBeen:
** EA's original plan was to recast every classical character derived from the series with newer actors, leading them to consider casting Creator/JessicaBiel in the role of Pussy Galore, but it eventually fell apart.
** EA's original plan was to recast every classical character derived from the series with newer actors, leading them to consider casting Creator/JessicaBiel in the role of Pussy Galore, but it eventually fell apart.
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Added DiffLines:
** [=GoldenEye=] himself was [[http://thespyarenaweblog.blogspot.com/2014/06/goldeneye-rogue-agent-interview-with.html originally]] modeled after Creator/GaryOldman.
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Added DiffLines:
* RoleReprise: [[Creator/ChristopherLee Sir Christopher Lee]], who starred in the films a few decades prior to the game's release, reprises his role of Scaramanga.
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* StillbornFranchise: EA wanted a sequel, but since the game bombed it vanished.
to:
* StillbornFranchise: EA wanted a sequel, but since the game bombed it vanished.vanished.
* WhatCouldHaveBeen: EA's original plan was to recast every classical character derived from the series with newer actors, leading them to consider casting Creator/JessicaBiel in the role of Pussy Galore, but it eventually fell apart.
----
* WhatCouldHaveBeen: EA's original plan was to recast every classical character derived from the series with newer actors, leading them to consider casting Creator/JessicaBiel in the role of Pussy Galore, but it eventually fell apart.
----
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The Other Darrin really unclear without HITG.
Deleted line(s) 1 (click to see context) :
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Creator/DonaldPleasence had died, and the guy who dubbed over Gert Frobe probably did too)
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Deleted line(s) 1,4 (click to see context) :
* HeyItsThatGuy:
** Creator/JudiDench and Creator/ChristopherLee reprise their roles as M and [[Film/TheManWithTheGoldenGun Scaramanga]]
** Enn Reitel, who voiced the Maggot in ''WesternAnimation/CorpseBride'', lends his talents to Film/{{Goldfinger}}.
** On the non-cast side, the game boasts American [=McGee=] (of ''VideoGame/AmericanMcgeesAlice'') as its director and Ken Adam, who designed the sets and villain lairs for the Bond movies, as its production designer.
** Creator/JudiDench and Creator/ChristopherLee reprise their roles as M and [[Film/TheManWithTheGoldenGun Scaramanga]]
** Enn Reitel, who voiced the Maggot in ''WesternAnimation/CorpseBride'', lends his talents to Film/{{Goldfinger}}.
** On the non-cast side, the game boasts American [=McGee=] (of ''VideoGame/AmericanMcgeesAlice'') as its director and Ken Adam, who designed the sets and villain lairs for the Bond movies, as its production designer.
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* StillbornFranchise: EA wanted a sequel, but since the game bombed it vanished.
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* StillbornFranchise: EA wanted a sequel, but since the game bombed it vanished.
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* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Creator/DonaldPleasance had died, and the guy who dubbed over Gert Frobe probably did too)
to:
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Creator/DonaldPleasance Creator/DonaldPleasence had died, and the guy who dubbed over Gert Frobe probably did too)
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Changed line(s) 1,4 (click to see context) from:
* HeyItsThatGuy: Judi Dench and ChristopherLee reprise their roles as M and [[Film/TheManWithTheGoldenGun Scaramanga]]
** Enn Reitel, who voiced the Maggot in ''CorpseBride'', lends his talents to Goldfinger.
** On the non-cast side, the game boasts American [=McGee=] (of ''AmericanMcgeesAlice'') as its director and Ken Adam, who designed the sets and villain lairs for the Bond movies, as its production designer.
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Donald Pleasance had died, and the guy who dubbed over Gert Frobe probably did too)
** Enn Reitel, who voiced the Maggot in ''CorpseBride'', lends his talents to Goldfinger.
** On the non-cast side, the game boasts American [=McGee=] (of ''AmericanMcgeesAlice'') as its director and Ken Adam, who designed the sets and villain lairs for the Bond movies, as its production designer.
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Donald Pleasance had died, and the guy who dubbed over Gert Frobe probably did too)
to:
* HeyItsThatGuy: Judi Dench HeyItsThatGuy:
** Creator/JudiDench andChristopherLee Creator/ChristopherLee reprise their roles as M and [[Film/TheManWithTheGoldenGun Scaramanga]]
** Enn Reitel, who voiced the Maggot in''CorpseBride'', ''WesternAnimation/CorpseBride'', lends his talents to Goldfinger.
Film/{{Goldfinger}}.
** On the non-cast side, the game boasts American [=McGee=] (of''AmericanMcgeesAlice'') ''VideoGame/AmericanMcgeesAlice'') as its director and Ken Adam, who designed the sets and villain lairs for the Bond movies, as its production designer.
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (thoughDonald Pleasance Creator/DonaldPleasance had died, and the guy who dubbed over Gert Frobe probably did too)too)
* StillbornFranchise: EA wanted a sequel, but since the game bombed it vanished.
** Creator/JudiDench and
** Enn Reitel, who voiced the Maggot in
** On the non-cast side, the game boasts American [=McGee=] (of
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though
* StillbornFranchise: EA wanted a sequel, but since the game bombed it vanished.
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** On the non-cast side, the game boasts American [=McGee=] (of ''AmericanMcgeesAlice'') as its director.
to:
** On the non-cast side, the game boasts American [=McGee=] (of ''AmericanMcgeesAlice'') as its director.director and Ken Adam, who designed the sets and villain lairs for the Bond movies, as its production designer.
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Changed line(s) 2 (click to see context) from:
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Donald Pleasance had died, and the guy who dubbed over Gert Froebe probably did too)
to:
** Enn Reitel, who voiced the Maggot in ''CorpseBride'', lends his talents to Goldfinger.
** On the non-cast side, the game boasts American [=McGee=] (of ''AmericanMcgeesAlice'') as its director.
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Donald Pleasance had died, and the guy who dubbed over GertFroebe Frobe probably did too)
** On the non-cast side, the game boasts American [=McGee=] (of ''AmericanMcgeesAlice'') as its director.
* TheOtherDarrin: All but the ones in HeyItsThatVoice have the same likenesses, but different voices (though Donald Pleasance had died, and the guy who dubbed over Gert
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Changed line(s) 1 (click to see context) from:
* HeyItsThatGuy: Judi Dench and ChristopherLee reprise their roles as M and [[TheManWithTheGoldenGun Scaramanga]]
to:
* HeyItsThatGuy: Judi Dench and ChristopherLee reprise their roles as M and [[TheManWithTheGoldenGun [[Film/TheManWithTheGoldenGun Scaramanga]]