The One WithDaniel Craig in an Updated Re-release of the classic game.In 2010, Activision released this remake of the N64 classic GoldenEye.The story and setting have all been brought into the 21st century and the latest Bond, Daniel Craig, takes over the original Pierce Brosnan role (although the writer of the GoldenEye film was brought on). Considering Craig's 007 is a darker, grittier agent, the overall tone of the game reflects this difference. As a result things like Alec Trevelyan's motivations have changed as the character's backstory involving a Lienz Cossack father would make him at least 71 years old and Valentin Zukovsky is no longer connected to the KGB.Naturally, considering the original was groundbreaking 15 years ago, the gameplay has been significantly altered to reflect modern advancements in the FPS genre.Heavily inspired by the much loved multiplayer of its predecessor, the game also features not only the classic four player split-screen gameplay of old but adds 8-player online to the experience. The multiplayer also includes 8 classic Bond characters (Jaws, Baron Samedi, Oddjob, Francisco Scaramanga, Ernst Stavro Blofeld, Red Grant, Rosa Klebb, and Dr. No), several classic and brand new game modes, and even enhanced versions of classic multiplayer maps from the original game. a special edition of the game is also available with a "golden" Wii Classic Controller.There is an Updated Re-release, Goldeneye 007: Reloaded, on the PS3 and Xbox 360. They were originally meant to be released alongside the Wii/DS version, but the latter versions were released first as a nod to the N64 version.A synopsis of the updated story can be found here.
The Nintendo Wii game contains examples of:
A.K.A.-47: Averted for some of the arsenal. Unlike the original, guns like the "AK-47", "WA 2000", and "P99" are labeled as such (the latter two probably due to Walther's licensing deal with the Bond films). Everything else, though, has a made-up (or generic, in the case of the hand grenade) name.
All Or Nothing Reloads: Averted with the shotguns, you can interrupt the reload at any time and the shells Bond places in the gun can still be fired. Played straight with all the other guns.
Artificial Stupidity: During the final boss fight, 006 often tries to take cover behind barricades even when you're standing right behind him shooting him in the back. Eventually he'll often stop bothering and just stand in one spot while you shoot him.
The Can Kicked Him: Occurs in the same scene/area as the original game. In a Shout-Out to the movie, Bond punches out the guard instead of using his P99.
It's possible to shoot the guard in the head before getting close enough to trigger the cutscene, or scare him into leaving the stall (which results in him being able to shoot you). Either way skips the cutscene.
Continue Your Mission, Dammit!: In online objective-based modes (like Black Box) only. While your faction's Mission Control will tell you to stay on task, you don't really have to as at worst the match will end with a loss to you and you can go on to the next match (unless the host quits). Some people choose to ignore the objectives and just focus on killing enemies to farm them for extra XP. One notorious tactic in Black Box is to get the box to somewhere well-guarded and then go to town on your opponents (and keeping them from the box) for the entire 10 minutes per match.
Cool Guns: Even moreso than the original. FN SCAR, USAS-12, Vector, G36C...there's a whole slew of 'em.
Cycle of Hurting: In team multiplayer. The spawns are bad because when someone dies, they respawn around a teammate's location. When everyone on a side is taken out, the other side can gradually confine the opposing side into a small section of a map and go to town on them. The most infamous map you can ''Spawn Lock" on is Outpost.
Elite Mooks: Any mook wearing a flak jacket is going to be much harder to kill. They tend to have dark, ominous voices as well.
Epic Fail: Sky Briggs' background checks, apparently, since it seems every member of his security team turned out to be The Mole.
Every Bullet is a Tracer: In singleplayer. Noticeably averted in multiplayer, where only the impact and the muzzle flash is seen; the bullets themselves are not seen in flight.
Every Car Is a Pinto: Trucks have conspicuous fuel tanks which blow up when shot. Even more standard cars blow up with enough damage.
Flunky Boss: The final boss isn't much of a threat by himself: he simply follows a pre-set path around the room, stopping behind specific pieces of cover to blaze away at Bond with an automatic weapon. The real threats are the minions (and, eventually, the helicopter) he summons as backup, who have real AI, grenades, and endless reinforcements waiting in the wings. The kicker? You don't even kill Alec; you just weaken him enough until he leaves, then you chase him for the real final showdown.
Hollywood Hacking: You can hack into drone guns, defense mechanisms, door locks, and the like with the push of one button on your Smartphone.
Idiosyncratic Difficulty Levels: You have your Operative (Easy), Secret Agent (Normal), and 007 (Hard) difficulties, and then you have 007 Classic, which removes the regenerating health and adds body armor throughout the levels as a call back to the N64 game.
Ink-Suit Actor: In addition to Daniel Craig lending his likeness to Bond, Alec Trevelyan, Xenia Onatopp, and Natalya Simonova are modeled after their voice actors (Elliot Cowan, Kate Magowan, and Kirsty Mitchell, respectively).
Insecurity Camera: If you are spotted by a security camera, additional reinforcements quickly arrive. However, shooting out the cameras doesn't warrant any reaction from whoever's on monitor duty.
Insurmountable Waist-Height Fence: Averted; you can jump over walls and objects that are about chest-high, but there are a few pieces of rubble in Memorial that you can't vault over.
It's Raining Men: The remake swaps out 007's bungee cord for a parachute - which he jumps off the dam without, and uses the water flowing out of the dam to break his fall instead.
More Dakka: The Vargen FH-7, successor of the infamous RC-P90 from Nintendo 64; though its magazine capacity has been reduced to the more realistic 50 rounds, it's still quite the bullet-hose.
But it lacks the 'shoot through ten mooks in a row AND two steel blast door' power.
The Beretta 93R (called the "Kunara V" in-game) is a fully-automatic handgun. In real life, this weapon is fired as a three-round burst, which is its alternative fire in-game, but it defaults to a fully-automatic fire when you pick it up. Eats up a lot of ammo, though.
Nostalgia Level: There are few small areas that are very reminiscent of the N64 game, such as the guard tower at very beginning of the game and the bathroom of the facility level.
Never Say "Die": Averted in singleplayer but zig-zagged in multiplayer. Players are "eliminated" upon death, but during the Heroes gameplay mode M will actually say "Our Hero Is Dead"!
In Team Deathmatch multiplayer, when an MI-6 team is about to win, this is what M says along the lines of "Never Give Up, Keep Trying, etc."
Nobody Poops: Averted in the same scene/area as the movie and the original game. At least he's sitting down properly now.
But he's still fully clothed. Maybe he just wanted someplace quiet to read his newspaper.
The Other Darrin: To make Daniel Craig's replacement of Pierce Brosnan as Bond less jarring, all of the other characters in the single player campaign have also had their appearances completely altered as well. They're all new designs (some based on the voice actors), but it does fail a little in terms of polish — notably, 006 looks rather doughy and generic for a super agent/supervillain. His scar isn't noticeable.
Though Ourumov, at least, actually looks somewhat better, since his character model no longer has a vacant expression◊ frozen on its face like in the original game.
But he's missing his epic hat, and he's fat, so he's an easy target in Heroes.
Zukovsky is no longer played by Robbie Coltrane, but at least he maintains a Large Ham attitude in multiplayer and he's not a bullet-magnet in Heroes mode.
One Bullet Clips: Played straight in the same manner as Call of Duty, naturally.
A number of changes were made to the Goldeneye plot to fit with the change in timeline to 2010. Most notably, 006's motivations are changed from getting revenge for Britain's betrayal of his Lienz Cossack parents to anger over the War on Terror and the Great Financial Meltdown, and how big banks made a killing while everyone else suffered.
Zukovsky is killed a couple dozen seconds after you meet him. After all, he does die in the films eventually, and it's not like they're planning on making a The World Is Not Enough game later.
Ouromov dies like a bitch at Xenia's hand, rather than Bond having an epic standoff having to gun down the General himself.
Press X to Not Die: Several points in the game require you to press a button or make a flailing gesture with the remote/nunchuck or you will get owned.
Rage Quit: Of course the online aspect of the game would not be complete without people quitting. However, it gets worse when the host quits since the game immediately ends, screwing over anyone who would have legitimately won or anyone on the losing team who earned a lot of points.
Rapid-Fire Typing: Bond typing in the password to redirect the Goldeneye satellite. It looks like he doesn't even move his fingers.
Rare Guns: As mentioned in A.K.A.-47 above, the WA 2000. This is a sniper rifle with fewer than 200 units in existence, and yet turns up multiple times in the campaign. Same goes for the SCAR, which arms no less than half of Janus' forces despite being barely used even by the US.
Regenerating Health: Much to the horror of purists. It's probably one of the most contentious elements of the entire remake. Though the "007 Classic" difficulty mode does bring back the health bar and bulletproof vests of old.
Renegade Russian: General Ourumov and Xenia Onatopp, just as the in the old game and film. Ourumov became an under-the-table arms dealer out of jealousy toward rich, post-Soviet era oligarchs, while Xenia is a veteran of the 2008 South Ossetia War who left the Russian army and went mercenary.
Scenery Porn: While the Nintendo Wii is hardly a graphical powerhouse, the graphics in Goldeneye 007 look stunning considering the system it's on. The impressively-destructible environments are immensely detailed, featuring impressive lighting and particle effects and some damn nicely-rendered textures to boot. The character models also look amazing, with full detail and stunning motion capture work; each key or major character has their own distinct look and come fully equipped with their own ranges of motion, subtle quirks and realistic facial expressions. And, as previously stated, this is all running on the Nintendo Wii at a mostly stable framerate (it drops a bit when too much is happening on-screen, but that doesn't happen very often). If that isn't impressive enough, note that Reloaded barely added much other than the increased graphical detail.
Shoot Out the Lock: Returns from the original, and actually occurs more often than it did before. You could also punch out locks for the same effect, which means Bond has an Iron Fist.
Shoot the Dangerous Minion: The remake has the Big Bad of the first level shoot a minion who fired randomly into a room full of nuclear warheads, a reference to the movie, where Ouromov did the same thing.
Stuck Items: The P99 is always in your base loadout and can never be swapped for something found on the mission. Causes some Fridge Logic on the Russian Archives level as you start off with 200+ bullets for your P99 on your person like any other mission yet you clearly see Ourumov disengage the magazine from the gun and empty the loaded bullets.
Tank Goodness: In the same level as the original, now with more destruction than ever!
Take Your Time: Aside from a handful of Timed Missions, this occurs throughout the game. It doesn't matter if Ourumov is stealing a helicopter or the research base is collapsing around you, nothing happens until you saunter to the next trigger point and advance the plot.
Technology Porn: The mission briefing before each new locale is a cavalcade of tactical maps, personnel profiles, and target identifiers all spinning, sliding, and panning in rapid choreography.