![]() ![]() It's almost as if, in their naked determination to make the new GoldenEye, the developers thought they needed to put in sneaking levels just because their template featured them. A mini-map and the available third-person viewpoint keep these sequences from being too trying, but they still seem out of place, killing the flow dead whenever they appear. The game falters a little when it moves into stealth sequences that don't quite jibe with the rest of the structure. There are a few well-made standouts, such as the chase through the Italian village at the opening, which honestly felt like I was moving naturally through a real area, as opposed to arbitrarily through a set course, as many later levels do. 007 QUANTUM OF SOLACE PS2 MULTIPLAYER FULLGameplay tends to proceed in an extremely linear fashion, full of narrow hallways that have to be rushed through in order to get to the more open-concept combat areas. The level design is utterly competent, if a little on the repetitive side. Too many games force players to spin around and flail on buttons as they try to determine which exact area the computer has determined can be hidden behind, so having an indicator onscreen flat out announcing the safe zone was a nice change of pace. ![]() At first I worried that the game was doing a little too much of the work for me, but I quickly learned to appreciate having the guesswork taken out of finding cover. Whenever Bond is near a wall or column the player can press a button to automatically sprint towards it, and once there, the player can target other walls and columns and use the same button to automatically move from one area of safe cover to another. The most effective change is a Gears of War–style "rush to cover" feature. ![]() A sprint button keeps things moving quickly between gunfights, and a Quick-Time Event takedown feature solves the eternal "close combat" struggle that every FPS must deal with. The developers have made a few tweaks to the Rainbow Six design to help facilitate this, and they work like a charm. The fact that this theft is employed in an attempt to recreate the magic of GoldenEye acts as icing on the cake.įrom the first moments set at the end of the film Casino Royale, Quantum establishes itself as a more arcade-y variation on Rainbow Six, trading in the intellectual pleasures of careful movement and precise teamwork for hard-charging through varied locales, blasting away at swarms of enemies. Stepping up to prove this theorem is Quantum of Solace, whose wholesale appropriation of nearly everything that made Rainbow Six Vegas great is a pleasure to behold. There was only one thing standing in the way of Rainbow Six's recognition as the progenitor of a new generation of superior shooting games: Someone had to take the plunge and shamelessly rip off all of the gameplay mechanics in order to prove that they were just as sublime when handled by developers other than the ones responsible for their creation. ![]() It's been well established elsewhere that Tom Clancy's Rainbow Six Vegasgave the world the ultimate shooting game design, effortlessly melding the immediacy and realism of first-person shooters with the strategy, situational awareness, and cover mechanics of the third person genre. WTF Why is the Golden Gun a rapid-fire grenade launcher? HIGH Getting to have a 16-player deathmatch on a faithfully updated version of "Facility" from GoldenEye. ![]()
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