Showing posts with label Eurocom. Show all posts
Showing posts with label Eurocom. Show all posts
Sunday, September 25, 2011
GoldenEye Reloaded Stealth Walkthrough
Mr, Bond, I presume? As far as replay value goes, it certainly looks as if GR will give players a few ways to go through the game (just like the Wii version). Here's a bit of fun with vents galore in this walkthrough for the upcoming FPS set to shoot into stores on November 4. I'm leaning towards the PS3 version just for the Move controls (it's just grand that shooters play so well with the peripheral).
Wednesday, September 14, 2011
GoldenEye: Reloaded Gets Fully Loaded PS3 Exclusive Double-O Edition Box Set

Wednesday, August 17, 2011
GoldenEye: Reloaded Mi6 Trailer - Wow (+ Tax)
Veteran developer Eurocom continues to prove they're at the top of their game with this latest Goldeneye: Reloaded trailer. I think it's time to finally retire the N64 back to the un(der)used systems box here at the DAF home base. Now, all I need to do is choose which new version I'd like to play, PS3 or Xbox 360...
Saturday, July 23, 2011
Gallery: GoldenEye: Reloaded

Tuesday, November 16, 2010
Review: Goldeneye 007 (Wii)
Platform: Nintendo Wii
Developer: Eurocom
Publisher: Activision
# of Players: 1 (2 - 8 online)
ESRB Rating: T (Teen)
Official Site
Score: A-In my opinion, Eurocom's stellar reboot of the classic N64 game Goldeneye not only surpasses the original in terms of overall presentation, it's one of the best Wii shooters to date. As I'm NOT one of those folks nostalgically joined at the hip to Rare's original (and brilliant) game, I can tell it to you straight as a gamer who understands the difference between a a mere rip-off and a true relaunch. As the back of the box says: "Goldeneye is Back - Grab Your Friends" - that's all some of you need to know. This revival of the classic FPS brings both the story as well as James Bond into the current era and it's important to look at the game in this manner, NOT as an attempt to remake the original exactly as it was back in 1996. You're getting not only one of the best-looking games on the Wii, but one with an extremely customizable control layout, fantastic online play and a solid, lengthy campaign that can be played a few different ways depending on the difficulty level selected.
Monday, November 1, 2010
Goldeneye 007 Launch Trailer
It's here. BUY it. PERIOD. Seriously. Single or multiplayer, this is the Bond game you're going to be playing for a long time. Blood Stone rocks as well on the PS3 and 360, but Wii-only owners now have a remake that to me, surpasses the original in every way.
Thursday, October 7, 2010
Dead Space Extraction (PS3) Hands-On
At EA's well-packed Naughty or Nice event, I finally got to play a small chunk of the PS3 version of Dead Space Extraction, last year's Wii rail shooter (and one of the best looking games for Nintendo's console to date) headed to PS3 owners as part of Dead Space 2: Limited Edition. Visceral Games along with super-talented developer Eurocom (Goldeneye 007) have done an excellent job porting over their game to Sony's console, adding Playstation Move support and effective Dolby Surround sound to go along with the higher resolution visuals. In case you haven't played Extraction previously, all you need to know is that it's the prequel to the original Dead Space and features a compelling story, some intriguing characters and fast-paced gameplay that's packed full of Necromorphs coming at you from every conceivable direction.
Thursday, September 9, 2010
Goldeneye 007 "Reimagining" Trailer
Yet another excellent look at what just may be one of the best Wii titles of 2009 as well as one of the best game remakes to date. Yep, this one's going to be quite a blast in single AND multiplayer.
Monday, August 23, 2010
New Goldeneye 007 Multiplayer Trailer
And here you go - note how the trailer asks and answers that obvious question for you? Yeah, this one is looking like it's going to be a winner no matter which mode you choose.
Wednesday, August 11, 2010
Goldeneye 007 Classic Edition Hardware Bundle Revealed

I figured that there'd be some sort of peripheral tie-in to Activision's upcoming revamped version of Goldeneye and yup, Activision has indeed delivered a cool gold Classic Pro Controller. The pad will ship bundled with the game for a very affordable $69.99, making it an absolute must for those who want a great collectable (or an extra official Wii controller that's going to work flawlessly right out of the package).
“In addition to the Wii Remote and Nunchuk, GoldenEye will also support the Wii Zapper for ‘point and shoot’ gamers, giving players several ways to experience GoldenEye on Wii,” said David Pokress, Head of Marketing for Licensed Properties, Activision Publishing. “We also couldn’t pass up the opportunity to pay homage to the golden gun with the gold Classic Controller Pro, which looks cool and also gives shooter fans a familiar control scheme to use as they blast their way through the game.”
Goldeneye 007 hits retail this fall exclusively for the Wii - stick around for an actual release date once we get it. Here are four more screens to ogle while you wait...
Monday, August 9, 2010
Focus-Free Goldeneye 007 Trailer
Here's an updated version of that Goldeneye 007 trailer minus the gushy focus group fanboys. Thanks to those that asked for this version (and thanks to Activision for the update).
Friday, August 6, 2010
Preview: Goldeneye Hands-On

While the Wii has been kicked around by too many folks who know not a whit about game programming, quite a few developers have been doing their jobs by diving into the hardware and showing that the system is truly capable of. Sure, Activision is also bringingPC, PS3 and 360 owners are their own all-new Bond game (Bizarre Creations' Blood Stone) at some point down the road. However, for those that played it back in the day, Goldeneye was (and is) one of those core titles that brings back many great memories of couch-based deathmatches with plenty of trash talking, adrenaline pumping pure fun. From my perspective, the completely revamped Goldeneye single player actually surpasses the original in terms of visuals, cinematic pacing and pure, intense action sequences. As for the four-player split screen play, it's super tight, fun and manages to be blazing fast and instantly as memorable as the original.
Message board denizens knocking the game based on low-resolution movies or single screen shots can pretty much get a new hobby complaining about some other game they haven't yet played. Once you actually see the game live (and hell, play it), you'll be sold thrice over. What's here shows a developer and publisher dedicated to pulling out all the stops to show that the Wii can indeed do a serious shooter. Rare's game was indeed great, but times and tech have changed for the better since the cartridge days. From the moment you get your first mission briefing (voiced by Dame Judi Dench, naturally) and the camera zooms into the first-person perspective of Daniel Craig's harder-edged Bond, the level of immersion is completely believable and yes, makes you feel as if you're really playing as 007.
For those of you whining about the lack of a pure port of the Pierce Brosnan version of the game, get over it. He's not playing Bond anymore and has no interest in having his likeness used in the game, period. I could go into a long lecture on how most actors like to move on to other roles and not just be recognized for a character that's more or less a replaceable template every few years, but I won't. What I would suggest is some of the more negative folk out there track down and read some of Sir Ian Fleming's original Bond novels and discover that that Bond wasn't exactly a Saint (pun intended), nor always the suave lady-killer with a wisecrack for every occasion. For the record, my generation's Bond was Sean Connery, but as much as love watching Goldfinger or Thunderball endless times even I wouldn't want to see him pop up as Bond in a new game again any time soon.
If you were expecting the new Goldeneye to be on rails like so many other Wii shooters or a simplistic game with nothing but straightforward pathways through cardboard AI, you're in for a very huge shock. Right from the start, a few hidden and not so hidden multiple paths tempt you to not quite play follow-the-leader. I happened to look right as Bond jumped down next to the bridge Agent 006 crossed and saw a small tunnel before he hopped up and moved around the back of a sentry tower. I asked and was told that yes, players will be able to freely choose how they tackle parts of certain missions. This should add to the replay value for those that want to go back and see what's off the beaten path.
For the demo purposes, we had Bond sneak up and around the back stairway of that sentry post. A great context-sensitive physical takedown led into the first big gunfight as a small group of Russian soldiers rushed the bridge from the right side of the tower. A few well-placed sniper rounds (and an assist from 006) later, both agents headed to a nearby truck which was commandeered and steered up to an enemy checkpoint. The game flows so seamlessly from play to first-person cut scenes that even the "quiet" parts are cool. Inside the truck, a brief dialog sequence blended right into the next action sequence. A pair of guards came over to check out the truck and after they not so kindly asked the 00's to step out of the truck, things got hot. 006 shoots the guard on his side then Bond's, puts the truck into gear and floors it through the checkpoint as 007 picks up what looked like an AK-47...
This part was pure chaos out of a Call of Duty car chase with Bond shooting, Russian trucks exploding, rolling over, or in one case, flying wildly off a bridge and into a ravine. The ride came to a nasty ending as 006 rolled the truck and hopped out. Poor 007 seemed to take a few extra lumps as the truck flipped over to a stop, landing in a crunched heap. This made me grin, as Craig's Bond has gotten his share of realistic bumps and bruises during his brief tenure. Once 006 yanked Bond from the truck, the pair hoofed it to a nearby broken elevator. A bit of button jamming helped open the doors and shimmying down the elevator cable led to an encounter with a few unlucky troops caught off guard once the door was breached. The breach effect led to a great "bullet-time" moment where Bond had a few seconds to target the enemy guards to add a little lead to their diets before an alarm could be reached.
Our single player session abruptly ended here, but it was clear that Eurocom has done some mighty fine work in crafting one of the best-looking Wii games to date. The detailed visuals, destructible environments and solid lighting effects along with plenty of smoke and debris (all running in HD, I might add) were mind-blowing and prove that you don't need fancy bump-mapping on every surface to make a game work. That the gameplay packs a similarly varied punch to a Call of Duty game isn't something to knock it for at all. In fact, two of the sheer thrills of this new Goldeneye are the wider variety of interactivity plus those “Did you SEE that?!” moments as you survive some tense encounters. Once you actually see the game up close and personal and get that controller in your hand, you'll be a believer, that's for sure.
Speaking of controls, the game not only supports the Wii Remote and Nunchuck, but you can play with the Wii Zapper, Classic Controller Pro and (I believe) Game Cube controller, so finding a favorite method should not be an issue at all for console FPS fans. We had Classic Controller Pros all around, so it was a dual analog paradise party for four player multiplayer action. Our sessions took us to two different maps (one indoor and one outdoor), both featuring four of the over 40 unlockable playable characters. The first map was a straightforward deathmatch set in a two-story structure that had tight turns, stairways and a few choice kill zones. I chose Oddjob, a very fun character to use thanks to his sub-weapon, a deadly razor-ringed bowler that was good for one-hit kills when thrown.
Our second map was an outdoor construction site of sorts with ramps, a giant pipe, scaffolding and concrete ditches plus a train in one part that became quite a setting for close-in shootouts. Here, we played Golden Gun Mode for a few rounds, and fans of the original will be pleased to know that the rules are indeed the same. Whomever grabs the gun gets the ability for one shot kills, but they're also easily targeted by the other opponents. In multiplayer, Eurocom has dropped some of Rare's more comical bonuses but has emulated some of the elements from the N64 original such as the red blood effect when you die. Even with the game engine running four action-packed screens, the speed was excellent with no slowdown or glitches. The level of detail in the characters and backgrounds was solid (very slightly lower than the main game), but to tell you the truth, I was too busy having a blast to find stuff to nitpick over.
Of course, you, dear reader are the final part of the puzzle. It's clear that both Eurocom and Activision are supremely excited about the project - all they need are gamers to stuff away those preconceived notions of the Wii as a "casual" game system that can't pull off a top drawer title. Although we only had about a half-hour with Goldeneye, it's definitely one game fans of the original should put on their must-have lists (yes, even if you still don't own a Wii). We were also told that as good as the game looks, it'll get even better as Eurocom is tweaking the code even more to add extra visual effects.
Finally, while the complete set of split-screen and online modes haven't been revealed yet, Activision plans to announce them as the game approaches its Q4 launch. One we get a final release date, mark your calendars and hit your favorite game emporium to pre-order as this one's definitely going to be a hell of a ride for Bond fans of any console generation.
Tuesday, October 6, 2009
Review: Dead Space Extraction

Platform: Nintendo Wii
Developer: Eurocom
Publisher: EA
# of Players: 1 - 2
ESRB Rating: M (Mature)
Official Site
Score: A
In case you're staring at that cover art and wondering (raised eyebrow and all), Dead Space Extraction works brilliantly on the Wii as both a solid horror game as well as a technical showpiece for Visceral Games and Eurocom. This "guided FPS experience" as it's been dubbed manages to be scary as hell, spectacular to look and absolutely nails it in terms of the aural assault. In terms of story, the game dishes up an excellent prequel to the events in the PS3/360/PC horror hit Dead Space packed with some great emotional moments that make the original game's plot all the more poignant. Of course, if you don't have a PS3 or 360 and your PC can't run Dead Space, all of this may mean nothing. However, what's here is certainly solid enough that I could see a few formerly Wii-only gamers eyeballing a new console just to catch up on the first game's descent into sci-fi themed fear.
In Extraction, you play as different members of a four-person team trying to escape a Necromorph-invaded mining colony, Aegis VII after a group of miners uncover an alien marker and (in true horror move fashion) activate the relic. Things go from bad to a hell of a lot worse in short order and the game does a magnificent job of showing you the results throughout. The escapees are simply trying to survive, reach the ISG Ishimura and get off-planet, but as those of you who've played Dead Space know, things didn't turn out as planned. Not all your party members will make it through the entire game in one piece, but that's the extent of the spoilers I'm giving.
In terms of variety, expect to see enemies from the original game and at least one new (and frightening) freakish creature that needs to be seen to be believed. Motion controls are excellently done, accurate and about as good as it gets for a rail shooter. While I wish the reticule size was adjustable, I'm gathering Eurocom made it large as a concession to Wii owners without HDTV's or those not used to this style of game. It's not too terrible unless you get a few Necromorphs you're trying to dismember from long distances. Most weapons have great stopping (and chopping) power, but only your Rivet Gun has infinite ammo. You'll need to gather up stock for the other weapons by careful observation and shooting destructible objects, which along with the level completion tallies and rewards system, adds a nice arcade-like feel to the game.
Drop in co-op is supported and welcome, as things can get quite hectic as the game drops in stages where enemies come at you at a near constant pace. While most of the Necromorphs are slow and steady, you'll run across a few faster ones here and there. Distance plays a factor even with a pack of slower baddies, as the camera automatically controls movement and speed during each stage. Stasis and Kinesis are also part of gameplay, allowing you to solve minor puzzles grab pickups and assist in taking out Necromorphs. Probably as another concession to Wii owners, these powers are quite easy to abuse if you like, but you can also get through much of the game without them if you're fearless (and don't mind dying a few too many times when you're overwhelmed).
In yet another really great touch, you'll come across log files, some of which are the same ones from Dead Space. this sort of continuity is not only important to those players who've already read them in that game, they also spell things out for the newbies. Some folks may not like this repetition, but again, not EVERY gamer has multiple consoles for any number of reasons. Kudos to the developers for thinking this one through to that extent. While ten missions may not sound like a lot, it's an intense ride that lasts roughly 10-12 hours or so the first time through and you unlock Challenge missions that add greatly to the replay value.
As far as the presentation goes, it's stellar. DSE is right now, the best looking game on the Wii in my opinion. Eurocom has managed to make the familiar locations from Dead Space look exactly as they do here with only some detail loss that doesn't affect the "wow" factor. If you've played the original. you may find yourself replaying just to compare notes. If you haven't played it because you only own a Wii, again, you'll be eyeballing that piggy bank and considering a purchase or at least bugging a PS3 or 360-owning pal and asking if you can drop by to check out the original. Sound effects, voice acting and music are just brilliant, all adding to the immersion factor and bringing the scares right into your bones straight from your TV's speakers.
As to the gore quotient, the game earns its M-rating, that's for sure. Blasting extremities off Necromorph is as nasty as it is in the HD versions and the game pulls not a punch in terms of showing some pretty grisly stuff in other areas. It's not "gratuitous" at all and the yuck factor fits the game's tone perfectly. You're seeing just what you'd see if you were put in such a horrific situation (which makes me want to NOT visit an alien-infected space mining complex or creepy spaceship anytime soon in this life or the next). Just keep the younger kids away (or anyone who scares too easily) and it's all good. As I noted in my preview, EA, Vicseral and Eurocom are showing that the Wii is indeed a great system for "core" gamers who really, really need to give it a chance.
Nevertheless, my sole complaint about the game is why it's a Wii exclusive in the first place. Sure, I "get" the technical challenge and the need for a great genre game on a console stereotyped too early in its lifespan by many who should know better. However, in a weird way, sticking Extraction on the Wii will tick off certain types of gamers and definitely tick off those who didn't intend to buy a Wii at all. If the game were terrible (as some of those folks probably expected), it would be easy to not recommend a purchase and bash the game for what it failed at while offering constructive criticism on how it could have been made better. But, Dead Space Extraction is not only superbly scary and one of the best Wii games of 2009, it's a game that demands to be played because it shows how a combination of simplicity and complexity can indeed mesh near-perfectly to form a truly memorable (and terrifying) game experience.
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