Tag Archives: Goldeneye 007

I’m floating in a most peculiar way in Jetpac’s space

Y’all should know by now that I’d  do nearly anything for a free game. Some things I won’t do include swimming with sharks, eating an entire jar of mayonnaise, or going on one of those roller-coasters where you are dangling in the air from shoulder straps, your feet inches away from smacking into something solid and breaking into a thousand pieces. Otherwise, so long as I don’t end up in a lot of physical pain, I’m game.

And so, during this past week of E3 2017 shenanigans, there was a chance to earn Rare Replay, No Time to Explain, The Final Station, and a bunch of other digital rewards for zero dollars by simply watching Microsoft’s press conference live through Mixer, its streaming service formally known as Beam. Alas, I was too late to catch the conference, but there were other chances to participate throughout the week.

Of all those goodies, Rare Replay is the “game” I was most excited to receive; it’s a big collection of Rare’s history, a company that, after reviewing its portfolio, I have actually had little contact with, but appreciate their humor and love of colorful graphics from afar. I think I have only ever played one Rare game found in the collection, and that was Banjo-Kazooie: Nuts & Bolts. Outside the collection, I’ve enjoyed Marble Madness, Donkey Kong Country, Donkey Kong Country 2: Diddy’s Kong Quest (sorry, not you, Donkey Kong Country 3: Dixie Kong’s Double Trouble!), and that opening level repeatedly on an emulated copy of GoldenEye 007 (please don’t arrest me). So there’s a lot to try out for the first time in this collection, and I have no intentions of playing through it in chronological order, but I did start it all off with Rare’s first game Jetpac, back when the company was called Ultimate Play the Game.

Jetman’s plight in Jetpac is one that pre-dates Groundhog Day, the film, by about ten years, but surely was an inspiration to anyone thinking about what it meant to be stuck in a time loop, repeating the same day and tasks again and again. Jetman must assemble his rocket (which spawns in installments scattered around the map) and fill it with a select amount of fuel before taking off to the next planet. This procedure is then repeated, over and over, with no end seemingly in sight. In addition to this, Jetman has to defend himself from the planet’s native aliens, which a varied and have different attack patterns. Some move diagonally, and others lock on to the tiny astronaut and follow him around the screen. He’s got a ray gun that shoots horizontal lasers for defense, and things like gems can be collected for bonus points.

By and far, my favorite thing about Jetpac is its wraparound world. You go to one edge of the screen, cross over, and appear on the other side. This is extremely handy when trying to avoid a group of enemies or make a shortcut to the rocketship. I’m sure this wasn’t the first game to do this, but I’m too tired to look up when Mario Bros. came out versus this game. Regardless, it works, and I have to say that, some 34 years later, the game plays pretty great. Jetman is pretty quick to move around, and the only problem I had was with collision on the platforms, which made him bounce back, often right into an alien enemy I was trying to avoid. The repetitious gameplay gets old, but one has to remember that this came from an era of high scores and bragging.

Thankfully, Rare Replay throws in some additional things to do, both in their milestone quests and snapshot features. Milestones are things like “kill X number of aliens” or “fill your rocketship up with fuel X times” while snapshots make things a little more tricky. One took away Jetman’s laser gun, forcing you to maneuver on your own quick wits, and another tasked him with completing five wraparounds in a row without dying. I happily completed all of these and popped every Achievement related to the title.

There are other games in the Jetpac series left to try out in Rare Replay, but I don’t know what I will tackle next. I suspect I’ll save some of the collectathons for later in life, when I have the time and am in a find shiny things kind of mood. Either way, I highly recommend you check out Jetpac and to not be put off by its age or graphics, of which I think the latter is pretty cool. The sound effects department is lacking, but I absolutely love the bright, crisp colors–the blurry screenshot above doesn’t do it justice, I know–and there’s a surprising amount of strategy and skill involved in bringing canisters of fuel to and fro. Certainly more than I expected when first launching it, and it’s always great to see where a company started. Here’s hoping Sea of Thieves incorporates some elements from Jetpac, like bringing bits of grog back to your ship one glass at a time until there’s enough to get the entire crew wasted and off to some other island.

007: Agent Under Fire stars a boy and his toys

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I’m pretty sure that I owned a James Bond game for the PlayStation 2 way back when, but I don’t think it was 007: Agent Under Fire. Might have been 007: Nightfire. This probably explains why there’s no entry for it in the Games I Regret Parting With tag. My memory on this is fuzzy, which I don’t think is surprising for a series that is constantly changing who portrays the main hero every few installments. In case you were wondering, I’m all about Idris Elba playing the next 007. Or Rosamund Pike. Either works great for me though I think Daniel Craig is more than perfunctory. All I really remember about this blurry action game from my past collection is crawling through ventilation shafts and using a technical watch-like gizmo to shoot laser beams at locked doors. So far, in 007: Agent Under Fire, Bond uses a cell phone to do this.

Anyways, I ended up getting a copy of 007: Agent Under Fire for real cheap back in February 2015. Now that I have taken out Final Fantasy IX‘s fourth and final disc from my PlayStation 1, I needed something to fill the void. By void I mean the empty space inside my console, not my heart. I wanted something ideally much shorter than another of my desperately lonely yet time-consuming JRPGs–sorry, Atelier Iris 2: The Azoth of Destiny, Radiata Stories, and Star Ocean: Till the End of Time, you’ll just have to wait a big longer–and figured this was a good fit, featuring a numbered set of levels, a multiplayer mode that I suspect I won’t be able to play at all due to a severe lack of IRL friends (unless bots are allowed), and nothing else. Let’s start bonding.

007: Agent Under Fire‘s plot is classic international espionage, to the point that, without writing any more words, you could probably guess it wholly. Need some help? Okay, I’ll budge. A major corporation has stolen data that will enable it to clone people, with grander plans of taking over the world by replacing those in important positions. Naturally, this can’t and shouldn’t happen, and in comes Bond–James Bond, that is–to nearly single-handedly destroy the threat of everyone looking the same. He does get some help from series staples Q and M, as well as CIA agent Zoe Nightshade. Don’t get her confused with one of Atlas’ daughters from Rick Riordan’s Percy Jackson and the Olympians series like I initially did.

I immediately struggled with the controls. Remember, this came out in late 2001, a time when every game from the first-person shooter genre was not created from a recognizable and well-accepted blueprint. I imagine that if I went back to things like Killzone or Red Faction, I’d also have the same problem. Thankfully, you can pick from a bunch of different controller schemes, and I found one that was much more in sync with modern layouts. Still, I stumbled here and there when trying to switch between a weapon and a tool, which are separate from each other, kind of like in the Metal Gear Solid series. I tried looking online to find a scan of the PS2 manual (my purchase was just the disc), but only came upon the ones for the original Xbox and GameCube releases; please trust me when I say that the default setup is more evil than Auric Goldfinger, Francisco Scaramanga, and Sir Hugo Drax combined.

Okay, okay, a part of me couldn’t let this issue rest, so I snapped some high quality photographs last night with my cell phone so everyone can see the difference I’m talking about. Here is the default setting, with, yup, “alt fire” on the select button and “crouch” using a trigger:

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And here is what I went with instead to have it line up more with a modern first-person shooter, though it is a far cry from perfect:

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Unlike many other videogames constructed around our titular leading man, 007: Agent Under Fire doesn’t correspond to a movie of the same name. It is its own thing, and that’s fine. It does try a little too hard to be mistaken for something of a similar quality, but I can ignore its attempts to throw a heavily polygonal woman at Bond to up the sexiness because the action is quite fun, as well as forgiving. Also, Bond is clearly modeled after Pierce Brosnan, but missing his voice. Aiming is tricky, but this isn’t Call of Duty multiplayer, so you can take your time to set the gun’s cursor just right before pulling the trigger, and it helps that enemies don’t mind standing still for all of this. Many might not enjoy the moderately mindless combat, wanting more strategy and challenge, but I’m mostly concerned with having fun and looking cool while doing it. Speaking of that…

Bond Moves. Besides being the title of 007’s eventual book of pick-up lines and dance regimes, these are specific moments in every level that has Bond doing something cool, followed by the classic bah-dah-ba-bum zinger we have all come to know and love and a 007 symbol in the corner of the screen. EA clearly paid a premium for this bit of music, to the point that your ears will be bleeding by the end of any session from a bombardment of Bond music. It’s good and bad, and some of the Bond Moves are laughable in executive. Imagine lowering a crane to hop across a gap and hearing that iconic tune. These things, as well as other stats, like damage taken or secrets found, go into a final rating score at the end of each level: bronze, silver, or gold. A gold rating will reward the player with a perk/weapon for the campaign or multiplayer mode, as well as place 007 tokens throughout. To get a platinum rating, you must now earn the gold rating again, as well as collect all the tokens. I acquired a couple gold ratings for the early levels, which earned me things like the Golden Gun and Golden Accuracy.

007: Agent Under Fire is not a great or even good game, sitting somewhere between mediocre and slightly better than mediocre, but it’s exactly what I want right now. A more determined player could plow through all the levels–some of which are driving sequences or on rails–in a single evening, but I’m nibbling away at this sub-par linear action game, making it last longer than necessary. I do believe a haiku is right around the corner as I only have four more campaign levels left to see unfold. For now, I’ll end this post with a Die Another Day quote–“I’m checking out. Thanks for the Kiss of Life.”

Bouncing from era to era for key items in TimeSplitters

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Get ready, but I’ve never played Perfect Dark, and the only time I’ve spent with GoldenEye 007 was something like ten years after its release, being all illegal…with an emulator. Don’t think I even got past the first level, that oh-so-iconic dam. Shh, don’t tell anyone. Good thing I’m only posting this on my secret, private NotePad blog on my computer’s desktop and not a powerful, crippling entity like the Internet. The fact is I never had a Nintendo 64–I went the PlayStation 1 route, see–and so I missed out on just about every single big release from that system; my childhood BF-not-F had one, but we mostly ate up  wrestling games, as well as the multiplayer mode in Turok 2: Seeds of Evil.

And so when I read or hear the comparisons of TimeSplitters for the PlayStation 2 to those two previously mentioned name-heavy franchises, I kind of just shrug my shoulders. Because I don’t know left from right. That said, TimeSplitters is a bunch of goofy fun, even if it is a first-person shooter boiled down to a mostly multiplayer focus. Speaking of that, here’s the modes you can expect to hit X on at least once: Story, Arcade, and Challenge. I didn’t include the map editor there because map editing on the PlayStation 2 is a little scary, so I’ll just advise y’all to keep your distance and fire with precision.

Story mode in TimeSplitters is a big lie, even more so than in The Tiny Bang Story. The levels work more in a “time attack” manner than following a narrative and exploring at your own pace. Basically, you pick your level and difficulty (easy, medium, hard), and either a male or female character to play as. These levels are themed across nine fictional locations spanning the years between 1935 and 2035. The goal of each level is to grab an item–let’s just go ahead and call it a MacGuffin–and then make your way to the exit, which is generally not where you started. The split second you pick up the item, deadlier monsters begin warping into the level, making the return trip that much more hazardous. On easy, you can complete each level in a matter of minutes, and the main point of this mode is to unlock Arcade mode elements, like multiplayer bots, additional multiplayer modes, and so on.

Arcade is the multiplayer hub, and you can play against bots, but it’s still pretty soulless. Yes, that’s a remark coming from someone who ate up bot multiplayer sessions in Red Faction II and Killzone. The bot AI can be tweaked to five different levels of smarty-pants, but it still just feels like mindless chaos, like there’s no strategy at work. I imagine four-player multiplayer sessions are more lively. The standard modes are there in various forms, like capture the flag (well, capture the bag here) and deathmatch.

The Challenge mode can only be unlocked by beating all the Story missions on at least the easiest of difficulties, which is, obviously, pretty easy to do. It’s the best thing in TimeSplitters. Right now, I have three challenges in total unlocked: one involving killing zombies in specific ways with a time limit, another is murdering a bunch of duck-men before time runs out, and the other tasks you with holding onto a bag for a total of a minute in a three-minute arena filled with opponents. These are neat and fun; however, the difficulty in these challenges is beyond believable. So far, I have only beaten the zombie one, and it literally came down to beheading the last zombie a second before time ran out. For the bag one, I don’t think I’ve held onto it for longer than a total of twenty seconds so far. Bah humbug.

If there’s one thing that still stands out with TimeSplitters some fourteen years later, it’s that the game moves fast. Like cheetah speeds. The action moves at at extremely spiffy frame-rate and high resolution, still looking good for its day. In fact, it moves faster than more recent first-person shooters–sorry, BioShock Infinite, but you dropped your walking cane–and almost feels like your character is skating on ice, blasting away enemies and monsters with polish.

Something to not praise though are the outrageous character designs, which often have the men looking macho and powerful, while the women are given Twizzler-sized waists, large breasts, and sexual poses. Even the robotic forms. Still, there are some funny names to smile at, like Hick Hyde and Ravelle Velvet, but none of the characters, as far as I can tell, play differently from each other. The choice is welcome, but the gender portrayals are too stereotypical.

At this point, I’ve unlocked a good amount of TimeSplitters‘ content, but other than giving a few more Challenge missions another go I think I might call it quits. Again, the multiplayer isn’t filling me with joy or excitement, and I have no interest in replaying the Story levels on tougher difficulties because it just feels unbalanced and punishing. It sounds like later games in the TimeSplitters series, of which I have none, treat the story more traditionally and weave it better into the action.