Page 30 - OSG Presents Classic Gamer Magazine #7
P. 30
Tomorrow Never Dies (1999).
Developer: Black Ops Entertainment
Publisher: Electronic Arts
Platform: PlayStation
007’s first appearance on PlayStation is an inauspicious one, thanks to
an awkward third-person perspective that is more a hindrance than
helpful. Bond cannot jump, dive, or crawl, making you wonder why the Bond, James
viewpoint was selected in the first place, other than to see your on-
screen alter ego in a number of different costumes. The stages take
place in various locales from the film, but the object in each is to bas i-
cally shoot your way past hoards upon hoards of thugs. Notable fea-
tures include a truly cinematic opening, complete with Sheryl Crow’s
theme song played to images of shadowy women, and a few levels
where you get to ski and drive a car. Yet the game ’s flaws, such as
pop-up, clipping, and cheap enemies who always seem to know your
location, ruin what should have been a red-carpet debut.
The World is Not Enough (2000).
Developer: Black Ops Entertainment,
Eurocom Entertainment Software
Publisher: EA GAMES
Platforms: PlayStation, N64
The World is Not Enough comes in two distinctly different guises,
with the N64 version doing its best GoldenEye impersonation
(though coming up short) and the PS version doing it best crappy
game impersonation (and succeeding admirably). The reason for
such dissimilar outcomes is a tale of two developers, Black Ops En-
tertainment on PlayStation and Eurocom on N64. The problems with
the PS version are simple: slow-as-molasses gameplay, chunky
graphics, and no multiplayer. The N64 version is an improvement
over GoldenEye in terms of visuals (which support the Expansion
Pak) and in the number of weapons and gadgets, but it offers fewer,
considerably less involving levels and the multiplayer isn’t nearly as
007 Racing (2000). addictive.
Developer: Eutechnyx Ltd.
Publisher: EA GAMES
Platform: PlayStation
007 Racing started out in the right gear, designed by a British de-
veloper experienced in racing titles, but the end-result grinds to a
halt thanks to a combination of poor handling and irritating game-
play. While you will get to control a number of different cars, in-
cluding several shiny BMWs and an Aston Martin, trying to aim
weapons like machine guns or rockets without a lock-on cursor or
crosshairs is an exercise in frustration. Instead of recreating clas-
sic Bond scenes, too many mission objectives involve collecting a
series of items within a time limit. Those expecting relentless
chases against ruthless enemies will be disappointed when they
learn they are really part of Her Majesty’s Secret Taxi Service. It’s
the touchy control that’s the most damning flaw, however, making
you wonder if the programmers were on an all-time high during
development.
Classic Gamer Magazine July 2004 30