Voor degene die het niet willen lezen hier de belangrijkste info van het interview
We have loads of great stuff available for unlock online: there are strength, accuracy and damage boosts, as well as proximity mines, the ability to detect other playersâ€™ mines on your radar and the chance to leave live grenades behind for other players when you die.
You can carry three weapons at any one time in single player - because, naturally, your P99 must always be equipped. You can swap weapons in the remaining slots by picking them up from downed enemies or finding hidden weapon crates â€“ of course, these are locked but you can use your melee attack to smash the lock, or simply shoot it off.
In multiplayer you can â€˜pre-define your loadoutâ€™ (as in, choose your favourites from the arsenal available) and carry two weapons at any one time.
In addition to the all-out carnage of smashing up St. Petersburg in a tank, we have a few other vehicle scenes that players are sure to enjoy! For example, thereâ€™s the airfield escape stunt (which involves riding a motorbike while you shoot enemies off their own bikes in order to escape) and in the Dam level thereâ€™s the truck sequence.
We worked with Ben Cooke (Daniel Craigâ€™s stunt double who choreographed the fight sequences on the recent Bond films) to arrange our fight scenes - one of which is the encounter with Trevelyan.
We wanted the fight to be really immersive and epic: thereâ€™s a lot more going on than just shooting at Trevelyan! The sequence is very interactive and makes great use of motion controls, however, as heâ€™s the last Boss of the game we donâ€™t want to say too much and spoil it!
We initially broke down the plot, locations, technology and characters, exploring possible updates with the question â€˜Would this change GoldenEye too much?â€™. We updated the script slightly to reflect modern times but the main beats of the storyline remain the same.
Itâ€™s been mentioned that the modern GoldenEye 007 will offer different mission objectives when playing on higher difficulty settings, just like the original. Do you follow a similar approach as in the classic game, or have you also modernised the kinds of additional objectives a â€œ00 Agentâ€ must complete?
DP: We ensured our additional objectives are tied into the main storyline and weâ€™ve also taken the interaction forwards. In our Statue Park level, one of the additional objectives is to use Bondâ€™s smartphone to record enemy conversations â€“ but you can only do this if you maintain a covert presence. As such, setting off a firefight would result in you not being able to complete this objective.
We have four different difficulty settings; three of them use regenerative health and one of them does not. It was important to include the 007 Classic difficulty with non-regenerating health so fans could enjoy a nostalgic experience. At Eurocom this is the favourite difficulty because it really forces you to think about your tactics â€“ coupled with the additional objectives in this mode it really provides a challenging experience for core GoldenEye players.
Of kort samengevat:
*in de online MP veel COD stuff zoals juggernaut, stopping power en martyrdom.
*Singleplayer heeft een classic mode met een health bar (die ga ik zo hard uitproberen!) en drie modes met health regeneration
*3 wapens kan je dragen, Ã©Ã©n daarvan is het basiswapen van Bond, de P99
*Plot en locaties aangepast, maar Bondgevoel blijft
*"Eindbaasgevechten" oftewel vechtscÃ¨nes die blijkbaar heel intens zijn.
En dan nog iets: Leaked introhttp://www.nintendoeverything.com/54071/
Klinkt allemaal enorm veelbelovend!