Nintendo DS Game
Following last year's multiconsole blitz of GoldenEye: Rogue Agent, EA is firing off one more round from its Bond gun. This year's target is Nintendo's DS, the unique dual-screen portable that's big on touching.
Development for GoldenEye: Rogue Agent for the NDS began in the fall of 2004 at EA's Tiburon studio. The Tiburon team will bring the first in the James Bond series to this new, innovative platform.
GoldenEye: Rogue Agent has some great multiplayer games, and set out to push this right to the forefront of the DS version. You will outwit villainous rivals in the intense wireless multiplayer action with up to seven other players using only one cartridge, which is a unique feature for the DS. Such Nintendo DS specific features are being added - "Spawning," or single-card play, is brand new for GoldenEye: Rogue Agent for the NDS. Up to eight people can play a custom game level using wireless connection, but only one person needs the game card (the other seven use the "DS Download Play" feature built into every DS).
This is part of a new mode unique to the DS version, called "virtual training" (VT). Another VT option allows you to use multicard play, where up to four players with GoldenEye: Rogue Agent for the NDS game cards can play head-to-head or cooperatively in teams in a variety of multiplayer game levels. These levels are all based upon classic Bond locations, including Scaramanga's Fun House, Atlantis, Moonraker, the Golden Gate Bridge, and Carver's Press. You can mix it up by playing as or against classic Bond villains, including Francisco Scaramanga, Oddjob, Auric Goldfinger, Dr. Julius No, Pussy Galore, and Xenia Onatopp.
It's relatively the same story as the console version: you are kicked out of MI6 and become a rogue 00 agent, teaming up with Auric Goldfinger. You use your MI6 know-how to cheat the system and become a ruthless villain. The story is full of temporary allegiances and double-crosses with Bond villains in your quest for power.
At its heart, the game retains the classic FPS play mechanics. There are multiple controller configurations to allow you to take full advantage of the touch screen, control pad, and left- or right-handed play.
Controlling the game using the touch screen provides a new way to play the missions or solve minigames. It feels very immersive. We've taken full advantage of the platform's unique touch-screen capabilities. I favor the thumb pad on the wrist strap, although you can also choose the stylus or the left- or right-handed button configuration. Overall, we've really given you options to select your gameplay preferences and determine what is most comfortable to your style of play.
Re-creating the look and feel of the game on the DS did a lot of experimentation to see how to best re-create the art direction and style of the console version of GoldenEye: Rogue Agent. The "E.V.I.L." AI system took some planning.
Biggest challenge in development was making cuts. It's like editing a movie--you have so much to start with that you have to decide what you really want to keep, and you reluctantly let some things fall on the cutting-room floor to scale the game to fit onto the DS cartridge, as well as to make room for the unique DS content.
Eight people playing simultaneously and the range of the connection is remarkable. The wireless connectivity really opens up handheld gameplay, and everyone had a blast when we first got multiplayer working.
There isn't as much of the audio from the console versions in the DS version as we would have liked to hear but it would takes up so much memory.
View Official Trailer / gameplay VIDEO at IGN