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Thursday, August 8, 2024

007 Game Rankings: Number 8: Quantum of Solace Part 1 (Ps3 version)

We've officially come to part of the list of the Bond games I love. The Bond games I can play anytime in whatever mood I'm in and have absolute enjoyment playing from start to finish. These games have also helped grow my love for the franchise and become the Bond fan I am today. Whenever I think of the Bond games, these are the titles that come to mind!              

I cannot put the Ps3 and Ps2 versions of Quantum of Solace in separate numbers, not just for how they are alike in terms of story, objectives, and gameplay (to an extent), but for how they hit and miss they both are. Since I am giving a close analysis of both games, I'm going to split this portion into parts, starting with the main game for the Ps3.

                       

The film Quantum of Solace is heavily regarded as one of the worst films from the franchise, and I do consider it the worst Bond film (though not unwatchable, I have yet to see an official Bond film achieve that). The idea to have a movie tie-in game based on it is not shocking, but to have a movie tie-in that's better than the movie is a rare accomplishment. To be fair, the game does not revolve entirely around the Quantum of Solace plot. It starts and ends with it, but at the center of the game, the levels are based on the previous Craig film Casino Royale. In fact, there are more levels based on Casino Royale than Quantum of Solace. The reason for the game piggybacking on a previous successful Bond film was because the game was in development while the film was in production. Due to the 2008 writer's strike that catered to the film's production problems, the makers were never given a final script, therefore incorporated Casino Royale in the game to have a familiar and finished story, and to add more levels. In essence, the game is Casino Royale, just under the title of the newest movie to promote it. 

Having two of Bond's adventures combined into one game is not as needlessly cluttered as it sounds. Quantum was ambitiously designed as the second part to Casino Royale, picking up directly after the first film ended. I can't say I'm happy that Quantum is supposed to be Casino Royale's second act and grand finale, but the idea does work in the game's favor as an excuse for tying in the two. In retrospect, the game does something better than a later Bond game can't, and that's giving it a bit of an anthology presentation. As 007 Legends just threw in random adventures, there's a reason that these two different adventures are together since the stories do relate as one. Sometimes I would play this game within' the chronology of the two films to follow the plot from the beginning as if I were marathoning the franchise in order.

The only major issue with the combination of the two films is how the game ties them together. If one is expecting to see cinematic cutscenes to tell the story visually, you'll see very few. Most of the cutscenes are all told through MI6 briefings showing the maps and photos as we hear the characters talk about the action than showing it. It feels like as I'm back to Ps1 era of Bond games, which isn't a good thing. I became more lost when the Casino Royale bits are told through Bond's flashback as he's opening up to Camille in the sinkhole. Expecting the mission briefing narrative to take a backseat, it's still there. Just when I think the game's narrative couldn't get more confusing and inconsistent, I suddenly discover that two people off-screen are watching the briefings based on their comments and ability to rewind the footage. If we're in Bond's memories, why are we suddenly introduced to two mysterious characters tampering with the footage? The game has no consistency with storytelling and for barely having cutscenes of the events happening, newcomers who have not seen the films will be most likely lost and confused. 

The only exciting element with any of the tie-ins to the story is the reveal that two men watching the briefings are the villains, Mr. White and Guy Haines, who Bond is about to attack. This scene was originally supposed to be the film's end until it was changed for a lighter ending. But since the developers were working with the script they had and could not catch up with the constant rewrites, the original ending made it into the game. As no footage of the scene can be found, this is the closest we'll ever get to a visual representation of the ending, making the conclusion rewarding. The game's way of tying the stories together is all over the map when it should be effortless to do. However, when compared to 007 Legends, there is more of a narrative and reason for the two stories to exist in one game. What tied the stories in Legends was fever dreams of a past that may not have ever happened when going off the continuity of Specter in retrospect.

In many of the other Craig games, I constantly criticized the first-person shooters for pointlessly taking on as a bland Call of Duty clone. As much as I love Quantum, I can't overlook that it was the first game to start that trend. The first one with a limited weapon supply goes to Goldeneye: Rogue Agent. Nonetheless, Call of Duty's popularity with the limited weapons compacity trope doesn't precisely prevent the game from reusing it. Quantum is also the first Bond game to foolishly eliminate gadgets out of the equation as well, placing all of Bond's needs on his smartphone in the most boring way possible. I barely find myself using it for directions or hacking camera to see how many guards are in sight. I don't even pick up the random cellphones giving me information for how useless they are. I can play fine without any of these features. There are points where the game insists players hack certain locks to move along, that slow down the action and pace levels moving at faster action-pack rate. 

I'll give the rest of the Daniel Craig games this, although there were hardly any driving missions or that many good ones, all the games had at least one. Like Goldeneye: Rogue Agent, Quantum doesn't provide one in the slightest. Just as 007: Goldeneye Reloaded would tease players into a driving mission that would hardly ever happen, this game feels the need to do all the work for the player. It would have been exciting to drive a car with Mr. White in Bond's trunk while escaping goons in pursuit, but instead, the game gives a cutscene serving as the game's opening credits. In the film Casino Royale, Vesper gets kidnapped and Bond races after the car she's in to save her, only to lead to his car crashing, ending with him getting kidnapped too. This idea is practically gift-wrapped as a mission for the game, but we only hear about his failed pursuit through a mission briefing. 

Quantum's greatest sin is starting the franchise's Call of Duty clone, and most of the elements that took out most of the fun in later ones are incorporated here. That said, out of all the Call of Duty imitations in the series, this game does better than the following. Goldeneye 007: Reloaded looked too much like a combat war game. Legends features the classic look and characters from the franchise but sloppily combines them with Bond's modern era and its Call of Duty style. The game set in the present based on two Bond films from the time creates an authentic experience that prevents the Call of Duty copy from overshadowing the Bond identity. 

A significant contributor is how the game uniquely combines first- and third-person shooters. This is not the first Bond game, mind you, to combine two different shooter sub-genres. Tomorrow Never Dies was the first in the franchise to try it, having most of it in third-person and only using first-person to aim at enemies and objects. What made it fail was the wonky controls. And when you count sniping enemies as first-person shooting in third-person Bond games, it's not all that unique. That's where
Quantum chooses the total opposite approach. The game primarily functions as a first-person shooter with basic mechanics, except for one or two alterations. When using cover from enemy fire or using stealth, gamers can see the Craig model in third-person to keep on him and the target. There are points in the game where Bond is required to walk across platforms to keep balance from falling, where his model can also be seen. Sometimes they'll be two images of the model at once when he's walking across, showing his front and back, so the player does not let his presence become known to the guards. And if the game can't reveal any more of Bond during combat, when knocking-out an enemy, players engage in a bit of quick-time. 

Seeing Bond for half of the gameplay does distract from its Call of Duty feel, and the mission areas don't disappoint either. I thoroughly enjoy exploring and seeing more of the locations in the game that were featured in the film, and strangely most of my favorites are in the Quantum of Solace portion of the game. During the Quantum levels, I'm given the luxury to explore Mr. White's estate from the gardens to his greenhouse, the wine cellar, and the kitchen as I get to playfully shoot up barrels of wine, appliances, and dishes. I may be checking into the (stupidly isolated) Eco Hotel as it's in ruins, but I still enjoy visiting the guest rooms. While pursuing Henry Mitchell in Siena, I start running through the catacombs with bats in my face, fighting goons and destroying fruit stands at a street market, and frightening women in the apartment when the chase takes to the rooftops. There's simply plenty to do and see. My favorite level regarding the atmosphere, hands down, is the Opera House. It's the perfect location to explore when acting stealthily due to its low purple and blue lighting, moving stage backdrop, and grand operatic score creating a gigantically eerie classy rich environment. It's soothing while at the time building anticipation when sneaking up behind guards, climbing up ladders, and crawling underneath the stage to not get spotted. I also love how the time alters the mood for the level, starting out at sunset during the stealth portion and the darkness nearly consuming the sky when a firefight ensues. 

For all my praise for the levels based on Quantum, that's not to say the Casino Royale based levels look bad or don't marvelously recapture the film. It has its fair share of amusing locations to play around or explore. There are times when I can fool around causing needless destruction by shooting up desks and luggage at the Miami Airport for instance. Like any good Bond game, there are objects in certain areas that work to Bond's advantage to take out goons; one of my favorites is the hotel's ballroom with falling chandeliers and fuel tanks (for some reason). Previous installments gave Bond some time to walk around and explore the social environment before non-stop chaos takes off. The train level starts the same way as Bond sees people socializing in the first car before taking the fight to the rest of the train. I always admire when Bond games can take the time to build on the atmosphere in public places before pulling out a gun, it's part of the franchise's charm.

Like most Craig games, for all its tasteless decisions to limit the fun, it still has enough of the Bond game tropes to keep it exciting and familiar. There are alternative routes to take in some of the levels, the player is given a choice to either use stealth or fight, and blood trickles down the screen when it's game over. As someone who has never minded using a health regenerator, the game does something different with it compared to later installments. Typically, the screen would gradually turn bloody red to signal danger regarding Bond's health. This game artistically has the gun barrel slowly form an image from every hit Bond takes as the scenery turns grey. Gamers did not exactly like this choice as it only made the situation harder to find cover, which is understandable, but I suppose I'm one of those few who didn't have much of a problem with it. Maybe because I never played the game on its hardest difficulty setting. 

Having mentioned that the game was made while constant rewrites to the scripts were happening during the shooting for the film, it's not surprising that the game takes a ton of liberties. Even the Casino Royale portions of the game have their fair share. Though Quantum has the most changes, Casino Royale is primarily accurate to the source material. Most of the recreation of crucial action scenes (when the game decides to show them, given how a lot of story is told through mission briefings) are played through quick-time fights and chase levels. Sometimes, the player receives a one-time special weapon or ability when the level is wrapping up to recreate a moment. These moments include firing a nail gun to kill Gettler and briefly controlling Vesper during a quick-time fight to aid Bond. The game goes as far as to have a whole level of rushing a poisoned and distorted Bond to his Aston Martin before dying. Opinions, among others, are usually mixed with this particular level. Personally, I enjoy this odd change of pace. I find it fun walking through this beautiful hotel with trippy visuals, bumping into people and knocking over bags, while at the same time intense due to the time limit, Bond's view getting worse, and the feeling of his heartbeat through the vibration of the controller. I wish this weren't the only level in the game with something different than shooting. I would've loved to play against Le Chiffre a bit, or I don't know...DRIVE! 

I should also note that to help bring the game's authenticity of feeling like a Bond game, and the movies they're based on is by acquiring most of the original actors. The cast includes the voices and likenesses of Joesph Milson, Mathieu Amalric, Olga Kurylenko, Eva Green, Mads Mikkelsen, Judi Dench, and Daniel Craig himself, each turning in a performance as up to par with their film performance. In other words, the supporting cast from Casino Royale are as enjoyably memorable, whereas the cast of Quantum mainly doesn't leave much of an impression here. I'm not implying that having an actor from the movie lending their voice to a game adaptation doesn't automatically make it a good game. Still, I always admire when developers are able to get some of the stars involved in their video game project. It's a shame the game doesn't use half of the cast more than what we are given, especially when some of their dialogue is audio ripped straight from Casino Royale

As far as changes to the source material goes, I can't say there were any that felt as out of place or insulting as 007 Legends. I enjoyed the game's new twist and turns. I love how the first level occurs between the ending of Casino Royale and the opening car chase in Quantum of Solace. Rather than Bond capturing Mr. White after he approaches him, Bond has to fight off his henchmen to catch him after wounding him, ending with Bond shooting him down on his helicopter to apprehend him. It's over the top but no different from the franchise's overblown action, which is welcomed to the game. The game goes big with another non-action scene in the film, by having Bond chase after a criminal (resembling Quantum's director Marc Forster) on the train after rendezvousing with Vesper. This level was designed as a knock-off to the train level from Goldeneye 64, having nothing to further the game's plot. But it still makes for an exciting detour carrying the same adrenaline level as the mission it was inspired by.

The game is limited to mainly quick-time fights to recreate scenes from the films when it comes to boss battles (another annoying trope in the Craig games that this one started). The only time the game goes out of its way to provide something new and different with Bond's foes are the fights involving Dimitrios and Dominic Greene. Dimitrios still dies in a museum; only it isn't with a subtle knife kill in public. Bond and Dimitrios get into an all-at-war shoot-out in the museum during after-hours. Dominic Greene does not suffer a slow, painful death either; Bond and he confront each other in the game's final mission where Bond kills a bunch of henchmen and blows him up by shooting at two fuel tanks. Compared to the films, these deaths are standard (Dominic Greene's death in the movie is the only thing I remember about him). When judging it from a gameplay perspective on the other hand, they're fine. 

Among all of the game's improvements to the Quantum film, the biggest surprise was the theme song. Alicia Keys and Jack White's song Another Way to Die (like the film itself) is one of the worst themes for a Bond film. They are both real talented singers, but their combination creates a loud and clunky mess that's not well sung, nor do their styles and talents in music mash well in the slightest. The game does not feature the song at all. Instead, a new song by Kerli called When Nobody Loves You takes its place. The Bond songs designed for the games were always something special to behold to the ears. They were hidden gems regarding the franchise as a whole. What makes Kerli song's particularly special is this was made to replace the film's actual theme song and do everything that Another Way to Die fails to do. It's better structured with its sense of rhythm and beat; sounds big, seductive, and exciting with a touch of melancholy; and Kerli's vocals are a delight to listen to. I don't know if it would be up there with other Bond songs if the film used the song. I'm just saying it would have been a better alternative for the film. Although, there were already some good alternative songs for the film before Kerli's song, including one from recurring Bond artist Shirley Bassey. I suppose when you have a collaboration of two well-known artists doing a Bond song instead of one; logically, it's going to gain more attention. 

Tune in for part 2 to see hear my thoughts on the Ps2 version of Quantum, and my overview on both games. For now, I present you my favorite and least favorite missions from the Ps3 version. 

                                                 Least Favorite Mission: Sink Hole 

I've talked about how the Quantum of Solace based level designs are usually the best areas to explore and cause mindless destruction. I pointed out to all of them, all of them except for one and that's the Sink Hole. There's nothing wrong with it in terms of excitement. The level has nothing but shooting armies of henchmen and a helicopter with a turret and sniper, like Call of Duty. Maybe a little too reminiscent to Call of Duty. Of all the Bond levels, this is the least one to have a Bond feel, even with seeing the Craig and Camille models. There's nothing about the environment that's visually distinct, and when the level is all about killing soldier like henchmen, it's easy to forget for a few moments that this is a Bond game. 

                                          Favorite Mission: Montenegro Train

Now that we are at my favorite Bond games of all time picking a favorite level is a real challenge. I love the Opera House for its heavy atmosphere, but I also admire Casino Poison for its insane change in gameplay. It wasn't until I thought hard about the Montenegro Train mission. Yes, it's very reminiscent of the train level from Goldeneye 64 by having Bond rush through cars killing goons to pursue a villain. Yet as familiar as the level is with concept, there are plenty of new twists and turns to make it more compelling. Bond doesn't just fight his way through cars; he also has to climb on top of the roof, jump across an enemy freight train, to jumping back on the Montenegro train ending with a quick-time boss fight. Having the level not mostly taking place inside the train leads to new challenges of getting across and staying aboard without falling, avoiding enemy fire and railway signals. Just as I felt the weight of the Hovercraft level in Blood Stone, standing on top of the Montenegro train has the same effect of feeling the train's speed with the rain flying towards the screen and the wind slowing Bond down. And while making it through its difficult environment, eliminating enemies is joyfully destructive. Stealth plays little role here, so blasting enemies through sunroofs or blowing them up by shooting at tanks is the best way to go. It surprises me that for a level to start out quiet and atmospheric, grounding in the reality of the film, that in a matter of minutes its loaded with non-stop chaos. Chaos that's so far-fetched that one would wonder why the train never stops or takes any damage from all those explosions. But when implying nonsensical video game logic in a Bond game where this sort of unrealistic action exploitation is welcomed, it's not entirely out of place. Yet giving Bond gadgets and too many weapons is for some reason. Familiar, atmospheric, exciting, thrilling, and insane, this level has all the elements that make the game one of my favorites in the franchise. Who would ever think that a Quantum of Solace video game train level would have more of the spirit of Goldeneye 64 than Goldeneye 007: Reloaded? Perhaps because this recreation improved so much, the makers didn't think there was any way to top it in the next game.

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