If you had to ask me which version of the Quantum of Solace video game feels the most traditional to a Bond game, the Ps2 version has the full advantage. I still stand by the Ps3 game as the best Bond game to combine its Call of Duty elements, but the Ps2 version hits a little closer to home. I love the Ps3's unique combination of first-person and third-person, but it still falls into the shadow of the game franchise it's trying to copy. The game functions entirely as a third-person cover shooter, so there's never a moment when the game does not feel like another without Bond on the screen. The game does not limit the fun with Bond's weapon compacity either. Players are now allowed to carry an unlimited weapon supply to take down enemies instead of having only three. The game still relies on a health regenerator which will most likely make die-hard body armor-seeking traditionalists unhappy. Personally, I am happy that the feature is kept in the Ps2 port.
What I do miss are the driving levels to give the game more variety, which this game, like its Ps3 counterpart, does not include. And if one is expecting cool gadgets to complete the package deal with carrying an unlimited weapon supply, remember the game still has to cater to the franchise's dark "realistic" modern approach. Most of the gadgets from the main game are not featured in this version, which isn't good or bad as they just exist in the game with no actual use. The only gadget to transfer to the Ps2 game is hacking the locks. In the Ps3 game they were a slight annoyance for breaking the pace of the action; in the Ps2 game, they're even worse here, now that I'm beating a timer. I find myself at least trying it more than once because I have to click the right arrows that glows green before time runs out, which the time given is usually short. Should I press the wrong arrow, I lose more of my already brief time span. Sometimes by the time I see a green arrow form, it would be too late when I press it.
The series' use of quick time is still incorporated in the game, but it does one thing better than the Ps3 version, it's not overused as the only way to kill a boss. That's not to say the Ps3 game didn't have a few boss battles outside of quick time; there were two. However, since those battles were killing henchmen before giving the leader a final blow, they were nothing special. I spent the whole game killing henchmen. Why do I need a boss battle doing the same thing, and not so much as firing a bullet at the main villain to weaken him before killing him? The boss battles here are a little more traditional, requiring on strategy than just endlessly shooting goons hoping for it to end, or just a simple quick-time fight. When taking on Henry Mitchell in the first boss battle, I'm required to shoot explosives a few times to have debris fall on him before ending with a quick-time fight. In the original game, it's just a quick-time brawl. Dimitrios doesn't hang back to let his goons fight me, he joins in the battle, and I have to use every resource I have to kill him. These strategies include shooting down objects to crush him, firing at his body, and finding chances to fight him in quick time while also avoiding and taking down his goons.
Compared to the Ps3 game's controlling mechanics, it takes a little time to adjust but becomes manageable reasonably quickly. The only gripe I have is killing an enemy. The best Bond games, including the Ps3 version, give a sense of a bullet's impact when contacting the other enemy. Guards will either react from getting hit by a bullet or have different difficulties based on how long it takes them to die. Here, all I'm doing is aiming at enemies and firing away, unsure when they're going to die or if my bullets are even hitting them. I can understand the unpredictability of a foe's downfall during a boss battle. That's part of the challenge. On the other hand, with the average henchmen, damaging their health should not feel as unpredictable. That said, I still enjoy shooting them as I roll around and attempt to get a good shot at their heads, making this flaw not a massive distraction in the fun factor, but I can't exactly call it an improvement either.
Like the Ps3 game, there are opportunities to apply stealth than just running through the level blowing away goons. The most significant difference with stealth between both games is that there are points where it is more critical than optional. Admittedly, though I love that the Ps3 versions allow the player to choose how to go about specific missions, I do miss the thrill of not failing a mission by staying hidden. Since getting spotted in the main game doesn't lead to an automatic failure, I might as well shoot down guards. Because the game requires me to remain undetected, I was able to experience the stealth mechanics more than the main version. And whenever I had to, I never found myself bored with distracting and knocking out guards in various ways.
The game offers an entirely new level on the Haitian docks during the Quantum portion of the game. The mission plays out the same as the Opera House level that follows after. The first half involves critical stealth, while the second half has all guns a-blazing. Despite functioning as the only new level in the game, it's not my favorite, but indeed would be welcomed in the Ps3 main game for two significant reasons. With a game titled Quantum of Solace, I would expect most of the levels based on the movie than its predecessor Casino Royale. I find it disappointing that the main game has fewer Quantum of Solace levels than its Ps2 port. Moreover, this level properly introduces three of its characters, Dominic Greene, Camille, and General Luiz Medrano, as Bond is sneaking about. All the main game does is give them an MI6 briefing with no real introduction. With all the MI6 briefings in both games, I'll take any visuals outside of them to tell its story.
It's great that the game delivers more with its Quantum of Solace adaptation (even if it is by one level). There are more levels in the Ps2 game based on Quantum than Casino Royale. The Ps2 version may offer a new level but condensed a few into one level (the Science Center) or sacrificed a few. Those who don't want to experience any motion sickness will be pleased to see that the Casino Poison level is one of those causalities. However, those who enjoyed the Ps3's pointlessly fun recreation of the train level from Goldeneye 64 will be let down that the only existence of the level is a cutscene with Bond meeting Vesper (eliminating all ties to the terrorist on the train). I can understand these cuts (if not agree), but then you have the Miami Airport level eliminated. After killing Dimitrios at the Science Center, the level suddenly ends with the Carlos getting away and a briefing explaining what happened. The Ps3 version has the player stop him from accomplishing his destructive goal. Compared to the other two levels that were cut, this seems unnecessary but not as tragic as eliminating the Venice mission. The last Casino Royale level revolves around the event leading up to Vesper's death, an essential plot point for Quantum's story for existing. The Ps2 doesn't bother to show her death. It's all covered by a (you guessed it) MI6 briefing.
The levels the game does keep are similar, though they do have some significant differences. The most obvious are the changes in level design. The locations are the same; only there are different routes and areas. I don't mind the Ps2 fiddling around with the level design; it does a fine job of knowing what areas are essential and what to change to make it more exciting and less predictable. The only real downside is its lack of detail. Now obviously, the Ps2 graphics will not match the latest in technology and would be unfair to compare. As far as Ps2 graphics go, it's adequate, though not the best looking compared to previous Bond games. More than plenty of Ps2 Bond games had plenty of detail in their environments to explore and play around. The Ps2 game is more fundamental with its environment than taking it an extra mile. I will happily say the Sink Hole level is nicer looking than the original game for its design, colors, and lightning. However, the music for the Opera House level is degraded to one operatic piece and stops playing when the fight begins.
The first noticeable change in Casino Royale happens in the first level. I'm still chasing Mollaka through the Shanty Town, and although I'm also gunning down henchmen in the way, the chase thankfully doesn't come to a halt. In the Ps3 game, the pursuit stops for a needless trench war-zone-like shoot-out, breaking the pace for the level. The Barge level throws a few more unexpected curve balls too. As the original level felt as standard as the other levels, the Ps2 game puts players to the test, combining everything learned from the use of stealth (not critical though) and gunplay. And when in pursuit of Kratt, the game gives the player a puzzle to solve, objects to destroy to get further while up against henchmen, and a compelling boss fight. The level even shows Bond getting tortured (except that his balls are left alone) and Le Chiffre's demise on-screen. A crucial moment in the story that needs to be shown visually than explained through an MI6 briefing with little footage.
For the other changes regarding the Quantum portion (less detailed graphics aside), the level at Mr. White's Estate starts out promising as I'm still exploring some parts of the mansion's exteriors with Bond wearing the accurate suit he wore in the film when in the Ps3 game he doesn't. When inside the estate, the game only has Bond hack a safe, run downstairs, and capture White. As overblown as the Ps3 version was with Bond finding a secret room, a booby trap destroying the mansion, and Bond firing Mr. White in a helicopter, it had more to offer than the Ps2's recreation of it. That, for me, is the dumbest choice gameplay-wise involving Quantum, whereas cutscene wise, is how Bond gets spotted at the opera house. Bond takes pictures of the people at the private meeting he's spying on before making his presence known in the original game. Like an idiot in the Ps2 game, Bond doesn't take photos of the criminals he's after and tells them he's there. All this sneaking around just to stop a meeting without documenting who is there, might as well not require any critical stealth. For its faults, there are changes and inclusions that make more sense here than in the main game. In the opening of the Sink Hole level, Bond and Camille are seen parachuting together, when in the original game, it was implied through dialogue. Another cutscene shows Bond taking on the agents in the elevator, whereas the main game refuses to show it. I'm pretty amazed how a game with limited graphics offers more in its cutscenes than the version used on most consoles.
I will give my overall thoughts on both games, after covering my favorite and least favorite missions.
Least Favorite Mission: White's Estate
This is the game's first mission, and to rank this as my least favorite mission could imply that it's the worst first mission to a Bond game. That title easily goes to first Tomorrow Never Dies. White's Estate is a nicely designed, action-packed, and helpful first level. Judging the mission on its own merits, there's nothing bad about it. However, compared to the main game, it's the least impressive recreation for having less detail in design and removing objectives. On top of it, the first half of it keeps Bond restraint. I know that this is a tutorial, and games have to slow the player down to allow them to grasp the controls. The tutorial mission in Nightfire is one the best first levels to a Bond game, and it restrains the player more than this level does. But given that I could control Bond freely in the main game while given some helpful tips visually, having the Ps2 game forcefully stop me to follow M's orders breaks the flow and excitement of the action. Usually, this does not bother me and wouldn't if the Ps3 game didn't already exist. But if my least favorite mission in a game I love is just the tutorial (and not a bad one), the game is doing something right with the rest of its missions.
Favorite Mission: Eco Hotel
The game starts out promising and ends strong with its final level. The Opera House (once again) was a pinch away from landing as my favorite mission for its entertaining stealth mechanics. What prevented it from landing as my favorite is its dumb change in story and tampering with an already magnificent sound design. The Eco Hotel mission has a downgrade in changes, as there is little room to explore and absorb the hotel's environment. But since it is the game's final level, I would expect tensions and stakes to feel at their highest, leaving no room for dilly dally. Like the last level in the main game, killing Greene's men and avoiding the flames function similarly. Only this time, the level keeps the player a bit more on their toes for not just anticipating for the next few guards to come, but from when a deadly explosion may occur. The flames and explosions in the original game felt like background special effects instead of a danger. Here they are more spontaneous and a more significant threat to Bond's health. I must have died at least twice from the explosions thinking I could just run past it in this level. The biggest improvement over the original mission is the boss battle with Greene for having more going on. First, I have to kill his henchman Elvis while avoiding Greene's sniper fire. Then I have to shoot at the beams holding the balcony he stands on. Afterward, I had to shoot at Greene multiple times to kill him. And as all this is happening, I have an endless swarm of goons to take on too. It's really one of the greatest boss fights I ever played in a Bond game, and the game certainly saves its best for last. Given how little of an impression Greene and Elvis make in the film, the way they are used in the Ps2 game is the most threatening and memorable either of them will ever be. Just when I think I'm done, I still have to stop Medrano from escaping by fighting off guards and getting to him in time to get a good aim before he reaches the helicopter. As my reward for my hard work, I get to see the game's version of the deleted Quantum of Solace ending.
Closing thoughts on both games
While both versions of Quantum of Solace have their own set of pros and cons, they both do two of the best things when adapting a movie into a game. The Casino Royale levels do justice to the source material while still creating an appropriately fun interactive experience. In contrast, the Quantum levels turn a dull mess of a film into a memorable action-packed extravaganza. From a story and character standpoint regarding Quantum, nothing is improved. Thankfully the gaming experience is more engaging than the portentous arthouse style and choppily edited action sequences from the movie. To have a movie-based game that's better than one movie is quite an accomplishment. And to have two versions of the game that are different in so many ways and similar in many others with a bit of an anthology presentation makes for plenty of replay value.
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