PSX Extreme: Quantum Solace Preview

PSX Extreme writes: "James Bond is ageless and timeless; you will never see an end to his movies, which also means you will never see an end to the video game incarnations. Some view this as a good thing, primarily because many Bond-based titles in the past have been quite good (in stark contrast to the tradition of games based on films sucking). You probably remember a little game called Goldeneye 007, right? That N64 game blew a whole new generation of gamers away, and this time around, Activision and Treyarch are seeking a repeat performance. They're using the engine behind Infinity Ward's award-winning Call of Duty 4: Modern Warfare, and they're treating the new Bond game – Quantum of Solace – as a fresh new revival of the franchise. Obviously, we have a new hero in Daniel Craig this time around, and the game will begin just after the end of "Casino Royale," which is probably good news for fans. What we're looking for is an invigorating action/adventure worthy of the Bond name!

To start with, we know what you're thinking: the engine in CoD4 is, quite obviously, a first-person mechanic. So will Quantum Solace be a FPS as it often has been in the past? Well, no, not exactly. When moving about normally, you will be in first-person mode, but when you hide in cover or climb a ladder, for instance, the camera will zoom out, allowing you to see the full character image. Furthermore, stealth will be a major element in the game, and that's another time when a third-person view will be utilized; a particularly effective stealth kill must be seen in all its glory, yes? Much like the Close Quarters Combat (CQC) found in the likes of the Metal Gear Solid series, this Bond game will boast hand-to-hand fights and silent kills. Also, when you're participating in some intense platforming, like shimmying along a ledge or leaping through a sinking house (remember that scene in the movie?), the camera will again switch between first and third-person. In some ways, we're a little concerned about these early details, just because we're wondering how often the camera is going to be switching back and forth… But we imagine it should be a fluid and painless process."

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