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How to make a good Bond game

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Daniel Craig’s Bond has reinvigorated the international superspy. The latest movie Spectre has been released to critical acclaim. Once upon a time, it was not uncommon to see a Bond game hit the shelves at the same time, after numerous flops, culminating in the disappointing 007 Legends, developers have stopped producing Bond games.

How is this possible? Bond is a heroic and charming hero that would make a fantastic video game character. Especially in today’s culture, where iconic characters have gone through successful reboots (i.e. Lara Croft) it seems right and proper that the British spy be given a digital polish.

So what can be done to improve a 007 game? Here are three aspects that could make an amazing Bond game.

The last Bond game, 007 Legends, left much to be desired.

The last Bond game, 007 Legends, left much to be desired.

1. Make it third person

Okay, Goldeneye64 was a great game – but it wasn’t really a Bond game was it? Goldeneye64 was a fantastic title because it showed the potential of the FPS genre. However, with titles such as Call of Duty and Battlefield taking the reins of the first person shooter, it becomes quite obvious that Bond is more than a gun.

The point of the FPS genre is to put you – the gamer – into the shoes of the protagonist, but this usually entails a silent hero that the player make their own. Bond is not like this. He has an identity, a character and a personality. Making the 007 games first person detracts from this as you lose his witty persona.

Some of the best Bond games have made the leap to a third person game. Everything or Nothing and Bloodstone capture a more cinematic and entertaining James Bond for viewers, remaining loyal to the action set pieces that have defined the films. Whilst not amazing games, they did stand out for a different and somewhat refreshing take on the hero.

However, developers could go further than this. Instead of making Bond of Duty, attempting to bring in some of the other elements of the spy could be supremely beneficial. Elements such as conversation options, stealth sequences and puzzle solving could make the character more three dimensional and enjoyable. Like with recent Tomb Raider games, Bond could do with a bit more diversity in the gameplay.

Despite lacklustre gameplay, Bloodstone was a far more enjoyable Bond game.

Despite lacklustre gameplay, Bloodstone was a far more enjoyable Bond game.

2. Do not rely too heavily upon the films

This is an important, if somewhat controversial issue. The films have been great, and Daniel Craig has brought a deeper understanding of the MI6 hero. However, certain elements of the fabled spy do not transfer onto the console as well as they do to the big screen.

For one, many people will debate who has made the best Bond. Some believe Connery, others argue Craig and so on. Not getting the Bond you want could ruin the title for the player. What is more, creating a digital rendition of this hero will fail unless it had the enthusiasm and acting abilities of the Bond you are rendering. There is no use making a Craig Bond for a game if he isn’t played by Craig.

The biggest danger with a movie tie-in is due to the canon. Films that have previously come out define how the game will be created, limiting the ideas, potential and originality that may otherwise make a Bond game great. 007 is not just a movie hero – he is a cultural icon. As such, reinventing the character for a different medium would be beneficial and allow developers to explore other elements that make up the spy.

A great example of making a hero original is shown in Rocksteady’s Batman Arkham series. Rather than stick to the cinematic format of the Burton or Nolan films, developers decided to create a new Batman in a new universe that suited the needs of the gamer. No one was upset that the game was not canonical to the film, in many ways, people were happy at how loyal the title is to the comics.

Developers could easily return to the source material and create a title based on the novels rather than the films. Imagine a game where you play as Bond in the 1950s, dealing with the prejudices, Cold War and culture of the time. In doing so, gamers could enjoy Bond completely separately from the hero in film, rather than criticise the release due to its inability to live up to the movie.

Could Bond benefit from going back in time?

Could Bond benefit from going back in time?

3. Go open world

This one sounds silly but stay with me. Admittedly, part of Bond has always been about the exotic locations, but when analysed, it becomes obvious that zipping from one continent to the next need not be a requirement.

Many of the Bond movies have one central location where most of the action takes place: Dr. No is set in Jamaica, Casino Royale is based in the French Rivera. If developers were inspired by the narrative of the books, this could be open up dozens of opportunities. For example, the narrative of Moonraker is within London and could be a fantastic entry title for a good Bond game.

This may sound extremely left field but it is not alien to the Bond franchise. Everything or Nothing brought large maps the player drove through as a way of linking the on-foot levels together. The maps were levels in their own right, with secrets, shortcuts and the odd set pieces. Imagine this, but on a much larger scale.

With an open world comes great potential. Think about the satisfying side quests that could be in a Bond game. Poker mini-games, shooting ranges and storylines that could substitute some of the shorter Bond tales. There could even be safehouses to restock, resupply and potentially upgrade the character or his gear.

There may be some that would argue this all sounds like a Bond version of GTA, but is that a particularly bad thing? Indeed, one mission in GTA V had Franklin steal an Aston Martin whilst wearing Bond’s classic white dinner jacket. The joy of using the in-car gadgets as well as the sleek car design was a memorable level in the game.

Part of Bond has been his diversity, the contrast between suave gentleman and ruthless assassin. In order to show these two opposite sides to 007, the player needs to feel a sense of freedom in the game world. If the plot is too linear then Bond simply feels like every other action hero.

Everything or Nothing brought large maps that linked major levels together.

Everything or Nothing brought large maps that linked major levels together.

 

To end this piece, Bond deserves a good game. He has all the trademarks of a great protagonist with some of the most compelling narratives in history. If anyone loves the Bond franchise as much as I do, then they have to admit that the games have been quite lacklustre. These points outlined aim to show that what a video game Bond needs above all else is depth.

Rather than being a voiceless first person shooter or a failed sequel to a great film, the Bond games could strike out on their own and make a name for themselves as a genuinely compelling title.

What do you think? Let us know in the comments, on Facebook or @TDSUK_TWEETS


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