Goldeneye DS Screenshots:

Teasy

Veteran
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Who's developing? Any chance this will bring back some of the glory of Goldeneye 64?

The polygon models and textures look a lot like the PSOne days. Hopefully everything moves nice and fast - faster than Goldeneye did, anyway.
 
EA Tiburon is developing goldeneye for the ds. gamespot has a trailer up if you want to see it in action.
http://www.gamespot.com/ds/action/goldeneye/media.html

here's the important info from the dev. interview...
GoldenEye: Rogue Agent has some great multiplayer games, and we 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.
 
As far as the model detail goes it looks a lot better then Goldeneye on the N64 or any FPS I can remember on PS1. Maybe better then Pefect Dark as well. Though the textures don't look as good, nor does the art work IMO. Hopefully it will play as good as the orginal Goldeneye and run a bit faster too.. but I think I'm asking too much there (gameplay wise that is).
 
I watched the trailer and it was difficult to see the player models very well, but the environments seemed solid enough.

I still think the characters in the screens look like classic polygonal PSone models, as seen in shooters like Die Hard Trilogy. The game overall looks classic PSone in those screens, but as I said, the frame rate seems more fluid and of course there isn't the texture warping of the old PSone.

Multi-player matches with only one cartridge is awesome.
 
Seriously, but with games on DS that look this good, wouldn't you actually prefer to have two screens devoted to such graphics rather than half of the screen (the bottom screen) only used for player stats and a map? :?

Not that I don't like the dual screen setup - it's just that there could be so much better used, i.e: top screen being first person view and the bottom a MGS 3rd person style point of view with a better overview of the area. :idea:
 
Phil said:
Seriously, but with games on DS that look this good, wouldn't you actually prefer to have two screens devoted to such graphics rather than half of the screen (the bottom screen) only used for player stats and a map? :?

Not that I don't like the dual screen setup - it's just that there could be so much better used, i.e: top screen being first person view and the bottom a MGS 3rd person style point of view with a better overview of the area. :idea:

I agree. But then, I still think the whole "dual-screen" setup is wonky (I'll refrain from using the word "gimmick"). I'm not sure there IS a great use for the second screen in a game like this.
 
I agree. But then, I still think the whole "dual-screen" setup is wonky (I'll refrain from using the word "gimmick"). I'm not sure there IS a great use for the second screen in a game like this

Yeah there is... Just use the bottom screen for mouse-look (and use the d-pad WASD style...
 
okay, I don't have a DS, but I'm trying to picture this Archie...

so, you have a great method of using the touchscreen like a mouse to look around (using the pen) - but :!: how would you actually switch quick enough from the pen to one of the buttons to prevent being killed with your pants down? :?


PS: Would the DS provide enough performance to be able to render the above screenshot on the second screen as well (the bottom one) from another perspective?
 
Phil said:
okay, I don't have a DS, but I'm trying to picture this Archie...

so, you have a great method of using the touchscreen like a mouse to look around (using the pen) - but :!: how would you actually switch quick enough from the pen to one of the buttons to prevent being killed with your pants down? :?

You don't use the pen, you use the thumb-stylus. Map out the lower left corner of the bottom screen as your "mouse pad", eschew the buttons perhaps (using the remaining space on the lower screen for virtual buttons (i.e. weapon cycling, reload, etc.), and other supplemental display info (clip, health, etc.). You'd use the shoulder buttons for jumping and weapon trigger. Sounds awkward at first 'till you try it a bit...

PS: Would the DS provide enough performance to be able to render the above screenshot on the second screen as well (the bottom one) from another perspective?

I would say it's less of an issue of performance and more an issue of physical ability. AFAIK the DS can output 3D scene data to one screen at a time, so you'd likely end up rendering one scene to one screen then switching screen outputs and then rendering another view to another screen. Seems pretty klunky and probably wouldn't work out very well...

OTOH creating a 2D overhead or isometric view using the second 2D processor could work (dunno if you'd find those views really useful or not)...
 
so, you have a great method of using the touchscreen like a mouse to look around (using the pen) - but how would you actually switch quick enough from the pen to one of the buttons to prevent being killed with your pants down?

You don't need to switch from the touch screen to fire. Even using the stylus you still have the left shoulder button for firing (or the right one if your left handed). Double tapping on the screen can be jump (might sound silly but it works brilliantly) and you have two small buttons mapped onto the side of the bottom screen for switching weapons. Or even better use the thumb stylus and you can then use both shoulder buttons, so the right shoulder button could be used for jump or changing weapons if you prefered that (this also means you can hold the system easier). This is the control system that Metroid: Hunters uses BTW.
 
Kolgar

Wasn't Die Hard Trilogy on PS1 a on rail shooter?

Looking around at some screenshots the character models in Rogue Agent are comparable to those in Medal of Honor Underground. Which I'm pretty sure was the best looking FPS on PS1 (simlar to Perfect Dark which was the best on N64). So I'd say that the models in Rogue Agent are similar to the best PS1/N64 had to offer by the end of there life spans.

IMO the worst thing about those Goldeneye screens is the artwork, which is a little bit ugly.
 
Thanks for the explanation Archie! I guess I'll have to check out that thumb-strap...



Teasy;

I'm not sure which part of the Die Hard Trilogy Kolgar is refering to, but only the 2nd part was a shooter on railes (used with a lightgun). The first part was a 3rd person shooter while the last and 3rd part was more or less a driving game.
 
The polygon counts in these screens don't appear to be very impressive, but I think the textures look much higher res than anything ever seen on the n64 or psx.
 
I'm not sure, but does the above even run at 60fps? I might be wrong, but IMHO Metal Gear Solid looked better than this (including textures) - screen - but it may be difficult to judge as good art does make a big difference...
 
PC-Engine said:
DS is more powerful than Playstation. This is fact.

I'm sure it is - it's just that this particular game doesn't demonstate that.

Honestly, if I'd seen these screens without any other information, and was asked to guess the platform - I'd have said PlayStation. The angular polygons, the pixelization on some of the objects - classic PSone.

Good thing the game seems to move better than PSone. That helps.

I'd like to see some games that really show what the DS is capable of.
 
Goldeneye: Rogue Agent DS Impressions:

Finally, my last posting on my time with the lovely Nintendo Van Tour folks. I saved the best, or at least one of the best, for last. Here’s my thoughts on my short time with GoldenEye: Rogue Agent DS.

One of the ways I get so much news to post everyday is because I obsessively read other websites and forums, so I noticed all of the skepticism yesterday about my saying that GoldenEye DS would change the face of portable gaming. I realize the console wasn’t much to write home about, but I was really astounded at how well the DS version by EA’s Tiburon studio works. The thing that really makes this game is that it uses the sort of control layout first introduced in the Metroid Prime Hunters Demo. The top screen shows the action and the bottom screen is mostly made up of a radar screen with some buttons displayed in the corners. To aim you touch your stylus to the center of the screen and move it around. To walk you use your D-Pad and to shoot you use a shoulder button. This sounds like an impossibly complicated system to master, but I found it fairly easy to handle while standing and perfect while resting the DS on my lap or a table. The sensitivity of the touch screen made aiming an act of skill rather than button mashing. A minute or two into the game I was pulling off head shots (Which kills someone instantly.) from across the room. To use secondary weapons, like a grenade, you just touch a picture on the screen. To use your synthetic eye abilities or switch weapons, you do the same.

This is the first time I’ve ever played a first-person shooter on a portable and felt like I was getting the real experience. I can’t tell you how much I hate games that cut out the up and down look or make the whole thing auto-aim, what’s the point? And while the touch-screen controls may sound a little goofy, once you play for a few minutes, you’ll never be able to play a portable shooter any other way.

Beyond the amazingly precise aiming system, the game had a lot of other cool features as well. For instance, you can pistol-whip the crap out of people. Ten minutes into playing the game, I was finding it hard to decide whether I wanted to cap someone from across the room with a headshot or pistol-whip them senseless and grab them as a human shield. That’s right, the game includes hostage taking and all of the bullet-shielding, body tossing fun that goes along with it. You can also dual-wield and shoot things to blow them up. The game includes several mini-games for hacking into equipment and decoding security locks using the touch screen. The best part, for me at least, is that GoldenEye will support up to 7-person multiplayer battles in modes like Showdown, Team Showdown, Domination and Tug-of-War. That’s just going to be too much fun.

The game’s graphics were fair to decent, nothing fantastic, but also nothing to detract from the over-the-top mechanics either. It was funny, I played the game for 10 minutes or so, making my way through an entire level, and then stopped, telling the Nintendo Reps that I really shouldn’t play anymore because I would be there all day. They laughed and we started talking and before I knew it I was playing the damn game again. I finally had to hand the DS to them, so I could listen to what they were saying to me.

I stand by my claim; I really think anyone who plays this game (It comes out in June.) is going to think it’s the best portable first-person shooter they’ve ever played. It’s the only one I’ve ever seen that allows you to actual aim in a way that works and that seems to notice where you shoot a person, rewarding more damage for head-shots then, say, shooting someone in the foot.

Wow, looks like it might actually be a very good game, unlike the console versions.

Source
 
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