The influence of the 1997 game "GoldenEye
64" can be seen in the core of the game, through the
use of independent dual weapon control. The team have created
unique ways in which to dispatch foes in the simplest manner,
such as stepping on the hand of someone who is hanging on
to a ledge.
The single player levels are graded on player callous,
which in turn enables you to increase your evil abilities.
The artificial intelligence, engine E.V.I.L (Emotion, Visceral,
Intelligence, Learn), has been in development for over a
year. The engine is designed to understand and interpret
player styles allowing the AI to create more of a challenge.
The game allows the player to make intelligent use and
fully interact with the gaming environment. Materials within
the game provide varying levels of cover and distortion,
solid objects that can be destroyed by weapons fire, frosted
glass and heat blurs created by walls of fire.
The LA based team are aiming to incorporate four-way gameplay
on to all three platforms, and online play on PS2 and X-Box.
Sir Ken Adam – Set Design
Kym Barrett – Costumes
Paul Oakenfold - Music
Rene Morrel - Visual FX
Dr. No's Island Lair