The Sean Connery 007 Game

With the announcement in 2020 that IO Interactive (makers of Hitman) were working on a James Bond video game, I became curious about the past games of 007.

A lot of these games, Nightfire, Everything or Nothing, even the poorly received Goldeneye: Rogue Agent, were staples of my gaming childhood.

I hadn’t played these games in fifteen to twenty years and there was a dual sense of familiarity and moments lost to memory when I went back to play them.

But one game in the back catalogue of James Bond really took me by surprise. Even now, looking back at the games that come before and after, it seems like the odd-one-out, a possible start to an entirely new franchise.

In 2005, Electronic Arts, creators of the 007 games, were in a bit of a jam. Pierce Brosnan, the main lead in the past four Bond films and of the game Everything or Nothing, had been let go from the role. EA still had a license to develop 007 games but they had no 007.

While one of their efforts in 2004 put the player in the role of a Bond villain (Goldeneye: Rogue Agent), in 2005 they took a remarkable leap of courage and got another actor for the role of James Bond…Sean Connery.

Yes, 2005 saw the release of Sean Connery’s video game debut, From Russia With Love.

Red Wine with Fish – From Russia with Love: The Game

It’s very strange looking at the entire filmography of James Bond and thinking From Russia with Love would be chosen to be a video game. Even Sean Connery’s later 007 films, Goldfinger, Thunderball and You Only Live Twice are much stronger on the action and could deliver bigger set pieces.

From Russia with Love, while being an excellent film (usually ranked high in fan ratings and being Sean Connery’s favourite) is much more of a slow-burn thriller than an action film, with large parts of the film being set on smoky Istanbul streets and Bond using stealth and subterfuge rather than blasting baddies away with a gun.

According to Executive Producer at EA, Glen Schofield, the film was chosen because “it’s one of the more popular films”. It makes sense, and as a name, From Russia with Love has the same association as Casino Royale or The Spy Who Loved Me, so ingrained in culture that even if you have never seen a Bond film you could probably associate the title with him.

And yes, the other strange thing being Sir Sean Connery is on voice acting duties for 007. These aren’t clips from the film or a soundalike, it’s the man who got so fed up with the role he once said, “I have always hated that damned James Bond, I’d like to kill him.”

Sean Connery, recording his lines from his home in the Bahamas. (Source: jamesbond.fandom)

But Sean Connery decided to return, partly because of his love of the film, partly because his grandkids were big fans of video games, and that it was a whole new and interesting creative vision.

In the lead up to the game, Connery said, “As an artist, I see this as another way to explore the creative process. Video games are an extremely popular form of entertainment today, and I am looking forward to seeing how it all fits together”.

And in fact, it was a bit of a different creative process than the film. EA described the project as a “director’s cut”, expanding on the action and story of the film. Only eight of the fourteen levels can be tied directly to the original and nearly every action set piece ramps up the enemies and explosions.

I understand From Russia with Love was chosen for name recognition, but there is enough new material here that could have been a wholly original Bond story.

The game delivers its own pre-title sequence, of 007 fighting terrorists at the UK Parliament and protecting the Prime Minister’s daughter (surprisingly portrayed by pop star Natasha Bedingfield). It’s an exciting and explosive start to the game, watching Connery take down baddies with his classic silenced pistol, leaping across chandeliers, and finally climbing onto the roof, where he commandeers a jetpack and fights enemy helicopters around Big Ben.

The first if many jetpack rides in the game, with huge arenas for destruction (Source: eurogamer.net)

Speaking of the jetpack, a few of the non-FRWL levels are based on later Connery films, and fan-favourite vehicles such as the gadget-filled Aston Martin DB5 from Goldfinger and jetpack from Thunderball appear throughout. The final mission is Bond dismantling the villain’s base inside an island volcano, taking the setting from his fifth film, You Only Live Twice.

Alongside the items and design choices taken from the 1960s, a lot of Connery’s acting quirks make it into the game.

There is a quote attributed to Dana Broccoli, wife of the 007 film producer Cubby Broccoli. When they were first casting for the role of James Bond, after Sean Connery left the audition the producers weren’t too sure on him. But Cubby’s wife Dana convinced them, saying that Connery, “moves like a panther”. He’s confident, measured, quietly powerful. I feel the animators really went to great lengths to capture that essence.

They way the character runs at a constant beat, the slight body tilt while strafing, holding a machine gun in one hand and braced against his hip, the judo roll to cover ground quickly or dodge incoming fire, it’s all fluid and conveys the idea that this is man who is confident in his abilities as a secret agent.

The designers also talked about much detail they went into their animations, such as modelling how Connery would hold his gun in the films, as well as in his fighting style. Connery’s Bond was more of a grappler, throwing enemies to the ground or dealing them a swift Judo chop, which was added to the game.

Each move is mo-capped excellently, with Connery using several Judo throws (Source: imdb.com)

The game takes the standard third-person shooter conventions of the time. Cover mechanics, lock-on shooting, it’s smooth in animation and snappy in its combat, putting greater emphasis on character movement that on shot placement. One article I read in research compared gameplay to the film series John Wick and I definitely see the comparison.

One facet of the combat I really like is creating cover. If Bond is in a room with a table, he can knock it over and automatically ducks behind it. It’s a nice touch and feels very Bond-like.

And since the game is primarily a third-person-shooter, we get to enjoy the highly detailed model of Sean Connery throughout the game.

The model is a tremendous feat of artistic wizardry, incredibly detailed and expressive, all on the sixth console generation, machines not known for their technical power. It’s the perfect balance of facial scanning and artistic license.

One aspect of the game that I unexpectedly loved is the fashion of Bond. When exploring the levels, players can find outfits that Bond can wear.

These are all outfits that Bond has worn at some point; his Black Tuxedo and Grey Suit from FRWL, his White Tuxedo and Stealth Suit from Goldfinger, and a Snow Suit (a possible reference to On Her Majesty’s Secret Service). At one point Bond has to wear an enemy uniform to sneak past patrols undetected.

None of these outfits give bonuses like a certain tuxedo giving more armour or whatever, but it’s a taste of role-playing, of getting to play our version of Bond.

A secret infiltration, the perfect opportunity for a stealth suit…or white tuxedo, you choose. (Source: denofgeek.com)

The role-playing aspects are further exemplified by the Upgrade Shop, ostensibly Q’s Workshop in MI6.

Earning points throughout the game, the player can invest in technology for their weapons and gadgets, improving their abilities as they go. As the player collects and keeps weapons and gadgets over the course of the entire game, the investments work almost like an RPG, finding your preferred way to play and upgrading with your favourite weapons.

It’s not a full RPG character builder such as putting skill points into being stealthy or non-lethal, but for the time this was new territory for Bond games.

The upgrade points can also be used to unlock new characters in multiplayer. The multiplayer here is solely bad guys, almost like a SPECTRE civil war (seen in the previous game Goldeneye: Rogue Agent). It’s here where the the “director’s cut” approach to the film is full realised. Characters like Kronsteen and Morenzy, who are major players in the film but are absent from the game, are playable characters and modelled on the actors.

The cast of the film return in digital form, including Bond’s nemesis Red Grant, modelled on actor Robert Shaw, (Source: jamesbond.fandom)

Dr. No and Goldfinger show up (the villains in the previous and following films in the series), along with a few normal enemy soldiers, but there are three characters that only exist in multiplayer and do not appear in any media form, be it the film, original book, or the game story.

Three female characters, Leyla Karistarin (an exotic mercenary), Portia Lovejoy (a mercenary from the English upper class) and Zora Casonovic (a volatile Russian enforcer), each are given a simple one-line description and nothing more.

I’ve been obsessed with these characters for fifteen years; where did they come from? Were they meant for the game and never got added? Are they just to boost the male/female ratio in the multiplayer?

They have so much character to them just in their designs, I’m captivated with finding out more. I’ve been searching for images of them to show here, and I can’t. These character have no presence outside of the game. That is fascinating, that these visually striking characters are just there, it speaks to a care and dedication for the creative work.

Really, that care and dedication is emblematic of the entire game. Based on a film over forty years old, tweaking aspects, adding dashes of modernity, yet staying true to the basic beats and themes of the story, I’m beguiled by the fact that this thing actually got MADE.

As I mentioned at the beginning, you could almost see it at the start of another franchise. After Connery could be Lazenby and a retelling of On Her Majesty’s Secret Service. Next would be Roger Moore with Moonraker (come on, you know it would have to be that film). And after that would be Timothy Dalton and License to Kill. Think of an expanded version of the 007: Legends game, where key movies from each Bond were adapted and the lead Bond actors returned, instead of Daniel Craig standing in for all of them.

007: Legends re-created several films from the series, but was met with critical and commercial failure (Source: demonews.de)

But sadly, From Russia with Love was a one-and-done, marking the end of Electronic Arts’ work on the franchise.

Speaking of, that run of EA 007 games will probably never be bettered. Mixing different gameplay elements and styles, enthusiasm and care to representing the series, by talented teams at the height of their creative output, EA managed to knock out nearly one game a year for half a decade and all of them (even Rogue Agent), deserve to be remembered for what they brought to the genre.

And From Russia with Love, while it might not be the best of the bunch, deserves to be remembered for its artistic and technical feats, its fast and frenetic gunplay, and the creative confidence to adapt a story from nearly half a century ago. It’s weird and wonderful and a game I will continue to treasure, pining that one day it will be backwards compatible.

Banner Photo Source: siivagunner.fandom.com

The Best Star Wars Game?

One of the first games I ever played was Star Wars Episode I: Racer. As a defender and fan of the Star Wars prequel trilogy, having a racing game based on the high-octane drag racing sequence was a formative gaming experience, and one of the main reasons I play games today.

While the original game was on the Nintendo 64, the game recently got an re-release for the PlayStation 4, Xbox One, and Nintendo Switch. The update was a simple polish and shine, updating the graphics and the frame rate so the game would run smoothly (sometimes the N64 would play like a powerpoint) and that was it.

It was kind of refreshing to see a game of a very particular time be brought to a modern console. The early 3D graphics where every shape needs a right angle, the stripped-down story, and sometimes odd animations, it has a retro charm that goes a long way to papering over its failings. Being a Star Wars game it would have been so easy for the Game Overlords that run the SW brand to force micro-transactions or some daft online ranking to the game, but it’s thankfully been kept as pure to its original form.

So, as a defining game of my childhood, I decided to pick it up and blasted through it over a lazy weekend. Despite the rather short lifespan of the game, I loved every moment, so I wanted to list a few reasons why it is one of my favourite games of all time.

Start your Engines! Why I Love Star Wars Episode I: Racer

1. The Universe

While we’ve only seen pod racing once in the entire cinematic Star Wars canon (in one of the best sequences of the entire saga) the game builds upon the work the film did with new tracks and worlds that are not even seen in the other movies.

I think a lot of SW films are kind of boring when it comes to their landscapes, mainly just reusing the same sand/snow/forest landscapes, but in Racer we have a whole host of planets and racetracks.

While the game has the sands of Tatooine and the snowy mountains of Ando Prime, it also has the methane lakes and geysers of Malastare, the smoky quarries of Mon Gazza, and the modern architecture and rocky cliffs of Aquilaris. Those are just the tame ones.

The game also features some standout tracks such as the abandoned gas stations of Ord Ibanna, suspended in low orbit, just like Cloud City from The Empire Strikes Back. Another is Oovo IV, which is a space prison situated on an asteroid belt, complete with cells and airlocks. My favourite tracks are on Baroonda, a planet of tropical jungles, swamps, and beaches, complete with Moai-inspired statues as well as the odd volcano.

While the locations are a high point, the are pushed even further by their individual quirks that helps bring them to life. Ando Prime is inhabited by monk-like aliens, with statues and flags reminiscent of temples in Nepal and Tibet. The race course on the asteroid Oovo IV has several sections without gravity and rogue asteroids. The spice mines of Mon Gazza feature everything from massive diggers to transports that litter the courses. The machines slowly move backwards and forwards so that they are not in the same place as each tracks progresses.

Each planet has its own look and feel, which leads onto…

2. The Tracks

While the game only has eight planets, it manages to keep each one rather fresh, even while refusing certain sections of a map. When attempting a new course it’s a fun mixture of certainty and fear, knowing how to tackle some corners and sections, while at the same time having to pick up on the fly how to navigate other sections of the map.

While the earlier tracks are definitely the easier and less interesting with wide open spaces and flat plains, there are always a few little extras to spice up runs, be they secret areas obscured by vines or waterfalls as well as branching paths that take you to completely different areas of the track than your competitors, or just really big jumps that let you glide effortlessly above the other racers.

Later tracks becoming increasingly difficult with sequential hairpin bends (with nothing to stop you flying of the side of the rocky cliff face that you’re racing on) or erupting volcanos that change the layout of the course.

Even in some of the earlier tracks there are hazards. Pod racers are good on solid terrain, but when going across the ice lakes of Ando Prime, the swamps of Baroonda, or the methane rivers of Malastare, pods can start to drift, sending them careening off course, usually to an explosive end.

The Boonta Classic, the track that is featured in The Phantom Menace and the last track of the game, also features sharpshooting Tusken Raiders and moisture pockets, both are severe dangers to weave through. These little features are great, as it throws a curveball into racing so even if you’re ahead of the pack, one wrong move could have them catching up to you.

3. The Podracers

Podracing to me is so cool. Taking the high speed of Formula 1/drag racing, place them on dangerous terrain, and just boost everything to as much as it could be. The idea of a small pod that by the sheer speed and force of the massive engines makes it float is such a novel and interesting concept, and Racer replicates that dangerous sense of speed perfectly.

While we only saw a fraction of the racers in the film, the game goes all out, adding all the racers that were included in the deleted scenes, each with different strengths and weaknesses. And while some racing games’ vehicles would be simple re-skins or little tweaks, here every pod racer is unique. You have the monster truck equivalents of Sebulba and Mars Guo, to the dainty butterflies like Anakin Skywalker and ‘Bullseye’ Navoir. My favourite is Neva Kee, who is unique in the fact that his pod has no cables (that purple energy bar that connects the engines), and is essentially just a tiny cockpit glued to two giant rockets.

As you complete each race you usually unlock a new pod racer which can be useful considering the different tracks layouts as you aren’t stuck with one machine. If you’re on a course that has a lot of tight corners, you can choose a racer that is more suited to turning. On a course with long straights, you can pick someone with a fast boost and high acceleration. Size and weight also plays a factor in choosing a podracer. Smaller pods are generally faster, but can’t take as much damage as the larger, slower, pods.

The pods do everything they do in the film, which is something unique in the racing genre. While they have the standard boost, the pods can also flip sideways to fit through narrow gaps and have air brakes that allow you to float over jumps and gaps. It’s thrilling on tracks like Ando Prime where you can boost off the top of a mountain peak and then just gently float across ice gorges and alien monasteries of that planet.

Each pod can be customised, either through buying from Watto’s Shop or by exploring for parts in the junkyard. While these custom options are more for building stats than changing the look of your pod, it’s still great fun to max out your speed and boost stats, leaving you on the edge between ‘in control’ and ‘totally lost it’.

The sounds design helps sell the illusion of the pods with every single engine having a beautiful hum and rev. Even the small things like shutting down an engine to repair it or put out a fire, to the whistling air as you fly across a gap, to the hiss of the air brakes, each one is solid, sounding exactly like what would you think these gigantic machines would sound like, and mixing perfectly with the ‘vroom’ of the pods around you.

And it doesn’t hurt to having the excellent John Williams score layered over the top. Nothing beats hearing the boost of a pod over the pulsing strings of ‘Duel Of The Fates’ our soaring through the air to the blaring trumpets of ‘Battle of Naboo’, and making you want to shout, “NOW THIS IS PODRACING!”

Conclusion

Despite being over twenty years old, I had a so much fun with Episode I: Racer. And while there was a sequel by the same studio for the PlayStation 2 called Racer Revenge, it was met with mixed reviews.

Episode I: Racer is still fondly remembered by many, featuring highly on several ‘Best Star Wars’ game lists, and was happily received with its re-release. It took a sequence that was only about fifteen minutes of the first film, and delivered all the promise that it offered.

I was partly raised on racers, with things like Gran Turismo, Forza, and Mario Kart being pretty much constants throughout my gaming life. And while each of those is fun in their own right…there is just something better about Racer.

I could be biased, but there is just something about the sense of speed, trying to control two full force engines, flying through impressive vistas and winding corridors that no other game has replicated.

The only other game that really worked in the same way is Split/Second: Velocity, a beautifully daft arcade racer, also published by Disney. Split/Second is filled to the brim with powerful looking and sounding cars, interesting and unique locations, and explosive gameplay. It too, like Racer, has been left behind by Disney, a one-and-done game that deserved a sequel.

Despite Disney breathing life back into the Star Wars property, the games have been few and far between, with only two controversial Battlefront games, one action adventure (Jedi: Fallen Order) and one flight sim (Squadrons) being released. With the new trilogy finished, now would be the time for games to fill the space between new films and television shows being created.

If we were to ever get more Star Wars games, I hope that one is based on pod racing. With today machines, Disney could push it further and farther than before. New tracks from planets across the saga, new racers, more customisable options, a strong story, and even the option to build your own pod racer from scratch.

There is so much that could be created and improved…and with a name like Star Wars, it’s all but guaranteed to make money.

Banner Photo Source: nintendo-insider.com