We interrogate GoldenEye: Rogue Agent's lead designer about Bond villains, bionic eyes, and that N64 game
"Do you expect me to talk?" asked Dan Orzulak, lead designer on EA's latest Bond universe game, GoldenEye: Rogue Agent. "No, Mr Orzlulak, we expect you to DIE!" we screamed. This was slightly misunderstood by EA's crack PR team who leapt on us with the vigour of highly-trained MI6 agents.
After five minutes of frenzied negotiation we were allowed to sit down with Dan and have a good chat about GoldenEye: Rogue Agent. It's due out on PS2 and Xbox from November 26, with the GameCube version hitting shelves a week later. The title alone has evoked a great deal of suspicion among fans of Rare's sublime N64 original, especially since Rogue Agent is not a sequel but rather a re-appropriation of the brand name.
GoldenEye's a legendary title in FPS gaming. How do you feel working on a second GoldenEye game?
Orzulak: First of all, I totally agree. The thing is, it's not really a sequel. We like to call it the 'spiritual successor'. We were able to take the best parts of the sexy Bond universe, the women and the villains and so on, and package it in a way that's acceptable for all fans of the franchise. We've gone back to the roots of the Bond franchise and been able to bring that classic Bond gaming back in a new package.
News source: Computer And Video Games