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    News > Joystiq Hands-on: Quantum Of Solace
While I may not be the biggest Bond fan, and only watched Casino Royale because the Blu-ray came free with my PS3, Quantum of Solace was probably the most interesting game in Activision's Leipzig lineup. Going in with very few expectations and, to be honest, little interest in the title, I was impressed and intrigued with what I saw. It's easy to dismiss QoS as just another licensed movie game that will inevitably suck, but that's certainly not the case here.

The first section of the game that I played was set in the sewers of Sienna, where I'm chasing someone (the developers weren't allowed to say who). The first thing you notice about the game is that the environments are gorgeous. For the most part these have been lovingly recreated from reference photos taken on the set of the movie, so they'll look identical to the film. As a result they're incredibly detailed and, in parts, colorful.

The controls are both solid and fluid (if that's even possible!), leaving you to worry about what's going on on-screen, and not in your hands. Thanks to various set pieces throughout the level, you feel like you're interacting with the environment, rather than restricted by it. Everything feels a little less static and rigid when you're jumping over railings, falling through rotting wood and clambering over mounds of earth. Even if they are sometimes scripted.

The cover system feels very functional, allowing you to place yourself against a wall and pull away with ease. While in a covered position you're able to blind-fire and peek out and shoot just as you would imagine, and it all feels very natural. In these instances the camera shifts to a third person viewpoint, showing you a strikingly accurate representation of Daniel Craig. For the most part the character model looks great, if not at times a bit bored, as he doesn't always react to what's going on. Even Bond can't keep this cool while bullets are raining around him.

Cinematic moments are included in the game, to give QoS movie-like flair from time to time. Generally, this involves Bond in slow motion, such as Bond jumping from one roof to another during a rooftop chase or Bond shooting out some explosives near a group of enemies. You'll find explosives all over the place, in the form of oil drums, fire extinguishers or just boxes full of fire (how convenient). They're easy to spot because they'll glint at you invitingly.

Obviously, with this being a Bond game, there are gadgets. Your cell phone shows you a map of the area, including patrol routes for guards and any enemies that are nearby. It also has the ability to patch into security and traffic cameras, to show you interesting parts of the level. These can indicate your next objective, or show you the location of a secret weapon or collectible. This system was inspired by Duke Nukem, but the development team wanted the cameras to actually do something, rather than exist for no reason.

QoS tells the story of the movie but, as development of the game has been taking place since Casino Royale, there are also flashbacks to playable scenes from that movie too. Gameplay is mixed up throughout the game by allowing you to run-and-gun or take a stealth route through a level. Your silenced weapon will still make a slight noise which the enemies, who have apparently excellent hearing, will react to. So if you're aiming for the silent headshot, you'd better hope you don't miss.

So those are a few reasons why Quantum of Solace grabbed my attention. It has the look of a strong shooter with the emphasis squarely on the single player campaign, which is something that we're seeing less and less nowadays. After almost two and a half years in development, this is one licensed game that hasn't been rushed, and it shows.

http://www.joystiq.com/2008/08/27/joystiq-hands-on-quantum-of-solace/