The Train (2010)
A moving steel coffin where Bond's only escape is forward.
The Train is a campaign level in GoldenEye 007 (2010), the Wii action-adventure game developed by Bizarre Creations and published by Activision. Set aboard a moving railway car, the mission places James Bond in a confined, high-tension gunfight where the shifting geometry of the train and the threat of derailment shape every engagement. As one of the set-piece sequences in the game's single-player story, The Train serves as a kinetic breather between larger open-area missions, emphasizing close-quarters combat, environmental hazards, and the constant sense of forward momentum that defines the level's design.
- Game
- GoldenEye 007 (2010)
- Platform
- Wii
- Developer
- Bizarre Creations
- Publisher
- Activision
- Protagonist
- James Bond
- Level type
- Campaign mission (train sequence)
Lore & Background
In the 2010 Wii installment of the GoldenEye franchise, Bizarre Creations built a campaign that leaned heavily on set-piece variety: open compound firefights, vehicle chases, and enclosed corridor combat. The Train level fits squarely into that design philosophy, compressing the action into a narrow, elongated space where the player must fight while the train lurches, sways, and accelerates. The confined corridor of carriages forces Bond into close-range engagements, making the Wii Remote's pointing and the game's cover mechanics feel more urgent than in wider arenas. The level's atmosphere draws on the long cinematic tradition of train sequences in Bond and action film—clattering tracks, flickering interior lighting, and the ever-present rumble of wheels on rails. Enemies are positioned to exploit the train's geometry: they pop from side compartments, fire down the length of a carriage, or threaten to trigger derailment events that shift the battlefield beneath the player's feet. As a mid-campaign set piece, The Train functions as a tempo change. After broader missions, the player is dropped into a space where lateral movement is limited and the forward axis of the train becomes the primary vector of both threat and progress. The level rewards reading the rhythm of the train's motion as much as reading enemy positions.
In Their Own Story
The carriage shudders as the train crests a ridge, and for a half-second the landscape outside the window is a smear of grey sky and dark pine. Bond steadies himself against the bulkhead, the Wii Remote's pointer locked on the muzzle flash that just licked the far end of the corridor. A body tumbles into a seat. The next one is already rising, rifle up, and the train lurches left as it enters a curve. Bond drops low, rolls the length of the carriage, and comes up behind a pillar just as the next volley stitches the wall above his head. The tracks groan. Somewhere ahead, the brakes are screaming. He has maybe thirty seconds before this car is a wreck, and the next enemy is already rounding the far door.
Reader's Guide
The Train is a campaign mission in GoldenEye 007 (2010) that drops Bond into a series of connected railway carriages under active enemy attack. The level is structured as a forward-progress sequence: Bond must clear each carriage, deal with hostiles positioned along the corridor, and survive environmental hazards tied to the train's motion before reaching the objective at the end of the line. The confined geometry means cover is limited and enemies can flank from side compartments or fire down the length of a carriage. The train's swaying and acceleration affect both the player's aim and enemy positioning, so timing shots to the rhythm of the ride is as important as reading enemy tells. Some sections introduce derailment or impact events that shift the layout mid-fight, forcing Bond to reposition quickly. The level matters in the campaign as a kinetic set piece that contrasts with the game's wider open-area missions. It reinforces the 2010 title's emphasis on varied, film-inspired set pieces and serves as a tempo shift in the broader Bond storyline, maintaining momentum between larger narrative beats. Clearing The Train advances the campaign's plot and typically unlocks the next mission in the sequence.
Did You Know?
- GoldenEye 007 (2010) was developed by Bizarre Creations, the studio best known for the Burnout racing series, marking their first foray into a narrative action-adventure title.
- The 2010 Wii game expanded the GoldenEye franchise beyond the 1997 N64 classic by adding a full single-player campaign with film-inspired set pieces, of which the train sequence is one example.
- The confined, corridor-based design of the train level contrasts sharply with the 1997 N64 GoldenEye's open compound arenas, reflecting Bizarre Creations' emphasis on varied set-piece pacing.
- The Wii Remote's pointer and motion controls were central to the 2010 game's aiming and shooting mechanics, making the tight train corridors a test of both precision and timing.
More in Story & Campaigns
Elsewhere in the GoldenEye universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
