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Difference between revisions of "James Bond 007: Everything or Nothing"
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The MP5K appears in the player's inventory in the first mission after the cold opening. It uses 15 round magazines, but used 20 rounders in the demo. Strangely, it does ''not'' share ammo with the P99. It appears in the hands of bike riding enemies in vehicle levels, but is not usable by the player during them. It has the highest rate of fire in the game, and doesn't lose accuracy even in a magdump, but ammo is quite rare so it's primarily useful for killing select foes quickly. In vehicle levels, it deals little damage, but the enemies using it are often difficult to kill or lose, allowing them continuously attack the player for long periods of time. | The MP5K appears in the player's inventory in the first mission after the cold opening. It uses 15 round magazines, but used 20 rounders in the demo. Strangely, it does ''not'' share ammo with the P99. It appears in the hands of bike riding enemies in vehicle levels, but is not usable by the player during them. It has the highest rate of fire in the game, and doesn't lose accuracy even in a magdump, but ammo is quite rare so it's primarily useful for killing select foes quickly. In vehicle levels, it deals little damage, but the enemies using it are often difficult to kill or lose, allowing them continuously attack the player for long periods of time. | ||
− | Henchmen on a motorcycles shoot at Bond on the Lake Pontchartrain Causeway, which is inexplicably three lanes, inexplicably has the rising sun on the right when facing the city, and is inexplicably right next to vast amounts of empty Bayou. <!-- The real bridge is two lanes, goes north/south with the right hand facing the city being WEST, and is hardly just a vast swampland on the non-city side. -> | + | Henchmen on a motorcycles shoot at Bond on the Lake Pontchartrain Causeway, which is inexplicably three lanes, inexplicably has the rising sun on the right when facing the city, and is inexplicably right next to vast amounts of empty Bayou. <!-- The real bridge is two lanes, goes north/south with the right hand facing the city being WEST, and is hardly just a vast swampland on the non-city side. --> |
None of which matters, because this level is ''awesome''. | None of which matters, because this level is ''awesome''. | ||
Revision as of 07:54, 21 February 2022
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The third in the loose trilogy of Electronic Arts James Bond video games with original plots. James Bond 007: Everything or Nothing departs from 007: Agent Under Fire and 007: Nightfire by being a third-person shooter (the first since Tomorrow Never Dies). The game features a celebrity cast providing both voice and scanned faces that includes Pierce Brosnan as James Bond (his last role as the character and the sole time he provided both the face and voice of Bond in a video game outside of reused footage), John Cleese as Q, Judi Dench as M, and Richard Kiel as Jaws all reprise their roles from the films. They are joined by Willem Dafoe as antagonist Nikolai Diavolo, Heidi Klum as secondary antagonist Katya Nadanova, Shannon Elizabeth as American geologist and Bond Girl Serena St. Germaine, and Mya as NSA agent Mya Starling.
In addition to the main story, the game also features a unique co-op prequel campaign, starring the players' pick of two of four original, voiceless, "agents". No unique real-world weapons appear in this campaign, but the existing arsenal appears in different contexts.
Overview
All firearm models appear to be mirrored along the center, and as a consequence have ejection ports, selectors, safeties, etc. on both sides. Most firearms possess inaccurately low magazine capacities. A demo on Official UK PlayStation 2 Magazine Demo Disc 40 features the correct magazine capacities. This demo was released 5 months before the game's internal build date (Jan 9 2004), which suggests the change was made late in development. Unusually for a video game of its era, slides and charging handles aren't racked during reload animations, in large part because the animations don't interact with the gun's models.
As with the two previous games in the trilogy, the game features both shooting levels developed by EA Redwood Shores and driving levels developed by EA Canada. The shooting levels use an id Tech 3 derivative engine, while driving levels utilize EA's EAGL engine (primarily used for the Need for Speed games), making them functionally two separate games. Accordingly, visual assets often differ between the two.
All real firearms appear under real names, but the credits don't mention the licensing arrangements (if any).
Weapons
P99
The Walther P99, at last appearing under its real name, appears in all TPS levels and several cutscenes. It uses 10 round magazines, but used 16 round magazines in the demo. Unusually for the franchise, the PPK never appears.
SPAS 12
Holds 8 rounds during TPS levels, but has unlimited ammo without reloading in bike levels. Unusually for a video game, the SPAS 12 is shown both without its stock and in semi-automatic mode.
The magazine tube has an opening for some reason. The modeler may have made the same mistaken as Half-Life 2, but at least it functions as a single barrel firearm.
Desert Eagle
MP5K
The MP5K appears in the player's inventory in the first mission after the cold opening. It uses 15 round magazines, but used 20 rounders in the demo. Strangely, it does not share ammo with the P99. It appears in the hands of bike riding enemies in vehicle levels, but is not usable by the player during them. It has the highest rate of fire in the game, and doesn't lose accuracy even in a magdump, but ammo is quite rare so it's primarily useful for killing select foes quickly. In vehicle levels, it deals little damage, but the enemies using it are often difficult to kill or lose, allowing them continuously attack the player for long periods of time.
Henchmen on a motorcycles shoot at Bond on the Lake Pontchartrain Causeway, which is inexplicably three lanes, inexplicably has the rising sun on the right when facing the city, and is inexplicably right next to vast amounts of empty Bayou. None of which matters, because this level is awesome.
AKM
A wood furnitured AK variant appears as the "AK-74". Despite the name, it's clearly not a 74 since it has a 7.62x39 magazine and no muzzle break. It appears in the hands of henchmen on both sides of the Tajikistan nuclear sale, Egyptian "Weapons Research Laboratory" security, Tunisian militants, corrupt Peruvian police/soldiers, stockpiles in a secret cold war bunker/war room under the Kremlin, and Diavolo's official henchmen. All of these (except perhaps the Kremlin bunker, depending on its era of construction) would fit an AKM, so why it's named AK-74 is unclear.
If one looks closely, the barrel isn't actually connected to the gastube. Guess that's one way to make it not clearly a Type 56. This is even the case in the pre-rendered cutscenes!
SIG SG 552
The SIG SG 552 appears as "SIG 552". Compared to the AK-74, it is typically seen in the hands of "elite" enemies.
SVD Dragunov
Appearing as "Dragunov"
Non-player usable
ID needed
A woman in the, blurry, pre-rendered background to the main menu holds a ??? as she dances.