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Difference between revisions of "James Bond 007: Everything or Nothing"

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(Did some more work. Should be complete enough to start adding images soon.)
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The third in the loose trilogy of ''Electronic Arts'' [[James Bond]] video games with original plots. {{PAGENAME}} departs from ''[[007: Agent Under Fire]]'' and ''[[007: Nightfire]]'' by being a third-person shooter (the first since ''[[Tomorrow Never Dies (VG)|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.
 
The third in the loose trilogy of ''Electronic Arts'' [[James Bond]] video games with original plots. {{PAGENAME}} departs from ''[[007: Agent Under Fire]]'' and ''[[007: Nightfire]]'' by being a third-person shooter (the first since ''[[Tomorrow Never Dies (VG)|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. <!-- Check Arena for any -->
+
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", and a competitive single screen "Arena" mode. No unique real-world weapons appear in either multiplayer mode, but the existing arsenal appears in different contexts.
  
 
==Overview==
 
==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. <!-- Models also differ, screenshots welcome if anyone can get screencaps --> 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.
+
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 a given inaccurately low magazine capacities, but 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. <!-- Models also differ, screenshots welcome if anyone can get screencaps --> 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 and consist only of miming magazine changing motions.
  
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: Undercover|Need for Speed]]'' games), making them functionally two separate games. Accordingly, visual assets often differ between the two.
+
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: Undercover|Need for Speed]]'' games), functionally making them two separate games on the same disc. Accordingly, visual assets often differ between the two.
  
 
All real firearms appear under real names, but the credits don't <!--as far as I can tell--> mention the licensing arrangements (if any).
 
All real firearms appear under real names, but the credits don't <!--as far as I can tell--> mention the licensing arrangements (if any).
Line 25: Line 25:
 
<!--Order is how the game sorts the inventory with P99 as the starting point for the wheel. What THAT is based on, I have no idea.-->
 
<!--Order is how the game sorts the inventory with P99 as the starting point for the wheel. What THAT is based on, I have no idea.-->
 
===P99===
 
===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.
+
The [[Walther P99]], at last appearing under its real name, appears in all TPS levels and several cutscenes. Bond starts with it in every level he starts armed, and a few guards carry one as well. It uses 10 round magazines, but used 16 round magazines in the demo. Like the previous two games in the trilogy, the P99 is given a quick detach suppressor that can be attached/removed during gameplay, but no thread to attach it to is present. Rather than the damage reduction typical of video games, the trade off to using the suppressor is a reduced rate of fire. Unusually for the franchise, the PPK never appears.
  
===SPAS 12===
+
Animations while in cover exercise proper trigger discipline (if not grip), a relatively early example of it appearing in a video game.
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.
+
Firing
  
 +
===Franchi SPAS-12===
 +
The [[Franchi SPAS-12]] appears as "SPAS 12" (TPS) and "Shotgun" (Driving). First obtained in the cold opening level Ground Zero. It holds 8 rounds during TPS levels, but it is always available during bike levels, where it has unlimited ammo without reloading. Unusually for a video game, the SPAS 12 is shown both without its stock and is used in semi-automatic mode. Reloading is mysteriously achieved simply by working the pump.
 +
 +
In the mission The Kiss Kiss Club, the SPAS 12 is automatically obtained and equipped when Bond jumps behind an unoccupied bar.
 
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.
 
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.
 +
Shotgun during driving mission.
 +
The driving mission shotgun from the side.
 +
  
 
===Desert Eagle===
 
===Desert Eagle===
 +
The Desert Eagle appears as an oddly common handgun among enemies.
 +
 +
Arkady Yayakov ([[Keith Szarabajka]]) brandishes a Desert Eagle
 +
The Desert Eagle, alongside the SPAS 12 and Dragunov, is a common sight in the New Orleans levels. One wonders if VoloTech pays its minions in rare firearms.
  
 
===MP5K===
 
===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.
+
The MP5K starts in the player's inventory in the cold opening first mission Ground Zero. It uses 15 round magazines, but used 20 rounders in the demo, and is animated as though it were a handgun. 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. -->
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===AKM===
 
===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.
+
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 holds 20 rounds and 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.
+
If one looks closely, the barrel isn't actually connected to the gastube. Guess that's one way to avoid it being recognizable as a Type 56.
 
This is even the case in the pre-rendered cutscenes!
 
This is even the case in the pre-rendered cutscenes!
  
 
===SIG SG 552===
 
===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.
+
The [[SIG SG 552]] appears as "SIG 552". It is automatically in the player's inventory at the start of the game's first mission, and its usage is mandatory in the tutorial. It uses 30 round magazines. Compared to the AK-74, it is typically seen in the hands of "elite" enemies, such as rappelling soldiers and/or those equipped with body armor.
 +
 
 +
The SG 552 in the opening tutorial.
  
 
===SVD Dragunov===
 
===SVD Dragunov===

Revision as of 15:00, 21 February 2022


James Bond 007: Everything or Nothing
Everythingornothingtitle.jpg
Title Screen (GCN)
Release Date: 2004
Developer: EA Redwood Shores (TPS), EA Canada (Driving)
Publisher: Electronic Arts
Series: James Bond Game
Platforms: PlayStation 2, Xbox, GameCube
Genre: Third-Person Shooter


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", and a competitive single screen "Arena" mode. No unique real-world weapons appear in either multiplayer mode, 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 a given inaccurately low magazine capacities, but 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 and consist only of miming magazine changing motions.

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), functionally making them two separate games on the same disc. 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. Bond starts with it in every level he starts armed, and a few guards carry one as well. It uses 10 round magazines, but used 16 round magazines in the demo. Like the previous two games in the trilogy, the P99 is given a quick detach suppressor that can be attached/removed during gameplay, but no thread to attach it to is present. Rather than the damage reduction typical of video games, the trade off to using the suppressor is a reduced rate of fire. Unusually for the franchise, the PPK never appears.

Animations while in cover exercise proper trigger discipline (if not grip), a relatively early example of it appearing in a video game. Firing

Franchi SPAS-12

The Franchi SPAS-12 appears as "SPAS 12" (TPS) and "Shotgun" (Driving). First obtained in the cold opening level Ground Zero. It holds 8 rounds during TPS levels, but it is always available during bike levels, where it has unlimited ammo without reloading. Unusually for a video game, the SPAS 12 is shown both without its stock and is used in semi-automatic mode. Reloading is mysteriously achieved simply by working the pump.

In the mission The Kiss Kiss Club, the SPAS 12 is automatically obtained and equipped when Bond jumps behind an unoccupied bar. 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. Shotgun during driving mission. The driving mission shotgun from the side.


Desert Eagle

The Desert Eagle appears as an oddly common handgun among enemies.

Arkady Yayakov (Keith Szarabajka) brandishes a Desert Eagle The Desert Eagle, alongside the SPAS 12 and Dragunov, is a common sight in the New Orleans levels. One wonders if VoloTech pays its minions in rare firearms.

MP5K

The MP5K starts in the player's inventory in the cold opening first mission Ground Zero. It uses 15 round magazines, but used 20 rounders in the demo, and is animated as though it were a handgun. 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 holds 20 rounds and 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 avoid it being recognizable as a Type 56. This is even the case in the pre-rendered cutscenes!

SIG SG 552

The SIG SG 552 appears as "SIG 552". It is automatically in the player's inventory at the start of the game's first mission, and its usage is mandatory in the tutorial. It uses 30 round magazines. Compared to the AK-74, it is typically seen in the hands of "elite" enemies, such as rappelling soldiers and/or those equipped with body armor.

The SG 552 in the opening tutorial.

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.


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