Join our Discord! |
If you have been locked out of your account you can request a password reset here. |
James Bond 007: Everything or Nothing
|
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's cast 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 reprising 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, all of whom provide both the voice and face design of their character.
The plot has 007 tracking stolen nanotechnology, which takes him to locations that include Egypt, Peru, New Orleans, and Saint Petersberg. 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, MI6 operatives (explicitly not "00" 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.
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. The trigger guard is missing and, unusually for a video game, the SPAS 12 is shown both without its stock and used in semi-automatic mode exclusively. Reloading is mysteriously achieved simply by working the pump, the only reload in the game to actually work with the gun's model.
Desert Eagle
The Desert Eagle appears as an oddly common handgun among enemies. It holds 6 rounds. It's reasonably powerful per shot, but not powerful enough to be useful without head shots, and a very slow rate of fire make it questionably useful.
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 has unique animations when used outside of cover. Strangely, it does not share ammo with the P99, despite sharing the same cartridge in reality and the split making ammo relatively rare for both. It appears in the hands of certain 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 on hard to hit motorbikes, making them difficult to kill or lose and allowing them continuously attack the player for long periods of time.
AKM
An AK variant with wood furniture 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, security at an Egyptian "Weapons Research Laboratory", Tunisian militants, corrupt Peruvian police/soldiers, and Diavolo's official henchmen as well as stockpiles in a secret cold war bunker/war room under the Kremlin. 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.
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 for at least one shot 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" in the menu, and in mission objectives, hints, and dialog as "sniper rifle". It holds 5 rounds, even in the demo, and is the only weapon in the final game that can be aimed manually. It has a generic scope view with variable magnification that makes electrical scan noises when adjusted.
Non-player usable
ID needed
A woman in the, blurry, pre-rendered background to the main menu holds a ??? as she dances.