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James Bond 007: Everything or Nothing

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
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James Bond 007: Everything or Nothing
Everythingornothingtitle.jpg
Offical Boxart
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'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 (via 3D scan) 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 are 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. Unlike previous games in the trilogy, weapons and health carry over between levels, but are lost at the end of each chapter and missions where Bond starts disarmed.

All real firearms appear under real names, but the credits don't mention the licensing arrangements (if any).

Weapons

Smith & Wesson SW99

The Smith & Wesson SW99, appearing under the name of its Walther cousin, 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 SW99 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.

Smith & Wesson SW99 - 9x19mm
Animations while in cover exercise proper trigger discipline (if not grip), a relatively early example of it appearing in a video game.
Firing.
Select icon.
Arkady Yayakov (Keith Szarabajka) holds Mya hostage with an SW99. In a continuity error, this was a Desert Eagle when the chase scene began in the previous level.
After the long process to unlock her for use in multiplayer, Miss Nagai (Misaki Itô) holds an SW99 close to the camera.

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.

Franchi SPAS-12 without stock - 12 gauge
In the mission The Kiss Kiss Club, the SPAS 12 is automatically obtained and equipped when Bond jumps behind an unoccupied bar.
Bond holds a SPAS 12 in the title card for the mission Ambushed. Not only is it barely in this level, the platinum objective for it challenges the player to complete the mission without firing a shot.
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.
Select icon for SPAS 12.
Shotgun during driving mission. Notice that, unlike the TPS missions, the select icon does include the trigger guard.
The driving mission shotgun from the side. Despite the difference in select icon, the model still lacks a trigger guard.

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.

Desert Eagle Mark XIX - .50 AE
Diavolo holds a Desert Eagle in the title card for the mission Death of an Agent.
Diavolo holds 003 (James Arnold Taylor) with one hand and a Desert Eagle in the other.
Select icon.
Arkady Yayakov takes Mya hostage with a Desert Eagle. This becomes an SW99 later during the same chase.
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.

Heckler & Koch 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 SW99, 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. It also appears in the hands of enemies in vehicle levels. These enemies deal little damage, but they 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. Mya can briefly be seen dual wielding these in the mission "Battle in the Big Easy". Compared to the pathetic damage done when wielded by enemies, hers will quickly make enemy vehicles explode.

Heckler & Koch MP5K - 9x19mm
Despite the handy vertical foregrip, the MP5K is animated as though it were a pistol when in cover.
Firing in cover.
Firing out of cover does, however, utilize the grip.
Select icon.
Henchmen on motorcycle 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.
Another henchmen dual wields MP5Ks from a sunroof of a car with underside blue lights.
Mya dual wields MP5Ks. This might never occur for some players, as she will only fire if the player stays near an enemy during the normally brief span between two particular objectives.
For programming reasons, Mya is actually hidden inside the limo when not firing from the sunroof. Her horrifying contortions, never meant to be seen by the player, allow for a good look at the driving mission's version of the MP5K.

Norinco Type 56

The Norinco Type 56 appears, incorrectly referred to as the differently-chambered "AK-74". It holds 20 rounds and appears in the hands of henchmen on both sides of the illicit underground nuclear sale in Tajikistan, 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.

Norinco Type 56 - 7.62x39mm
Bond examines the Type 56 and/or his watch in an idle animation.
If one looks closely, the barrel isn't actually connected to the gas tube due to modeling limitations.
Select icon for the Type 56.
Note the triangular rivet pattern indicative of the Type 56.
A group of low poly thugs shoot at Bond with oversized low detail Type 56s from their shack in the Louisiana bayou.
A thug of slightly higher polycount kicks an explosive barrel out of a moving van while holding an oversized AK.

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, which did not change from the demo. 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. In the hands of the player, the two are near identical aside from their magazine capacity, both killing standard enemies in three chest hits with comparable rate of fire, accuracy and range meaning their use by the player is more a matter of ammo supply than anything else.

SIG SG 552 - 5.56x45mm
The SIG 552 in the opening tutorial.
Shooting the SIG 552 from cover.
Shooting the SIG 552 out of cover.
Select icon for the SIG 552.

SVD Dragunov

Appearing as "Dragunov" in the menu, and in mission objectives, hints, and dialog as "sniper rifle", the Dragunov SVD 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. There is no magazine and the scope appears to be mounted directly to the receiver. The crudeness of the model, all lower case name in the demo, and frequent omission of its name may indicate the Dragunov being the game's sniper rifle was decided relatively late in development.

SVD Dragunov - 7.62x54mmR
An SVD lying in a corner in Yayakov's mansion.
The SVD as held by Bond. It has black colored furniture.
Firing the SVD without aiming. Unlike every other gun in the game, the SVD can not lock onto enemies and can only be used effectively with manual aim.
Select icon for the SVD.
The view through scope.

Fictional Missile Launcher

A fictional missile launcher called the AT-420 (presumably anti-tank). It appears in at least one level in every location. It is frequently used to destroy objects and vehicle based enemies that can't be dispatched with other weapons.

AT-420.
Firing the AT-420. The launcher has recoil, but it's minimal for something with no backblast
Select icon for AT-420

Golden Gun

The Golden Gun appears as a bonus obtainable for obtaining enough platinum medals, which are earned by completing an optional challenge during a mission after clearing it on the hardest difficulty and earning a gold medal. Unlike other games in the franchise, where the Golden Gun is a single shot weapon that kills in one hit, the Golden Gun here is nothing more than a new appearance for the SW99 that does the same damage and uses the same ammo (the only gun in the game to share ammo with another).

The "Golden Gun" prop from The Man with the Golden Gun.
Golden Gun.
Golden Gun in cover.
Shooting the Golden Gun.
Golden Gun is the only weapon in the game to have a full color select menu icon.

Non-player usable

Beretta 92SB

A woman in the, blurry, pre-rendered background to the main menu holds a Beretta 92SB as she dances.

Beretta 92SB - 9x19mm
The main menu 92SB. It may have an Inox-like finish or simply appears to be shiny due to the game's platinum motif.

Flamethrower

Jaws uses a flamethrower in his final fight.

Jaws with a flamethrower. Any resemblance to the The Fury fight in Metal Gear Solid 3: Snake Eater is purely coincidental since this game came out half a year before that one.
The back tank for his flamethrower.

Hand grenade

Corrupt Peruvian soldiers all carry a hand grenade, but never use it. While low detail, the shape suggests a variant of the M26 hand grenade.

M26 High-Explosive Fragmentation hand grenade
Grenade among the gear of a deceased soldier.

Vehicle and Turret Weapons

Anti-air turret in Tajikistan.
Bond gets a good view of a BRDM-2's turret in the Tajikistan prologue at the expense of his own health. The twin gun arrangement is fictional, though the machine guns could conceivably be PKTs.
Peruvian Helicopter's gun.
Destroyed Russian tank.

All Weapons Cheat

The concept art associated with the All Weapons cheat (unlocked by getting many platinum medals) has a stash of weapons. While indistinct and stylized, several appear to be part of the M16 rifle series.

All Weapons Cheat unlocked.

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