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James Bond 007: Everything or Nothing

From Internet Movie Firearms Database - Guns in Movies, TV and Video Games
Revision as of 06:57, 21 February 2022 by VladVladson (talk | contribs) (Added stuff for WIP Everything or Nothing page. Still not remotely ready, but contributations are welcome.)
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James Bond 007: Everything or Nothing
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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". 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 posses ejection ports on both sides. Most firearms possess inaccurate 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, 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, 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 after the p It uses 15 round magazines, but used 20 rounders in the demo. Strangely, it does not share ammo with the P99.

AK-74

If one looks closely, the barrel isn't actually connected to the gastube.

=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.