The first available James Bond title for GameCube. All around decent, but worth your money?
November 13, 2003 | 10:00 PM PSTby: Ken Cauley
Agent Under Fire follows a simple storyline that you would expect from your average Spy and Terrorists plot; work alongside a female CIA operative to stop a terrorist organization from cloning world leaders, killing them, and replacing them with the clones. With that in mind, it is obvious that unlike most of the Bond titles, Agent Under Fire doesn't follow a plot seen in an actual 007 movie, but it rather follows an original story line.
Agent Under Fire's gameplay is much like previous incarnations of the Bond series. Playing in first person perspective, you have a variety of weapons and gadgets provided by your always original Q's spy shop. With each new mission, Q will usual introduce you to another new gadget that will be used somewhere in the mission. Compliments of Q's spy shop, you are also given a classy BMW fully loaded with rocket launchers, missiles, machine guns and of coarse, a refrigerated beverage dispenser. Unfortunately, your BMW is available for a very select few missions. Agent Under Fire is broken up into 12 different levels, where you are briefed on your mission objective before the start of each mission.
One thing that was a little bit disappointing about Agent Under Fire is that all of the missions seemed to play out the same; sneak into the building, take out the guards, steal the plans, and escape without dying. Though, there were some other ideas expressed, such as car chases and rescuing the woman from danger, it all feels the same in the end. After completing each level, you receive points based upon things such as how many enemies you kill, shooting percentage, and the amount of "Bond moves" you perform. Bond moves can be explained as the special things you do in the game that sets off the repetitive short Bond theme song. You know…"Du - du - duu - duuu! (something like that)" Actions such as shooting the tire of a car behind you in a car chase, making him swerve out of the way and crash. Or shooting a gas can next to a large group of enemies, setting it off and killing all of them; such things will earn you bond moves. The more Bond moves you perform, the more points you receive at the end of each level. If you receive enough total combined points at the end of each level, you can earn a gold, silver, or bronze medal depending on how many points you get. Of course you want to try and earn a gold medal, because then the better prizes are unlocked then, and made available for a future gaming session.
As far as replay value goes, Agent Under Fire suffers in the one player directory. The only incentive for you to go back and play the missions over again is to earn a better metal at the end, so that in return you can unlock hidden multiplayer levels or new weapons. Once all of this is completed, there is really no interest for most gamers to go back and play the levels over again, just for the sake of playing.
The main attraction to make you want to go back and play hours on end is the multiplayer mode. Supporting up to four players at once, or going off by your self with three other bots is a nice feature that wasn't in the PS2 version. The maps range from large to small in size, but are all generally well designed and laid out. You are also given a few different multiplayer modes to choose from such as capture the flag, co-op, and classic death match. Playing slightly different from the one player mission based mode, multiplayer mode moves faster and in most cases, is just plain old more fun. You are given a selection of options to choose from, such as player name, weapons and items available, and full customization of the bots difficulty level. Sadly, those looking for the extensive amount of multiplayer options found in Rare's GoldenEye, are in for a sad surprise.
Going back to one player mode, the game suffers greatly from poor A.I, or artificial intelligence. The enemy "soldiers" actions are easily summed up with the word slow. Slow to hit, react, and set off those damn alarms, they only pose a threat when found in large numbers. When found in a room with only one or two soldiers, it is almost funny watching them look at you, and then slowly shoot at you in ten second intervals. While one shoots at you, another will usually run up to the alarm and look at it for another ten second giving you the change to shoot him before setting it off. Even when the alarm is set off, it is easy to run away and escape the incoming reinforcement group.
Agent Under Fire's gameplay is much like previous incarnations of the Bond series. Playing in first person perspective, you have a variety of weapons and gadgets provided by your always original Q's spy shop. With each new mission, Q will usual introduce you to another new gadget that will be used somewhere in the mission. Compliments of Q's spy shop, you are also given a classy BMW fully loaded with rocket launchers, missiles, machine guns and of coarse, a refrigerated beverage dispenser. Unfortunately, your BMW is available for a very select few missions. Agent Under Fire is broken up into 12 different levels, where you are briefed on your mission objective before the start of each mission.
One thing that was a little bit disappointing about Agent Under Fire is that all of the missions seemed to play out the same; sneak into the building, take out the guards, steal the plans, and escape without dying. Though, there were some other ideas expressed, such as car chases and rescuing the woman from danger, it all feels the same in the end. After completing each level, you receive points based upon things such as how many enemies you kill, shooting percentage, and the amount of "Bond moves" you perform. Bond moves can be explained as the special things you do in the game that sets off the repetitive short Bond theme song. You know…"Du - du - duu - duuu! (something like that)" Actions such as shooting the tire of a car behind you in a car chase, making him swerve out of the way and crash. Or shooting a gas can next to a large group of enemies, setting it off and killing all of them; such things will earn you bond moves. The more Bond moves you perform, the more points you receive at the end of each level. If you receive enough total combined points at the end of each level, you can earn a gold, silver, or bronze medal depending on how many points you get. Of course you want to try and earn a gold medal, because then the better prizes are unlocked then, and made available for a future gaming session.
As far as replay value goes, Agent Under Fire suffers in the one player directory. The only incentive for you to go back and play the missions over again is to earn a better metal at the end, so that in return you can unlock hidden multiplayer levels or new weapons. Once all of this is completed, there is really no interest for most gamers to go back and play the levels over again, just for the sake of playing.
The main attraction to make you want to go back and play hours on end is the multiplayer mode. Supporting up to four players at once, or going off by your self with three other bots is a nice feature that wasn't in the PS2 version. The maps range from large to small in size, but are all generally well designed and laid out. You are also given a few different multiplayer modes to choose from such as capture the flag, co-op, and classic death match. Playing slightly different from the one player mission based mode, multiplayer mode moves faster and in most cases, is just plain old more fun. You are given a selection of options to choose from, such as player name, weapons and items available, and full customization of the bots difficulty level. Sadly, those looking for the extensive amount of multiplayer options found in Rare's GoldenEye, are in for a sad surprise.
Going back to one player mode, the game suffers greatly from poor A.I, or artificial intelligence. The enemy "soldiers" actions are easily summed up with the word slow. Slow to hit, react, and set off those damn alarms, they only pose a threat when found in large numbers. When found in a room with only one or two soldiers, it is almost funny watching them look at you, and then slowly shoot at you in ten second intervals. While one shoots at you, another will usually run up to the alarm and look at it for another ten second giving you the change to shoot him before setting it off. Even when the alarm is set off, it is easy to run away and escape the incoming reinforcement group.
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