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James Bond 007: Agent Under Fire

 

 Agent Under Fire



Developed by:
Electronic Arts

Published by:
Electronic Arts

Genre: FPS
Number of Players: 4
ESRB: Everyone

5.4


Gameplay:.................6/10
Graphics:...................7/10
Audio:........................6/10
Replay:......................5/10

 

May 13, 2002

"With yet another James Bond game rubberstamped; Agent Under Fire snuck it's way onto the GameCube without much publicity. Well, we now know why..."

Intro
Initially, Agent Under Fire was promoted on the PS2 and in March it was ported to the GameCube. I've had a few issues of late about porting one game specifically designed for one system; and then twisted around like a Rubix Cube to fit another console. A perfect example of this was SSX Tricky. As much as I loved it for the GC, the PS2 version was hands down much better... simply because of the controller set.

Nevertheless, any new tile for the GameCube is better than nothing. Being the first FPS on the console, should at least satisfy a small minority of FPS fans. While Halo set the bar so far for any FPS, I don't even know why anyone else should try. With that said, I also have to admit that I've never been a fan of the James Bond game series. I found the games uninspiring, difficult to control and choppier than Steak-Ums.

James Bond fans in general will be pleased to know that the classic policital/commerical/corporation plot runs deep throughout the movie. The game plays like a mini-movie, with you as the star. The storyline is fairly shallow, but the liveliness of it keeps you on par with the movie-type feel.

Control Under Fire
If you've ever played one Bond game, you've played them all. Each level consists of a variety of tasks to complete before engaging in the next level/subplot. During the game you will encounter three types of gameplay. The majority of the play consists of straight-up FPS. Walking around, being the sneaky debonair Bond himself and blasting enemies left and right. The main reason for my angst of previous Bond games was the lack of control and overall quirky combat styles. Weapons variety is pleasing to even the pickiest of Quake-players; but more advanced players will quickly get numb to the strategy involved with the weapon types. One of the biggest flaws of AUF is the intelligence needed to win. The term "agent under fire" puts an image in your head of a stealthy agent lurking in the dark pegging mugs of naughty criminals. The game focuses more on "bigger-badder-better"theme. Sure there are times where the sniper rifle comes into crucial play, but for the most part you will be switching to the biggest gun and going ape on anyone you come in contact with. Big ouch number one in my book...

Big ouch number two is the creepy controls that have plagued the series for years. Most casual FPS will pick up the controls fairly easy; and I give kudos to EA for utilizing both analog controllers. However, Bonds' movements are ugly and unrealistic. The annoying "head-bob" and "glassy" controls feel like you are controlling a hockey player rather than an ultra secret government agent. To add insult to injury the weapon changing is horrible. The awkward menu system, takes too much precious time to be effective when changing weapons and reloading. Not only is the menu system poor, it takes way to long to change weapons; thus making you skeet for the enemy.

If it wasn't for the addition of "Q" objects, the game would have been as bland as a mouthful of silly putty. These "Q" weapons and accessories are like hybrid toys that are classic "Bond style". Things like grappling hooks, hand lasers and portable scanners really add a nice new venue to a lifeless game. Overall, nothing could save the FPS aspects of the game from mind-numbing frustration. Another saving thread for AUF is the groovy driving effects. Electronic Arts more known for sports and racing titles; actually adds a bit of fun to a yawner of a FPS. Most will appreciate the tight controls and realistic physics of the vehicles controlled.

Lastly, the third "mode of play” is the cockpit view. You can sit atop a moving vehicle and use whatever weapon available to aim and mow down evil passerbyers. It is a nice change of pace from the murky FPS controls, but still falls into the same monotonous play. The cockpit type play is very similar to Medal of Honor, but without the ability to take huge amounts of damage...

One draw that other Bond games have always attracted gamers to, was the use of multiplayer. From the outside looking in; all seems to be in place. You can team up with up to three other players, and take on over 10 multiplayer maps. The variety of games are fairly polished, and there can be only four players at one time during the game (bot or human). As much as I wanted to swoon over an exciting multiplayer experience; I was left dry with little fun-factor. Hoping for better "team" play, the limit of only four players at one time was just plain silly. The multiplayer aspects were much duller when compared to the Rare breedings of the Bond series.

The crossover
When it comes to "next generation" graphics; Agent Under Fire holds up quite well. The graphics are clean, colorful and with little jagginess on the edges. The environment is well laid out, but highly limited. Since the game is a port from the PS2 to the GameCube, there are a good deal of blockiness surrounding much of the visuals. I wasn't impressed when looking at the PS2 version next to the GameCube as one would expect. Sure the visuals were a bit more detailed, but not enough to choose one version over the other. The only improvement that I did notice was the rock solid framerate, even during intense multiplayer action. My biggest problems with the graphics are two-fold. The first being the choppy animation and the other being the childish weaponry. The animation moved linear instead of a rounded style one would expect on the GC. Bullets and rockets were also half-heartedly animated, leaving the game generations behind. With that said, the overall visual impression that it left me with was a mediocre (but clean) ideal of what the GameCube can produce. Even though the facial expressions and character modeling was top-notch; the graphics are about as memorable as Burger Time on the Colecovision...

With every expansion on a James Bond game, you anticipate an aural experience that rarely differs from what you have heard before. Well, you won't be let down because the theme music runs deep in the game, with some alternative rock/techno remakes of the original. You won't here any Limp Biskit here, but you will come to loathe some of the sound effects. The majority of the effects are well done, and classic movie-style ambience. For that I give thumbs up. But, for the repetitive use of the "dum dum dum" when you accomplish something was so overdone that I nearly gagged each time I hear the chime. For the life of me, I can't see why any developer would subject their fans to a barrage of insignificant "achievements" and reward them with a stupid chime like this one. In most cases (like in Zelda) a chime would relieve you and give you warm tinglies; but in this case it makes you grit your teeth and mutter Yosemite Sam curses.

66 Says:
I would first like to say that I commend any producer for bringing any game to the desolate system. I also give kudos for EA for giving us our first FPS. But, I do want to say one thing... "WHAT THE CRAP IS GOING ON HERE?"

That said, I think the game is at best a three-night renter. For the experience alone, it is worth to see what a FPS looks like on the GC, but I fear that a purchase would boil your blood like a midget with a headache trying to get an aspirin on the top shelf. Ok, so I like some of the controls. And I like some of the graphics and sound. But, I would never ever ever ever ever consider this to be a purchase. I expect some will buy this simply because of the reputation of Goldeneye. Well, this ain't no Goldeneye my friends.



Shane
netjak



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