EA must have one hell of a time with the Bond series
after they acquired the license back in 1998, after Rare passed on the
opportunity to do a game based upon "Tomorrow Never Dies" (and they
should have taken it, rather than spend so much of their time with
Perfect Dark.). The first 007 game under EA was Tomorrow Never Dies for
the PS1, which is by far, the worst game in the series. Now EA kind of
has an excuse, they didn't develop it, Black Ops did. But still, who
was in charge of quality control? The next year, EA recruited two
different companies to handle the N64 and PS1 version of "The World Is
Not Enough". Black Ops was once again in charge of the PS1 version, and
Eurocom was in charge of the N64 version. Both turned out pretty good,
the N64 being better just because it was longer, had a multi player
mode and felt like GoldenEye. The PS1 version looked nice, but was way
too short. Then comes Agent Under Fire (I'll ignore 007 Racing, because
it's better compared to Spy Hunter than GoldenEye), an original Bond
game form EA, that wasn't based upon a 007 film. At first, I wondered
"What the F- were they thinking?". But after playing it, it wasn't so
bad. It's a fairly adequate FPS, but again, could have used more.
Agent Under Fire's premise is about cloning. Someone
wants to clone big government figures around the world, and of course,
Bond must investigate and stop whoever is behind this. Sounds like a
standard 007 script to me. And the writers and conceptualists behind
the game have actually done a good job of re-creating a 007 movie,
although this one doesn't exist. It follows the formula of Guns, Goons
and Girls, and does it well. We have our established mad man (or
woman?) with their henchmen, the "Bond Girls" who seem to always come
up at the most opportune times, and of course mindless destruction and
gun play. While stealth elements have been implemented into the game,
they're not always apparent. Most of the time, the game hints at what
you should do in terms of gadgets, but there's also hidden elements of
stealthiness, ones you wouldn't think of, such as crawling through air
shafts. It seems like the game was designed to have people shoot
everything in sight, but when you go through everything, things don't
seem right.
The graphics, in the GCN version, have been greatly
improved over the PS2 version of the game. The frame rate is noticeably
smoother, the look is smoother and everything seems to run a lot better
on the GC hardware. The textures are still pretty much the same, but
the PS2 version never really had that problem.
The sound, is pretty much the same as the PS2 version.
All the voices and effects are intact, and sound like they should. Guns
sound like guns, cars sound like cars, and oofs sound like oofs. The
voice acting is adequate, and kind of comical in a way, but it really
does match the game.
The control is pretty tight for the most part. I found
this easier to grasp than the PS2 version, although I encountered the
same problem here as I did with the PS2 version when it came to the
gadgets. Fumbling around for important equipment drives me crazy. It's
so unnecessary going through your inventory for your grapple wire. The
better control mapping comes from the driving stages. The developer
efficiently uses the analog triggers for the gas and brake pedals.
Overall, AUF is a fairly solid game if you plan on using
the multi player stages and modes. As a single player game, it can be
beaten within a rental. I played it from start to finish in about 3
days, even when I repeated a couple of stages (either because I had to
or because I wanted to). If you really need a first person shooter,
this could have fit the bill when it first came out, since it was the
only FPS. But now we have TimeSplitters 2, Medal Of Honor Frontline,
and the new 007 game , Nightfire; plus games such as Red Faction II on
the way. The game play here is just too short for one to play, and
unless you can pick it up for $10-15, I would just recommend a rental.