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1* SugarWiki/AwesomeMusic:
2** The [[https://www.youtube.com/watch?v=MLFSJgW9vSY title song]] by R&B singer Music/{{Mya}}.
3** Not to mention the steamy [[https://www.youtube.com/watch?v=9lDxO-1FLpc jazz version]].
4** And the remix version heard during the end credits, and while playing the bonus levels after beating the game.
5** Also Sean Callery's [[https://www.youtube.com/playlist?list=PL18CDFDD42584F7C8 score.]]
6* AntiClimaxBoss: Diavolo. Fire a few rockets at his tower, avoid his missiles, and shoot down the nano-warhead. The exhaust from the warhead provides ''a little'' more of a challenge.
7* BestLevelEver: The Pontchartrain Bridge. Bond hops on a motorcycle and powers his way across the Lake Pontchartrain Causeway, the ''longest bridge in the US'' in about 3 minutes flat, and the game does an amazing job of convincing you just how suicidally fast you're going. Over the course of the trip, you've got the chance to [[UnderTheTruck power slide under a fuel tanker]] and ramp over the watery divide to drive against [[TooDumbToLive traffic.]] Throw in motorcycle-riding henchmen, the ability to dispatch them with a shotgun, and Jaws driving a rig containing [[spoiler:the nanobots that will [[HarsherInHindsight destroy New Orleans' levies and flood the city]],]] and you've got an amazingly badass level.
8** Escaping Diavolo's villa using only GoodOldFisticuffs is NintendoHard in the very best way. The Badass [[https://www.youtube.com/watch?v=SCv-_1lE_J8 music]] is just gravy at this point.
9* DemonicSpiders:
10** Any enemy with a SPAS-12, especially if they get into close range, where they'll shred your health from full to zero in just a few blasts. Though fairly uncommon early in the game, they start showing up in greater numbers later on.
11** Near the end of the game, you start encountering ''invisible'' enemies, that you often won't know are there until they start shooting at you. Even worse if they're armed with a SPAS-12 (see above) or show up alongside guards wielding them, which they more often than not will.
12* HarsherInHindsight: One of the missions involves Bond preventing Diavolo from using his nanobots to destroy the levees in UsefulNotes/NewOrleans. Keep in mind that this game came out in 2004, one year before Hurricane Katrina.
13* HilariousInHindsight:
14** Diavolo's plan to take over Russia involves platinum-plated tanks, since that metal is invulnerable to Nadanova's nanobots. Presumably [[WesternAnimation/TheLegendOfKorra they'd be unaffected by metalbending as well]].
15** The BigBad using nanobots as his main weapon predicted the plot of ''Film/NoTimeToDie''.
16* {{Narm}} / NarmCharm: In the usual spirit of the BondOneLiner, you either enjoy a few but one too many [[IncrediblyLamePun bad puns]] test the average player's limits. This game has so many of them you're either groaning every time you hear a new one or laughing at the fact the writers added this amount of bad puns into a single game.
17* SugarWiki/NoProblemWithLicensedGames: While it didn't achieve the legendary status that ''VideoGame/GoldenEye1997'' did, it is still regarded as one of the best ''Bond'' games ever made and one of the finest third-person shooters of the sixth-gen.
18* ParanoiaFuel: Using the nano suit after enemies have already engaged you will make cause them to nervously look around for you. Walking while crouched makes your movement silent so you can go anywhere without being seen or heard (until your batteries die, that is).
19** "''I just saw something!''"
20* SequelDifficultySpike: Harder than ''[=NightFire=]'', as Bond can be very fragile, stealth isn't as easy, and there are plenty of obstacles in the way!
21* ThatOneLevel: "Escape through wall" in the very first mission has probably resulted in "controller through television", at least the [=PS2=] version, as no clues - visual or otherwise - suggest that the way to accomplish this goal is to return to the location where you started the mission. The training level that follows also qualifies if you happen to hit the [=PS2=] glitch that makes it impossible to shoot the targets after you crouch.
22** The final level itself, ''Everything or Nothing''. Tasked with making it to the other side of the map because Bond won't vault over a fence, you have to deal with whole rooms filled with enemies ready to ambush you. But the meat of this level is the container yard that's filled with enemies around every corner with assault rifles and shotguns ready to end you. Alongside that, you got snipers and [[DemonicSpiders invisible enemies]] thrown into the mix that you need to watch out for. God help you if you didn't open the armory back in ''Dangerous Descent'' since you'll most likely need all it can give.

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