"'Cause No One Lives Forever... but evil never dies."
UNITY, a British international spy organization, is having a bit of a problem: someone is killing their operatives. What better solution than to hire an ex-cat burglar as a new operative that the enemy doesn't know about yet in order to find the culprit? Enter Cate Archer, also known as "The Operative" in: The Operative In: No One Lives Forever.No One Lives Forever is a First-Person Shooter series developed by Monolith Productions and published by Sierra. A spoof of 1960s spy movies, it was followed by a Sequel, No One Lives Forever 2: A Spy In H.A.R.M.'s Way (which involved fighting ninjas in a trailer park in Ohio during a tornado and an evil assassin French mime, among other things), and a Mission Pack Sequel called Contract J.A.C.K..Some of the other noteworthy elements include the use of gadgets — introduced at the beginning of each mission much like the Q scene in every Bond movie, the outrageous action set-pieces, and the hundreds of miscellaneous documents to read, including purchase orders for death traps.Both games involve vehicles in the snow at some point, which is also just like most Bond movies.
Acting Unnatural - An early level in a Hamburg nightclub has Cate being followed by a HARM spy. The tail is immediately suspicious with his fedora and raincoat, and Cate mentions that he's so obsessed with following her blindly that he'd probably wander into traffic just to keep up with her. As expected, he follows her right into the women's restroom and gets himself iced.
Action Bomb - The plot of the first game involves a chemical which, when injected into humans any mammal, turns them into living time bombs that explode after a period of time. The only warning signs are being very gassy and burpy before you go boom.
Batman Gambit - In the first game, Bruno feigns his demise to draw out the real traitor in U.N.I.T.Y.'s organization. As far as Need To Know, Cate didn't; her reaction needed to be genuine.
And when Bruno reveals all at the end, after the fight with the Goodman imposter, Cate's understandably upset by this and very much pissed off about being kept in the dark.
Banana Peel - Played rather hilariously in the multiplayer part of NOLF 2. If you walk over a banana, you slip and are helpless for some seconds before getting up. This makes for some very entertaining encounters.
Bilingual Bonus - In Contract J.A.C.K., Il Pazzo throws in a lot of gratuitous Italian swearing, as well as a few other phrases that make you realize that yes, he really is as crazy as his name suggests.
Bonus Material - The Game Of The Year edition of the first episode has a long extra mission which starts after the ending credits. The PS2 version adds yet another mission, a flashback on Cate's past activities.
Boss Bonanza - Basically all of the bosses and mini bosses can fall under this aside from the first boss (which is like a half way boss). You fight Armstrong in "The Indomitable Cate Archer Scene 2". Once this chapter ends and you get to "A Very Large Explosion Scene 1" this is when the frequency of boss fights really starts pick up as you are first put to the test against the 3 elite guard chicks (seen in cut scenes throughout the game mentioning how bored they always are) which are each treated as tough mini bosses. In scene 2 you are forced to fight off several helicopters that all either bring several shots to take down or some luck in surviving long enough to get a shot at the gunner when they open the helicopter doors once close to you to get more precise shots in at you. Immediately after, in the same scene, you are forced to duke it out with Volkov while he starts with an AK-47, and you start with nothing as you are forced to find a gun before he kills you. Once you beat him, you move on to "Such is the Nature of Revenge Scene 1" where you are forced to have a quick fight with Baroness Dumas, and finally in Scene 2, you have to beat Tom Goodman, the final boss of the game.
In the sequel, No One Lives Forever 2, the boss format is very similar, but a little less epic than in the first game. It's got a halfway boss, and then a high frequency of bosses at the end. This includes Pierre the Mime King near the end of Chapter 13, Volkov followed immediately by Isako at the end of Chapter 14, and then, surprisingly a bit anti climatic, a Super Soldier Lieutenant at the end of Chapter 15 who is basically a miniboss, but serves as the final boss of the game. His fighting style is very similar to that of a regular Super Soldier and he doesn't even get a health bar as he only has about 2.5 times as much hp as a regular one (however, if you fail to shoot him with the anti super soldier serum in time he will still recharge to full health just like a regular one). In fact, a Super Soldier Lieutenant is encountered two times in Chapter 10, but just can't be beaten without cheating since you don't yet have the anti super soldier serum to permanently get rid of them.
Brawn Hilda - Inge Wangner, one of the antagonists in the original game is this.
British Accents - They really don't want you forgetting that UNITY is a British spy organization.
And contrasted with Tom Goodman's very American accent.
Busman's Holiday - The aforementioned extra mission of the first episode, called Rest and Relaxation. After the events of the main game, Cate is taking a well-deserved vacation, but involuntarily stumbles into trouble and cannot keep herself out of H.A.R.M.'s way.
Chekhov's Gun - Throughout the first game, Cate will find pieces of an item simply referred to as the CT-180, without any clue as to what it actually is beyond that it's a brand new, experimental device of some kind. She may also occasionally find a note referring to it. In the second game, Cate is given the CT-180 Utility Launcher, one of the most useful pieces of equipment ever created for a first person shooter, capable of launching everything from camera disablers, to sleeping darts, to tracking beacons.
The Cameo - In Contract J.A.C.K., Cate is briefly visible at the beginning of the Czechoslovakia mission (no clue if it was just thrown in or if there was a reason for her to be there), and once or twice in "Wanted" posters.
Also Misha, the pilot who gets you in and out of Siberia (though he may just be a sympathizer or a factionless hireling and not a full-out defector).
Duel Boss - NOLF ends with an It's Personal gunfight between Cate and Tom Goodman inside a cemetery. You and Tom are both armed with the same weapon (a revolver) and can take roughly the same amount of damage, so it's an even fight (although he cheats a bit by using poison-laced bullets).
Elaborate Underground Bases - Of course. Could it be a spy story without them? Explained in the second game when two mooks talk about how expensive and inconvenient it is to build elaborate bases as compared to leasing office space, but notes the necessity of it in that potential clients expect to see such lairs or they won't believe that an evil organization is evil enough for high-profile jobs.
Enemy Chatter - Stealthy players will catch hundreds of different conversations between civilians, guards and various henchmen, even the mimes.
Enemy Mime - The Mime King. At one point there's a tricycle chase.
Escort Mission - Never aggravating ones, luckily. During the first game, you'll have to bring Dr. Schenker with you twice, but when a firefight ensues, he stays put until you go and recall him. In the second game, you'll have to protect Armstrong for a little time, while he tries to force a door open. You also have to escort your kidnapped Russian pilot to safety in a brief rescue mission. Like Schenker, he takes cover until you tell him it's safe to move.
Though the "evacuate the civilians" missions (thankfully only one per game) can get a bit annoying after having to reload the game several times because the sheeple have no sense of self-preservation and keep getting themselves killed.
Even Bad Men Love Their Mamas / Mama Didn't Raise No Criminal - Both averted: The Director reacts to his mother's frequent phone calls with utter disdain and the latter at one point expresses her utter shame at her son's criminal actions, going so far as claiming a relative jailed for arson was a "saint" in comparison.
Evil Counterpart - The Baroness points out the similarities between her own life and Cate's when the two of them finally meet face-to-face.
Cate also points out several similarities to her superiors, but also points out where their paths had diverged.
Everything Fades - Justified in that you have to do the fading yourself, using "Body dissolving powder".
Within the first game, it's stated that Cate, as a woman, lacks the upper-body strength to move the bodies, thereby requiring the body dissolving powder (or arranging to kill everyone before they can find the bodies). In the second game, she not only gains the ability to move the bodies on her own, but the villains within game do the body dissolving if you don't with hilarious dialogue.
"Sorry, comrade, but there's less paperwork this way."
And again later on, while you're crossing a bridge in the BigBad's secret lair, a Have a Nice Death sign (complete with smiley face!) pops up in front of you and the bridge drops out from under you, dumping you into a shark tank.
Evil Versus Evil - Many conversations between henchmen mention rival organizations, some even previously worked for them. In Contract J.A.C.K. you fight against Danger Danger on behalf of H.A.R.M.
Fun with Acronyms - Parodied. Nobody outside of H.A.R.M. knows what H.A.R.M. means. They rub it in your face by ending a lot of the various memos you find sitting about with what appears to be one of their slogans: "Remember what H.A.R.M. stands for".
There's possible implications that almost nobody within H.A.R.M. knows what it stands for either.
Monolith appears to like this. H.A.R.M., Contract J.A.C.K., F.E.A.R....
Some of the aforementioned intelligence documents you come across even mention a lawsuit lodged against H.A.R.M. by the "Hair Alternative Replacement Membership" for trademark infringement. (In Agent For Harm, it means Human Aetiological Relations Machine.)
A special bullet you get in the last mission of NOLF2 is called Anti Super Soldier Serum. Try to spell the initials only.
One of the rival criminal organizations mentioned is Evil Alliance, whose initials coincidentally happen to be the same as a competitor video-game company...
General Ripper - Hawkins in NOLF2. A pea-brained, trigger-happy, ugly idiot who's a bit too happy about the idea of starting a third world war. And he's a five star general. There may be some Take That on American militarism.
Sailor 2: I have a really bad headache. I went to this club last night? It took me two hours to get in.
Sailor 1: Popular, eh?
Sailor 2: I guess so, although I don't know why. The music, it was the most horrible thing I've ever heard.
Sailor 1: Hey, I've been to places like that.
Sailor 2: No, you don't understand. I thought I understood what bad music was. This place... imagine that bad music is its own art form. The woman who was singing would be the Beethoven of bad music.
Sailor 1: Come on.
Sailor 2: First of all, it was operetta, which is bad enough.
Sailor 1: Ugh.
Sailor 2: What made it truly painful wasn't that it was completely out of key, although that was certainly unpleasant. It was that it was so... vicious. Like she was trying to kill the audience with her voice.
Sailor 1: Maybe she was.
Sailor 2: No, if you'd seen her you would know. She didn't realize how bad she was.
Sailor 1: What did she look like, anyway?
Sailor 2: Very large with bright, rosy cheeks. Dressed kind of like a milk maid.
Sailor 1: You're kidding.
Sailor 2: No, I'm not kidding.
Sailor 1: Was her name Inge Wagner?
Sailor 2: How did you know?
Sailor 1: She came aboard an hour ago.
Sailor 2: What?!
Sailor 1: It's true! Didn't you read the memo in the galley?
Sailor 2: I never read those!
Sailor 1: We're supposed to assemble on deck after breakfast tomorrow. For a motivational concert.
Sailor 2: I get it. Very funny! You really had me going for a moment there.
Sailor 1: I'm not joking.
Sailor 2: Please tell me that you are... I have to get off this ship. Maybe I can hide somewhere? Do you think they'll notice if I'm not there?
Sailor 1: I doubt it. Hell, I'll join you.
That conversation becomes a Brick Joke later when you find a letter that announces anyone who skips the "motivational concert" is automatically volunteered to be a test subject for HARM's next project.
Gilligan Cut: Armstrong gets one in the second game when Cate asks him to assist in providing information on H.A.R.M. "Well... I suppose I could make a few calls, but DON'T EXPECT ME to get involved! *cut* "Jamal? Magnus... I'm coming to India."
Heroic Sacrifice - Cate's mentor Bruno (an Older and WiserExpy of James Bond) takes a bullet for Cate near the beginning of the first game ( He gets better.). Armstrong attempts one of these in the second game when he stays behind to jettison an underwater base's escape dome before the base itself explodes ( again, he gets better). Finally, Super Soldier Lieutenant Anders shoots down the nuclear missile at the end of the game, saving Cate and preventing World War III, an act which causes him to overheat and die.
Impaled with Extreme Prejudice - Isako does this to Cate at the end of the first level in NOLF2. Fortunately, UNITY agents were able to retrieve Cate and save her life, even though she was supposedly stabbed through her heart. Oh, well.
Implacable Man - H.A.R.M.'s Super Soldiers in NOLF2 are like this, being essentially unkillable until you finally acquire specially treated chemical bullets that make them overheat and explode in the game's last mission. Lieutenant Anders in particular follows you halfway across the world (by walking on the ocean floor!) because Cate reminds him of his own daughter.
Insecurity Camera - As is common for games, the cameras give off an audible (and visible) warning when you are spotted, and only sound an alarm if you remain in sight for more than a couple of seconds. At least here actually destroying a camera causes an instant alarm. In the first game one of your gadgets is a camera disabler which is described as functioning in a perfectly realistic manner: it records a cycle of the security camera's normal view with its own camera and then displays that in front of the lens using a small built-in view screen.
I Owe You My Life - The only reason competent and honorable Anti-Villain Isako works for abusive Card-Carrying Villain The Director is because he saved her life after a botched assignment. Isako remains loyal to the Director even after learning he set the whole thing up in order to recruit her. Only after the Director tries to kill Isako and Cate rescues her does she consider her life debt paid, at which point she promptly defends Cate from the Director.
Laser Hallway - Played straight when you try to crack a high security safe. The first two hallways have mobile lasers that you must dodge normally. The third has a truly ridiculous amount of lasers and you can just pull up a nearby airvent and go underneath them.
Lava Pit and Convection Schmonvection - Subverted. At one point, one villain is showing another around his underground base. The villain remarks "Ah, lava. Very nice." At one point you drop the first villain into the lava, and find out afterwards it was actually a glowing lava-like substance designed to look like lava at room temperature because real lava is just annoying to deal with. You even find barrels labeled as containing fake lava.
Also lampshaded by a conversation stating that lava made to look cool is better than realistic lava.
Lower Deck Episode - The Co-Op campaign is based around generic U.N.I.T.Y. agents filling in the gaps around whatever Cate was doing.
Meaningful Name - Baron Archibald and Baroness Felicity's surname, Dumas, although pronounced "Doo-mar" is an obvious contraction of "Dumbass", because Baron Dumas is an incredibly stupid man-child who only got by because of his wealth inherited from his family.
No One Could Survive That - Subverted and lampshaded. A character who was 'killed' with no body found returns, only it turns out later he is an evil impostor. This comes as a surprise to everyone because it's generally assumed by the characters that no body means no death.
Obfuscating Stupidity - Tom Goodman, or at least his imposter. "Tom" pretends to be a Jerk Ass unable to believe a woman could be a successful agent, but he's actually pushing Cate into danger. He may have underestimated her skills, but his estimation of her skills were much higher than he betrayed.
Oddly Named Sequel - An unexpected aversion, in that the original game was setting up a Bond-like title sequence, but when they actually released a sequel they called it No One Lives Forever 2: A Spy In HARM's Way instead of The Operative In: A Spy In HARM's Way.
One-Man Army - Subverted (plot-wise at least). Rather than not finding anything unusual about Cate mowing down hundreds of enemy Mooks per mission, her superiors find it so unbelievable that they mistakenly assume she's making the whole thing up on her mission reports.
The Only One - Justified: Previously to the first game, Cate Archer was only given extremely low-profile assignments. This meant that when H.A.R.M. started picking off top agents, she was the only one capable of investigating without being assassinated herself, as barely anyone had even heard of her.
Optional Stealth: For the most part. Technically, you can complete most levels in NOLF with guns blazing, but stealth is a much better solution. Breaking stealth is not as heavily penalized as in other Stealth Based Games (which the NOLF series strived to be).
Parasol of Pain - The plot of the first game involves these being used to turn people into living bombs.
And the sequel has Isako pull a katana out of a secret compartment in hers.
Professional Killer - Volkov, H.A.R.M.'s "Vice President of Executive Action" (a.k.a. chief assassin). John Jack in his game, with Volkov as the employer. Also Pierre, the Mime King and the whole ninja clan.
Punch Clock Villain - Virtually every enemy character in the series except the ninjas. Magnus Armstrong especially, as he's only a "villain" because he got in so much trouble for fighting, and even then, he only fought with people that wanted a fight or deserved a beating, having never ever bullied anybody and refusing to harm Cate because she's just doing her job and also Scottish.
Running Gag - The continuous phone calls from the Director's mother.
Shoe Phone - Each mission introduces new gadgets you get to use, including a lockpick disguised as a hairpin, sleeping gas in a perfume bottle, and goes all the way up to bombs disguised as poodles and angry cats and a rocket launcher suitcase. Then averted in that not all of the spy gadgets and weapons you get are disguised as things, which just makes you wonder what the point is of disguising anything at all.
Spy Catsuit - In the first game, Cate's outfit for some levels is incredibly tight leather spy outfit. Played with in that it's bright orange and has a little leather miniskirt. She later trades it in for incognito clothes, winter outfit, and for the second game a short leather trenchcoat/jacket.
Spy Speak - One mission involves doing these. They all turn out to be crass come on/rejection exchanges, and the spies are apologetic.
Contact: Guten Abend Fraulein, do you make love to strangers?
Cate Archer: Certainly not!
Contact: Then allow me to introduce myself.
Cate Archer: Why not just introduce yourself to a police officer and spare me the trouble?
Contact: Who makes up these ghastly code phrases anyway?
Cate Archer: Someone in the cryptography department — someone in need of a girlfriend, apparently.
Contact: Want to come in for a game of Twister?
Cate Archer: I'd rather run over you with my car.
Contact: These code phrases have a somewhat confessional tone to them, don't you think?
Not so much in the sequel, since she proved herself in the original, but you do get the American general talking down to her and making clumsy passes.
Stealth-Based Mission - Not so much an Unexpected Gameplay Change given that Cate's supposed to be a spy, except the unforgiving nature of them (i.e. in some missions you fail if you're so much as seen) in the first game turned them almost into puzzles, and the closest thing the games had to a Scrappy Level.
Talking to Herself: Averted, despite Kit Harris voicing both Cate Archer and Inge Wagner: they never actually talk to each other.
Three Girl Band - A trio of multiracial go-go girls who were actually a Quirky Miniboss Squad with sniper rifles. Before you encountered them, they lounged around their dressing room moaning about how so very bored they were.
Tragic Monster - The first Super Soldier you meet, Lieutenant Anders, a U.S. soldier and family man kidnapped and experimented on by H.A.R.M. Although, other than your first meeting (where he chases you around the Arctic Base), you never actually fight him in the game.
Trailer Park Tornado Magnet: The second game has a trailer park hit by a tornado; you have to fight off ninjas inside one of the trailers as its picked up by the twister and beginning to disintegrate.
Tranquillizer Dart - A stock weapon in the series, essential in the levels where "no casualties" is the requirement.
Unexpected Genre Change - The second game subtly does this twice, with the comedy action/stealth most of the game is centered around shifting to a horror-based atmosphere for two levels; The Tom Goodman imposter's house and Antarctica.
Just before the spooky level in the Antarctic base you get the most ridiculous situation: Cate and Armstrong, riding a kid's tricycle, chasing an evil dwarf mime on a monocycle in the streets of Calcutta. Here the game momentarily changes to a Rail Shooter, complete with unlimited ammo (you just have to reload every 50 bullets). Contract J.A.C.K. has a Rail Shooter level too, one of the few genuinely good parts of the game.
What Could Have Been - the entire reason the main character is female is that MGM/UA warned they would sue with the James Bond-like male secret agent Monolith had initially planned. The game was to be a straight spy thriller set in the 60's, with no humor involved.
What Measure Is a Mook? - probably taking a cue from the first Austin Powers movie, both games sometimes evoke this sentiment in the player, if you overhear the conversations among common enemies or read their letters: many of them are just PunchClockVillains with friends, family and hobbies. Sometimes you'll feel compelled to sneak past them even if it's difficult, or just neutralize instead of killing them. An example bordering on the Tear Jerker happens in the second game: you are escaping the collapsing underwater base and there's a blocked door with two men. One is trying to open it while the other cries remembering his brother who died in the space station - the one Cate blew up in the first game. Ouch.
Technically though, the space station was destroyed by a meteor storm which the crew (or rather the "scientific" part of it) failed to detect. You can overhear two scientists arguing about the computer unable to calculate the meteor storm probability, and then finding out it wasn't plugged in. "Right, let's proceed to the escape pods in a calm, collected manner so as to not arouse suspicion." So, it wasn't Cate.
Several times during the first game Magnus Armstrong refuses to shoot Cate because they're both Scottish, and he won't slay a fellow Scot without a fair fight or a specific grudge.
Towards the end of the second game, Cate hangs the lampshade on the trope as she's about to be forced into an elaborate torture machine and deathtrap, asking, "Why didn't you [shoot me]?" to which The Director replies, "Too easy- for you!"