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Bond is back.
Experience the world as Bond.

The one where mooks shout "Bond is here!"

Based on the 1999 James Bond film of the same name, The World is Not Enough is a video game developed by Eurocom, Black Ops Entertainment, and 2n Productions for the Nintendo 64, PlayStation, and Game Boy Color and published by Electronic Arts in 2000 and 2001.

This game is the fourth to feature Pierce Brosnan's likeness (though not his voice). The games more or less follows the same storyline as the movie, although liberties are taken for the sake of gameplay. The game itself is a first-person shooter similar to Rare's own James Bond game GoldenEye 007, although with a few notable differences, such as the inclusion of weapons with alternate functions, rendered cutscenes, full voice-acting, the ability to jump, being able to disarm enemies and swimming (almost all of which were also in Perfect Dark, Rare's Spiritual Successor to GoldenEye 007).

Preceded by Tomorrow Never Dies and followed by 007 Racing.


The game features examples of:

  • Adaptational Badass:
    • Well, it's a video game, and video games needs bosses, so... small-time henchmen in the film like Davidov, Bulion and Gabor, all who gets shot unceremoniously, gets upgraded into bosses that Bond needs to take down in lengthy gunfights. Gabor in particular becomes a heavily-armoured enforcer who assaults Bond with automatic weaponry, grenades, and puts up one hell of a fight before he's finally taken down after soaking up several dozen bullets (compared to his movie equivalent where his death seems like an afterthought - Bond randomly plugs three rounds in him while chasing Elektra and he's promptly forgotten).
    • Bond himself. He can single-handedly wipe out entire platoons of mercenaries (he killed more mooks in the second Thames level than in the film itself) and he doesn't get captured alive, requiring Zukovsky to save him before the climax.
  • Adaptation Expansion: Many instances, mainly in the N64 version.
    • Instead of the Cigar Girl attacking MI6 alone, an entire army of mercenaries come rappelling into the building to battle the security as Bond runs down to the vault to find Sir Robert King (amusingly, this massive attack was later incorporated into Die Another Day in a scenario that also basically turns out to be a video game).
    • Another instance is where Bond not only has to chase the Cigar Girl along the Thames, but now also through a section of the London Underground after crashing their boats before the latter gets onto the hot-air balloon. Both levels also involve freeing hostages and battling through an army of Mooks.
    • They even manage to make an entire level out of a sequence where Bond starts chasing after Zukovsky's driver Bullion through the streets of Istanbul, turns a corner, and is surrounded by bad guys and surrenders.
  • Adaptation Explanation Extrication: In the N64 version, Renard's henchwoman at the beginning never gives James Bond a cigar, nor are cigars even featured in the game, so it is never explained why James calls her the Cigar Girl.
  • Adaptation-Induced Plot Hole: The PlayStation version forgets to have Renard say a phrase from Elektra like in the film so Bond's suspicion of her working with Renard comes out of nowhere a mission later. The N64 version remembers to include it but it doesn't come into play.
  • A.K.A.-47: Many examples:
    • Wolfram P2K — Walther P99.
    • Mustang .44 — Colt Anaconda with hunting scope.
    • Raptor Magnum/IAC Defender — Desert Eagle with laser sight.
    • Soviet/Kazakovich KA-57 — AKS-47.
    • In particular are the "Mustang", "Meyer" and "Deutsche" (or "Koffler and Stock" on PS1) weapons, which are all respectively AKA'd variations of Colt (Mustang .44 is an Anaconda, MAR-4 is a Model 607), Steyr (the TMP otherwise keeps its name, the "Bullpup" is an AUG), and Heckler & Koch (the M9S or KS5, M45, AR36 and SA90 are respectively an MP5SD6 (though it's a MP5SD2 in the PS1 version), UMP45, G36 and MSG90.
  • Bag of Spilling:
    • Weapons that share ammo fall into this. For example, the Suisse SSR 4000 and the Soviet KA-57 both share 7.62mm ammo and you can carry up to 60 rounds in reserve for both of them. The former weapon however only has a 5 round magazine and the latter has a 30 round magazine. This means that if you carry a fully loaded Soviet KA-57, pick up a Suisse SSR and switch to that weapon, you will only carry 65 rounds instead of 90.
    • Even the Dart function of the wristwatch is subjected to this; even if you don't use any darts, you'll find you have none left in the next level. And there are only two levels in the whole game that give you darts (Courier and Night Watch) at all.
  • Cool Shades: Some mooks, Max Zorin and strangely, Oddjob wear these.
  • The Computer Is a Cheating Bastard:
    • In multiplayer on the N64 version, you can set your starting health to a maximum of 200. AI players health are predetermined by the game and two of these, Oddjob and Jaws, have a set health amount of 250 and 300, respectively. For comparison, all variants of James Bond have 150 HP, except for his tuxedo variant which has 200.
    • AI players in Multiplayer mode on N64 can fire semi-automatic weapons much faster than you can, such as all pistols (except for the Golden Gun), the Deutsche SA90 sniper rifle and the Frinesi Special 12 shotgun.
    • An oversight in the PlayStation version's AI causes some enemies to apply submachine gun/assault rifle AI to non-automatic weapons like handguns and shotguns, and fire them much more rapidly than Bond can.
  • Continuity Nod: Bond in the game can use gadgets from previous, Brosnan-era Bond films, including the watch laser and exploding pen from GoldenEye and his stunner-equipped mobile phone from Tomorrow Never Dies.
  • Destroy the Security Camera:
    • In the Courier mission on PlayStation, Bond tracks down the informant, Lachaise, in his penthouse which is only accessible via an elevator on the second floor, filled with security cameras that raise alarms upon locating Bond. Those security cameras (five of them) can be shot and destroyed, but failing to prevent the alarm from ringing will have Bond being cornered by guards and forced into a gunfight. Destroying all five cameras without being spotted even once nets Bond a better score by the end of the level.
    • In Night Watch on N64, security cameras are found all around Elektra's villa, and upon spotting Bond will cause mission failure. While Bond can disable them at the linked security rooms, it's much faster, albeit riskier, to simply shoot them with his pistol.
    • In N64 Fallen Angel, Bond will encounter cameras that drop him into a gas chamber trap if they spot him; shooting those cameras prevents the trap from triggering.
  • Dies Differently in Adaptation:
    • Davidov and Bullion are still killed, just a little later than they were in the movie so that the game could have more bosses/objectives.
    • Depending on your version, Davidov either leaves his car and goes a little while before you kill him (on N64), or outright attacks you at Elektra's villa (on PlayStation).
    • Valentin doesn't kill Bullion at all like he did in the film, leaving Bond to confront Bullion in both versions.
    • In the games, Gabor actually puts up a fight against Bond before dying, rather than being quickly gunned down by him like he was in the film. Notably, he can even be spared in the N64 version by simply ignoring him and running past.
    • In the movie, Renard kills Captain Nikolai and his crew with poisoned food. In the game, Renard just shoots him.
    • In the movie, the Cigar Girl killed Lachaise via knife to the back of the neck. In the N64 game, she just shoots him.
  • Faceless Goons/ Gratuitous Ninja: Several levels feature mercenaries and terrorists in black balaclavas and matching ninja gear, even in broad daylight.
  • Firing One-Handed: Played straight in the PlayStation version, due to the PS1's lower processing power compared to the N64. With only a couple exceptions, Bond holds, fires, and even reloads all of his weaponry without ever showing his left hand - this even applies to larger weapons like rifles, SMGs, and shotguns.
    • In the N64 version, on the other hand, this trope is averted for larger weapons, but strangely subverted for smaller weapons. Even though your first person view shows you holding pistols and such in one hand, seeing your character in the third-person (such as when an opponent sees you in multiplayer) shows that you are really holding them with both hands.
  • Hand Cannon: The Mustang .44 and Raptor Magnum/IAC Defender.
  • Hyperspace Arsenal: Not only do you have room for about 3-4 different weapons per level, but you also usually carry a bunch of gadgets with you as well.
  • I Surrender, Suckers: If you sneak up from behind or use the Wristwatch to disarm an enemy of his weapon and then punch them immediately afterwards, they'll put their hands up in a surrendering pose...only to immediately brandish their sidearm and continue shooting at you if you walk away from them.
  • It's a Wonderful Failure: Some levels have cutscenes that trigger if you fail certain objectives.
  • Luck-Based Mission: Russian Roulette on the PlayStation version effectively boils down to this, as you have to win $100,000 playing blackjack with only $26,000 to start with. It's even harder on 007 mode. A risky, but effective way to beat the mission is to simply go all-in twice and hope for the best.
  • Metal Detector Checkpoint: There's one in the first area of the very first stage, which raises an alarm if Bond passes through since he's carrying his Walther PK-7. He can bypass it with the VLF (Very Low Frequency) Transmitter gadget.
  • Mook Maker:
    • In the N64 version, King's Ransom has windows and holes in ceilings that mercenaries rappel through every few seconds. The only way to stop them is to initiate the lockdown sequences on their respective floors. Similarly, Midnight Departure and A Sinking Feeling has trucks that will spawn additional guards that you have to fight if the alarm is raised.
    • In the PlayStation version, triggering the alarm in Courier will cause guards to constantly spawn and attack Bond. Mooks will also appear constantly after confronting Davidov in Night Watch, while protecting Christmas Jones in Masquerade, Flashpoint, and City of Walkways, and during the final confrontation with Renard in Meltdown.
  • One-Steve Limit: Played with in the N64 version's multiplayer mode. For example, whilst two players cannot both play as a specific character (for example, Jaws), they can play as a variant of the same character, such as Bond in his tuxedo and Bond in his Navy outfit.
  • Player-Guided Missile: The AT-420 Sentinel fires rockets that can be guided using its laser pointer. Curiously, in the single player mode, it has a night vision camera attached to it.
  • Plot Armor: Inverted in both versions. Characters vital to a mission tend to be much more vulnerable to attacks, even non-lethal ones such as the wristwatch's Stunner function. Zukovsky, M, Moneypenny, Robinson, the scientists in King's Ransom and the civilians in Courier, Thames Chase, Underground Uprising, and Turncoat in the N64 version and all of Christmas Jones' appearances in both the N64 and the PS1 versions come to mind.
  • Pocket Rocket Launcher: The PS1 counterpart of City of Walkways has Bond being ambushed by enemy helicopters, which he needs to take down using a compact-sized rocket launcher disguised as a camcorder.
  • Replay Mode: The PlayStation version of the game has an option to replay cutscenes of the missions, the game's Attract Mode or opening, and the (secret) ending scene.
  • Respawning Enemies: In King's Ransom.
  • Satchel Charge: Certain levels in the PlayStation version will give Bond access to an exploding package weapon simply called, well, a satchel charge, which James Bond can throw at a target, back off, and detonate when he's a distance away.
  • Scare Chord: The game over theme in the N64 version counts.
  • Secret Character: Many Bond villains who appeared in earlier movies appear as unlockable characters in multiplayer: Baron Samedi, Oddjob, Mayday, Jaws, Scaramanga, Alec Trevelyan and Max Zorin. Bond girl Wai Lin is also an unlockable character.
  • Security Blindspot: The first stage have James Bond infiltrating Lachaise's penthouse, the second floor which contains five cameras, but also conveniently-placed alcoves for players to control Bond to duck into and avoid detection (alternatively, just shoot away with Bond's Walther P99). Finishing the level without being detected once will net a higher score.
  • Sequence Breaking:
    • It's actually possible to complete Courier in the N64 version without ever going upstairs. Simply use the Watch's Stunner or Darts on someone or press the alarm, run to the privacy booth containing the deposit box, open it to collect the gadgets, and then leave through the main entrance. You won't get the ending cutscene, but the game will still register the mission as "complete", allowing you to proceed to the next level early, even on 00 Agent.
    • Several other levels have objectives that only appear when certain characters talk to you. However, it's possible to completely bypass these objectives by zapping them with your watch's Stun mode and walking past them before they have a chance to recover. This makes accomplishing certain missions a lot easier/quicker than usual, which is helpful when unlocking multiplayer content.
  • Shout-Out: One of Zukovsky's guards bears a resemblance to Tony Montana.
  • Sniper Pistol: The Mustang .44 is a Hand Cannon with an adjustable hunting scope.
  • Swiss-Army Weapon: The Motorola wristwatch, which Bond starts off every level with, has four different function: Stunner, Dart, Laser, and Grapple.
  • Timed Mission: Underground Uprising and Meltdown. The Time Bomb part in Turncoat on the PlayStation version also has this.
  • Tranquillizer Dart: Bond gets a dart gun in a few missions where he's restricted from killing anyone. It has extremely scarce ammunition and a painfully slow firing rate, but it gets the job done.
  • Unique Enemy: Courier (on the PS1 version) has a shotgun-toting guard in blue who doesn't appear anywhere else in the game.
  • Video Game Cruelty Potential:
    • Where to begin? In literally the first second in the first mission, Courier, you start off in front of the bank receptionist, who is within arm's length of Bond. You can punch her out the moment the gameplay begins. Sure, it will make you fail the mission, but it's still strangely funny watching the receptionist fly half-way across the room before falling over and dying. It's even funnier when this happens to named characters like M.
    • The Stunner mode on the wristwatch allows you to repeatedly electrocute people again and again without killing them.
  • Warring Without Weapons:
    • On N64, you start Turncoat off without any guns (although you still have your wristwatch) but you can find another just a few seconds into the level by climbing up a ladder onto a scaffolding.
    • Fallen Angel features this in both versions. The PlayStation version starts out similarly to Turncoat in N64 - your gear is locked in a room down the hall from the beginning of the mission. The N64 version has you fighting Gabor unarmed near the end of the mission.
  • "Will Return" Caption: The final cutscene ends with a declaration that "JAMES BOND WILL RETURN."
  • You Don't Look Like You: Several characters end up looking nothing like their actors from the movie. Notable examples include Moneypenny, Robinson, Sir Robert King, and especially Q. Even some of the Bond villains from previous movies fall into this, notably Jaws, Alec Trevelyan and Baron Samedi.

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