YMMV / NightFire

  • Best Level Ever: Every level where you are on foot shooting is very well done, but The Exchange, Night Shift, and Phoenix Fire are the most memorable.
  • Demonic Spiders:
    • The snipers in Chain Reaction. They can take you down from full health and armor in about 4 hits, often have Improbable Aiming Skills (hitting you from across the level while blindfiring from cover for instance), and are very difficult to find and kill without memorizing the level or using the upgraded camera. When climbing across wires, especially the long one leading to the final building, be sure there are none of these guys around.
    • The Phoenix Elite Squads aka the Commandos that are introduced in Countdown are the toughest regular enemies you'll face in the whole game. They are armed with AIMS-20s of their own and can easily survive multiple grenade rounds from a AIMS-20 on 00 Agent. To escape Alpha Sector, you have to face waves of them, leading up to an encounter with a vengeance-seeking Rook, who wields a Phoenix Samurai. They appear throughout the mission from then on, so don't get cozy when you reach Delta Sector.
    • The ninjas in Countdown. While the solo one at the end of Double Cross was already That One Boss, here there are multiple, and all the while you're having to deal with the normal soldiers and the aforementioned Phoenix Commandos, all while on a time limit. Sounds like a barrel of laughs, right? Fortunately, you have better weapons at your disposal this time, including the AIMS-20 and the Samurai.
    • The astronauts in Equinox, and not just because they are armed with Samurais that can cause heavy damage. What really causes them to cross the line to Demonic Spiders is the fact that you have to survive their damage and the space station's even more damaging main laser with a single set of armor. All while on a Timed Mission with very unforgiving timeframes and an unexpected change in controls.
  • Even Better Sequel: Where Agent Under Fire is a fun and goofy Bond pastiche, NightFire expands its gameplay elements and creates a story more akin to a Bond film. While its difficulty can often be unforgiving, many players consider it one of their favorite Bond games. The multiplayer has even been compared to that of GoldenEye in terms of fun, although most of the skins and game modes must be unlocked in single player.
  • Game-Breaker:
    • Getting two of the three pistol upgrades in single player replaces your Wolfram PP7 with the Wolfram P2K. It has a larger clip size than its predecessor, the PP7, comes with a laser sight, and it uses more readily available 9mm rounds, which will make life a lot easier, especially on harder difficulties. Even better, getting the third and final pistol upgrade will turn it into a golden version, that doubles its damage output.
    • The AT-420 Sentinel and its remote-controlled rockets. If you're good with the controls, you can easily camp in a tucked away corner and own your opponents in multiplayer. Unfortunately, it only appears in one level in single player where you use it to shoot down Rook's helicopter; later missions instead give you the comparatively less useful AT-600 Scorpion.
    • The AIMS-20 is a two-in-one assault rifle and grenade launcher with an infrared scope. If you pick this up in multiplayer, you're pretty much all set. Sadly, it only appears once in single player, in the penultimate level.
    • Probably not quite as game-breaking as the two P2K variants but easily capable of giving them a run for their money, is the Deutsche M9K. Imagine the P2K's damage output, but as an SMG with a very accurate three round burst and a reasonably quick reload, and you have what is effectively the game's Infinity -1 Sword. Even the ninja uses it when he's not leaping around trying to slash you with his katana. Sadly, it only appears in two levels, one of which also gives you access both to the stronger AIMS-20, and of course...
    • ...the Phoenix Samurai, which is a laser assault rifle that can kill most enemies in 2-3 hits, even on 00 Agent difficulty. Even better, its secondary function overcharges the gun, causing it to fire a MASSIVE laser blast that destroys multiple enemies - including the ninja! By the time you collect yours from Rook, even the AIMS-20 will start feeling a bit obsolete. Too bad it's only available in the last two missions.
  • Gameplay Derailment:
    • Having trouble with the Ninjas in Countdown? Just lay a lot of remote mines or tripmines in the center of the room ahead of the safety bunker. Or just blast them with the Samurai's overcharge mode. Either way kills them instantly.
    • A more conventional example is the task of getting the 007 tokens, some of which force Bond to go to insanely precarious areas.
  • Good Bad Bugs:
    • In Night Shift, you can knock out the security guards simply by punching them. You won't be penalized, and it permanently removes them from the level as opposed to using the dart gun, which only knocks them out momentarily. The only drawback is that you have to run up to them to punch them out.
    • In Multiplayer's Ski Lodge map bots will occasionally climb the sheer cliff face by running at the walls.
    • There's a bug in the PS2 version that allows hackers to breach the copy protection and run homebrew software on the console, including pirated games. The game is sought-after by those who want to exploit this bug.
  • Moral Event Horizon: Kiko crosses it when she betrays Bond and sends Dominique falling to her death.
  • Porting Disaster: The PC version of the game is nowhere near as smooth and refined as the console versions; there are no driving stages (though sometimes it's debatable whether that's a bad thing), stealth is harder, there's a lot of Fake Difficulty, multiplayer's not as fun, the soundtrack isn't as smooth, and no unlockables. At least the levels themselves are bigger.
  • The Scrappy:
  • Scrappy Weapon: The Storm M32, despite being one of only three full-auto weapons and having the largest clip of any weapon in the game, is horribly weak and extremely inaccurate, even at close range, and has subsequently often been compared to the Klobb from GoldenEye.
  • Tear Jerker: Bond's response to McCall's query on his silence after Dominique's death.
    Bond: Sorry, it's been a difficult evening, Miss McCall. I lost a friend.
  • That One Level:
    • Deep Descent. One-Hit Kill mines. Mondo headache as you get sent back to square one if you mess up. Then there's the submarine at the end, which practically needs to be killed from behind cover with the remote missiles, otherwise it will shred right through you in seconds.
    • Island Infiltration is far from a cakewalk no matter what your approach; enemies are armed to the teeth with enough weapons to tear your armor to pieces in seconds, particularly the laser defense turrets that you have to destroy. That's not even getting into the rail shooter sections where you have to survive even heavier encounters on a single set of armour.
    • Then there's Equinox, the game's final level. The entire stage is a Timed Mission that has you in outer space disabling eight nuclear missiles aimed at major cities on Earth. Doing so requires you to use the Phoenix Samurai laser rifle to shoot at tiny areas that are very hard to hit unless you're right next to them. The timeframe between a missile exposing its weak point and it launching is very unforgiving if you try to move right next to it - you better hope you're a good sniper if you want any chance of disarming it in time. The controls don't make it any easier. It also doesn't help that near the end, three missiles will prepare for launch at once, giving you even less room for error. Did we mention that you have Drake's astronauts and the station's main laser all pounding you for heavy damage while you're doing this? And even once you do take care of all the missiles and Drake's men, you're not out of the water yet - Drake himself will attack you with a rocket launcher at the end, and his rockets are hard to dodge and can easily finish you off from all the damage you've more than likely taken. You're only given one set of armor for this level, by the way, which likely won't last you very long at all, especially on 00 Agent difficulty. Good luck.
http://tvtropes.org/pmwiki/pmwiki.php/YMMV/NightFire