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 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 commanders, 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. It's bad enough that you're given near-unforgiving timeframes to disable nuclear missiles aimed at the Earth's cities, but doing it while these enemies (and the space station's main laser) are tearing through your health like a hot knife through butter is almost guaranteed to induce rage, especially given the sudden change in controls from the previous shooter levels.
  • 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. Remote-controlled rockets. Need we really say more?
    • 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. Sadly, it only appears in two single player levels, one of which also gives you access to the stronger AIMS-20.
  • 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. That's not even getting into the rail shooter sections where you only have one set of armor and that's it.
    • 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 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.