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Don't love me quietly, do it with intensity...

Geisha: You saved my life! How will I repay you?
Bond: If I live through this, I’ll need a large sake and one hell of a massage...

James Bond 007: NightFire is a First-Person Shooter released in 2002 and the sequel to 2001's Agent Under Fire.

The plot of the game revolves around an undercover investigation into philanthropist Raphael Drake, whose organisation, Phoenix, works tirelessly to decommission old Nuclear reactors and missiles.

Or do they?

It soon becomes apparent that Phoenix's intentions are less than scrupulous, sending Bond to Austria, Japan and an orbiting missile platform to stop Drake's fiendish plot.

NightFire on consoles was developed by Eurocom and EA Canada and was released on PlayStation 2, Nintendo GameCube, and Xbox. On PC and Mac, there's a version developed by Gearbox Software with the GoldSrc engine. A third version for the Game Boy Advance was developed by JV Games. There are differences between these versions from gameplay to minor story changes.

Followed by Everything or Nothing


This game provides examples of:

  • A.I. Is a Crapshoot: The Phoenix Ronin will only shoot at Bond when already active, but simply deactivating then reactivating it yourself will cause it to fire only at enemies.
  • A.K.A.-47: Pretty much every weapon in the game. Some weapons at least try to sound like their real-life counterparts. A few examples:
    • Wolfram PP7/P2K = Walther PPK/P99.
    • Raptor Magnum = Desert Eagle (Eagle being a breed of Raptor/Bird of Prey).
    • Deutsche M9K = Heckler & Koch MP5K.
    • Suisse SG5 Commando = SIG Sauer SG 552 Commando.
    • Frinesi Automatic 12 = Franchi SPAS-12.
    • MB PDW90 = FN P90
  • Anti-Frustration Features: Should you reach a checkpoint with little health, it can be replenished back to 50% if you fail afterwards.
    • On Alpine Escape, it's entirely possible for Zoe to accidentally crash the snowmobile into something like a tree, which is something the player has no control over since they are manning the machine gun rather than driving. If this occurs, after a few seconds the game will drop the snowmobile back on track and Zoe will resume driving.
  • Awesome, but Impractical:
    • The heat-seeker rockets on the AT-600 Scorpion rocket launcher sound useful, but the rockets move far too slowly to hit anything, even the very large and very slow helicopters you are meant to use it on in Night Shift and Phoenix Fire. In many cases you're better off leading your target and dumb-firing them.
    • The Delta Repeater crossbow in Chain Reaction and Countdown tends to fall between this and Difficult, but Awesome. It is almost completely silent, but its bolts can One-Hit Kill most standard mooks and causes major damage to bosses. However, the bolts are very rare to come across and they have a steep drop-off and lose accuracy the further away you are, making it very frustrating to use against distant and/or moving targets, and in Countdown, if the player still has ammo for it after killing Rook, it disappears from the player's inventory upon obtaining the Samurai.
    • A similar multiplayer-only example is the Golden Gun. Just like in previous games, it is a guaranteed One-Hit Kill on any opponent it hits regardless of their health or armour. However, its accuracy isn't the best, it must be reloaded after every shot, and the ammo for it is rare and only comes in packs of two.
    • Armor-Piercing rounds for the sniper rifle can be obtained in Chain Reaction, but they're rare, and every enemy in the level is One Hit Killed with the standard sniper ammo anyway. The only use for them is as reserve ammo in case you run out of standard sniper rounds, but this should generally be a non-issue.
    • The overcharge option on the Phoenix Samurai. It launches a powerful blast of energy powerful enough to kill almost anything it hits, including bosses. To use it, however, it must be completely cooled down, and you must slowly charge it up, during which time you can't attack or change weapons, making you a sitting duck for your enemies if there's no cover nearby. And if you're not careful where you aim it, you could easily end up killing yourself in the blast.
    • Completing the entire campaign upgrades the Kowloon Type 40 to the Kowloon Type 80, converting this semi-auto/burst fire Glock clone into its fully automatic version. Of course, this just turns it into an ineffective ammo hog with horrendous accuracy that makes even the Storm M32 look like the Wolfram P2K by comparison, plus you've probably unlocked said P2K or its gold counterpart anyway. Worse yet, it's a completely separate weapon from the multiplayer's K-40, which means you can only find the K-80 in the randomized multiplayer weapon loadout in that mode.
    • Speaking of the K-40, you can wield it Guns Akimbo style in multiplayer if you're playing as a Phoenix character. Problem is, all that it does is double the clip size of an already weak weapon, at the cost of inexplicably disabling the burst fire mode and more than doubling its already slow reload time. At least you can choose to wield just one K-40 if you so desire.
  • Backtracking: The mission Phoenix Fire sees you make your way through the office building you previously infiltrated in Night Shift; only with more armed guards and an attack helicopter.
  • Bad Boss: Drake has shades of this, having made Mayhew his scapegoat for Bond's infiltration of his castle in Austria.
    • At the end of Hidden Agenda, he activates a descending ceiling inside the cooling tower where Bond and Rook is fighting to the latter's protest and quickly dismisses his chances of killing Bond.
  • Big Damn Heroes: Bond saves Dominique Paradis at the start of the game after being pursued by enemy soldiers.
    • Alura McCall saves Bond in the nick of time from Phoenix soldiers in the end of the Phoenix Fire level.
  • Black-Tie Infiltration: Bond slips into a tux (should be familiar to Bond fans) to get into Drake’s castle. This makes some sense, since Drake is holding a formal party at the time and 007 needs to be unnoticed once inside - at least until he has to get to where Drake is receiving the guidance chip.
  • Bling-Bling-BANG!:
    • The golden PP7 and P2K obtained by getting gold medals in certain missions. It's more than just show; it doubles the weapon's firepower.
    • And of course, the Golden Gun in multiplayer.
  • Bloodless Carnage: Mayhew gets slashed in the back by a ninja's katana, but somehow there's no blood.
  • Body Armor as Hit Points: The PS2 version uses a similar health/armor system as GoldenEye, with body armor refills found in the level, and lost health unable to be restored during a mission. The PC version instead uses the "body armor simply represents your health" system from Agent Under Fire.
  • Bond One-Liner: Numerous times.
    • "I'd give that dive a 3, actually."note 
    • "Done in by his biggest fan."note 
  • Boss in Mook's Clothing: The ninjas are essentially this, each one acts like a mini-boss fight. Each one can take several dozen rounds of SMG fire to put down and they flip and spin around like crazy while shooting you with uzi fire and slicing you with their katanas. You fight multiple ones at the end of the penultimate level before the final showdown in space with Drake.
  • Boring, but Practical:
    • The Stun Grenade in multiplayer when used on bots thanks to them stopping dead in their tracks, allowing you to attack without them fighting back.
    • If you have plenty of 9mm ammo, the Wolfram P2K is this in general, especially if you have the Golden upgrade.
    • In Night Shift, the guards stand around and point at you for several seconds before they run for the alarm. You're given a tranquilizer gun to temporarily knock them out, but you can just run up to them and punch them out permanently instead, and you won't be penalized.note 
  • The Cameo: Agent Zoe Nightshade's role in the plot is essentially one, after her starring role as the main Bond Girl of Agent Under Fire. She helps Bond out in the first few levels, then disappears from the plot with Dominique and later Alura stepping in to serve as Bond's main female sidekick for the rest of the game.
  • Car Meets House:
    • The snowmobile used by Bond and Zoe to escape from Drake is briefly driven through an Alpine lodge/restaurant, coming out via a Super Window Jump.
      Bond: Sorry, we forgot to make a reservation.
    • Later, McCall's introduction has her drive a car into the Phoenix building, collect Bond and drive out again.
  • Car Skiing: One of Q's gadgets, the Q Wedge, allows Bond to tilt the Vanquish on its side and skid past two blockade cars in Paris Prelude and Enemies Vanquished. This earns a Bond Move in the former mission.
  • Catastrophic Countdown: In Reentry, Drake sets the space platform to self-destruct after Bond disarms the four nuclear missiles. Near the last 20 seconds after killing Drake, you will start seeing the scenery in the arena start exploding before finally the platform itself implodes.
  • Consolation Prize: There is a ranking below Bronze, for completing the mission but failing to meet the Bronze quota. This yields no unlockable rewards (Bronze at least gives the player character art). This can be seen most reliably in later stages of the game on the lowest difficulty (the score is multiplied based on the difficulty selected), as the quotas for all trophies save for Platinum (which always requires 1 million points, requiring the 007 tokens collected to make up for it) increase for later stages.
  • Cool Car:
    • The Aston Martin V12 Vanquish, included in the game as a tie-in with Die Another Day.
    • Dominique's Shelby Cobra in Paris Prelude.
  • Cool Plane: The Ultralight has a turret with a guided missile launcher and a rapid-fire laser cannon
  • Cool Shades: Pressing a special button in Campaign will have Bond put on the V-E Glasses. Pressing the button again/cycle key will cycle it through Night-vision, Thermal-vision, and X-Ray vision.
  • Corrupt Corporate Executive: Raphael Drake, the green industrialist who stockpiles nuclear weapons while pretending to disarm and dispose of them.
  • Cruel and Unusual Death: Bond dropping Kiko into the shuttle launch pit where she meets a fiery fate. You will not feel sorry for her.
  • Cutscene Boss: Kiko is disposed of in a cutscene by retracting a bridge to drop her in the same blast pit she dropped Bond into, in contrast to Rook and Drake who are fought head-on in a full boss fight each.
  • Damage-Sponge Boss: In the PC version, during the Final Boss fight Drake can take well over 100 shots from the laser rifle before going down. In the console version he dies after only several shots from the laser sniper rifle, but is armed with a pretty dangerous heat-seeking missile launcher.
  • Damsel out of Distress: In The Exchange Zoe is captured when she tries to cause a distraction (or getting caught was the distraction) and is sent to the cable car for interrogation. By the time you get there, she's freed herself and is shooting back at the Mooks.
  • Dark Action Girl: Kiko.
  • Deadly Rotary Fan: Quite a couple of them can be found inside Drake's training facility. And touching them proves to be pretty lethal. Although you do get to use this to finally kill Rook at the end of the same level.
  • Deadpan Snarker:
    • Pretty much everything Zoe says.
    "Nice landing, James. Why do you always seem to end up on top?"
    • Q has his moments if you screw up something in Deep Descent.
    "Really 007? Just once I'd like you to bring a vehicle back in one piece."
    "I believe this mission called for stealth, 007."
  • Defector from Decadence: Alexander Mayhew, fearing he'll be killed by Drake after Bond's actions in Austria. And that's exactly what happens.
  • Designated Girl Fight: Kiko and Dominique briefly have one at the start of Phoenix Fire. It doesn't end well for Dominique.
  • Developer's Foresight:
    • If you have a firearm equipped early in the party section in The Exchange, your cover will still be blown if seen with them.
    • Also in The Exchange, There are guards who block you from entering rooms. If you attempt to bypass them with glitches, you will fail the mission for trespassing.
  • Digitized Sprites: How characters and items appear in the GBA version.
  • Disney Villain Death: Inverted by Dominique, who is knocked off of the Phoenix tower by Kiko at the start of Phoenix Fire.
  • Double Entendre: This is a Bond game.
    Bond: Anything can be penetrated given the proper tool.
  • The Dragon: Rook, the head of Drake's security. The dude is only slightly shorter than Jaws, and is built like the Rock.
  • Dual Boss: In the PC version, the climax of the second-to-last level has you fighting a pair of the ninjas from the end of Double-Cross. In the console versions, the 2 ninjas are fought individually in separate phases, with a handful of soldiers and commandos backing each one up.
  • Early-Bird Cameo: Both Kiko and Rook make easily-missed appearances in the crowd at Drake's party, far earlier before either of them have any plot relevance, complete with voiced lines and unique outfits.
  • Elaborate Underground Base: Drake's entire launch complex on his island counts as this.
  • Elite Mooks: There are variants all across the spectrum in the various levels.
    • In the console version, the most basic kind are the variants of the regular Mooks that can take and dish out more damage than their counterparts. They usually have an article of clothing that is red, such as the nightvision goggles for the snow guards, the trench coats and hachimakis for the Yakuza, berets for the soldiers, and red-and-black uniforms and backpacks for the Commandos.
    • In the Phoenix base at the end of the game, Phoenix Commandos will engage Bond alongside the regular soldiers once Bond sabotages the security control center in the console version. The Commandos have all-black uniforms and are armed with the AIMS-20 rifle as opposed to the SMGs the soldiers carry. These enemies also have their own elite equivalent, who have twice as much health and better aim. In the PC version the Commandos carry miniguns and will spawn if Bond trips the alarms.
    • Even the basic soldiers in the Phoenix base in the console version have double the health of earlier enemies, making headshots much more important against them.
    • The ninjas debut as the final boss in Double Cross, then become this when they appear at the end of the Phoenix base mission.
  • Energy Weapon/ Beam Spam:
    • The Jeeps, planes and sentinels in Island Infiltration all have laser machine guns.
    • The Phoenix Samurai, a laser sniper rifle.
  • Even Evil Has Loved Ones: Mayhew, Drake's turncoat accomplice, pleads Bond to protect his servants and Kiko, whom he all sees as family.
    • Kiko towards Mayhew; too bad this is not enough to stop her from betraying Bond.
  • Evil All Along: Kiko shows examples.
    • In Zero Minus on the PC version, she reveals that she trained the ninjas Bond fights including the one that killed Mayhew.
    "I have a special surprise for you James. You killed one of my ninjas after he disposed of poor old Alex for me... now his comrades can have their revenge."
    • The first Phoenix tower mission involves aiding Bond to fall for a trap so that Drake can get the NightFire files.
  • Evil Costume Switch: Kiko switches from a grey woman's suit to a sleeveless black latex Spy Catsuit (complete with Combat Stiletto boots) when she's revealed as Drake's enforcer.
  • The Evil Genius: Mayhew, until his Heel–Face Turn.
  • Expy: Drake is a somewhat more badass version of Hugo Drax.
  • Gatling Good:
    • Phoenix Tower's primary security measure is a ceiling-mounted Gatling turret that activates should you trip any of the laser tripwires or range-finding beams around the place.
    • The Phoenix Ronin is a Gatling turret then can either fire automatically or be used remotely by Bond.
    • One of the various fixed gun emplacements you can man in the multiplayer is this. Unlike the Ronin, it has infinite ammo but can overheat.
    • The Phoenix International X6 Annihilator is a handheld version Bond and the armored mooks carry in the PC and GBA versions.
  • Good Hair, Evil Hair: Drake sports a goatee.
  • Good Scars, Evil Scars: Rook boasts the evil version of this. Caused by the player, no less!
    Rook: "But if Bond does reach the facility, I'll be sure to thank him for the 'makeover' he gave me."
    Bond: "The pleasure was all mine, Rook."
  • Gory Discretion Shot: The camera cuts away just as Dominique slams into the lobby's glass roof. Notably, her body is never seen in spite of this fact.
  • The Guards Must Be Crazy: The civilian night-guards encountered during Night Shift will, upon spotting an intruder, stand perfectly still and lock eyes with the intruder for a few seconds, demand to know who they are, then run for an alarm. It takes them about five seconds to go through this - more than enough time to hit them with a tranq dart or simply run up and punch them out.
    • Using the otherwise-silent crossbow during Countdown causes this with Fridge Logic. The guards are stationed right outside the door, yet they don't hear the scream of the first guard when he takes a crossbow bolt to the back.
  • Guns in Church: Averted during Drake's party; the game simply doesn't allow you to draw a pistol until a certain point.
  • Hand Cannon: The Raptor Magnum, which comes in both .357 Magnum and .50 AE varieties, can deliver enough power to drop most mooks instantly.
  • Hate Sink: Kiko is easily the most despicable character, both for her cruel and unexplained betrayal of Bond, and for kicking Dominique off the Phoenix Building. Many players cheered when Kiko suffered a Karmic Death by burning inside the shuttle launch chamber.
  • Heel–Face Turn: Mayhew after Drake marks him for death after the incident in Austria.
  • Hoist by His Own Petard: Kiko literally set herself up for the fall when she attempted to escape Bond's wrath by boarding the shuttle, on the same catwalk she sent him tumbling off of in the shuttle pit. The fact that she was the one to murder Dominique certainly didn't do her any favors when finally cornered by the world's most dangerous 00 Agent.
  • Inconsistent Spelling: Drake's first name is spelled as both Rafael and Raphael.
  • Ink-Suit Actor: Some of the characters' in-game likenesses are the same as their voice actor's, Bond himself being the lead exception.
  • Innocent Innuendo: The introduction to the Q-Worm comes with Bond telling Q that there's a lady (Kiko) in the car.
  • Instant Sedation:
    • The tranquilizer gun used in Night Shift.
    • And the tranquilizer gun Kiko uses on Bond.
  • Interface Screw: Equinox is played in space, so instead of fighting on solid ground, Bond floats and spins around the missile platform in zero gravity. Thankfully the player can press the Action button to reorient Bond with the platform.
  • Interface Spoiler:
    • The GBA version spoils the fact that you go to space in the control settings menu.
    • On consoles, it's Kiko being on the Phoenix side of the multiplayer roster with the Commando outfit she wears when betraying Bond.
  • I Shall Return: Drake declares this after Bond has foiled his plans in space. Bond however makes certain that this will not be the case for Drake.
    Drake: You may have stopped the fire this time Bond, but like the phoenix, I'll rise from the ashes!
  • I Surrender, Suckers: Just like in N64 The World Is Not Enough, any enemies you can hold up that haven't been disposed of will pull out a P99 if you carelessly put away your firearm outside of punching distance or walk away from them.
  • Karmic Death: Bond ultimately kills Kiko the same way she attempted to kill him: by getting burned to death by a space shuttle's jet engines. Unlike Bond, Kiko doesn't make it into the safety bunker before the emergency doors close.
  • Lawof Chromatic Superiority: In the console version, the telltale sign that an enemy is an Elite Mook is that at least a part of his clothing is red.
    • The snow guards' bright nightvision goggles make these masked foes more intimidating than the ones that wear hats.
    • Snow guards with red shoulder-pads and a balaclava appear on harder difficulties in Alpine Escape.
    • The Yakuza elites wear a red headband and a red trenchcoat.
    • The officers among the Phoenix Soldiers and Black Ops security wear red hats. The Black Ops officers also have red laser sights on their rifles.
    • The Commandos sport a Red and Black and Evil All Over fashion style.
  • Limit Break: The alternate fire on the Phoenix Samurai allows the shot to be charged to the point of almost overheating then causing a severely damaging blue blast of energy to erupt on the first solid object it touches, instantly killing every enemy within the blast radius. (Yes, even the ninja... And you too, if you stand too close or try to use it in a tightly-enclosed area.)
  • Little Useless Gun:
    • The standard PP7 reeks of this, with relatively low damage and a tiny magazine. At least it's accurate and can be suppressed, and it can also be upgraded to a gold version with better damage.
    • The PC version's P2K is an even worse case, as it cannot be upgraded at all and it's even less accurate and damaging.
  • Made of Iron: Rook. He survives a helicopter crash in the second level, and then when he faces Bond one on one late in the game, he can survive a little over 100 rounds of assault rifle firenote  or several direct hits from crossbow bolts or AIMS-20 grenades and keep on fighting. The man could give Jaws a run for his money.
  • Male Gaze:
    • It's possible, during the party in the second mission, to whip out the mini camera and zoom in on the women. Lampshaded if you do it a couple times to Kiko.
    Kiko: Enjoying the view?
    Bond: ...Quite.
    • Invoked deliberately in the intro to the mission at Mayhew's house where the first thing the player is treated to is a shot of Kiko at an angle that goes straight down her mountainous cleavage.
  • Ms. Fanservice: All of the women in this game do this at some point. Dominique's dress in the party level, Zoe in her strapless dress in the same level, as well as Kiko's dress, and Alura in her midriff baring outfit.
  • The Mole: Mayhew's Bodyguard, Kiko becomes this after Mayhew pulls a Heel–Face Turn against Drake, remaining loyal to Drake rather than Mayhew.
  • Mythology Gag: Numerous:
  • Ninja: A type of Elite Mook found in the game. One kills Mayhew at the conclusion of Double Cross. The ones you encounter have superior armor compared to other enemies, can jump to evade your fire, and are equipped with both katanas and submachine guns.
  • No, Mr. Bond, I Expect You to Dine: Subverted by Drake at the beginning of Phoenix Fire.
    Drake: Why waste caviar on someone who won't live long enough to enjoy it?
  • No OSHA Compliance: The launch facility in Drake's island (As seen in Countdown) seems purely built just to be a hazard both to would-be hitchhikers on the shuttles and the staff themselves. For a start, the walkways to the shuttles are on hinges connected to a Big Red Button at the doorway to each of the walkways that makes the bridge drop suddenly to drop whoever is on it down directly into the area below the exhaust of the shuttles where someone could easily get burnt alive. Then to add, a control room is found in that very area with no reason to be there, and while it does protect the occupant from the flames of the rocket engines, it does nothing to stop the Absurdly Bright Light from getting in and temporarily blinding you, nor is there any emergency failsafe that could be used to stop a shuttle launch if someone is caught down there. And finally... remember that button? Yeah, there is no kind of security on the button, enabling anybody to just drop the bridge under anyone without hindrance. This final part combined by Kiko not thinking that Bond would press it while she's on the walkway (And had a good few seconds to see he had access to it) leads to her demise.
  • Player-Guided Missile: The AT-420 Sentinel makes its return from the N64 version of The World Is Not Enough, but with a much more fluid aiming system - rather than using a laser, it utilizes flight-style controls similar to those used in Agent Under Fire. The remote torpedoes in Deep Descent use a similar guidance system.
  • Post-Defeat Explosion Chain: The space platform in Equinox eventually starts exploding in the background after three of the missiles you put off course hit it. Coupled with the laser getting overloaded and the space station is set to explode very soon after it takes one more missile.
  • Pre-Mortem One-Liner: Drake to Dominique:
    "It's a pity, I fell quite hard for you. And now it's time you did the same for me."
  • Rail Shooter:
    • The beginning segment of Paris Prelude is Bond sniping enemies off of Dominique's back from a helicopter.
    • Alpine Escape is entirely on the turret of an armored snowmobile.
    • The second segment of Island Infiltration is from the turret of an Ultralight plane.
  • Ranged Emergency Weapon: The Console version has Bond with his Wolfram PP7 (Walther PPK), which is a .32 caliber handgun that can be suppressed with enough ammo to last the level or until he gets a new gun. It can be upgraded to a gold version with more powerful shots, or replaced with the P2K (P99) which has a larger magazine, does more damage, and uses more readily available 9mm rounds.
  • Red and Black and Evil All Over: The custom space suit worn by Drake (and Rook in the PC version) is black-and-red, in contrast to the standard white space suits worn by his Mooks. The elite Commandos in Countdown also have red and black uniforms.
  • Redemption Equals Death: Mayhew is arguably this, having betrayed Drake only after it became apparent that the latter intended to have him killed, but does everything in his power to make sure Bond gets the NightFire files before Drake does; he pays dearly for it in the end.
  • Roundhouse Kick: Most enemies can use this as a melee attack, including Rook.
  • Rule of Cool: A good number of the optional "Bond Moves". Of course, it IS a Bond game, so this is par for the course.
  • Running Gag: Once again, Zoe winds up being captured and Bond has to rescue her.
  • Scenery Porn: The Exchange takes the cake. Island Infiltration is a strong case as well.
  • Sentry Gun:
    • The Phoenix Ronin, an automatic/remote-controlled turret that folds up to look like a suitcase.
    • The Phoenix building has ceiling mounted turrets that deploy and fire at Bond if he is detected by the security cameras.
    • Island Infiltration's objectives include destroying the Sentinels: large laser sentry turrets dotted around the island. Bond takes control of an even larger one during the final part of the mission.
  • Shoe Phone: Even more so than in Agent Under Fire. Grappling-hook cell phone, check. Zippo lighter that's also an advanced digital camera (and, charmingly, also works as a butane lighter!), check. Electric shaver with a flash-bang grenade, check.
  • Shout-Out:
    • The Phoenix Ronin, a remote-controlled Gatling gun inside a briefcase, takes its name from Ronin (1998).
    • Night Shift owes much to the climax of Entrapment, especially with finding the secret vault on the topmost floor and getting the files from a computer that slides up out of the floor, and all of Bond's attempts at stealth going to pot upon getting said files.
    • The HUD of the AIMS-20's aiming mode is just a few flourishes away from being 1:1 Terminator Vision.
    • Drake's introduction in Reentry has him quote Alien
    "In space, Mr. Bond, no one can hear you scream. Except for me!"
  • Shown Their Work: The Fort Knox multiplayer map on the PC version is pretty much an exact replica of what you see in Goldfinger, as well as including access to the exterior of the building.
  • Space Station: The U.S. Space Defense Platform, which Drake commandeers for his own usage in executing Operation: NightFire.
  • The Starscream: Kiko turns out to be this, seemingly taking Bond's side after Mayhew's death only to betray him to Drake later.
  • Stealth-Based Mission: Most levels can be played stealthily, and the player receives a bonus if they do, but Night Shift specifically requires Bond to sneak around Phoenix's offices without killing any of the guards or setting off the alarms.
  • Storyboarding the Apocalypse: In Countdown, one can overhear Drake's ultimate design for his takeover of the globe, followed up in Equinox when he explains his intent to annihilate every military installation that threatens his fortress island's vast arsenal.
  • Supervillain Lair: Drake's castle in The Exchange, Phoenix Tower in Night Shift, and an entire island that serves as this as first seen in Deep Descent through Countdown.
  • Suspiciously Similar Substitute: The PC game's multiplayer features a generic MI6 agent in Bond's place who wears the same tuxedo, business suit, and stealth fatigues he does in the single player mode on account it just being a Head Swap.
  • Tactical Withdrawal: The A.I. for soldier/commando type enemies in the console version seems to prefer to move from cover to cover when closing in on your position. However, then don't seem to check if there's a new piece of cover available until after they leave their current cover. On some maps (most notably Countdown) this often results in the A.I. charging out of cover, realizing they're running through an open killzone halfway through, and immediately doing a 180 and running back into the piece of cover they just left.
  • Timed Mission: The entirety of Equinox involves the player having to shoot out the launch couplings of the space platform's nuclear missiles so they hit the platform instead of Earth. Doing this also means having to kill Drake before the station explodes.
  • Unnecessary Combat Roll: Enemies do this a lot. They have no invincibility frames when they do, so you can kill them mid-animation to emphasize the "unnecessary" part. Bond does this himself at the end of Phoenix Fire.
  • Vasquez Always Dies: Dominique Paradis bites it when Kiko kicks her off the helipad of the Phoenix building.
  • Video Game Cruelty Potential: Using the stunner gadget on Mayhew during Double Cross triggers a game over. Doing the same to his lady servants does not (even if actual lethal force does).
  • Villainous Breakdown: When Bond sabotages Drake's missiles on board the space station, which is now breaking up in orbit.
    Drake: DAMN YOU, BOND!
  • Villain with Good Publicity: Raphael Drake is the leader of an organization that makes disused nuclear reactors and arsenals safe, and he's the founder of a World Refugee fund. He also uses the nuclear weaponry he "disarms" as part of a grand plot to take over the world.
  • Wave-Motion Gun: One gets installed onto the Space Platform which you have to deal with during Equinox. Although its main purpose is to fire out a giant beam that gets reflected onto other satellites for a smaller and weaker blast, the main beam itself can launch and instantly kill anyone who gets in contact with it.
    • The Prototype Samurai featured in Chain Reaction functions as this in contrast to the portable version's semi-automatic/overcharge beams. It's powerful enough to destroy the blast door required to escape and it is as lethal as it sounds when used on the enemies.
  • Weaponized Car:
    • The Aston Martin V12 Vanquish totes machine guns and missiles, as well as a smoke-screen and the ability to transform into a submarine.
    • The Jeep you use on the Island Infiltration mission has a similar arsenal, though this time the machine gun is a laser on the roof.
  • What Happened to the Mouse?: Zoe just disappears from the plot after the first few missions. She cannot even be unlocked as a multiplayer skin.
    • The crew of the Space Weapons Platform also count, especially since Alura mentions the possibility that some might still be alive...only for Bond to inevitably destroy the station with us left to assume that any remaining survivors perished with it.
  • World of Action Girls: A whopping four of them between Zoe Nightshade, Dominique Paradis, Alura McCall, and Kiko Hayashi.
  • Yakuza: Bond fights them in Mayhew's villa and during his escape from the second time he's in Tokyo's Phoenix building.
  • You Have Failed Me: Drake sends his thugs to murder Mayhew after Bond's interference at the castle exchange.

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