The World is Not Enough


Developer: Eurocom Publisher: EA
Release Date: October 17, 2000 Also On: None

For those of you who don't know, James Bond is my favorite action series. I own all of the James Bond movies on DVD, five on VHS, GoldenEye and The World is Not Enough for the N64, Tomorrow Never Dies for the PlayStation, and Agent Under Fire and Nightfire for next-generation consoles. One might come to the conclusion that I am a James Bond fanatic, I am, to a degree. Psychology aside, James Bond is the most thrilling, conniving, and seductive secret agent alive.

GoldenEye is the undeniable king of FPS; when EA purchased the James Bond license, they obviously sought to capitalize on Rare's hugely successful title, stealing some components, while improving on them at the same time. While GoldenEye relied mainly on in-game action to progress the game’s story, The World is Not Enough (TWINE) relies on an unashamed theatrical approach.

TWINE's overall setup is similar in many ways to GE; killing enemies, some stealth, assuming the identity of others, and rescuing hostages. Beyond that, gameplay has some more variety in TWINE than in GE. In one level you ski down a mountain while thugs chase after you on snowmobiles, throwing grenades and shooting their rifles. Another level requires you to swim through a maze of underwater passageways in a submarine that is gushing with water. The gunplay is exciting, but the suave Bond from the movies isn't present here.

What could a Bond game be without gadgets? Good old Q, now deceased, gave you your 19th watch, equipped this time with multiple functions, such as grappling, darts, and a laser. Night vision goggles, sticky bombs, and grenades also make up your cache of weapons. The traditional weapons, such as silenced handguns, machine guns, and sniper rifles will all leave you trigger happy.

GE was practically the first game ever, in the 3D realm, to use body-hits. What I mean by this is a head shot will kill you in one shot, while a shot in the torso or limbs will just leave them in pain and take multiple shots. Unfortunately, AI is quite ignorant in the sense that they have set paths, never altering it during gun battles.

TWINE's multi-player modes are the strongest suite and are about the only part of the game that competed, possibly out did, GoldenEye. There is a large selection of arenas, three bots that can be turned on, and the ability to customize weapons selections. Another downfall is the fact that you can't face 'good guy/good guy'. Instead, you will have to fight over whom gets what player, since the game forces you to bring 'good guy/bad guy' face to face. Game modes include arena (death match), team arena (team death match), king of the hill, capture the flag, etc.

Possibly the finest touch in TWINE is the impressive graphics. The texture variety is excellent; rugs cover the floors, wallpaper lines the walls, and for a N64 game, there is a nice amount of different character models. The main problem is the fact that textures are grainy and blurry, even on good television sets. A nice touch that wasn't really in GE is death reactions; some bend over rails, while others fall to their death after being shot.

Even though TWINE is well worth a purchase, it seems to have been over-looked, even though it was released three years after the classic GoldenEye. I almost feel that I had a better time playing TWINE than GoldenEye, but I doubt that any game will ever beat GoldenEye's multi-player, which gives it unlimited replay value. For me, TWINE was more of a sequel to GoldenEye than Perfect Dark, based purely on gameplay and not on the James Bond theme. If you own a N64 and still play it, TWINE is well worth a trip to the game store.

Graphics: 8.5
Sound: 10
Gameplay: 9.5
Creativity: 7
Replay Value/Game Length: 8.5
Final: 9.2
Written by Kyle Review Guide


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