James Bond 007: The World Is Not Enough

James Bond 007: The World Is Not Enough

released on Oct 17, 2000

James Bond 007: The World Is Not Enough

released on Oct 17, 2000

The World Is Not Enough is a first-person shooter video game developed by Eurocom and based on the 1999 James Bond film of the same name. It was published by Electronic Arts and released for the Nintendo 64 on October 17, 2000, shortly before the release of its PlayStation counterpart. The game features a single-player campaign in which players assume the role of MI6 agent James Bond as he fights to stop a terrorist from triggering a nuclear meltdown in the waters of Istanbul. It includes a split-screen multiplayer mode where up to four players can compete in different types of deathmatch and objective-based games. The game runs on an engine that was adapted to take advantage of the Nintendo 64 strengths. Although Eurocom used original production material to recreate the environments of the film, the company added elements to help the game design, including a mission which takes place in the London Underground. The game supports the Nintendo 64 Expansion Pak, which provides enhanced graphics and visual effects, but a Controller Pak is required to save the player's progress through the game. The World Is Not Enough received generally positive reviews from critics and was frequently compared to Rare's Nintendo 64 first-person shooters GoldenEye 007 and Perfect Dark. It was also considered superior to its PlayStation counterpart because of its level design and inclusion of a multiplayer mode. Critics generally praised the game's graphics and smooth frame rate, but criticized its weak and inconsistent enemy artificial intelligence. In the United States, the game sold more than one million copies.


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While not as revolutionary as its predecessor Goldeneye 007, The World is Not Enough on the N64 delivers a solid first-person shooter experience that captures the essence of the James Bond franchise. It features a diverse set of missions, satisfying gunplay, and gadgets galore. Story-driven cutscenes and the inclusion of character voices add to the cinematic feel, even if graphics haven't aged particularly well. While it lacks the lasting impact of the legendary Goldeneye, The World is Not Enough still offers a thrilling and enjoyable ride for 007 fans.

it's fine. the graphical leap and comprehensive depiction of bond is much appreciated from goldeneye but that's about where the improvements of this game ends

While Tomorrow Never Dies skipped out on the Nintendo 64, The World Is Not Enough made a return, developed completely separately from the PlayStation version of the game. The N64 version of TWINE is heavily inspired by GoldenEye, following the same style of missions and level structure, but also tries to make the game more cinematic.

Eurocom managed to fit a lot onto the N64 controller. Jumping is now an option, and crouch is just one button. Through button combinations, you can switch between items and gadgets separately, as well as activate alternative fire modes for the guns. Looking up and down is a bit awkward as you either have to hold down the aim button, or use the D-pad (which is a little bit out of the way on an N64 controller) – but this means that it’s quite easy to reconfigure the game to fit a dual analogue controller.

Starting off with a nice simple tutorial level in a bank, this serves as a good introduction of the game’s mechanics, using gadgets and (on harder difficulties) erasing camera footage – this had a few extra objectives for harder difficulties, just like GoldenEye.

The cutscenes in this have voice overs (but not the actors from the films) and are recreated in the game engine, with the story being rewritten so that the game itself makes sense without having to have seen the film. I much prefer this way of doing things, as it helps keep the game’s identity throughout the whole thing.

Back at MI6 headquarters, not only does a bomb go off, but it gets invaded by goons, you have to fight them off, as well as putting out fires, protecting staff and enabling the security systems. It’s a really fun level, and is a great example of how the game expands upon scenes of the film.

After the boat chase (which you don’t get to play), you chase the assassin through docks along the Themes, a straightforward level that introduces the grapple function of the watch, which can be used in certain spaces to climb upwards, adding some verticality to some levels.

Taking advantage of the London setting, the assassin then proceeds into the Underground, having her goons take hostages and setting up a Bomb to try to slow Bond down. The trains are a bit crazy as you have to dodge them, but it’s very enjoyable, and you have to reach the assassin’s hot air balloon before she escapes.

The levels in The World Is Not Enough to a good job of feeling alive and like real locations. I would have liked a few that are less linear, but they’re still enjoyable.

Next up is a skiing mission, which is done in quite a simple way, feeling a bit like a light gun shooter. You can move left/right a bit and can speed up and slow down. There are a few targets that you need to hit, which can be a bit difficult and require restating the mission, which can be a bit annoying.

Next up is the main stealth mission – in most other missions, stealth is optional, but works quite well. Your watch has a “stun” function which, really, is utterly useless – it just makes enemies wiggle and it stops right after you stop firing it at them. Luckily, your watch has a dart which does knock enemies out – or you can punch them to sleep.

Here, you sneak around the grounds of Elektra’s house (and a little bit inside), tapping phones and taking photos of evidence. There are are few villains you need to avoid completely. I remember as a kid taking ages on this level, but once you have the guard patterns down, it isn’t too difficult.

The following two levels are probably the weakest, but still not bad. One has you chasing after a henchman to replace him, you can be stealthy or as loud as you want (just be prepared for a lot of enemies). Then you try to stop Renard from stealing a bomb, meeting up with Christmas Jones and escaping from an explosion.

The “cities of walkways” mission is split into two levels. The first is a fairly typical level as you fight some enemies to reach a computer containing evidence, while the second has you dodging helicopters with buzzsaws and is a great level, as you jump around on platforms that are being sliced then grab a fancy rocket launcher and guide missiles into an attacking chopper.

A few more decent levels follow as you chase a traitor though Istanbul, then you get captured and have to rescue M and kill Elektra, then it’s on to infiltrating Renard’s submarine. You start off on the docks and have to kill the guards efficiently enough to avoid them setting off the alarm. Then you climb into the submarine – with no loading screen, which I thought was impressive when the game came out in order to rescue Dr. Jones and disable the submarine controls.

The final level has a lot of swimming as you navigate the damaged submarine. The controls take some time to get used to, but it’s not so bad once you do – although as you had limited time in this mission, I think the game could have done with some swimming in an earlier mission.

You need to navigate through the submarine, kill Renard (which is similar to the film, they don’t force a boss encounter) and then escape, finishing the game.

The N64 version also has a multiplayer mode which is a lot of fun, complete with bots (although, strangely, you can’t play against bots on your own without cheats). Beating the main game on higher difficulties will unlock more characters to play as.

While it doesn’t reach the heights of GoldenEye, The World Is Not Enough is an extremely solid game and is a ton of fun.

It can't quite live up to Rare's Goldeneye, but TWINE is still a rock solid FPS by N64 standards with some good mission variety, more ambitious stealth mechanics, and nice, crisp visuals considering the hardware. It's just held back somewhat by some convoluted mission design and a lack of polish in some areas.

Better than the PS1 version, but doesn't seem to emulate anywhere near as well. As a sequel to GoldenEye on the N64, it's not as entertaining nor as long-lasting.