vghe.net

James Bond 007: Nightfire

James Bond 007: Nightfire was a 2002 James Bond game for PC, Xbox, PlayStation 2, GameCube and GameBoy Advance. The PC version was developed by Gearbox Software on the Goldsource engine while the game console versions were developed on different engines. The game console versions were in development since at least September 2000 (Wade, http://www.ign.com/articles/2002/08/09/nightfire-developer-diary-entry-1) and the game was officially announced in May 2001 though without a title (http://www.ign.com/articles/2001/05/02/the-ultimate-gamecube-preview-guide?page=4). In February 2002 it was tentatively titled James Bond in... Phoenix Rising (https://www.ign.com/articles/2002/02/12/eurocom-develops-next-james-bond-title). The PC version was released in November 2002 and was somewhat different to the game console versions in that it lacked any driving levels, and the GameBoy Advance version was also somewhat different in order for it to be able to run on the less powerful hardware.

James Bond 007: Nightfire was developed using the v1.0.x.x/SDK v1 branch of the Goldsource engine, as were all of Gearbox Software's other Goldsource engine games. It is not clear why Gearbox Software continued to use the out-dated v1.0.x.x/SDK v1 branch rather than the more advanced v1.1.x.x/SDK v2 branch but the Goldsource engine was significantly updated regardless. According to Gearbox's Marc Tardif "There is about as much left of the Half-Life engine in Nightfire as there was of the Quake engine in Half-Life" (http://www.homelanfed.com/index.php?id=8530). Gearbox's Michael Condrey echoed similar sentiments saying "there's so little original Half-Life code in NightFire that it's practically using a brand-new engine" (Ajami, https://www.gamespot.com/articles/james-bond-007-nightfire-preview/1100-2874776/).

Screenshots published 21 August 2002

Screenshots from the site of Nathan Reinhardt

See https://nathanr.carbonmade.com/projects/3024749

Staff

Nathan Reinhardt