
This may seem like a downer of a 'feature,' but since the sub-missions are relatively short, it's not too big of a drag to be forced into starting over from scratch.But there are some serious design issues in NightFire that definitely hurt the enjoyment of the adventure. It's over, and it's right back to the beginning of the mission.

However, unlike the console versions of NightFire, in the GBA edition if you die at any time during a mission, that's it. In the Game Boy Advance version's case, cutscenes are simply still postage-sized screenshots that slide across the screen as the text unfolds the dialogue. Programming fakery or no, it's neat to see.All of the missions are divided into two, three, or four sub-missions, all tied together with cutscenes lifted from the console versions of the game. On the downside, the framerate, while fully playable, isn't exactly what one would call 'smooth.' But one can certainly appreciate some of the elements that the programmer put to add a little atmosphere the game actually features nifty lighting effects beyond the standard 'turn on/off illumination', with spotlights actually casting gradual lighting against the floors and walls. On the upside, this 3D engine means that the designers have a lot more freedom in level layout, as rooms can be stacked on other rooms, and terrain can gradually slope up or down. Characters and objects are, of course, sprites, but they don't seem out of place because it's how the other FPS titles handle items and enemies in the action. Sever and Duke Nukem Advance handle their imagery, NightFire features true texture-mapped polygons for the environment and key objects like vehicles and furniture. JV Games built a true 3D engine for NightFire instead of going the traditional, more GBA-friendly raycasting direction which means that, instead of 'faking' a first-person engine like how Doom, Ecks vs. Stealth missions are simple matters of staying at least six feet away from personnel, and most gadgets are of the point-and-shoot nature anyway.essentially just a different version of a gun.Graphically and design-wise, NightFire on the Game Boy Advance is one of the most ambitious first-person shooters created for the handheld. We're not going to go as far as saying that NightFire is the GBA equivalent of Metal Gear Solid, because it's not. While certainly emphasizing the shooting aspect of the FPS genre, the game also focuses a bit more on stealth and gadgetry use than other games in the genre. Only for Game Boy AdvanceNightFire is another challenging first-person shooter for the Game Boy Advance, putting players in the role of James Bond in more than nine levels and several sub-levels of action. James Bond Nightfire PcĬartridge save (three slots). But even though this game is a better first-person shooter than what the team last did on the system, it still doesn't make it a great one NightFire definitely has its moments, but several issues keep the game from being one of the GBA's top first-person shooters.Features.

The development team obviously learned whatever lesson there was to be had in developing that awful game, because is a far, far better production.
#JAMES BOND 007 NIGHTFIRE GBA GAMEPLAY PORTABLE#
The portable rendition was developed by, previously responsible for one of the first First-Person Shooters on the GBA, BackTrack.

On the Game Boy Advance is based upon the console shooter created by Eurocom.
