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The majority of the game's missions are directly lifted from the film, with some slight alterations and omissions. Several hidden missions were also included for gamers good enough to reach them; these were inspired by other Bond movies. The game's split-screen multi-player mode allowed players to control classic Bond villains (and, through the help of cheat devices, the other four Bonds), and featured many different gameplay combinations based on weapon selection and game rules (including "You Only Live Twice" [where you get two lives, and that's it] and "License to Kill" [one hit kills, no matter the gun, except the Klobb sometimes]).
Adaptation Expansion: Several levels in the game take place in the nine years between the movie's gun-barrel opening and proper start. However, a few things don't match up. Namely that fact that Bond never visits Severnaya in the movie (at least not in the present-day), and he never chases Janus through a cavern en route to the giant satellite dish; indeed, the resulting level makes no sense since Bond destroys pumps to stop Janus stopping himself.
AKA-47: None of the weapons have real names. The AK-47 itself is called the "KF7" (with an appropriate "Soviet" appended sometimes), and the RC-P90 is in reality the FN Herstal P90.
Artificial Stupidity: Enemies will not open fire unless they have a clear line of sight. Railings, glass and invisible walls count as obstacles for the purpose of aiming. This turns Xenia into an Anticlimax Boss, as you can gun her down as she crosses the bridge (she treats the bridge as a corridor). This also stumps Jaws, since he'll never fire if you simply run up and down the staircase.
Artistic License Ships: The La Fayette looks nothing like a La Fayette-class frigate and rather more like an American Kidd-Class destroyer. The Dummied Out multi-player version of the map is even called "Destroyer".
Attack Drone: Drone guns are extremely annoying (and deadly).
Cutscene Incompetence: The ending of Surface II shows Bond running into a bunker and getting captured without even putting up a fight.
Damsel in Distress: Natalya gets captured how many times in this game? Let's see. First in Severnaya, where Bond meets her in the same predicament. Then at the Statue Park in St. Petersburg. Then after the Russians arrest them. Then Ourumov gets ahold of her, leading to the tank chase, and you only recover her two missions later. That's four in total, before she takes a level in badass.
Die, Chair, Die!: Everything can be destroyed, and explode after. This actually comes in handy in the Runway level, as chucking a grenade at the guards by the desk in the side building will blow up the desk up, the filing cabinets and the guards.
Dual Wielding: "Jungle" even includes grenade launcher in one hand, machine gun in another. However, without the use of cheats, you can only dual wield if you kill an enemy who is dual wielding guns and take it from them.
Dude, Where's My Reward?: The cheat unlocked for beating the Train level on 00 Agent is the Silver PP7, a decent gun which is in no way worth the difficulty of getting it. The much better Gold PP7 can be unlocked in the Cradle on Agent, which is also much, much easier.
Dummied Out: This game contains some of the most well-known examples of this trope, such as All Bonds mode, the Citadel map, and the castle in the Dam level.
Exclusive Enemy Equipment: Most of the really cool guns belong to enemy soldiers, including the RC-P90, Automatic Shotgun and Grenade Launcher. Luckily you can pick them up for yourself after killing them.
Game Breaking Bug: Or game breaking cheat in this case. The Invisible Bond cheat makes you become just that. Sure, enemies can't see you and won't fire at something they can't see, but mission critical NPCs also can't see you, so they won't talk or give you what you need, making the mission Unwinnable. Then again, you're probably not playing the game with cheats to actually complete the missions, so this isn't a problem for most. There's also a button-code that allows you to toggle invisibility on and off, so it's not as debilitating as that.
Enemies will walk right past dead bodies and ignore bullets whizzing by their heads, since they only attack if they see you (or if you make a ton of noise). On the other hand, they also appear to be rather deaf and nearsighted.
Averted with the jailer in the Bunker, whose reaction to Bond trying to pull the "sick prisoner" gig is simply to state "You must think I was born yesterday".
Guns Akimbo: Almost all of the game's weapons can wielded with both hands using cheats (it's possible to do this in single-player mode without them, but only if taken from an enemy carrying both).
Guns Do Not Work That Way: Rare didn't seem to understand the layout of the P90; the magazine becomes a huge white block that's wider than the gun frame, and the weapon ejects right instead of down. Additionally, certain guns have an incorrect magazine size. In the RC-P90's case, it has 80 bullets instead of 50. This is probably because Rare entered the amount of ammo as 50 in hexadecimal, which is 80 in decimal.
Hand Cannon: The Cougar Magnum is ridiculously overpowered, to the point of being able to shoot through metal doors.
Harder Than Hard: Beating the game on 00 Agent unlocks 007 modes, which can be customized to be as hard as the player wants (1000% damage? Sure Why Not). This has led to the custom License to Kill (one-shot, one kill applies to both the player and enemies) and Dark Agent (all maxed out stats) difficulties.
Implacable Man: Jaws especially, but also Trevelyan. Both shrug off gunfire and keep firing away at you.
Incredibly Obvious Bug: Twice. You plant a "covert" modem in the dam at Arkhangelsk, and a tracker "bug" on the Pirate helicopter in Monte Carlo. Both are the size of your head. Not to mention planting it at the dam requires placing it directly on the monitor.
Luck-Based Mission: Unlocking Invincibility in "Facility" depends on the random location of Dr. Doak. "Control" is partially a Luck-Based Mission as well, since a lot depends on which side the guards come from, whether they breach the bulletproof glass and if they shoot at you or Natalya. "Aztec" depends entirely on whether the guards at the beginning throw grenades at you or not; if they do, you will die.
Made of Explodium: A legendary example of the trope. Everything that isn't level geometry, glass or an enemy can be made to explode. Yes, including doors, under certain conditions. This was partly due to the fact that the game creators couldn't implement a satisfactory physics system into the game, and thus the only way to make objects destructible in-game was to make them explode.
Made of Iron: Bond himself, but also Janus, Xenia, Jaws and any other "boss" characters can shrug off multiple gunshots and even explosions.
The Mafiya: Zukovsky's criminal gang and the Janus syndicate seem to have a Mob War of sorts going on between them.
One Bullet Magazines: Every weapon (except those with infinite ammo, like the Laser), but taken to the logical extreme with the Golden Gun.
Only Six Faces: The generic Mooks are pretty much identical, leading to Deja Vu after you mow down the same set of machine-gun toting minions three times in a row. The strange thing is that the game has over 40 random faces, but only a handful are used per load.
Outrun the Fireball: The ending of the Train; except, instead of the same six minutes Bond had given Alec, you have only one minute to cut through the floor and get away with Natalya (unless you're quick enough to graze Xenia before she and Janus get away after you've killed Ourumov).
Usually caused by noise or alarms being set off; stealth is the best way to avoid them.
Bunker II on secret agent or higher makes you wade through droves of mooks with automatic weapons to complete two of your objectives. The only decent weapon you can get in this level is very, very noisy. Combine that with never-ending guards and a lack of body armor in the level for a prime example of Nintendo Hard.
Songs in the Key of Panic: Whenever a critical moment happens in a level, the music will often change into a faster version of the level's theme.
Speed Run: Time attacking was encouraged by the developers, since not only does the game keep track of one's best time on each level on each difficulty, but completing particular levels within specific target times (some lenient, some strict) unlocks bonus cheat options.
Wounded Gazelle Gambit: Bond tries this on the guard watching his and Natalya's cell in the second Bunker mission. However, he's too Genre Savvy to fall for that. Of course, Bond's plan isn't to make him open the cell... but to use his magnetic watch to get the keys from the guard without him noticing. Well, this latter part is actually a weird case of Gameplay and Story Segregation (it happens in a playable section, no cutscenes, and you can skip this entirely by just using the watch, getting the keys, and knocking the guard out before any dialogue pops up).