Saturday, March 7, 2020

NightFire's Unused Mission Analysis

Like most EA James Bond games, NightFire had to drop stuff just to ensure they would have something considered finished by a deadline. NightFire is one that I can at least analyze to tell you what could have been. Everything here has been almost completely scrubbed off the final game so all we have are some broad concepts to go by.

Training:
Learn basic weapon and gadget skills in Q's evaluation center.

MI6 Training
James Bond 007: Everything or Nothing (GameCube)

Everything or Nothing would be the first Bond game to feature a training mode that taught you everything you would have needed to know (and have learned in Ground Zero) in a VR space.

Apparently it wasn't really the first to think of it and apparently has been a concept since the days of Agent Under Fire.


NightFire is no different in this regard as it also seems to have wanted a training mode but was also cut. Unlike other unused missions, this has no data at all to even indicate it existed outside of the FILES.BIN file.

If these two games are anything to go by, this would have just been an obstacle course you would have gone through to learn how the controls work and maybe some other mechanics.

Hidden Agenda:
Determine how Drake is secretly using the decommissioned power plant.

Hidden Agenda
James Bond 007: NightFire (PC)

So ever wonder what was behind that second blast door at the end of Chain Reaction? Look no further because it made it into the PC version apparently. In this mission, Bond infiltrates a power plant where he discovers an underwater tunnel system housed inside which serves as a training program for Drake's elite forces for when they execute Operation NightFire.

Presumably the console version would have the same scenario where you have gone inside one of the power plant's warehouses and found the training facility. Although whether or not Bond would have donned the space suit and killed Rook is up to speculation. Nonetheless, this would be the third and final evidence you would have gotten before Kiko tranqs Bond.

The mission has map file names known as "PowerStation_B1" and "PowerStation_B2" that indicate that this mission would have been another two-parter like Chain Reaction.


Amusingly enough, despite eventually being removed from the final game, Deep Descent still references Hidden Agenda.

Streets of Tokyo:
Flee the scene and head for Q's mobile headquarters.

Precious Cargo
James Bond 007: Agent Under Fire

Taking place after Phoenix Fire, Drake and his Black-Ops wouldn't have given up after Bond's escape from the tower. What results is a chase where Bond has to continue fighting for his life.

I bet you this would have been an on-rails mission in the same vein as Precious Cargo from Agent Under Fire. Alura's car even features a sunroof that would allow Bond to look and fire out of.


I'm sure with the example provided, you can fill in the rest for yourself.

Atoll Infiltration:
Use the special abilities of Q's Vanquish to infiltrate Drake's secret island base.

 Atafu Atoll in Tokelau

Taking place before Deep Descent is Atoll Infiltration. The atoll was presumably used as a border housing security forces and you would have driven on it to find a way through.


Interestingly, Deep Descent's opening FMV calls itself the second of an island intro. So there was at one point a different FMV that seemed to had been made for this mission. Unfortunately it cannot be found in the final game.

Island Caves:
Sabotage the island's radar jamming devices so you can open the way for MI6 forces.

Island Getaway
James Bond 007: NightFire (PC)

Once again another Eurocom mission survives in the PC version. This is the second unused on-foot mission in the game. Taking place after Deep Descent, it seems you would have gone through this game's Caverns.

In Island Getaway, Bond swims onto the beach of Drake's Island to disable a jamming device. He also has to rescue Alura (who was kidnapped in a prior mission that went unused) and eventually stop Operation NightFire. Aside from the objective involving a jamming device, it seems that Island Caves might be a bit more different than Island Getaway.

This would have been the first mission that would involve sabotaging the security. Alura would have been your partner for this mission judging by the ACTION.ELF referencing a "SFX_CHR_ALURA_DEATH" and "SFX_CHR_ALURA_PAIN" which would had served as her voice clips for gameplay. The file name for the map is called "Caves" which indicates one section but I wouldn't be so sure about that.

After this would be Island Infiltration which would be the mission that (presumably) wrapped up the sabotage efforts.

River Gauntlet:
Infiltrate Drake's Disarmament Facility

Honestly, I have very little of an idea of what this could have been other than what it states. The only "lead" I have to what could have been is this:


Maybe the flying level with the tunnel was this one? Who knows. All we know is that Countdown is after this one.


So that's all of them. I hope this might have given you some insight into what these unused missions might've been used for. Unfortunately this is just theories and not actual proof. The only chance we might have at confirming what these really are is if a prototype surfaces, but until then...

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