

This implementation makes the game feel "gooey," because there's never a consistent speed to James Bond's movement since players are constantly pressing and releasing the D-pad during play. The designers went for what I'm guessing is an "analog" feel for the motions hold the D-pad in a direction for a second and you'll move slowly, but keep it held and you'll move much quicker. The controls, at least in mapping the four buttons to all the different things you can do, is perfectly competent, but how James Bond moves within his environment could have definitely been handled better. 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.īut 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.Īll 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.

Graphically and design-wise, NightFire on the Game Boy Advance is one of the most ambitious first-person shooters created for the handheld. 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. 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.

NightFire 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.
