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![]() For all of you who thought the Gamecube was going to be nothing more than a kiddy console for Mario fans, along comes the first and only first-person shooter, James Bond 007: Agent Under Fire. Agent Under Fire is the sequel to the very popular Goldeneye for the N64. The game features 12 mission-based levels, comprised of first-person action, stealth, and fast driving, spread out over 10 locations around the globe. Your state of the art gadgets, called “Q-Gadgets,” guide you through the levels as you try to collect hidden “Bond Moves” which increase your points, unlocking hidden features and weapons in both the single player and multi-player modes. There is one major flaw though, and that is the awkward controls. When you first begin playing, the controls are so hard to bear with. But, thankfully, that sensation soon goes away with ease. The western world's favorite super spy is back but the villains have got him in their sights in James Bond 007 in Agent Under Fire. In a storyline created specifically for this game, Bond comes face to face with familiar scoundrels, new enemies, and dangerously beautiful women as he attempts to foil a diabolical plan to take over the world with an army of evil clones. The Identicon Corporation has found a way to successfully clone people. The corporation is intent on world domination, as usual, and plans to meet its goal by cloning the world's leaders. Bond, followed by M, R, and the gorgeous sidekick Zoe Nightshade, must do everything in their power to insure that does not happen. What can I say? Who hasn’t loved the 007 multiplayer action in any game of the series? It provides endless hours of exploring and battling with friends throughout 12 new arenas. Or, if you are alone, you can still join in on the multi-player action due to the artificial intelligent bots exclusive to GCN and XBOX. There are loads of options in multiplayer, and this is great fun for a few friends looking to re-live Goldeneye glory days at a higher frame rate. The impressive selection of arenas and weapons is augmented by extensive customizability. Gadgets like the Q-Claw and Q-Jet can be thrown into the mix for more acrobatic battles, and a “Spiderman/superman” feel. Every map's weapon slots can be switched around. Want all shotguns? You've got it. Pure hand-to-hand? You can do that too. Bots are nice icing, too; straight two-player matches can end up feeling like tag, so the extra bodies on the field really help. The only problem with the multiplayer matches is you cannot save your preferences. Everything from names to controller preferences to custom weapon lists will be wiped clean when you power down. Looking at all of the deep options, it's immediately obvious that such things needed a save-state, so the omission is glaring.
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