Who honestly tested this game before it was released? The pathfinding is a joke as well, as enemies and allies will either start running back and forth without doing anything, get stuck in objects, or do other bizarre things like running backwards towards the start of a level. Enemies will either act like storm troopers and fire at the walls, or somehow shoot you with pinpoint accuracy. However, this doesn't explain this terrible AI that plagues the game. Since Goldsrc can't handle vehicle physics, the driving sections in Nightfire have been removed on the PC version, and have instead been replaced with additional FPS levels which are somehow boring to play through. Some of the props and weapon models from Gearbox's Counter-Strike: Condition Zero single-player campaign (also known as the Deleted Scenes) have even made their way to Nightfire (PC), which is just plain lazy. While the console version of the game used Eurocom's own game engine that looked great when it was released in 2002, Gearbox Software's version used Valve Software's Goldsrc engine, which honestly makes it look like a mod for Half-Life. The PC version of Nightfire feels like a different game, and not in a good way. Unfortunately, the same thing can't be said for the PC (Windows) version, which was developed by Gearbox Software. When James Bond 007: Nightfire was released on PS2, GameCube, and the original Xbox in 2002, it was a well received FPS that made great use of the James Bond licence, and Eurocom did a fine job at making the game as fun as possible.
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