With no less than 13 available multiplayer options, figuring out which mode we'd like to shoot each other in was pretty difficult. Once we identified ourselves, it was off to the next screen where we could choose the type of game we wanted to play. Other neat things we could manipulate with our user profiles were radar info, auto aiming, sound and screen preferences, and other goodies. It was a nice option, and a feature that should find its way into just about any multiplayer function regardless of the genre. From the outset, we had the choice to import our user profiles for identity purposes and personal control preferences. What we decided instead was that it would be a much greater benefit to our readers to detail the specifics of the mode itself, and break down the things that made this section tick. And though we could direct this article towards our personal experiences with what the game had to offer, we've covered that before in previous hands-on articles. Round up from multiple corners of the office, IGNPC editor Ivan Sulic, IGN Unplugged Editor Cory Lewis, and IGNPS2 representatives David Smith and Jeremy Dunham (hey that's me!) busted out their favorite controllers to give NightFire the same treatment we provide every new multiplayer offering that grace our desks - sixty straight minutes of swearing, fragging, and terrible mom jokes. In honor of the great N64 game of season's past, we decided to gather some of the office's most renowned FPS fans and let them give the multiplayer aspect a closer look. Similar to the Rare-made installment in many respects, the Eurocom-developed jaunt to the spy world is very much a spiritual sequel to GoldenEye, and to the untrained eye could pass itself off as that very product. Though Rare and Nintendo no longer hold the rights to James Bond, Electronic Arts does, and in a move that surprises nobody, is off to try and capture the same magic with its own version of the sex and guns universe in James Bond 007: NightFire.
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