Retro Review: No One Lives Forever 2: A Spy in H.A.R.M.’s Way

As regular readers may know, there was a period of several years in my life where I had to give up video games due to various Real Life issues. There are a number of games I regretted missing out on during this period, but few that stung as much as No One Lives Forever 2: A Spy in H.A.R.M.’s Way. The original had been an instant classic, and I sorely wanted to play the sequel.

Cate Archer and Magnus Armstrong in No One Lives Forever 2: A Spy in H.A.R.M.'s WayNow, fourteen years later, the fan-made Revival Edition has at last given me the opportunity to play through NOLF 2. I went in with a mixture of excitement and trepidation. How could it possibly live up to the impossible standard set by its predecessor?

Aging in reverse:

There are a couple things that gave me a negative impression of No One Lives Forever 2 out of the gate.

By far the biggest is that an RPG-style skill point system has been implemented. I barely tolerate these sorts of things in RPGs; I definitely didn’t want one in No One Lives Forever.

And this particular skill system embodies pretty much all the worst sins of RPG design. In essence, they nerfed the player’s capabilities into the ground and then let you buy your way out of the suck with skill points. Upgrading a skill doesn’t feel like a reward; it just makes you feel less broken.

A lot of the skills are really basic quality of life things, too. I shouldn’t have to spend hard-won skill points just so it doesn’t take an eternity to loot a body.

Fighting ninjas in Japan in No One Lives Forever 2: A Spy in H.A.R.M.'s WayThe only silver lining is that it doesn’t take very long to earn enough skill points to overcome the most irritating disadvantages.

NOLF 2 is also missing a lot of the things that made the original special, such as being able to choose your equipment before a mission. This was one of the biggest contributors to the original’s high replayability. Missions could be a very different experience when you redid them with equipment earned later in the game.

It feels like a cheap way to add difficulty, too. There were lots of situations where I found myself badly wanting a specific tool or gadget, but the game had forbidden me from bringing it.

Dialogue choices are gone, too. The original game didn’t exactly have a lot of these, but they were a great element of flavour, and they added some interesting non-combat gameplay at times.

I’m not really fond of the addition of health power-ups, either. It’s a small thing, but I liked the balance between armour (which could be replenished) and health (which couldn’t) in the original game. Now armour and health are virtually interchangeable.

Cate Archer in No One Lives Forever 2: A Spy in H.A.R.M.'s WayHaving replayed some of The Operative recently, I’m left with the very strange feeling that the first No One Lives Forever was actually a lot more modern in its sensibilities than its sequel. Aside from the graphics and a few minor quirks, The Operative could pass for a game from the current year, whereas NOLF 2 feels like a product of a somewhat outdated school of game design.

Remember what H.A.R.M. stands for:

Something else that disappoints me is that they replaced the voice actress for Cate Archer. The new actress is not bad by any stretch of the imagination, but it’s just not the same. It’s especially distracting given that most if not all of the other returning characters have their original voices.

In general the characters this time around don’t feel as fleshed-out as they did in The Operative. Now, NOLF was never the most character-driven game, but it feels like the original put a bit more time into dialogue, backstory, and character development. The villain had a strong motivation, whereas NOLF 2’s villain is given no such depth.

One notable exception to this, though, and one major highlight of the game is a new character named Isako, who is the leader of a clan of ninja assassins. She’s a bit cliche in some ways… but this is No One Lives Forever. That’s the point. And I think she actually has a pretty interesting backstory and character arc.

Isako in No One Lives Forever 2: A Spy in H.A.R.M.'s Way

Found this one on Google. Somehow managed to go the whole game without getting a decent shot of Isako.

I tell you this: If Tumblr had been a thing back in the day, Cate/Isako shipping definitely would have been a thing.

Overall I would rate the story of NOLF 2 as good, not great. It’s a fun ride, but it’s a bit straightforward, and the ending is a bit of an anticlimax. There definitely aren’t as many twists as there were in the original.

This is one area where I’m willing to grant my nostalgia may be a factor, though. I’m definitely a more critical player now than when I played the original.

Super groovy:

But there’s still plenty to like about A Spy in H.A.R.M.’s Way. If I’m harsh with it, it’s mainly because the original was such an incredibly tough act to follow.

A lot of what made the original excellent remains. The core gameplay is still pretty fun. You still have lots of cool gadgets and toys. There are still informative and amusing intelligence items hidden everywhere. There are still hilarious conversations to eavesdrop on. Nothing like creeping through an enemy base only to have the tension shattered when you overhear an anguished voice wail, “Who keeps eating my mango chutney? My mother made that for me!”

Mimes. YeahAnd then there were the fruit vendors and their growing fears of a vast and nefarious monkey conspiracy, and many others.

The Operative had some of the best level design in gaming history, and while NOLF 2 doesn’t quite equal it, it does make an admirable effort. One dramatic moment has the player fighting a boss while trapped in a mobile home that is being tossed around in a tornado… though in practice it’s just window dressing, since the tornado doesn’t do much to affect gameplay.

The real highlight of the game is a not so high speed chase in which the player pursues a tiny mime on a unicycle whilst riding a giant Scotsman riding a tiny tricycle.

Yeah, you heard me.

You also once again get to visit a dizzying variety of exotic locations, including India, Japan, Ohio, Antarctica, and a secret base at the bottom of the ocean.

Also, while NOLF 2 introduces a lot of new annoyances, it does scale back on the main problem with the original game: stealth missions. There’s really just one true stealth mission in the game; otherwise it’s mainly left up to the player whether they want to sneak around or do their best Rambo impersonation.

Cate and Isako in No One Lives Forever 2: A Spy in H.A.R.M.'s WayThe graphics also hold up very well, considering their age. In particular I was impressed by the quality of the facial animations. They’re not only good for their time but would even equal or surpass many more recent titles. The eyes, especially, are very expressive and realistic.

The soundtrack is still full of delightful retro cheese, too. I’ve still got the theme song stuck in my head as I write this. (“Cause no one lives forever… but evil never dies…”)

Overall, A Spy in H.A.R.M.’s Way is a good game. It’s just not the must-play eternal classic the original was.

Overall rating: 8/10

By the way, while I chose not to factor it into my review score, it is worth noting that I had a lot more technical problems with the Revival Edition of NOLF 2 than I did with the original’s. These range from minor graphical hiccups to frequent crashes and other catastrophic bugs. It wasn’t enough to stop me finishing the game (obviously), but it was undeniably frustrating.

At least I was able to get it to work through Steam and take screenshots this time.

Mourning Landmark

Last night, I got an email from Daybreak Games about Landmark. With a sinking feeling in my stomach, I clicked and found my fears confirmed: Landmark will be shutting down next month.

Chock full of handy goodness!If I’m being honest, this isn’t hugely surprising. Landmark has struggled to find an audience since its inception, and while I didn’t expect the end to come quite this quickly, I thought there was a pretty good chance it wouldn’t survive the year.

But that doesn’t make the news any easier to hear. Landmark has never been a focus of my gaming time the way titles like World of Warcraft or The Secret World have been, but the 72 hours I’ve logged in it (according to Steam) is still more than you get out of most single-player games, and while my play has dropped off over the last few months, I’ve always enjoyed the time I’ve spent with it.

Landmark was a very bare-bones game, but the potential of what you could create was always exciting, the beautiful works of fellow players always inspiring. Gorgeous graphics, lovely music, a warm and welcoming community, and an endless stream of new sights to see made it a great game for relaxation.

I am reminded of some of the most impressive things I’ve seen. One person on my server bought up builds all along one coastline and built themselves an entire kingdom, with castles and towns and outposts. Another constructed a huge hollow tree with an incredibly beautiful and detailed home amongst the branches. I’ve seen screen-accurate replicas of the Enterprise and the Serenity, functioning Stargtes, and even a Tim Horton’s.

I think, also, of my own builds. I think of all the hours I spent perfecting my ambitious second build, and I can’t help but be frustrated that the Vale of Whispers’ life will be cut so short. I try to comfort myself with the knowledge of the players who’ve visited and enjoyed it.

My first build in Landmark, viewed from a distanceI think the first build is what I’ll miss the most, though. I built Maigraith’s Grove to be a serene place capturing all that I love about the fantasy genre, the natural world, and the interplay between the two. It was a wonderful place for relaxation, a literal happy place, and even as my time in Landmark dropped off, the mere knowledge of the Grove’s existence provided me a certain comfort. I may have grown up to be a city boy, but on some level the forest will always call to me, and my first build was a way to connect with that part of myself.

In a few weeks, they will be gone forever. I have taken many screenshots, and I may take more, but it will never be the same.

The journalist in me is watching my own reaction to the news with a kind of cold fascination. I’ve long lived with the knowledge that MMOs don’t last forever and that sooner or later I would become one of those people mourning a game lost, but this is the first time an MMO that I actually care about has shut down (it’s the third MMO I’ve played to sunset, but I had no real investment in or attachment to Dragon’s Prophet or Trinium Wars).

I am curious to see how I will cope with Landmark’s impending end. Will it motivate me to enjoy the game while I still can, or will the futility of it all drive me away?

My feelings can and likely will evolve over the coming weeks, but right now one emotion is drowning out all the others: Anger.

My character reclining by a waterfall on another person's build in LandmarkTo be blunt, I think the blame for Landmark’s end rests squarely on the shoulders of the MMO community.

When EverQuest Next was cancelled, the community turned on Daybreak, apparently not understanding that sometimes new concepts simply do not work. I, too, was disappointed by the cancellation of what looked to be a very promising game, but as someone who works in a creative field myself, I understood that it was simply a failed experiment. Unfortunate, but sometimes unavoidable.

The community, however, chose to demonize Daybreak as some sort of ogre. They took EverQuest Next’s cancellation personally. And a lot of that hate spilled over to Landmark, the proverbial lemonade made from EverQuest Next’s remnants.

People hated Landmark because it wasn’t Next. People hated Landmark just because it was made by Daybreak. People hated it because they had misinformed or unrealistic expectations of what it was supposed to be.

Landmark was never given a fair chance by the community. It was written off as a failure before it launched. It was lambasted with unfair and often misinformed reviews. It was attacked at every turn.

That’s not to say that all criticism of the game was unfair, or that it was by any stretch of the imagination a perfect game. It was grindier than it needed to be, its combat was weak, and it suffered from an unacceptable level of bugs and technical hiccups.

Soaring across the ocean in LandmarkAnd it is true that Daybreak has mismanaged it in some ways. It didn’t seem to get much in the way of marketing, for one thing. But far less deserving games have succeeded where Landmark failed. If Daybreak is the one that steered it into dangerous waters, the community is still the one that sunk it. Again, it was simply never given a fair shot.

I have long been a harsh critic of the state of the gaming community, and I’m sad to say that my cynicism has once again been proven right. We live a world where people cheer for games to fail, where the slightest misstep by developers is met by a level of bile that should be reserved for war criminals.

People are always wondering why MMO developers are so risk-adverse. Why they so rarely try new things, why they tend to be so cagey and uncommunicative. Look in the mirror, because that’s where you’ll find your answer.

I did have a nice if bittersweet time commiserating with the other Landmarkians last night. Lots of people visiting each other’s builds while they still can, lots of support. I got a nice compliment on my build from one person. They’re trying to find a way to keep the community together even after the game shuts down. I haven’t played the game enough to rightly count myself a member of the community, but I wish them well.