The World Is Not Enough (PlayStation Video Game)
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The World Is Not Enough (PlayStation Video Game)
''The World Is Not Enough'' is a first-person shooter video game developed by Black Ops Entertainment and based on the 1999 ''James Bond'' film of the same name. It was published by Electronic Arts and released for the PlayStation on November 8, 2000, shortly after the release of its Nintendo 64 counterpart. ''The World Is Not Enough'' is the successor to Black Ops Entertainment's 1999 title ''Tomorrow Never Dies'' and uses an improved version of its engine. The game received mixed reviews from critics, who criticised its short length and lack of multiplayer mode. Gameplay ''The World Is Not Enough'' is a first-person shooter based on MGM's 1999 ''James Bond'' film of the same name, where the player assumes the role of James Bond through 11 different missions. In each mission, the player must complete a number of objectives while defeating enemies controlled by the game's artificial intelligence. Objectives range from rescuing hostages to destroying vehicles and collecting ite ...
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Black Ops Entertainment
Black Ops Entertainment was an American mobile app developer and former video game developer located in Santa Monica, California. From 1994 to 2006, it developed sixteen games for several platforms, including the PlayStation, Nintendo 64, PlayStation 2, GameCube, and Xbox. In the years since then it has primarily developed apps for iOS and Android. History The company was founded by four MIT graduates in 1994, who developed a SNES Volleyball prototype. Virgin Games contracted them to produce ''Agile Warrior'', which necessitated recruiting a larger team. Initially developing out of their homes, the studio later established their Santa Monica office. Black Ops became known for their line of sports titles, including their contributions to the NCAA Basketball series. The developer received an AIAS award in 2000, with '' Knockout Kings 2000'' winning console sports game of the year. In the early 2000s, Black Ops released two street basketball titles; ''Street Hoops'' and ''AND 1 ...
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Metro-Goldwyn-Mayer
Metro-Goldwyn-Mayer Studios Inc., also known as Metro-Goldwyn-Mayer Pictures and abbreviated as MGM, is an American film, television production, distribution and media company owned by amazon (company), Amazon through MGM Holdings, founded on April 17, 1924 and based in Beverly Hills, California. MGM was formed by Marcus Loew by combining Metro Pictures, Goldwyn Pictures, and Louis B. Mayer Productions, Louis B. Mayer Pictures into one company. It hired a number of well known actors as contract players—its slogan was "more stars than there are in heaven"—and soon became Hollywood's most prestigious film studio, producing popular musical films and winning many Academy Awards. MGM also owned film studios, movie lots, movie theaters and technical production facilities. Its most prosperous era, from 1926 to 1959, was bracketed by two productions of ''Ben-Hur (1959 film), Ben Hur''. After that, it divested itself of the Loews movie theater chain, and, in the 1960s, diversified ...
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Draw Distance
In computer graphics, draw distance (render distance or view distance) is the maximum distance of objects in a three-dimensional scene that are drawn by the rendering engine. Polygons that lie beyond the draw distance will not be drawn to the screen. Draw distance requires definition because a processor having to render objects out to an infinite distance would slow down the application to an unacceptable speed. See entries on "Depth shading" and "Draw in". As the draw distance increases, more distant polygons need to be drawn onto the screen that would regularly be clipped. This requires more computing power; the graphic quality and realism of the scene will increase as draw distance increases, but the overall performance (frames per second) will decrease. Many games and applications will allow users to manually set the draw distance to balance performance and visuals. Problems in older games Older games had far shorter draw distances, most noticeable in vast, open scenes ...
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Virtual Camera System
In 3D video games, a virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world. Camera systems are used in video games where their purpose is to show the action at the best possible angle; more generally, they are used in 3D virtual worlds when a third-person view is required. As opposed to filmmakers, virtual camera system creators have to deal with a world that is interactive and unpredictable. It is not possible to know where the player character is going to be in the next few seconds; therefore, it is not possible to plan the shots as a film maker would do. To solve this issue, the system relies on certain rules or artificial intelligence to select the most appropriate shots. There are mainly three types of camera systems. In ''fixed camera systems'', the camera does not move at all and the system displays the player's character in a succession of still shots. ''Tracking cameras'', on the other hand, follow the characte ...
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Cutscene
A cutscene or event scene (sometimes in-game cinematic or in-game movie) is a sequence in a video game that is not interactive, interrupting the gameplay. Such scenes are used to show conversations between characters, set the mood, reward the player, introduce newer models and gameplay elements, show the effects of a player's actions, create emotional connections, improve pacing or foreshadow future events. Cutscenes often feature "on the fly" rendering, using the gameplay graphics to create scripted events. Cutscenes can also be pre-rendered computer graphics streamed from a video file. Pre-made videos used in video games (either during cutscenes or during the gameplay itself) are referred to as " full motion videos" or "FMVs". Cutscenes can also appear in other forms, such as a series of images or as plain text and audio. History ''The Sumerian Game'' (1966), an early mainframe game designed by Mabel Addis, introduced its Sumerian setting with a slideshow synchronized to ...
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Health (gaming)
Health is an attribute in a video game or tabletop game that determines the maximum amount of damage or loss of stamina that a character or object can take before dying or losing consciousness. In role-playing games, this typically takes the form of hit points (HP), a numerical attribute representing the health of a character or object. The game character can be a player character, a boss, or a mob. Health can also be attributed to destructible elements of the game environment or inanimate objects such as vehicles and their individual parts. In video games, health is often represented by visual elements such as a numerical fraction, a health bar or a series of small icons, though it may also be represented acoustically, such as through a character's heartbeat. Mechanics In video games, as in tabletop role-playing games, an object usually loses health as a result of being attacked. Protection points or armor help them to reduce the damage taken. Characters acting as tanks usually ...
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Rocket Launcher
A rocket launcher is a weapon that launches an unguided, rocket-propelled projectile. History The earliest rocket launchers documented in imperial China consisted of arrows modified by the attachment of a rocket motor to the shaft a few inches behind the arrowhead. The rocket was propelled by the burning of the black powder in the motor; these should not be confused with early fire arrows, which were conventional arrows carrying small tubes of black powder as an incendiary that ignited only after the arrow hit its target. The rocket launchers were constructed of wood, basketry, and bamboo tubes. The launchers divided the rockets with frames meant to keep them separated, and the launchers were capable of firing multiple rockets at once. Textual evidence and illustrations of various early rocket launchers are found in the 1510 edition of the ''Wujing Zongyao'' translated by Needham and others at Princeton University. (The original ''Wujing Zongyao'' was compiled between 1040 ...
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Sniper Rifle
A sniper rifle is a high-precision, long-range rifle. Requirements include accuracy, reliability, mobility, concealment and optics for anti-personnel, anti-materiel and surveillance uses of the military sniper. The modern sniper rifle is a portable shoulder-fired weapon system with a choice between bolt-action or semi-automatic action, fitted with a telescopic sight for extreme accuracy and chambered for a high-ballistic performance centerfire cartridge. History The Whitworth rifle was arguably the first long-range sniper rifle in the world. Designed by Sir Joseph Whitworth, a prominent British engineer, it used barrels with hexagonal polygonal rifling, which meant that the projectile did not have to bite into the rifling grooves as was done with conventional rifling. His rifle was far more accurate than the Pattern 1853 Enfield, which had shown some weaknesses during the recent Crimean War. At trials in 1857, which tested the accuracy and range of both weapons, Whitworth' ...
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Tranquilizer Gun
A dart gun is an air rifle that fires a dart. The dart is tipped with a hypodermic needle and filled with a tranquilizer, vaccine, or antibiotic. A dart gun containing a tranquillizer is called a tranquillizer gun ( also spelled tranquilizer, tranquilliser or tranquiliser). History The modern dart gun was invented in the 1950s by New Zealander Colin Murdoch. While working with colleagues to study populations of deer and wild goats introduced to New Zealand, he considered that the animals would be easier to catch, examine, and release if a dose of tranquillizer could be administered by projection from afar. To that end, Murdoch went on to develop a range of rifles, darts, and pistols. The first modern remote drug-delivery system was invented by scientists at the University of Georgia in the 1950s, and was the direct predecessor to the Cap-Chur equipment used worldwide for decades. In the early 1960s, a team in Kenya headed by Drs. Tony Pooley and Toni Harthoorn discovered that v ...
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Shotgun
A shotgun (also known as a scattergun, or historically as a fowling piece) is a long gun, long-barreled firearm designed to shoot a straight-walled cartridge (firearms), cartridge known as a shotshell, which usually discharges numerous small pellets (petrology), pellet-like spherical sub-projectiles called shot (pellet), shot, or sometimes a single solid projectile called a shotgun slug, slug. Shotguns are most commonly smoothbore firearms, meaning that their gun barrels have no rifling on the inner wall, but rifled barrels for shooting slugs (slug barrels) are also available. Shotguns come in a wide variety of calibers and Gauge (firearms), gauges ranging from 5.5 mm (.22 inch) to up to , though the 12-gauge (18.53 mm or 0.729 in) and 20-gauge (15.63 mm or 0.615 in) bores are by far the most common. Almost all are breechloading, and can be single-barreled, double barreled shotgun, double-barreled, or in the form of a combination gun. Like rifles, ...
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Submachine Gun
A submachine gun (SMG) is a magazine-fed, automatic carbine designed to fire handgun cartridges. The term "submachine gun" was coined by John T. Thompson, the inventor of the Thompson submachine gun, to describe its design concept as an automatic firearm with notably less firepower than a machine gun (hence the prefix " sub-"). As a machine gun must fire rifle cartridges to be classified as such, submachine guns are not considered machine guns. The submachine gun was developed during World War I (1914–1918) as a close quarter offensive weapon, mainly for trench raiding. At its peak during World War II (1939–1945), millions of SMGs were made for use by regular troops, clandestine commandos and partisans alike. After the war, new SMG designs appeared frequently.Military Small Arms Of The 20th Century. Ian Hogg & John Weeks. Krause Publications. 2000. p93 However, by the 1980s, SMG usage decreased. Today, submachine guns have been largely replaced by assault rifles, w ...
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First-person (video Games)
In video games, first person is any graphical perspective rendered from the viewpoint of the player's character, or a viewpoint from the cockpit or front seat of a vehicle driven by the character. The most popular type of first-person video game today is the first-person shooter (FPS), in which the graphical perspective is an integral component of the gameplay. Many other genres incorporate first-person perspectives, including other types of shooter games (such as light gun shooters, rail shooters and shooting gallery games), adventure games (including visual novels), amateur flight simulations (including combat flight simulators), racing games (including driving simulators), role-playing video games, and vehicle simulations (including sailing simulators and vehicular combat games). Game mechanics Games with a first-person perspective are usually avatar-based, wherein the game displays what the player's avatar would see with the avatar's own eyes. Thus, players typical ...
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