Retrospective: The Operative: No One Lives Forever
I spy with my freakishly giant eye.
They say money makes the world go round, but this is somewhat inaccurate. Leftover momentum from the solar nebula makes the world go round. Money, in fact, is not responsible for rotation, gravity, nor indeed any number of other phenomena in the galaxy. It does, however, occasionally make games less interesting.
You simply couldn't make No One Lives Forever today. You couldn't because it would be too long, require far too many assets, and most significantly of all, risk all the cost of development on a comedy game - a genre that no longer exists. Its international scale, its enormous volume of content and its emphasis on making you laugh add up to something that feels like it's from another age - an age before an FPS lasted six hours and cost $250 million.
Set in the 1960s, Monolith's spoof of spy fiction starred Agent Cate Archer in the lead role - a female spy in a male-dominated career, fighting not only for her country, but also for some respect from her doubtful superiors. Her story in a game everyone has forgotten was called The Operative (the 'No One Lives Forever' intended to be a James Bond-style episode title) sees her trek around the world in pursuit of H.A.R.M., an evil organisation murdering UNITY operatives.

You can't ask for a more Scottish baddie than this.
Built using Monolith's own Lithtech engine, it's dated enormously but survives well. If anything, the things that stand out as strange stood out just as much in 2000 when it was first released, including the utterly bizarre faces on all the characters, especially their giant alien eyes. Once you're playing there's not a thing to distract you, possibly thanks to its focus on a cartoon style - a design that always lasts longer.
NOLF learned the lesson that Half-Life had to teach, that almost no other games took notice of. It knew to be quiet at the start. The opening sequences, introducing characters, opening up the plot, and teaching you/Archer a series of spy skills in the training rooms, are laid out in the offices of UNITY. It's a day at the office. You get trained, talk to people, visit the Toy Shop to receive your first batch of gadgets, and settle in. The details here are surprisingly lovely - down one corridor, through a glass wall, you can see a secretary catching a nap, cartoon Zs floating from her head. Bang on the glass and she'll wake up. Completely unnecessary, irrelevant to everything, but there anyway.
Which makes it a pretty giant clanging shame that the first mission begins with a tiresome, slow and boring shooting gallery. Stationed at a window you're asked to protect a deaf, senile foreign consular from a series of potential assassins. Then you move to another location, and, er, do the same thing again. What on Earth Monolith was thinking to do this is beyond me, but fortunately it quickly snaps out of this idiocy and becomes a sneaky, stealthy shooter that remains an enormous amount of fun.

Genetic freak, sure, but still sexy.
There's a genuine choice of how to approach the game. While some levels will fix specific completion criteria restricting your options, often you're left to decide if you want to go with all guns blazing or stealth your way through a mission. The weapons and gadgets you bring with you can determine this too - take lock-picks and silenced pistols and you can be a lot more subtle than if you're carrying lipstick bombs and machineguns. Often you're tasked with avoiding the eye of security cameras, which trigger level-wide alarms. But grow tired of this and you can just trigger them, and put up with the noise and attacks from all-comers.
While there are certainly a lot of missions built around sneaking past security, there's also an enormous amount of variation. Levels set on aeroplanes (finishing in freefalling without a parachute), on motorbikes, trains, even a space station. Each location seems to have been treated as a challenge to the developers: how can we make sure it's still interesting in this tiny space?
I'm always tempted to believe that NOLF and the way it pokes fun at the swinging sixties and accompanying spy culture came before Austin Powers. However, it was the other way around, Mike Myers' movie released three years before Archer first appeared on PC. Unavoidably compared, NOLF's approach is subtler than Myers' (although we're talking degrees of subtle here - Monolith wasn't exactly aiming for sophistication).
There are references to things being "groovy", and fantastic bad taste décor throughout, and most of all NOLF is a game that never shies away from a ludicrous national stereotype. Moroccans exclaim in horribly poor accents, "Bullets are not my favourite!" when fired upon, and the street vendors loudly arguing about the quality of their monkeys. Germans below "JAWOHL!" at each other, while being anal about details. Americans are loud, brash and stupid. Brits are posh, rude and stupid. And so on. Cate Archer is apparently Scottish, but Kit Harris' voice (replaced in the sequel by Princess Peach herself, Jen Taylor) only sounds awkward when attempting an "aye" in the middle of her plummy British tones.
The same sorts of deliberately crass attitudes are applied to women, Archer the constant recipient of abuse from her colleagues. At one point a fellow agent forgives her for an outburst, beginning his explanation, "Because you're a woman and therefore genetically unable to bridle your emotions..." But here the consistently brilliant script really shines, with smart discussions of feminism creeping in. And it's not the only subject to get a clever turn.
One of NOLF's greatest features is the overheard conversations. If you don't run in and kill everyone in a room, but rather hang out behind a corner, you hear so much fantastic stuff. Often these are brilliantly inane discussions about absolute nonsense, but occasionally things get deep. At one point a henchman explains to another the sociological nature of criminality, using his own path to his current career as an explanation, his ontological musing eventually analysing the conversation itself. Until you walk around the corner and shoot them both in the head. (Anyone who's played and remembered it will, however, be thinking of that goat conversation, but that's a surprise that should never be spoiled.)

You can't ask for a more operatic baddie than this.
Another source of gags are the pieces of 'intelligence' scattered all over levels. Briefcases, envelopes, blueprints, films and so on each contain a one- or two-line gag to read. So rather than hunting them all down for the (sense of) achievement (in 2000 we'd yet to enter this ridiculous phase), you do it because you don't want to miss out on a joke. Then there's the game's obsession with sheep and goats (get poisoned and you'll see rotating green and blue goats all around you, to offer one of the slightly more savoury examples).
Amongst this, and I'd argue vital to the humour's effectiveness, are moments of pathos that are also successfully performed. Archer's relationship with the older spy, Bruno, is especially evocative. And even more so, the main plot is surprisingly downbeat, with a lot of death and failure. Your failure is emphasised to you throughout, in a quite unrelenting fashion.
Perhaps the greatest weakness of NOLF is that the extremely long cut-scenes between levels weren't woven into the game more cleverly. A conversation in the War Room between three characters can last over five minutes, with nothing other than their heads to look at. These could have been something you moved about during, or listened to as you played the start of a mission.

It's very old, but the Lithtech engine can still pull off a scene like this.
Perhaps what I like most about NOLF, above and beyond its humour, smart level design and constant variety, is its generosity. Too many games attempt to starve you, forcing you to survive on scraps. NOLF throws ammo around like confetti, offers an abundance of weapons, and makes sure you never go too far without more armour. This is because it knew to do something that so few games ever understand: it's interesting rather than difficult. It's not about whether you can reach the end of the level, but how you choose to get there.
The thought of a non-Valve FPS this big, this well written, and this inventive, built today with today's engines, makes me sigh deep inside. Not even Monolith comes close any more, with its misery-guts Condemned and FEAR franchises. I cannot imagine how much it would cost, and certainly can't imagine the publisher who'd be willing to risk it. But I wish someone else would.
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Comments (76) 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Would dearly love Monolith to stop with the depressing Condemned/FEAR and return to what they do best, NOLF and SHOGO.
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The game was virtually unknown and almost unmarketed at the time of launch. But word of mouth made some small miracles. Monolith offered some amazing games, though they've never reached mainstream. The entire 60's atmosphere, the obscure references at shows as Get Smart, Men of the UNCLE, the 60's spy movies and a tremendously good level design and gameplay gathered to create a hell of a game. I remember losing myself in it, laughing to the overheard conversations, trying to find different ways to solve the same problem.
NOLF wasn't your average shooter. It's like the devs put their entire soul in it and that shows. It's a pleasure to play it. It's a riot to look at it. Everything was brilliantly executed from the corny OST to the story. Now where are my damn CD's...
Monolith's portfolio also includes some other interesting, but unnoticed titles: Blood serie, SHOGO, Captain Claw, Sanity: The Aiken Artifact and Get Medieval. As a publisher Monolith offered the excellent Septerra Core, Gorky17 and both Rage of Mages games. At their humble beginnings, Monolith was a company that was able to take a gamble....
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Jedi Knight: Dark Forces II is brilliant too with it's large epic levels, something that Raven Software didn't manage to capture with their Jedi Knight titles that were released afterwards.
And then Deus Ex too, although I find it a bit hard to place it in the "FPS" category.
Anyway, I wish Monolith could do a FPS again that gives me one hell of a ride and make me laugh, instead of doing scary stuff.
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I'd be first in the queue for another one, monolith.
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Sadly I share John's pessimism - I think this kind of game is less likely these days, buried under a depressing mountain of military fantasies
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If only Monolith would give us a sequel... sigh.
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Oh and can you get this from anywhere like Steam or GOG?
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NOLF is one of my all time favourite games
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Just what do you call Brutal Legend, then?
NOLF was a flawed masterpiece, but NOLF 2 fixed pretty much all of those flaws as well as introducing a brilliantly effective RPG style skill progression system to the FPS genre. I think that game in particular is perhaps the most underrated of all time, and the stealth/action/story combination of the NOLF series represent the best attempt we've seen to build upon the single player gameplay of N64 Goldeneye.
Stop this tedious special forces horror business, Monolith, and bring Cate back
Edit: something horrible happened to my umlaut.
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Yep, I hate 'Lith with a passion. Particularly how they managed to turn the AvsP franchise into unscary overly scripted tosh.
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Favourite bits - sneaking into the office without been spotted, crazy interview with the baron, the club scene, falling from the plane, shadowing the baroness...
I loved it, and still do (and NOLF 2 still looks fantastic to this day). Must stick it on again....
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Cate Archer, though: would.
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I misses youz.
Monolith, stop being boring gits. NOLF 3, SHOGO 2 and BLOOD 3 now pleasekthx!
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I was also totally surprised and disappointed by Monolith's departure into this ultra-dark misantrophic stuff like Fear and Condemned. I can't believe that these are still the same people who came up with Cate.
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But I remember some great moments, the parachute level, the moment where you travel all over the world map per train (was one of the funniest jokes I think), the boss battle with the fat German woman, the conversations between enemies, like discussing The Beatles,...
Even the shooting gallery wasn't too bad. Yes, gameplaywise it was trivial, but I guess Monolith wanted first to teach you how to shoot before you have to shoot and walk at the same time.
But, like you said John, the game is not necessarily difficult (though I think the level where you have to sneak through an office was), but interesting. And it was interesting how this nearly deaf and senile guy got always nearly shot and he never realized that somebody saved his life. It was a shooting gallery, but a funny one. And that's maybe the special thing about NOLF: even in its weaker moments it has character.
I had a special edition that added three additional levels after the standard end of the game. Sadly, they totally sucked and were unfunny, and therefore left a rather bad impression.
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I'd jump all over a new version
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Any suggestions? i would love to play nolf again.
update: i gave up on trying get installed on my windows machine, so installed it on my ubtuntu latop (via wine) and runs fine for the most part.
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By the way, the front page picture is of Cate from NOLF 2, which is already less interesting.
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I think it's aged pretty well, a damn sight better than Deus Ex which I've also been replaying (although, tbh, I was always more fond of NOLF).
It's up there with Half-Life as one of my fave FPSs, I still enjoy the enemies dodging and ducking for cover - it was quite a novelty at the time.
I'm looking forward to playing NOLF 2 as well because my PC couldn't run it back in the day.
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http://ww w.ntcompatible.com/No_one_lives...
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It was obscenely frustrating, and almost made me give up on the game. Having no levels in which you couldn't shoot your way out of tripping the alarms was one of the main things I believe NOLF 2 fixed.
Gamespot seem to have what is described as a 'megamix demo' of 1, by the way, if anyone hasn't experienced it.
[link url=http://uk.gamespot.com/pc/actio n/operativenoonelivesforever/download_2697546.html
]http://uk .gamespot.com/pc/action/operati...[/link]
I couldn't help but wonder how much the chipboard-and-glass-panel traning sections (as can be experienced at the start of the demo) were an influence on Portal.
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Ah they just dont do such games anymore...
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Anyone else?
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Contract Jack was ok but didn't feel part of the series just a game tacked on to an established franchise.
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I miss games like NOLF, Splinter Cell1, Hitman or Thief. Acting more like a spy/thief/hitman and less like Rambo. And, yes GOG should acquire the rights to publish a Vista/Win7 version of the NOLF games.
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We need more FPS's like this - most are too serious now.
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We'll never see another NOLF, or a Thief, or a Deus Ex etc. Where's my damn whisky I feel like mourning.
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@kentmonkey and whoever's interested in buying: while NOLF and many Monolith games aren't available (hell, even getting the first FEAR's a bit of a struggle), SHOGO is available on GOG.
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"This is because it knew to do something that so few games ever understand: it's interesting rather than difficult."
Truth.
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"We'll never see another NOLF, or a Thief, or a Deus Ex etc. Where's my damn whisky I feel like mourning."
<a href=http://www.thief4.com/> you think?</a>
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See Deus Ex Invisible Wars or Thief Deadly Shadows. Thief 3 wasn't bad, I'm sure Thief 4 won't be bad. But 3 was definitely fare from the classic game 1 and 2 were.
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But most damning of all the writing, characters and plot in 2 were just dire. I mean the first one pushed the illuminati conspiracy stuff almost to breaking point, the second was just unbelievable. The worst part being the opening where you see the scientists experimenting on you was pretty much screaming "LOOK THERE'S THE CONSPIRACY RIGHT THERE! LOOK! LOOK!"
Oh and the daft technical requirements of pixel shaders based on the Geforce3 from the Xbox was far from standard and pissed off alot of fans.
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And why, why, WHY did they decide to seperate grenades and mines? The combined item in DE1 made perfect sense, and then in IW they make them seperate weapons. In the same game that unified normal ammunition. Puzzling is putting it politely.
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I've found that games with really simple solid mechanics age well, but the more innvative stuff ages badly. So while on release I preferred Duke and Jedi Knight to Doom and Quake 2, replaying the former pair was disapointing, while the latter paid hold up really well.
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NOLF 3 should be made.
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sneaky ninjas, crazy indians daft gadgets and an early game with different ammo choices.
it even looked good!
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I treated NOLF2 better. Put on a silk dressing gown and had a few gin and tonics while I played it all night. Yeah, baby.
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NOLF 1 was also awesome, but I gotta choose
I miss people slippin' on my banana's peels :'(
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But then I remembered they actually tried a James Bond game with it and it stank, so little hope there.
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NoLF was excellent, Monolith have a superlative back catalogue of games. Typical that they've gone "mainstream" with FEAR...
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I can't quite agree that it was interesting rather than difficult - it was interesting and it was difficult. Have we all forgotten the alpine cable car level with its six attacking helicopters, and immediately following that the boss duel level where you start unarmed facing away from your enemy, with an underpowered gun lying in the open and you between it and cover, and have maybe three-quarters of a second to get to the cover or be instantly killed? Not to mention that appallingly nasty office stealth level. Also I have to take issue with the assertion that ammo was plentiful - if you liked SMGs, sure, loads of ammo, but as usual I liked sniping and ammo for sniping weapons was like hen's teeth. Thank god for the crossbow ammo bug, where not only did you get the bolt you fired back (note to all games: this is how to do crossbows, and why they are great) from the body, but two or three more besides.
The thing that really impressed me with NOLF was the freedom it gave you to do things as you wanted to. Seriously, how many games are there out there even now that give you the choice of wading in and blowing everything up or being sneaky, and make good on that potential? I'm playing Far Cry 2 now, and that appears to give me the same choice, but then has enemies that instantly see me without me being able to try to spot them first, and all of them know where I am as soon as I hit someone in the back of the head with a machete or shoot them with a silenced weapon - the apparent stealth option ticks a box somewhere but is functionally useless. Playing NOLF, I could confidently expect to sneak around and pick people off one by one and not be thwarted by poor game design, or abandon that tactic, snatch up a submachinegun and blow people away as I felt necessary.
I don't see any reason that a game like this couldn't be made now, really. Far Cry 2 is very close in terms of openness and choice, but lacking in AI and basic design elements. Fallout 3 had the same level of choice, and certainly had the potential to be interesting rather than hard, although it didn't always make good on that. Splinter Cell Chaos Theory was a little too prescriptive in its level design and of course had no provision for frontal assaults, but was full of different ways to do things, and amusing inane enemy chatter, not to mention letting you horrifically knife people or just knock them out. It simply needs thinking through - either give your players real choice, or don't, but don't offer them shallow choices that mean nothing, because that is invariably disappointing.
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