Jade Agent: Mission Zero

Jade Agent: Mission Zero is a Nintendo Wii U game developed and published by Toucan in 2013. It is the prequel to Jade Agent.

Gameplay
Jade Agent: Mission Zero is a first person shooter in a similar style of shooters like Goldeneye 007 and Perfect Dark where the player takes control of Jade the Crane and goes through various different missions.

Classic Controller
If set to Classic Controller Pro/Wii U Pro Controller, zR will be Primary fire, R will be Secondary fire, zL will be Aim/Zoom, and L will be Dive.
 * Left Stick - Move
 * Right Stick - Look around
 * B - Action
 * Y - Reload
 * A - Melee attack
 * X - Weapon swap
 * R - Primary fire
 * zR - Secondary fire
 * L - Aim/Zoom
 * zL - Dive, use the Left stick to determine direction
 * Control pad up - Unarmed mode
 * Control pad down - Drop weapon
 * Control pad left or right - Switch to gadget
 * + - Pause/resume game

Missions
Run the gauntlet of story-based missions in either Solo Agent or Co-Operative mode.

Multiplayer
Set up a multiplayer game for split-screen or Nintendo Network.

Options
Change your control setup, video/audio settings, and other settings.

Missions
You can tackle the missions as a single player in Solo Agent mode or with a friend in Co-Operative mode. The leaderboard option connects to Nintendo Network and compares your performance in the mission modes with those of other players across the world in the online rankings.

Armory
The armory can only be accessed before a mission begins. Your default firearm is the P9P, but you can also opt to use weaponry brought back from previous missions.

Multiplayer
Multiplayer battles can be played in this mode. You'll have two options of play here.
 * Local - Compete on a single Nintendo Wii U console, either solo vs. bots or in split-screen play with up to three other players (battling against each other or bots).
 * Nintendo Network - Play against other players from around the world or with your Friends.

DeathMatch
In a DeathMatch game, players compete in a virtual arena using any of the several different groups of weapons.

KillCount - A free-for-all match. The winner is the player who racks up the most kills.

Team KillCount - A team-only match. The winning team is the one that achieves the most collective kills.

Capture The Flag - A team-only match. Each team tries to grab the flag from the enemy base and return with it to their own base, thereby capturing it. The team with the most successful captures is declared the winner.

Territorial Gains - A team-only match. Teams try to capture several neutral hills and retain control of them until they generate points. The team that seizes and holds the most territories is the winner.

DarkOps
DarkOps is a round-based multiplayer game. It is a slower paced and more tactical game than DeathMatch. Each round, players must buy weapons from their personal stock of cash, earned through killing the enemy and achieving scenario objectives.

Eradication - A team-only game. The last team with any team members left alive wins.

Onslaught - A team-only game. One team defends a base, gets one life each and can buy weapons as normal. All other teams have only basic weapons but infinite lives. The team that stays alive longest while defending the base wins.

Infection - A free-for-all game. There are two factors of players: infected and uninfected. Most players start off uninfected. After a player dies, they become a member of the infected. If the uninfected stay alive until the end of the match, they are the only players to get points. If the infected wipe them out, they are the only ones to score. The player with the most points is the overall winner.

Sabotage - A team-only game. Targeted destruction, the team that intimately causes the most damage to the other team's property wins.

Pistols
P9P (Dual Wield)

Capacity: 9 Rounds

Secondary function: silencer

Tertiary function: Flashlight

Highly customizable with scope fitted as standard. Secondary function attaches a silencer for stealth kills, while the tertiary function switches on a flashlight for use on low light conditions.

Falcon (Dual wield)

Capacity: 18 rounds

Secondary function: firecracker

A relatively underpowered but accurate weapon, favored by professionals for its high rate of fire. Secondary function allows a full clip to be thrown down, firing each round in sequence to distract enemies.

Magnum (Dual wield)

Capacity: 6 rounds

Secondary function: decoy fire

One for those who appreciate true stopping power, this intimidating six-shooter can teach a painful lesson in muzzle velocity. Secondary function fires a silenced decoy shot with delayed detonation.

Magsec 4 (Dual wield)

Capacity: 9 rounds

Secondary function: rebound fire

State-of-the-art military pistol ideal for engaging targets at a distance. Secondary function magnetizes the rounds, exaggerating ricochet and allowing skilled users to effectively fire around corners.

Psychosis gun (Dual wield)

Capacity: 6 rounds

Secondary function: psychosis

Compact tranquilizer pistol used by bail enforcement agents. Adapted to fire a concentrated dose which negates the target's distinction between friends and enemies, resulting in serious collateral damage.

Heavy weapons
M60

Capacity: 80 rounds

Secondary function: caltrops (uses 3 rounds)

This belt-fed beauty lays down a field of suppressive fire that renders its inaccuracy negligible. Secondary function dispenses caltrops to slow down personnel and stop most vehicles in their tracks.

Plasma rifle

Capacity: 40 shots

Secondary function: cloak

Fires explosive bolts of super-heated plasma. Secondary function diverts energy to cloak the firer. A self-recharging power core provides limitless ammunition but the charge is quickly exhausted, especially by cloaking (moving while cloaked drains power faster still).

Rocket launcher

Capacity: 4 rockets

Secondary function: fly-by-wire

Destructively enough with a standard warhead, but the secondary function enables fly-by-wire rockets that can be guided straight to their destination from the flip-out target finder, provided they strike before running out of fuel.

Sub-machine guns
DW-P5

Capacity: 24 rounds

Secondary function: silencer

Tertiary function: flashlight

The DW-P5 comes with a built-in scope and is easily modified. Secondary function attaches a silencer for recon missions, while the tertiary function switches on a flashlight for use in low light conditions.

UGL Liberator

Capacity: 24 rounds

Secondary function: booby trap

Powerful but inaccurate weapon favored by the "spray and pray" school. Secondary function throws down the weapon, activating an internal explosive device that detonates when its perimeter is broken.

CMP 150 (Dual wield)

Capacity: 24 rounds

Secondary function: hologram

Accurate and fast-firing, the CMP can absolutely shred enemies at close range. Secondary function activates an advanced built-in hologram projector to lure and confuse enemies

RCP-90

Capacity: 40 rounds

Secondary function: threat detector

Tertiary function: reprogram

Boasts a stunning rate of fire, plus invaluable additional functions. Secondary function pinpoints and detects enemy threats; tertiary function reprograms electronic hazards (aim and press B) such as sentry guns, mines, and security cameras.

Assault rifles
KSI-74

Capacity: 30 rounds / 1 bayonet

Secondary function: bayonet shot

A rugged and powerful assault rifle, highly effective when fired in short bursts. Secondary function employs a bayonet for silent takedowns.

FAC-16

Capacity: 30 rounds / 2 shot grenades

Secondary function: grenade

Tertiary function: silencer

A precise and adaptable military rifle with standard-issue scope. Secondary function grenades detonate on impact with any surface, while the tertiary function affixes a silencer for stealth kills

Superdragon

Capacity: 20 rounds / 6 shot grenades

Secondary function: bounce grenades

Tertiary function: night vision

A versatile infantry weapon with built-in scope. Secondary function switches to the under slung grenade launcher which, with practice, can be used to bounce grenades off walls and ceilings with devastating effects.

Close combat
Viblade

Maximum slash radius: 2 meters

Secondary function: deflect

A resonating-edge blade of unknown origin and chilling weapon in trained hands. Secondary function tosses up an impenetrable wall that can deflect bullets right back at the aggressor.

DEF-12 shotgun

Capacity: 6 rounds

Secondary function: radar sweep

Tertiary function: mimic

Hard-hitting weapon of choice for tight urban environments. Standard electronics protect the carrier and nearby allies from radar sweeps. Secondary function highlights all local targets and the tertiary function tricks enemy radar into registering you as an ally.

Combat shield (Dual wield)

Polycarbonate thickness: 0.250"

Guarantees 100% safety from melee attacks and limited protection from small-arms fire. Hold down L to raise it to head height. Clear panels allow combat awareness to be maintained when equipped alongside a weapon.

Thrown
Frag grenade (Dual wield)

Blast radius: 5 meters

Secondary function: dual wield

High explosive fragmentation device with a four second fuse, which becomes an impact grenade if held until the timer reaches zero. Secondary function allows grenades to be carried alongside a dual wield pistol or sub-machine gun.

Multimine

Blast radius: 2 meters

Secondary function: remote control

A powerful deterrent to pursuers. Can be deployed as a proximity mine to detonate when enemies approach. Secondary function can be used to lay lethal trails of mines that explode when triggered.

Hawk

Chance of survival (unarmored): none

Secondary function: shrapnel shield

An experimental oddity with a tungsten alloy blade (use L to lock on to enemies). The Hawk uses miniaturized anti-gravity to extend flight time and power its secondary function, a force field that defends against grenades and rockets.

Flashbang

Effective radius: 50 meters

Secondary function: dual wield

Explodes with a blinding light and deafening noise to disorient enemies, allowing for quick follow-up attacks. Effects are indiscriminate, so be sure to look away. Secondary function allows dual wielding alongside a dual wield pistol or sub-machine gun.

Fish food

Capacity: 5 lbs.

Offers a valuable sustenance to fish. And that's about it. Sorry.

Tactical Moves
Agents should always make best use of their surroundings to get the upper hand. Good tactics include using the environment to gain the advantage in a firefight.

Taking Cover
The action indicator appears on-screen when you approach objects and environmental features that can be used for cover. Press B to take cover. Use the Left Stick to look and aim around pillars (if applicable). Press B again when you're ready to break cover.

Dodging
Use the Left Stick together with zL to perform combat dives and rolls. Enemies will find it much harder to get a bead on you if you're in constant motion. However, any shots that do hit home during a dive or roll will cause you more damage than usual.

Aim Mode
When more precise aiming is needed, hold down L as you move around. This activates the aim mode, making targeting easier at the expense of full movement speed.

A scope is also employed if one is fitted to your current weapon. In this case, a greater level of zoom becomes available by holding L.

Dual Wielding
Some weapons, largely pistols and sub-machine guns, offer a dual wield capability if you acquire a matched pair. However the added power of dual wielding is balanced by the loss of the aim function, as L now fires the left-hand weapon instead.

Grenades and the combat shield can also be wielded alongside a pistol or SMG (although this disables secondary functions); simply cycle through your weapons until you reach them.

Picking Up Weapons
If you come across a desirable weapon, simply walk over it to acquire it. Weapons identical to those you already have are automatically stripped of their ammo.

If you don't have enough free slots to carry the new weapon, you can make an exchange. Stand within reach of the fallen weapon, and then press X to drop your current firearm and equip the new one.

Dropping Weapons
Dropping a weapon usually occurs automatically when exchanging one firearm for another, but you can also discard one manually at any time by pressing down on the Control Pad. This is useful for bestowing a weapon on an unarmed and struggling teammate.

Concealing Weapons
You can choose to put away your weapon and go unarmed at any time, which sometimes makes more sense than brandishing a gun at anything that moves. What you carry also affects your movement speed. Press up on the Control Pad to conceal a weapon.

Disarming
While unarmed, press zR to make a grab for an opponent's weapon. You must be positioned in front of an enemy (and have enough free weapon slots) for your disarm attempt to stand any chance of success.

Soundtrack
Jade Agent: Mission Zero/Soundtrack

Achievements

 * Fish Lover - Feed the hidden fish in all of the levels.
 * Camera Shy - Shoot 10 security cameras.
 * Act Your Age, Jade - Destroy the hidden wine rack.
 * Paci-fist - Complete any mission only using your fists.

Trivia

 * Hidden in each level is an unobtainable piece of cheese that serves no functional purpose.