"It had a working title of Agent," BioWare founder and former employee Trent Oster told the site. "The concept was to do the other half of GoldenEye, the idea being that James Bond isn't just a gun that walks around the world and shoots people.
"He's a suave manipulator, he's a talented martial artist, he's a secret agent. We wanted to cross that 007 with Jason Bourne, where he's been modified in some way; you're not sure what, but he's definitely deadly."
The narrative would have been a performance-driven affair, redolent perhaps of Team Bondi's L.A. Noire. "We really wanted to push the acting side, the digital acting. We really wanted to be very high drama, very intense scenes.
"I always think of the scene in the second Bourne movie where Jason Bourne's choking the guy out with a book and he's right in his face and it's this very intense moment," Oster went on. "That was one of the key things we wanted to carry off."
Alas, the project never really took flight. "Fundamentally EA didn't believe in the concept, and if the company's not behind it, it doesn't matter how hard you struggle you just can't make it happen."
Expanding on the point, Oster observed that triple-A development is too high risk to support anything but the most battle-tested of ideas. "The bets are so big now; it's $30 million, $40 million to make a triple-A console title. You've got to license the engine, you've got to have a 100-man team, you've got to work for three to four years to make it happen."
I'd kill for a proper spy game. Would you?