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The name’s Bond, James Bond. And if developer IO Interactive gets their way, you’ll soon be stepping into the freshly polished (and slightly bloodied) shoes of a young 007 in “007 First Light.” As dedicated gaming journalists, we recently secured some exclusive hands-on time in London, diving deep into what promises to be an ambitious new James Bond game. But after a few hours with this highly anticipated stealth action title, we’re left wondering if IO has truly found their golden gun, or if it’s more of a misfire.
IO Interactive, the maestros behind the sublime “Hitman: World of Assassination” trilogy, are stepping out of Agent 47’s meticulously crafted sandbox. Their vision for “007 First Light” is clear: a more “orchestrated experience,” a cinematic journey that prioritizes spectacle over simulation. This shift is evident from the moment young Bond finds himself hypothermic and surrounded in a gorgeous, yet deadly, Icelandic landscape.
Gone are the vast, intricate clockwork puzzles of Hitman. Instead, “007 First Light” aims for a more traditional, movie-like flow, shuttling players between different gameplay modes. You’ll navigate lite sandbox infiltration, tight stealth sections, exhilarating gunfights, and even high-octane vehicle chases. It’s an attempt to capture the varied thrill of a Bond film, but does it truly hit the mark?
Our demo took us from that explosive Icelandic tutorial to a gadget-focused training ground, before culminating in a full-fat mission at a swanky London gala. This final level offered a miniature “Hitman”-esque social arena, allowing us to blend in, overhear intel, and explore multiple routes for infiltration. Think a British redux of Hitman’s iconic Paris level, albeit on a much smaller scale.
However, the sandbox elements feel notably constrained. While multiple paths exist, they often feel more like predetermined railways than truly organic opportunities for player creativity. Bond’s gadgets, like an emetic dart or electronic disruptor, are useful, but lack the outlandish, explosive potential that Agent 47’s arsenal offers. You’re meant to sniff out IO’s intended solutions, not craft your own absurd masterpieces.
The stealth mechanics, surprisingly, felt rather archaic for a 2026 title. Enemy AI proved laughably oblivious on standard difficulty, often ignoring loud takedowns mere feet away. Compounding this, the inability to move unconscious enemies felt like a relic from a bygone gaming era. It clashes with the game’s otherwise serious tone, creating unintentionally humorous moments that break immersion.
While the “Dash to cover” mechanic proved frustratingly unreliable, often sending Bond sprinting into plain sight, the melee combat truly impressed. It’s weighty, visceral, and contextually uses the environment in genuinely cool ways. Repeatedly punching baddies in the face felt satisfying, even if the simple parry system won’t challenge veteran brawlers.
Unfortunately, the gunplay didn’t fare as well. Once “License to Kill” mode activates, Bond can unleash firearms, but the shooting feels light and uninspired. The encounters are generic, ripped from any number of third-person shooters from the last two decades. Pop headshots, target explosive barrels – it’s all familiar, but lacks any distinct Bond flair. Oh, and prepare for Bond’s endless, often grating, quips when throwing random objects at enemies. Some call it charming; we called it a bit much.
The unexpected highlight? The concluding boss fight. Ditching cinematic quick-time events, it delivered a genuine stealth arena puzzle reminiscent of “Arkham City’s” brilliant Mr. Freeze encounter. Using gadgets and environmental hazards to create openings was engaging and refreshingly creative, showcasing a glimpse of what “007 First Light” could truly be.
Alas, this peak was immediately followed by an “Uncharted”-style vehicle sequence where control felt minimal. This encapsulated our overall impression of “007 First Light”: a game seemingly struggling to find its identity. IO Interactive, known for empowering player agency, seems to have traded their signature strengths for a more rigid, cinematic experience that feels surprisingly underdeveloped. It harks back to the linearity of “Hitman: Absolution,” and that’s not a comparison we ever hoped to make.
Amplo Insights:
“007 First Light” shows flashes of brilliance, particularly in its creative boss encounter, but our early preview suggests IO Interactive might be leaning too heavily into linearity. While a cinematic narrative is enticing for a James Bond game, sacrificing the player-driven ingenuity that made “Hitman” a masterpiece could leave this spy thriller feeling more shaken than stirred.