It is the present day, and a young James Bond is having a miserable time in Iceland. The dewy-eyed SAS rookie's transport chopper has exploded, his friends are face-down in the basalt sand, and an armed band seems determined to ensure none of them get back up. He is hypothermic, bleeding, and utterly ignorant as to why his enemies want him dead.
None of this matters, however, because even at a tender 25-or-so, he is James Bond. He is the most stalwart defender of His Majesty's interests the English public school system has ever produced. He beats up the baddies, he quips, and he charms the voice in his earpiece. This is the high-octane energy driving 007 First Light, which releases on May 27.
The Orchestrated Rhythm of 007 First Light
During a recent hands-on event in London, it became clear that IO Interactive is taking a different approach with this title. While playing through several levels, I did not walk away feeling like I had played the next evolution of Hitman: World of Assassination. Instead, 007 First Light feels more like a modest, sometimes archaic third-person action game with underdeveloped ideas.
The gameplay structure is less about a massive sandbox and more about a directed narrative. Rasmus Poulsen, the game's franchise art director, describes the title as a "more orchestrated experience" compared to IO's previous work. Rather than being dropped into a clockwork world to poke at it at will, players are shuttled between distinct gameplay modes.
A Cinematic Approach to Stealth and Action
The game transitions through specific phases: a light sandbox leads into a stealth section, which then moves into a gunfight or a vehicle chase. This structure is intended to mimic the pacing of a spy film.
"They go from large social arenas where you can manipulate and turn all these things to a more concentrated stealth bit… and then into, let's say, a linear chase or an action arena with all guns blazing. So in many respects, this makes it feel like a movie," says Poulsen.
My time with the game took me through three distinct stages:
- An introductory tutorial set in Iceland.
- A gadget-focused training level from Bond's rookie days.
- A full-fat level featuring stealth, infiltration, combat, and a boss fight.
Limited Tools and Guided Paths
The London gala level felt most representative of this new rhythm. Bond must infiltrate a high-society event in Central London to find a target among ministers and CEOs. While IO has clearly put thought into ensuring 007 First Light features multiple routes—including vents, high/low paths, and mission stories—the "sandbox" feels significantly more limited than Hitman.
Bond’s tools are far less versatile than Agent 47's. You cannot create massive distractions with explosives; instead, you must rely on much more subtle interactions:
- Emetic darts to induce vomiting and clear paths.
- Electronic interference to manipulate devices.
- Resource scavenging to recharge gadget power.
The recharging mechanic creates a hilarious visual, as Bond must constantly empty bottles of hand sanitizer into his pockets or drain the batteries of unguarded phones.
However, this lack of freedom can be frustrating. I often felt like I was simply uncovering paths that IO had already laid out rather than using my tools to create my own. At one point, a failed attempt at bluffing a guard left me stuck, as even an emetic dart couldn't distract him. In the end, it felt less like a true sandbox and more like a guided experience where the room for creativity is much tighter.