IO Interactive's upcoming title, 007 First Light, nearly leaned too heavily into its combat mechanics, potentially overshadowing the stealth elements the studio is known for. Senior combat designer Tom Marcham explained that the game's development involved considerable adjustments to maintain a balance between the various gameplay styles available to players.

While the initial concept for 007 First Light aimed for a flexible blend of secret agent disciplines—shooting, sneaking, and punching—the game's combat proved so effective during development that it threatened to make stealth and social interaction less relevant. Marcham noted that there were periods where the combat became overpowering, leading to instances where the stealth component felt diminished. "It started to feel like there wasn't any stealth element in the game," he stated.

To address this, the development team had to reintroduce and rebalance the gameplay systems. The goal was to ensure that direct combat, specifically punching, was not always the player's first or only recourse, unless they actively chose it to be. This iterative process aimed to make all available options equally engaging and balanced throughout the player's experience.

The challenge of balancing combat and stealth is particularly notable given IO Interactive's legacy with the Hitman series, which heavily emphasizes its stealth mechanics. The prospect of an IO game downplaying stealth would likely be met with considerable surprise from fans of their flagship franchise. In the finished game, the combat, while functional, has been observed to be less forgiving, with the author recalling being defeated by a seemingly ordinary opponent shortly after an effective stealthy opening.

Marcham offered no details regarding the story DLC planned for First Light or the upcoming addition of AR glasses, an in-game gadget based on the real-life Even G2 device. He did, however, mention that brands featured in the game's product placement are generally unconcerned with how their products are utilized or misused within the game's narrative.