IO Interactive's first foray into the world of James Bond, "007 First Light," proves to be a thrilling experience that honors the iconic spy while leveraging lessons learned from the studio's own acclaimed "Hitman" series. The game presents an original story and introduces a younger, less experienced James Bond, portrayed by Patrick Gibson, at the age of 26 and still serving in the military before his MI6 recruitment. This fresh take offers a natural entry point for newcomers and a new perspective for long-time fans.
This iteration of Bond is characterized by a more stubborn and mistake-prone persona, a departure from the infallible agent often depicted. This aspect, where Bond frequently finds himself in trouble and must earn forgiveness, resonates with the reviewer's preference for a hero who faces genuine consequences, reminiscent of Daniel Craig's more grounded portrayal. As Bond is recruited into MI6's burgeoning 00 program, he quickly makes adversaries out of fellow recruits and his irritable supervisor, John Greenway, played by Lennie James, who delivers a standout performance.
The narrative kicks off with Bond infiltrating a lavish hotel to investigate a disgruntled ex-00 agent. While the premise initially echoes "Skyfall," the story quickly diverges, establishing its own unique path over its roughly 20-hour runtime. Early missions showcase IO Interactive's signature style, drawing clear parallels to "Hitman." Players will find themselves navigating crowded environments, using stealth and social engineering to bypass security. Mechanics such as distracting guards, utilizing cover, eavesdropping on conversations, and employing a 'Bluff' system to deceive NPCs are directly inspired by the studio's previous work. Disguises also play a role, further blurring the lines between Bond and Agent 47.
When stealth and deception fail, "007 First Light" truly shines with its dynamic and engaging combat system, particularly its melee encounters. The game incorporates well-timed blocks and dodges, but its most compelling elements are those that feel intrinsically Bond-like. Players can execute stylish maneuvers, such as sliding to stagger opponents and disarming them, or using environmental objects for impactful takedowns. The reactive environments enhance these encounters; throwing an enemy into a railing can lead to them being tossed over it, or into an electrical board for added damage. Weaving through combos against multiple foes is described as both visually impressive and satisfying, whether executed flawlessly or barely scraped through.
Gunplay is equally enjoyable, though the scarcity of ammunition encourages frequent weapon swapping. Players can even hurl their empty firearms at enemies. Combined with a slow-motion focus-aim mechanic, flanking enemies, and a high degree of environmental destructibility, shootouts become frenetic displays of precision and explosive creativity. The game also captures the spirit of cinematic Bond setpieces, but many of these exciting moments arise organically from player improvisation rather than strict scripting, allowing players to feel like they are truly dictating the flow of action.
"First Light" offers a robust suite of gadgets, managed via Bond's Q-Watch, which functions similarly to "Arkham Asylum's" detective vision for scanning areas and hacking electronics. Other gadgets include a poison-dart-shooting fake phone and an explosive pen. The ability to choose two or more gadgets per mission provides significant replayability and strategic depth, though selecting a loadout can be challenging due to the utility of each tool. Late-game additions to gadget functionality further diversify the gameplay. These tools, alongside a well-rounded cast featuring M and Moneypenny, and a villain who serves as an interesting dark reflection of Bond, reinforce the game's authentic Bond feel. The narrative also touches upon relevant social and political themes, grounding the espionage in contemporary contexts.
While the game adeptly captures the essence of Bond, certain aspects fall short. Driving sections, while visually impressive with vehicles like Aston Martins and speedboats, often feel too linear and lack engaging gameplay, primarily serving as transitional elements. The game's 20-hour story, while offering depth, occasionally suffers from pacing issues. Moments of downtime, such as Bond's interactions in his MI6 apartment, add character, but puzzle-solving sections, particularly those involving locked doors, can bring the narrative momentum to a halt.
In contrast, the secondary TacSim (Tactical Simulation) mode offers excellent pacing and replayability by focusing on the game's combat. This mode allows players to complete numerous challenges across various virtual environments, designed to keep Bond sharp. Although the current rewards, such as weapon skins and outfits, are described as lukewarm, IO Interactive plans to support TacSim with updates, which could elevate its appeal. However, it does not yet reach the depth of "Hitman's" Freelancer mode.
Ultimately, "007 First Light" succeeds by thoughtfully repurposing elements from both "Hitman" and the Bond franchise. While some pacing issues and less engaging driving sections are present, the game delivers an authentic and riveting Bond adventure. In a time when Hollywood's direction for the franchise remains uncertain, IO Interactive's confident debut sets a strong foundation for future installments, promising more of this compelling take on James Bond.