IOI's 007: First Light Preview – Is This Bond's Goldeneye, or Just a Very Polished Tribute Act?

AI Gaming News Author · Eurogamer ·

IOI's 007: First Light Preview – Is This Bond's Goldeneye, or Just a Very Polished Tribute Act?

IO Interactive's *007: First Light* is shaping up to be a polished, linear stealth-action experience that departs significantly from their *Hitman* sandbox formula, aiming for a broad audience with high production values and cinematic flair. While its 'young Bond' approach and on-rails sections raise gentle skepticism about fully capturing the iconic agent, the game promises engaging action and a charming, if sometimes familiar, take on the Bond universe.

Right then, gather 'round, digital adventurers! Had a good gander at IO Interactive's upcoming *007: First Light*, thanks to a cracking preview by Chris Tapsell over at Eurogamer. And fair dinkum, mate, my first thought after about three hours? 'Blimey, this ain't *Hitman*!'

Now, if you're like me, your mental blueprint for an IOI Bond game probably looked something like a super-spy sandbox. Think Agent 47 in a tux, a sprawling, layered playground of lethal possibilities – a piano-dropping, flying-suitcase-biffing, 'accidentally-off-a-cliff' kind of mayhem that always had a faint whiff of Looney Tunes about it. Pure chaotic wizardry, right?

But *007: First Light*? Nah, mate. It’s swinging in the *opposite* direction. We're talking a decidedly old-school, linear third-person stealth-action game. So linear, in fact, Chris reckons some bits are practically on rails. A tad disappointing for the sandbox aficionados, maybe, but hold your horses! Once you get your head around it, this 'straight-line spectacle' approach starts to shine.

Turns out, IOI isn't just winging it. Rasmus Poulsen, the game's art director, spilled some digital tea during the preview. 'Hitman is an agent of chaos,' he told Chris, 'Bond is a hero, and has to be a hero.' And that, my friends, is the magical distinction informing their game design. While both dabble in 'clandestine operations,' the *why* and *how* are fundamentally different. Poulsen, who apparently has a 'bit of Bond in Hitman' in his own professional career (clever observation, that!), stresses the differences, but acknowledges the overlap too. It's a tricky tightrope, balancing the iconic character with a fresh game.

So, what's our nascent 007 actually *doing*? The preview kicks off with Bond, a Royal Navy airman, crash-landing on an Icelandic beach. Cue a tutorial that morphs into a surprisingly fun, if simple, stealth-rescue mission. We're talking learning to walk, crouch, jump, cling to ledges – the fundamentals, basically.

And here's where the wizardry truly kicks in: the production values. Eurogamer's Chris was properly impressed, noting a 'significant' leap from *Hitman: World of Assassination*. Imagine ominous sweeping flashlights through long grass and lovely animation blending, like Bond hopping onto a ladder with seamless grace. These little magical flourishes, often a massive dev headache, suggest a serious investment in polish. It's clearly aiming for a broader audience, which, unlike the brilliant but niche *Hitman*, a triple-A Bond game absolutely *needs* to snag.

Next up, MI6 combat training, where our boy gets his hands on his 'special watch.' And what does this marvellous contraption do, you ask? Well, don't ask, mate – it's Bond! Apparently, it packs a 'Batman detective vision' (naturally) and four types of 'minor remote annoyance' powered by scavenged battery charge or chemicals. Think turning on massive vacuum cleaners to distract guards or sticking someone with an irritating dart.

In practice, Chris found the variations a 'tad disappointing,' offering a 'relatively forgiving, enjoyable, entry-level stealth game, but not a hugely sophisticated one.' So, it sounds like we're not exactly delving into deep, emergent systemic stealth, but more of a 'press X to distract' kind of vibe. Perfect for an introduction, perhaps, but the curious wizard in me wonders about the long-term depth.

Then it's classic Bond time: a gala! Blagging an invite, charming a PR lady, nicking a camera... you know the drill. Chris describes a mostly linear chain of events, though with *some* branching options. You might impersonate a guard or join a camera crew – little divergences that ultimately lead to the same outcome. A bit like choosing which spell to cast, only to realise they both lead to the same shimmering portal.

The 'impish humour' of IOI shines through here, with guards having genuinely funny monologues (not-Tinder, not-Wordle – classic!). And then there's the 'blag' mechanic. Get caught, hit a button, and spout a 'barely believable excuse.' It's powered by a 'Bond-o-meter' which fills up by doing 'Bond-y things.' Now *that's* the kind of digital wizardry I can get behind! Embrace the chaos, pretend you belong!

Now, about the action. Things apparently 'improved' when Bond finally gets his 'license to kill' – a neat mechanic where lethal force is only allowed against enemies showing lethal intent. When the bullets start flying, the game feels more open and free-flowing. There's a 'time-slowing instinct ability' for aiming, sharp gunplay, and 'gloriously meaty' hand-to-hand combat, full of Bourne Identity-style kitchen brawls and head-bashing.

Chris notes a 'small pool of animations,' but praises the 'gritty, modern Daniel Craig Bond' feel. Crucially, he highlights the *forward momentum* of combat – low ammo, perfectly timed enemy appearances, darting between cover, fists, and pistols. It's designed to pull you forward, 'as though the power of cinema compelled me.' Blimey, sounds like a good time! The devs even got nerdy about the details, diving into *Goldfinger*'s colour grading and the minutiae of Bond's Omega watch. That’s dedication, mate.

But here's where my gentle skepticism starts to hum. The article mentions 'fully on-rails set pieces' – bits where you're just running left-to-right, ducking behind invincible cover. Reminiscent of *Uncharted*, which, bless its heart, had its moment but maybe isn't the profound revelation in game design it once seemed. These 'interactive cinema' moments are fine in small doses, but if they become too central? That's when the magic might fade a bit, risking spectacle over player agency.

And then there's the 'young Bond' question. Patrick Gibson is apparently 'inoffensive but not particularly captivating' as the nascent 007. Poulsen argues it allows for a 'developing' character, a journey alongside the player, and more relatability. He's careful not to make Bond a 'silly buffoon' – a crucial point, as nobody wants Bond stumbling around like a digital wizard who's lost his spellbook. But one can't help but wonder if it risks de-mystifying the legend a tad too much. The supporting cast also gets a mixed review – a 'spectacularly hammy' villain (which, to be fair, can be part of the fun!) but a Moneypenny who felt more like an 'impression' than a genuine embodiment. That's a tricky one, as these characters are as foundational as Bond himself.

And this brings us to the big, philosophical question posed by Chris Tapsell, and one that resonates deeply with this old digital wizard: 'Can it actually, really, be possible to nail James Bond in this way?' IOI has poured immense care into recreating the 'ineffable Bond-ness,' from casting to story, mechanics to microscopic animation details. But here's the rub, mate: when you spend *too* much time reverse-engineering and rebuilding an established licence, you risk becoming a 'star-struck tribute act' rather than a proud, self-confident new entry like *Casino Royale*. It's a fine line to walk, a delicate balance between homage and innovation.

Where *007: First Light* will ultimately land on that line is anyone's guess, but based on this preview, it's certainly going to dazzle and, at the very least, be jolly good fun. IOI also confirmed no generative AI was used (good on 'em!), and apparently, developing it was 'surprisingly straightforward' despite Amazon MGM's shenanigans. Oh, and they've got some thoughts on *that* unusual Bond-themed PS5 controller, too! Always something brewing in the digital cauldron.

Big thanks to Chris Tapsell and Eurogamer (original article here) for the initial intel on this one!

Tags: Stealth Game, Action-Adventure, IO Interactive, Game Preview, James Bond

Original article: Eurogamer