There have long been calls for IO Interactive to develop a James Bond game, given their success with the Hitman series. When 007 First Light was revealed, many speculated it would be a cross between Hitman and Uncharted. However, calling it merely a crossover does the game a huge disservice. It is so much more than that.
Mission 1 - Iceland
The first mission takes place in Iceland, at the very beginning of the game, before Bond is even part of the 00 programme. He is an aircrewman in training, and his helicopter is shot down off the coast of Iceland at night. Bond survives, washes up on a beach, and quickly discovers that the group responsible for the attack is searching for survivors. Gameplay begins with an unarmed Bond sneaking past mercenaries. MI6 contacts him via earpiece, providing instructions to survive and proceed. Bond must infiltrate a mercenary base, where traversal and stealth are crucial. The atmosphere is spectacular from the start. Even in linear sections, there are usually at least two different ways to reach the objective. IO does a superb job of making players feel they have a choice in how to proceed.
Infiltrating the base, Bond uses disguises to uncover what MI6 is after: there are still MI6 survivors. Ignoring orders, Bond chooses to save everyone he can. This introduces the first semi-open section, where the objective is to find two groups of survivors. Players have immense freedom in choosing which group to save first and which routes to take. This is just a taste of what is to come, before the amazing gadgets and innovative gameplay truly kick in.
Mission 2 - Malta
The second mission is shorter, set in Malta during Bond's 00 training programme. Players navigate an advanced training level through sandy ancient ruins, with a sandbox environment and enemies to overcome. Again, players can choose their approach: sneak past, go all guns blazing, or a mix. More abilities and gadgets become available, including the Q-Lens for scanning surroundings and hacking to create distractions. The level is short but highly replayable.
Mission 3 - Kensington, London
The third mission is the main one, set around the midpoint of the game. Bond is in his Kensington apartment, trying to lay low, when an assassin attempts to kill him. After dealing with the first assassin, Bond realizes another is in his flat. The tension is palpable, leading to a rooftop stealth section and a thrilling chase. Bond then enters a glitzy gala to find answers about the assassins. Here, the Hitman influences are fully realized, but they never feel derivative due to innovative gameplay techniques. Players must obtain an invite to the exclusive party, which can be done in multiple ways. For example, stunning an attendee with a watch gadget allowed me to grab their pass unnoticed, creating an unscripted comedic moment.
Inside the gala, Bond needs to access a security room on the balcony. The dense, Hitman-style level offers numerous approaches: impersonate a journalist, steal an access pass, or bluff as a security guard. Gadgets like Dart and Laser, along with unique instincts, open up even more options. Bond can lure NPCs, bluff his way out of situations, and engage in optional conversations that deepen the storyline. The level design is a masterclass, with exceptional detail and flawless NPC performance. Linear stretches punctuate these dense sections, providing excellent ebb and flow.
Once in the security room, Bond must access a terminal to track a signal using CCTV. Stealth may fail, leading to melee combat. Bond cannot use lethal force unless enemies try to kill him first. After obtaining the information, Bond returns to the gala, bumps into an agent, and is knocked out. He wakes up tied to a chair, being beaten. To escape, Bond must hack the antagonist's phone by provoking them to come close, balancing health with signal percentage. This high-stakes mechanic keeps the game fresh.
After escaping, Bond gains a licence to kill. Mercenaries attack, and the game becomes a third-person cover shooter. Gunplay is satisfying, with enemies flanking and forcing proactive play. A boss fight requires Bond to manipulate the environment without a gun, using his watch to land blows. The boss learns from repeated tactics, forcing players to adapt. Finally, Bond sneaks to a getaway vehicle, commandeering a bin lorry through Kensington in a chaotic escape.
The writing, soundtrack, and lighting are exceptional. Bond delivers brilliant one-liners, the soundtrack perfectly accompanies the action, and lighting is flawless, with stellar reflections and low-light effects. 007 First Light is available for £60 from Amazon.co.uk.



