007 First Light: A Masterful Blend of Stealth, Action, and Choice
007 First Light: Stealth, Action, and Choice Mastery

Long-standing calls for IO Interactive to develop a James Bond game, given their success with the Hitman series, have finally been answered. When 007 First Light was unveiled, many observers, including myself, initially perceived it as a hybrid of Hitman and Uncharted. However, labelling it merely a crossover does a profound disservice to the game. It is far more than that.

Mission 1: Iceland

Playing through three missions on PC, the first 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, aboard one of two helicopters shot down off the coast of Iceland at night. Bond survives, washes ashore, and quickly discovers that the group responsible for shooting down the helicopters is searching for survivors. This is where gameplay begins: an unarmed Bond must sneak past mercenaries hunting him. MI6 contacts him via earpiece, providing instructions to survive and proceed. Bond then infiltrates a mercenary base, introducing core mechanics: traversal, stealth, and a spectacular atmosphere from the outset. Even in linear sections, multiple paths exist—climbing ledges or jumping across platforms—giving players genuine choice.

Infiltrating the base involves using disguises to uncover MI6’s objective: there are still MI6 survivors. Ignoring orders, Bond chooses to save everyone. This leads to the first semi-open section: find two groups of survivors. Players can choose which group to save first and take different routes. The freedom to play as Bond, however you wish, is established early, before gadgets and innovative gameplay fully kick in. It feels like playing through a Bond movie from the start.

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Mission 2: Malta

The second mission, set in Malta, is relatively short. Bond, now part of the 00 training programme, navigates an advanced training level through sandy ancient ruins. A sandbox environment presents an objective with enemies in between. Players can sneak past, go in guns blazing, or adopt a mixed approach—entirely up to them. More abilities and gadgets become available: close-quarters and ranged combat, the Q-Lens for scanning surroundings and finding interactive elements, and hacking to create distractions. Although short, the level encourages replay to try different approaches.

Mission 3: Kensington, London

The main mission, set around mid-game, takes place in Kensington, London. Bond is in his apartment, lying low, when an assassin attempts to kill him. After dispatching the assassin, he realises another is present. Tension is palpable, leading to a shootout across rooftops, a tense stealth section, and a thrilling chase. Bond then enters a glitzy gala to find answers about the assassins by triangulating a signal. Here, Hitman influences are fully realised, but innovative gameplay techniques prevent it from feeling derivative. Multiple ways to achieve objectives abound.

To access the invite-only party, Bond must obtain an invite from an attendee in the foyer. Options include distracting an attendee; I accidentally stunned one with my watch, grabbed their pass while no one was looking, and experienced an unscripted comedic moment. Inside the gala, Bond needs to reach a security room on the first-floor balcony. The vast room, filled with people, a central bar, and a stage, offers numerous approaches: impersonate a journalist, steal a camera, steal an access pass, or impersonate a security guard by learning names. Gadgets like Dart and Laser further manipulate the environment. Bond can lure NPCs, distract or stun them, and bluff his way out of situations—a satisfying mechanic used sparingly. Optional conversations add depth to the storyline, and random NPC chatter enriches the world.

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This section exemplifies masterful level design and detail, with flawless NPC performance. The density of detail is exceptional. Linear stretches punctuate these sections, providing excellent ebb and flow. Inside the security room, Bond must access a terminal to track the phone signal via CCTV. Stealth failed for me, leading to melee combat. Bond cannot use lethal force without a licence to kill, so I took out guards with fists. Returning to the gala, Bond encounters an agent and associate, becomes compromised, faints, and wakes tied to a chair, being beaten. A new mechanic: Bond must provoke the antagonist to get close enough for hacking, balancing health and signal percentage. This high-stakes management 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. Enemy AI adapts, requiring players to create openings. A boss fight involves manipulating the environment without a gun, sneaking and using the watch to land blows; the same tactic cannot be repeated as the boss learns. This forces players to use Bond’s full skillset. After escaping, Bond faces a firing squad, sneaks to a getaway vehicle, and commandeers a bin lorry, crashing through Kensington streets—chaotic and wild.

The writing, soundtrack, and lighting are exceptional. Bond delivers brilliant one-liners, the soundtrack perfectly accompanies the action, and lighting—especially low light and reflections—is flawless. Priced at £60 from Amazon.co.uk.