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IO Interactive revives James Bond with 007 First Light’s flexible playstyles

IO Interactive's 007 First Light returns James Bond after 15 years, blending Hitman stealth with Brosnan-era action and letting players choose any playstyle.

Alex Mercer/3 min/GB

Senior Tech Correspondent

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IO Interactive revives James Bond with 007 First Light’s flexible playstyles
Source: The GuardianOriginal source

TL;DR: IO Interactive’s 007 First Light returns James Bond to gaming after nearly 15 years, offering a single title that supports any playstyle—from covert infiltration to high‑octane gunplay.

Context The James Bond franchise has been absent from the console market since 2008. IO Interactive, known for the Hitman series, inherited the licence and built a game that asks players to decide which version of Bond they want to become. The result is a narrative‑driven experience that blends the methodical planning of Hitman with the flamboyant combat associated with Pierce Brosnan’s films.

Key Facts - 007 First Light marks the first Bond video game released in almost 15 years. - Senior combat designer Tom Marcham says the game is deliberately open: “We’re truly happy for you to pick whatever style you want… We’ve designed for all of them.” The system supports stealth, social manipulation, and direct firefights. - The protagonist, voiced by Patrick Gibson, combines Ian Fleming’s scarred look with Brosnan’s charm, allowing the character to feel both classic and fresh. - Gameplay alternates between Hitman‑style set pieces—eavesdropping at a press conference, using a photographer’s disguise—and gadget‑laden action sequences such as hacking devices and chemical darts. - Art director Rasmus Poulsen explains the design focus: instead of an open world, the game delivers tightly scripted moments that generate specific emotions and keep the story moving forward.

What It Means By letting players choose Bond’s approach, IO Interactive sidesteps the risk of alienating any fan segment while delivering a cohesive narrative. The hybrid design expands the appeal of stealth games to a broader audience that expects cinematic action. However, the trade‑off is reduced sandbox freedom; the game guides players through curated set pieces rather than offering a sprawling open world. This compromise may set a new template for licensed titles that prioritize story beats over player autonomy.

Watch for post‑launch updates that could introduce additional missions or expand the range of playable styles, and see how the approach influences future spy‑themed games.

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