007 First Light: IO Interactive Reinvents Bond Before Launch — Our Hands-On
IO Interactive has dropped the first playable footage of 007 First Light, and it's a surprise: the studio behind the World of Assassination trilogy isn't just recycling its Hitman formula. This new entry attempts to build a credible origin story for James Bond, balancing surgical infiltration with unrestrained action. After several hours with the game, here's what stands out — and what still gives us pause.

A long-awaited return, a studio that knows the territory
Since James Bond 007: Bloodstone (2010, Bizarre Creations) and the scrapped Rare GoldenEye project that leaked in 2021, the Bond license has languished in gaming limbo for over fifteen years. IO Interactive, which built its reputation on three Hitman entries between 2016 and 2021, inherits a franchise under pressure. The Danish studio knows infiltration, open environments, and the art of clean kills — on paper, the fit is logical. In practice, 007 First Light isn't Hitman wearing a Bond tuxedo. It's a different beast entirely, and that's a relief.
The game positions itself as an origin story: you play a young Bond, before the double-0 designation, before iconic gadgets, before luxury cars courtesy of MI6. The concept isn't new — Casino Royale (the 2006 film) already covered this ground successfully — but it gives IO genuine narrative freedom. No need to rigidly adhere to established canon. The character can evolve, make mistakes, show vulnerability.
What hands-on time really reveals
The playable sequences during this preview covered two distinct levels: an infiltration mission in a Mediterranean villa and a frantic action sequence in an industrial port. The contrast is intentional and illustrates the duality the game aims to embody.
The villa is IO Interactive at its finest. The space is open, multiple approaches exist, opportunities masquerade as scripted events. You instantly tap into reflexes honed in Hitman 3 (2021): observe patterns, identify usable disguises, mentally map an optimal path. But Bond isn't Agent 47. He talks, engages in dialogue, leaves emotional traces. Stealth has less mechanical refinement than the World of Assassination games, but it gains narrative coherence. You don't stash bodies in freezers here — you improvise, persuade, work around obstacles.
The industrial port shifts into territory closer to Uncharted 4 (2016, Naughty Dog): cover-based shooting, movement-based gunplay, scripted climbing, well-timed explosions. It's not unpleasant, but this is where the game shows its current limits. Enemy AI still exhibits predictable behavior, and firefights lack the edge you'd expect from a studio that spent a decade perfecting discrete elimination mechanics. We're hoping these sequences are more polished in the final version.
Bond identity: gadgets, dialogue, and charm
IO seems to understand that a Bond license is more than just gameplay. Atmosphere matters as much as mechanics. From the opening moments, the art direction establishes a style: warm lighting, luxurious architecture, jazzy string score without veering into parody. It's neither the campy Bond of the Roger Moore era nor the ultra-dark Daniel Craig period — it's an elegant synthesis.
Gadgets are present but understated. A paralysis pen, a watch with a grappling cable, nothing outlandish. IO clearly prefers credibility over toy-box accumulation. It aligns with the origin-story arc, though fans of over-the-top equipment like Everything or Nothing (2003, EA Games) might feel slightly disappointed.
Dialogue sequences are a genuine surprise. Bond can negotiate, bluff, seduce — and these choices have measurable impact on what immediately follows in the level. It's not deep RPG territory, but it adds texture that the Hitman games never sought to offer. The writing is sharp, and the lead actor (whose official name hadn't been announced at the time of this hands-on) delivers a convincing performance.
The Hitman legacy: what's gone, what remains
Comparing 007 First Light to the World of Assassination trilogy is inevitable, but it must be done carefully. IO isn't trying to duplicate its formula. Levels are more linear than the sandboxes of Paris or Sapienza in Hitman (2016). Massive replayability, escalating challenges, contract modes — all that disappears in favor of continuous narrative experience.
This choice has a cost. Procedural infiltration purists will find the game less dense. But it also has a clear benefit: the story holds together, characters matter, and you actually want to know what happens next. It's a quality that Hitman, deliberately, never pursued.
What remains of IO's expertise is spatial readability, quality staging of opportunities, and a certain elegance in how observation is rewarded. Even in a hallway, the studio places details that invite you to slow down. That's rare, and you feel it immediately.
What still gives us pause
A few gray areas remain after this hands-on. Enemy AI, first: during action sequences, behavior lacks responsiveness, and enemies tend to freeze under fire rather than intelligently regroup. For a work-in-progress build, that's tolerable — but it's worth monitoring.
Mission progression structure remains unclear. We still don't know if the game offers a hub, a world map, or sequential levels. This architecture is crucial to the overall pacing of an infiltration game, and IO hasn't tipped its hand yet.
Finally, the question of multiplayer or additional modes wasn't addressed. Hitman partly thrived on post-launch updates and its creator community crafting contracts. Will 007 First Light be purely single-player, or is IO planning a long-term service model? The answer will condition how the game is perceived long-term.
Interim verdict: serious promise, open questions
IO Interactive isn't treating the Bond franchise casually. These hours of gameplay radiate genuine narrative and artistic ambition, respect for the source material without paralyzing reverence, and a real effort to distinguish Bond from Agent 47. The studio had the good sense not to make a Hitman reskin in a tuxedo.
Concerns center less on vision than on final execution — AI, pacing, progression structure. The release is slated for 2026 on PC and consoles. Plenty of time remains to refine. If IO delivers on its promises, 007 First Light could be the comeback the license deserved fifteen years ago. See you at the next briefing.