007 First Light Reviewed: Does IO Interactive's Bond Live Up to the Hype?
IO Interactive trades its silent assassin for a secret agent in a suit. 007 First Light builds on solid foundations inherited from the World of Assassination trilogy, but can it convince demanding players that Bond belongs at this studio? We put the game through its paces on PS5 and PC, from Nairobi surveillance to Hong Kong confrontations, to tell you whether this spy gamble pays off or crumbles under the weight of expectations.

| Platform | PS5, PS5 Pro, PC |
|---|---|
| Genre | Action-Infiltration |
| Studio | IO Interactive |
| Release Date | May 2026 |
A New Agent, Old Expertise
IO Interactive didn't invent prestige infiltration — Metal Gear Solid (1998, Konami) and the studio's own Hitman saga charted this course decades ago. But what the Danish studio developed with 007 First Light is something more personal: a James Bond origin story built from scratch, free from the weight of a film adaptation and the constraints of catering to a bankable star. The result is both braver and more fragile than expected.
Within the first few hours, the parallel to Hitman 3 (2021, IO Interactive) becomes obvious. Environments are dense, built to be traversed multiple ways, and the attention to atmospheric detail — NPC conversations, journals on tables, subtle visual clues — recalls the studio's best work. Except here, Agent 47 is replaced by a raw, impulsive Bond who hasn't yet been polished by years of service. This narrative choice is coherent, and it directly influences the gameplay.
A Bond Learning to Be Bond
Where Hitman offered you an omniscient ghost capable of vanishing into any crowd, 007 First Light presents a protagonist who makes mistakes. Character progression is as mechanical as it is narrative: early missions confront you with a Bond less effective at pure infiltration, who compensates with increased combat prowess and a tendency to solve problems with his fists when Plan A falls apart.
This skill progression system works better than feared. The upgrade tree isn't a catalog of abstract numbers — it translates concretely into levels: unlocking a negotiation approach literally opens new dialogue paths that sidestep entire confrontations. It's elegant, and it's true to Bond's spirit: brains before brawn, but force when necessary.
That said, the game struggles to choose between two identities. Moments of precision infiltration — memorizing patrol timing, using a distraction gadget to cross a hallway undetected — coexist with direct action sequences that have neither the precision of Splinter Cell (Ubisoft, 2002) nor the controlled chaos of Uncharted 4 (Naughty Dog, 2016). These transitions sometimes break the rhythm in frustrating ways.
Level Design: Ambitious to Uneven
007 First Light's levels are undeniably well-constructed overall. Nairobi, Hong Kong, Vienna — each environment has its own visual identity and coherent spatial logic. IO Interactive still excels at densifying space without cluttering it: the same corridor can be traversed four different ways depending on what you've unlocked or simply observed.
Yet the game shows inconsistencies across missions. Two or three mid-campaign levels suffer from overly linear structures that contrast with the openness promised early on. You sense a compromise between the freedom offered by the previous trilogy's sandbox level design and the need to guide players through tighter narrative. The result, in these segments, looks like a hallway dressed up as a maze.
Side missions, meanwhile, are often more inventive than the main campaign. Some of them — notably a surveillance run at a Vienna gala — hit peaks of procedural elegance that recall what the Hitman franchise did best with its signature contracts.
Combat, Gadgets, and Tension
The hand-to-hand combat system clearly draws from Rocksteady games (the Batman Arkham saga, 2009-2015) in its readability — counterattack prompts are present, combo fluidity is polished. But IO doesn't copy: Bond fights with economic brutality, not a superhero's acrobatic virtuosity. Each encounter costs something — time, noise, potential alarm — which preserves tension where other spy games render combat trivial.
Gadgets occupy a measured role, which is a smart choice. IO avoids absurd equipment accumulation in favor of a restricted but genuinely useful inventory. Each tool solves a concrete level design problem. The multi-function watch, a genre cliché, is reinvented here with enough restraint to avoid seeming ridiculous.
What's missing is genuine mechanical risk-taking. The game plays it safe overall. Never brilliant in Bond-specific gameplay ideas, it settles for applying IO's expertise to a different license. It's very good. It's not revolutionary.
Technical: PS5 Pro Stands Out, PC Solid
Technically, IO Interactive collaborated with Sony to leverage the PS5 Pro's PSSR (PlayStation Spectral Super Resolution). The result is visible to the naked eye: perceived resolution is noticeably sharper than standard PS5 in Quality mode without sacrificing smoothness. Reflections on wet surfaces — ubiquitous in nocturnal urban levels — directly benefit from this improvement.
On standard PS5, the Performance mode (60 fps) remains the obvious choice: the game is fluid and responsive, even if Pro's rendering is cleaner. The 30 fps Quality mode on base PS5 suffers some microstutter in dense areas that hurts immersion during infiltration phases where every detail matters.
On PC, the version is well-optimized for a broad range of configurations, with solid DLSS and FSR support. No stability issues on our test setup (RTX 4070, 32GB RAM, NVMe SSD).
Campaign Length and Replayability
The main campaign takes between 12 and 16 hours depending on exploration, which is fair for the genre. Side missions and optional challenges add 5 to 8 hours for completionists. Replayability is present — different level approaches, internal rankings, constraint challenges — but it doesn't reach the addictive depth IO built with the Hitman trilogy's contracts.
A mode allowing the game to live beyond the campaign is missing. Community contracts or something equivalent would have been obvious. Their absence is a real blind spot for long-term staying power.
Verdict: The Best Bond Game Since GoldenEye, But Not Yet a Masterpiece
Comparing 007 First Light to GoldenEye 007 (Rare, 1997) might seem easy, but it's fair: no licensed Bond spy game has reached that quality level in nearly thirty years. IO Interactive delivers an ambitious, technically masterful title with genuine respect for the source material and a keen understanding of what makes Bond interesting beyond gadgets and quips.
But the game falls short of what the studio is capable of at its peak. Level design inconsistencies, sometimes muddled mechanical identity between infiltration and action, and the absence of genuine community replayability leave a sense of incompleteness. 007 First Light lays solid groundwork for a franchise. It's not yet the absolute reference it could have been.
- + Generally dense, multi-approach level design
- + Coherent narrative with Bond as a trainee
- + Restrained and relevant gadget system
- + Superior PS5 Pro rendering, well-optimized PC
- + Side missions often more inventive than the main campaign
- − Muddled mechanical identity between infiltration and action
- − Some mid-campaign levels too linear
- − No contracts mode or community replayability
- − Never as mechanically bold as IO is capable of
Our verdict
007 First Light Reviewed: Does IO Interactive's Bond Live Up to the Hype?
PS5, PS5 Pro, PC