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When all hope is lost, step inside the armour of humanity’s greatest hero.

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Loading page contentBefore the tux. Before the martini. Earn the number.
Published by IO Interactive (in collaboration with Amazon MGM Studios) · PS5 · PC · Xbox Series X · Nintendo Switch
He is twenty-six years old. He has never worn a tuxedo on a mission. He does not have a favourite martini. He does not have a licence to kill. Not yet.
007 First Light strips James Bond back to the wire — a young Royal Navy air crewman whose sharp instincts and reckless courage catch the attention of MI6 after a heroic act in the freezing skies above Iceland. Within days, he finds himself standing inside the walls of Vauxhall Cross, recruited into a newly revived programme that most of the intelligence community believed was buried for good: the Double-O Section.
This is not the Bond you know from the films. There is no armour of experience here, no world-weary cynicism. This Bond is raw. Talented, yes — brilliant under pressure — but impulsive, sometimes arrogant, and carrying the quiet weight of a past he does not talk about. He is a bullet without a target, as M herself describes him. Priyanga Burford voices a version of M who is colder, more political, and more willing to gamble on unproven talent than any M we have met before. She sees something in Bond that his superiors do not: the ability to stay in control when every variable is collapsing.
Bond's path into MI6 is shaped by Greenway — his reluctant mentor, played with gravelly conviction by Lennie James. Greenway is a veteran field operative who has seen too many recruits burn bright and die young. He does not want to babysit another one. But orders are orders, and when Bond is assigned to track a rogue agent — the former 009, who has resurfaced after years of silence — Greenway is the handler who walks him through his first real operation.
The trail leads across the globe. From the rain-slicked streets of London to sunlit Mediterranean coastlines, from the snow-covered mountain roads of Slovakia to the dust-blown markets of Mauritania — every location feels like a set piece ripped from the best Bond films, but with IO Interactive's signature clockwork precision layered underneath. The world is gorgeous. The world is dangerous. And every room has three ways in and only one way out.
At the heart of the conspiracy stands Bawma — the self-styled Pirate King of a lawless enclave called Aleph, voiced by Lenny Kravitz with magnetic menace. Bawma is not a cartoon villain. He is charming, terrifying, and deeply personal in his motivations. His search for his missing sister, Harmony, has twisted into something far more dangerous than mere family drama. There is a coup brewing at the heart of the State, and the threads run deeper than MI6 expects.
Alongside the familiar faces — Q (Alastair Mackenzie) provides gadgets with dry wit; Moneypenny (Kiera Lester) is sharper and more dangerous than any previous version — the game introduces Isola, an enigmatic figure whose allegiances remain unclear throughout.
What makes 007 First Light's story remarkable is not just the plot. It is the feeling of watching someone become the legend. Every mission peels back another layer of who James Bond will be — and what it costs to get there. By the time the credits roll, you will understand why the number matters. And you will want to play it again to catch every thread you missed the first time.
The moment you drop into your first mission — wet boots on Icelandic tarmac, wind howling, a compound ahead with three visible entry points and at least two you cannot see yet — you understand what IO Interactive has built. This is Hitman's DNA fused with Bond's spectacle, and it works.
Core Loop
007 First Light is a third-person action-adventure game that gives you genuine freedom in how you approach every situation. Each mission drops you into a richly detailed location with objectives, but the path is yours. Go silent: crouch through vents, use gadgets to disable cameras, bluff your way past guards with social stealth. Go loud: grab a weapon, kick through a door, and fight your way to the objective with some of the best gunplay in any third-person game this year. Or do both — start quiet, improvise when it goes sideways, and adapt on the fly.
Combat
The hand-to-hand combat is a standout. Bond fights with brutal efficiency — contextual takedowns that use the environment, fluid combos that chain punches and grapples, and a rhythm that feels cinematic without ever taking control away from you. Gunplay is punchy and precise, with a cover system that encourages movement over camping. Every weapon feels distinct. The Walther PPK is not just an icon — it is genuinely satisfying to fire.
Gadgets & Q Branch
Q's arsenal is a playground. A laser-equipped watch that can cut through locks and ventilation grates. Earphones that intercept guard radio chatter in real time. A dart gun disguised as a pen. A lighter that doubles as a distraction device. Each gadget has multiple uses, and discovering how they interact with the environment is half the fun. IO Interactive's systems-driven design means that creative solutions are rewarded — and there is almost always a way through that the developers did not explicitly plan.
Driving
Bond gets behind the wheel of iconic vehicles — including the Aston Martin Valhalla — in dedicated driving sequences that punctuate the on-foot missions. These are cinematic, high-speed chases through European mountain roads and desert landscapes. They are not open-world driving; they are set-piece sequences designed for maximum spectacle.
Exploration & Progression
Missions are semi-open, with multiple routes, hidden areas, and optional objectives. Bond earns new skills and gadget upgrades as the story progresses, but the progression feels organic — tied to narrative moments rather than arbitrary XP bars. The TacSim mode lets you replay completed missions with modifiers and escalation challenges, adding layers of replayability and competitive leaderboards.
Accessibility
IO Interactive has included a comprehensive accessibility suite — customisable controls, subtitle options, colourblind modes, and adjustable difficulty that separates combat challenge from puzzle difficulty. The DualSense controller on PS5 delivers haptic feedback that makes every punch land and every trigger pull feel weighted.
Bond can bluff his way past guards, adopt contextual disguises, and use charm as a weapon. Unlike Hitman's silent assassin fantasy, Bond's social stealth feels cinematic — you are not hiding, you are performing. Conversations become tools. Body language matters. The system rewards reading the room and choosing the right moment to act, making every infiltration feel like a scene from a film.
Every gadget from Q has multiple applications. The laser watch cuts locks, creates distractions, and can disable electronic devices. The dart pen delivers tranquilisers or trackers. The earphones intercept guard communications, revealing patrol routes and secrets. Experimentation is encouraged — combine gadgets with environmental objects for solutions the game never explicitly teaches you.
Hand-to-hand combat flows between punches, grapples, environmental takedowns, and weapon transitions. Bond uses his surroundings — slamming enemies into tables, throwing bottles, vaulting over cover to deliver a flying knee. The system is contextual and cinematic but always responsive. You can chain stealth takedowns into open brawls seamlessly when plans fall apart.
Tactical Simulation mode lets you replay story missions with escalating modifiers — tighter time limits, restricted loadouts, new enemy placements, and bonus objectives. Leaderboards track your performance globally. It transforms the campaign into a replayable sandbox, extending the twelve-to-seventeen-hour story into dozens of hours of refined, score-chasing espionage.
High-speed vehicle chases in iconic cars punctuate the on-foot missions. These are not tacked-on minigames — they are fully integrated set pieces with branching paths, destruction physics, and the kind of absurd stunt work that defines Bond at his best. The Aston Martin Valhalla on Slovakia's snowy mountain roads is a highlight that will have you grinning.
Binds for character navigation and positioning.
Attack triggers, secondary aim, and weapon reloads.
Skill activations, ultimate execution, and utility binds.
Scoreboards, mapping widgets, and overlay displays.
Standard match without rank pressure.
Ranked, skill-based lobbies.
Fast matches with random power-ups.
Free-for-all aim training.
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