Max Frequency

007 First Light Notes

A breath of fresh air—for the game industry, IO, me, and Bond himself. A stylish, confident, slick first outing that will usher in a new era of Bond video games. Earn the number indeed.

Warning

Spoilers below!

Stats

  • Started Playing: 6/7/26
  • Beat: 6/17/26
  • Total Playtime: 14~ hours

Legacy

  • The beginning of a brand new era of Bond video games to be sure after the Activision hiatus. A welcome new beginning to be sure, especially when the films are also in a lull.

Overall

  • I did not except such a lengthy build up of character and early training. It’s a good surprise.
  • And the game keeps going. Rich, full in a way I did not anticipate or expect.
  • IO brought their game. Absolutely nailed the Bond world and aesthetic. An art of escalation worthy of the IP and medium.

Graphics/Performance

  • Only one mode on PS5 Pro. Mark Cerny’s dream.
  • Very well done character design. Bond’s character model in particular.

Gameplay

  • Very much Hitman-lite, which is absolutely the right approach for this IP.
  • The controls have a clunk to them though. Buttons not where one would necessarily expect.
  • Honestly can’t believe I had to Google “how to reload gun” though…
  • There are big set piece moments that definitely feed the “this is so cool!” mentality that crops up while playing. The industry has needed this.
  • There are moments that absolutely should be gameplay that IO resorts to cutscenes. Like the crane collapsing or stabbing Murto with the statue trident. Even just a QTE is better than watching. I want to be James at all times.
  • Sometimes it does feel like if I am not thinking like IO wants me to, I can’t succeed. At least, in the more linear parts.
  • The hand to hand feels like the enemies are “fist sponges.” The fights take too long, especially for an Arkham-esque system.
  • Mission pace is good though. Slow when necessary, pop offs when needed, surprises at the right time.
  • This always online mode is awful. Why do this for a single player game?
  • They know how to make a set piece. I wish the gameplay was just a bit tighter. Too loose, janky camera sometimes. Deaths do feel cheap and the load times punishing.
  • There is a flow state the gadgets and guns let you get in. Slick and stylish and powerful.
  • The Q-Watch is quintessential. I wish it had more gadget slots/diversity.
  • I did straight up algebra to solve one passcode puzzle. Never thought I’d do that in a video game.

Music/Sound Design

  • When the Bond theme hits babyyyyyyyyyy

World

  • Globe trotting so far. Palace like hotels in the country side. We shall see what else comes up.

Story

  • Bond is an airman who ends up in a MI6 operation alone. He proves valor and strongheadedness and is brought onboard late to the newly revived 00- program in the face of an AI quantum computer evaluating threats.
  • He must prove himself against the other 00 recruits and the trainer/handler John Greenway. It is an uphill battle, but James makes friends out of the recruits Monroe and Cressida.
  • A rogue, former 00 has returned. What’s he up to? MI6 uses the new recruits as cover agents since they are fresh and unknown to the enemy.
  • 009 has been assassinated. His death led to evidence. He called Greenway a murderer? I have this inkling now that he is the double agent.
  • The trail leads to Webb though. The AI CEO. His son is that twisted sicko you gotta have in a Bond game. They really nailed the cast/vibe.
  • Ohmygosh then you learn Webb has covered up THEIA’s mistakes and infiltrate his company for evidence,
  • Damien’s psycho Bond villain arc with his Dad’s savior complex is a great combo.
  • And it just keeps getting better with Isola reappearing and infiltrating a secret Antarctic base.