007 First Light review a triumphant James Bond game made by obsessive fans
Briefly

007 First Light review  a triumphant James Bond game made by obsessive fans
007 First Light centers on a young Bond in his pre-00 days as a rule-breaking trainee. The story develops his character through interactions with M, portrayed as a new green leader, and Q, who shifts from routine frustration to a more urbane, inventive role. Q introduces Bond to vinyl and teaches him to tie a bow tie, creating an iconic look through character detail. The gameplay blends social stealth moments with action and uses linear storytelling that still preserves some of the studio’s open-ended stealth DNA. Set pieces include climbing and handhold traversal, and gameplay frequently delivers cinematic moments that would otherwise be cutscenes.
"We join young Bond in his pre-00 days, as a petulant, belligerent rule-breaking trainee. Actor Patrick Gibson begins as a cookie-cutter insubordinate, but warms to the role once he's bouncing off M (herself a green leader looking to make her mark), and an enjoyably urbane Q who drops the frustrated quartermaster routine and introduces Bond to the wonders of vinyl. A scene where he teaches our agent to tie a bow tie is a perfect bit of prequelcraft: arriving at an iconic look through a lovely character touch."
"Given how open-ended Hitman is, it's surprising how well IO has taken to linear storytelling. There are still moments of the social stealth that defines the studio's other games, but it's been repurposed for cinematic forward thrust, and blended together with plenty of action. It seems lazy to pigeonhole First Light as Hitman meets Uncharted, but when you see Bond leap on to a cliff edge and scurry along rocky handholds, your mind can't help but go there."
"It's there in the globetrotting nature of its Hitman assassination games, starring a besuited hero who knows how to turn a soiree to his deadly purpose; then there's the developer's evident eye for corporate opulence and brutalist architecture. Even their in-house game engine, Glacier, sounds like a secret codename cooked up in a Bond villain's lair. All it would take is a slight shift in Hitman's moral compass more old boys club, fewer old boys clubbed to turn IO's familiar series into a Bond game with minimal fuss."
"You are often playing through moments that would be cutscenes in another game. Sometimes that's as simple as a dramatic approach to a level; driving round a bend to reveal a sprawling Slov"
Read at www.theguardian.com
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