James Bond has been trapped for too long between the nostalgia of GoldenEye and a long list of forgettable adaptations. However, there was IO Interactive, a brilliant studio behind Hitman, but one that had to prove it could build something bigger, more cinematic, and far more emotional.
007 First Light doesn't try to reinvent the character from scratch. What it does is something far more complicated: it builds a young, imperfect, and surprisingly human version of cinema's most famous agent while blending stealth, action, and spectacle with considerably more personality than the trailers suggested.
A more interesting character
Here we're not controlling the Bond who walks into a room in a perfect tuxedo and always seems to have ten plans ready. We're dealing with a young agent who's still learning to become the cold-blooded monster we know.

First Light functions almost as a thinly veiled origin story. There are chases, international conspiracies, charismatic villains, and impossible gadgets, but there's also a constant sense of learning and evolution. Bond makes mistakes, improvises, and takes impulsive decisions. At times, it even seems as if he's surviving on sheer gut feeling.
The script doesn't always maintain the same level. There are some predictable twists and certain secondary characters disappear from the plot too quickly, but overall it achieves something very difficult: making this new version of Bond interesting even when the explosions stop.
The roots of Hitman
Yes, Hitman's DNA is present. There are relatively open levels, multiple ways to approach objectives, alternative routes, and a design that rewards observation. But First Light doesn't strive for the almost obsessive freedom of the Agent 47 saga.
There are moments where you can analyze a situation for several minutes before acting, and others where the game throws you directly into chases, improvised infiltrations, or spectacular sequences that seem to be taken from a Hollywood blockbuster.

When a mission starts to feel too slow, an action sequence kicks in. When the spectacle threatens to become a mere interactive corridor, the game gives you room to plan again.
A very well-executed fight
The fights blend counterattacks, dodges, and highly choreographed animations that convey a constant sense of control and elegant brutality. Bond doesn't fight like a superhero, but neither does he fight like a conventional soldier.
What's interesting is how it coexists with the other available tools. You can resort to stealth, use gadgets, create distractions, or resolve certain situations directly with gunfire. None of the options seem entirely wrong.

Perhaps the gunfights are the least impressive part of the whole. They work well, they have impact, and they deliver during the most explosive sequences, but they rarely reach the same level as the infiltration or close-quarters combat.
It feels like IO Interactive is still more comfortable building tension than designing shootouts.
Visual conviction
Some sequences are strongly reminiscent of games like Uncharted 4 in their combination of action, narrative, and visual spectacle. The difference is that here there's always a subtle espionage element that prevents everything from becoming a pointless rollercoaster ride.
It doesn't reach the level of madness of Naughty Dog's best scenes, but it doesn't try to compete directly with them either.

The environments are enormous, brimming with detail, and perfectly suited to the international fantasy of James Bond. From military complexes to luxury casinos and secret facilities hidden in impossible locations, the game consistently conveys a sense of a multi-million dollar production. Patrick Gibson manages to create a highly believable version of the young Bond, far removed from easy imitations and with enough charisma to carry the entire adventure. Furthermore, the overall performance is quite good on the PlayStation 5 version we tested.

But it's a strange mix; there are moments when it wants to be a leisurely spy experience, full of observation and planning. And others where it goes for pure spectacle, almost without restraint.
Editor's opinion
IO Interactive understands the character, respects his legacy, and at the same time dares to build something different. The blend of stealth, cinematic action, and narrative works. The combat has personality, the environments are excellent, and the campaign maintains a very solid pace throughout almost the entire adventure.
Not all the elements fit together with the same precision, but precisely because it doesn't try to copy anyone, it ends up finding a fairly unique identity.
After so many years away, Bond returns to video games with something much more important than nostalgia: a clear direction for the future.