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Review of 007 First Light on PS5

by Tanya Krane Tanya Krane photo May 2026
Cover image of 007 First Light on PS5
Gamefings Score: 9/10
Platform: PS5 PS5 logo
Released: 27 May 2026
Genre: Action-Adventure
Developer: IO Interactive
Publisher: IO Interactive

Introduction

007 First Light is IO Interactive's audacious spin on Bond: a younger, scrappier recruit who must earn his licence to kill while the world hums with rogue AIs and very expensive bad decisions. If you came expecting a shoot-everything corridor shooter you will be mildly disappointed; if you wanted a game that tests your instincts as much as your thumbs, welcome to MI6 academy with explosions. This review zeroes in on the challenge side of things - what the game makes you learn, master and sometimes grind through - because under the tux and the theme music, First Light is fundamentally about skills.

Gameplay

First Light folds a surprising array of mechanical tests into a fairly linear cinematic spool. The developers openly borrowed from Hitman, Batman: Arkham and Uncharted, but the result is its own beast: stealth and social cunning sit alongside punchy freeflow melee and occasional, glorious set-pieces. The training montage at the start is not window dressing: it introduces the basic kits of behaviour you will need - parry timing, takedown spacing, bluff execution and gadget swaps - and the learning curve begins immediately. Stealth is the game's teacher and tormentor. Guards have predictable patrol patterns, but the trick isn't memorising them for a speedrun; it's reading context. Eavesdropping on conversations hands you clues and optional routes, bluffing lets you lie your way past a suspicious sentry, and environmental items give you non-lethal options to cause distractions. The bluffing mechanic is the game's little innovation that makes infiltration feel like a social puzzle as much as a movement puzzle. It rewards timing, tone and situational awareness. Combat is brisk and dramatic. IOI's freeflow inspirations mean parry windows and counterattacks are central: a perfectly timed parry can chain into a cinematic takedown, and the moment-to-moment satisfaction of disarming a guard and then swiping their pistol is real. Guns exist, but they are deliberately scarce and feel heavy in consequences - ammo management forces you to adapt, not to rely on pew-pew. The 'licence to kill' system is more than trimmings: it toggles how lethal you can be, creating psychological stakes in encounters. When lethal options are off, your toolkit is about improvisation: chokeholds, gadget stuns, silently removing weapons and making the environment your ally. When the licence is granted, firefights escalate to more traditional cover-and-gunplay, and that ramp changes how you plan approaches. Gadgets are properly Bond: Q-watch hacks electronics, triggers stun lasers and opens new approaches. The watch's hacking becomes a skill in itself - timing hacks, choosing which device to short-circuit, and chaining hacks in crowded areas rewards players who think like an engineer-luddite spy. Melee encounters demand rhythm and awareness of the environment. The game encourages using walls, pipes and hanging objects in combat sequences to create takedowns, which raises the skill ceiling for players who learn to leverage level geometry. The physics-driven interactivity can lead to satisfying improvisation: throw a guard into a precarious catwalk and watch a chain reaction. Occasionally, physics glitches remind you the world is a video game, but most of the time the emergent beats are delightful. Movement and traversal are built around forward momentum - IOI wanted Bond to be a sprinter rather than a surgeon. That means stealth routes favour quick, confident decisions over patient multi-hour setups. If you like Hitman's slow-burn, sandbox assassinations, this will feel more kinetic and less contemplative. The driving sections are an oddity: they exist because Bond games are expected to have them, and IOI admits they were a 'huge challenge'. The car feels competent enough for spectacle sequences, but they never reach the polish of the game's other systems. They test your situational reflexes rather than refined racing skills and can read as tacked-on pacing breaks rather than core mechanical pillars. Boss encounters, especially later exo-suit fights, demand pattern recognition and gadget prioritisation. When Damien straps on tech and the music swells, the game stops being a sneaky dance and becomes a test of resource juggling: which gadget to drop first, when to go lethal, and when to retreat to find breathing room. The narrative structure funnels you through set-pieces that feel bespoke and cinematic; sometimes the funneling reduces emergent choice, but the trade-off is a string of spectacular, well-staged challenges. Expect roughly a 20-hour commit, with variable pacing: several sequences are marathon stealth tests, others are explosive sprint-fests. If you like learning systems and being rewarded for reading enemy intent and environment, First Light will feel like a masterclass. If your pleasure is purely in pure sandbox improvisation, you'll notice the nudge from IOI toward a cinematic lane.

Graphics

IO Interactive's Glacier engine does some very showy things here. Ray tracing and fully dynamic global illumination make many set-pieces look like stained-glass action sequences: reflections, light shafts and that new volumetric smoke system are used to frame fights and stealth opportunities, not just to look pretty. Characters are well-animated, and Patrick Gibson's Bond sells the youth and swagger - the facial performances and voice work lean into the game's narrative strengths. The environments are varied and often cinematic, from snow-swept Iceland to claustrophobic corridors and shiny AI campuses. There are moments where everything coalesces into a proper blockbuster tableau: a sunlit atrium, a carefully timed hack, a takedown and a scream - gorgeous. On the flip side, occasional physics hiccups and weird object behaviour still surface, usually in chaotic combat or during the driving bits. Driving visuals are competent but lack the tactile feedback of the rest of the game. Small localisation touches (they even swapped 'parking lot' for 'car park') and the art direction's careful attention to Bond's tone give the whole package a polished, British accent.

Conclusion

007 First Light is a game that teaches by testing. It asks you to be patient, to listen, to bluff, to parry, to scavenge ammo and to improvise - and then it rewards you with cinematic payoffs that feel earned. IO Interactive has built a Bond that's less infallible spy fantasy and more messy, heroic apprentice, and that design choice shows up in the way the gameplay challenges you: success comes from reading people and places, not from mashing a trigger. The driving sections and a few pacing hiccups keep the title from being flawless, and a handful of physics oddities will make you laugh or sigh mid-chase, but the core systems - stealth bluffing, freeflow combat, gadget mastery and hacking - are tight and immensely satisfying. If you like your action with a side order of cunning and a stiff upper lip, this is a rare modern Bond that expects you to earn your 007 badge. Recommended for players who want challenge with cinematic polish. Final verdict: remarkably well-made and properly challenging - 9/10.

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