007 First Light: How IO Interactive Reinvents James Bond
A younger Bond gives the Hitman studio room to try a different kind of spy story.

The tempting pitch for 007 First Light is ‘Hitman, but James Bond.’ It is also a good way to arrive with the wrong expectations. Agent 47 is a professional who usually wants to leave without a scene. Bond is a character whose mistakes, confidence and improvisation are often the scene.
Starting before the legend
IO Interactive describes First Light as an original, re-imagined origin story for a young Bond. It launched on May 27, 2026. The official PlayStation overview describes a third-person adventure mixing combat, stealth, gadgets and bluffing. That gives the studio room to show somebody learning to become 007, rather than simply hand you the finished legend. [1][2]
The enthusiastic side of the response
Tom’s Guide strongly praises the cinematic campaign, its set pieces and the combination of spectacle with player freedom. For someone who wants an evening that feels like stepping inside a Bond adventure, that is a persuasive description. Gadgets are more enjoyable when they support the fantasy of being resourceful, rather than simply serve as colourful keys for locked doors. [3]
The criticism worth hearing
PC Gamer is considerably less enthusiastic. Its review likes elements of the Bond story but finds much of the action familiar and sometimes awkward. These are not two outlets disagreeing about whether the same button works. They are placing different value on presentation, originality and how comfortably IO handles a more directed action game. [4]
Our take
First Light is easiest to understand as a Bond adventure first and an IO sandbox second. The positive reviews make a strong case for the atmosphere and cinematic ride; the critical response is a reminder that a recognisable fantasy does not guarantee inventive play. If your priority is spy-movie momentum, put it on your list. If you mainly love Hitman’s patient problem-solving, look closely at extended gameplay before assuming the same freedom is present throughout.
What makes a great Bond game for you: stealth, gadgets or an outrageous escape?