007 "First Light" News Thread

@IOI_Artjoms

Is this post wrong? It goes against what you have said about it not being time limited.

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Who in @staff wants to break their NDA :winking_face_with_tongue:

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There is also a playstation blog with new gameplay footage

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Arti clarified in a Reddit reply it’s just a mistake and it’s not a pre order thing also they deleted and reposted the tweet removing that part

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I was always glad they switched back to the PPK in Quantum, but man Patrick Wilson looks great as Bond with a P99.

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Of course @Codename-24 was on it lightning-fast, but I came here to post this Eurogamer preview and note that they only got three hours with the game.

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Sounding good from the previews. Can’t wait to play this.

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Two things surprised me, but when I think about it, they make sense:

The Iceland mission is already under MI6 supervision. For some reason, I had assumed it was ā€œjustā€ a military operation. But then it would’ve been unlikely to catch MI6’s attention.

Bodies won’t be moveable. I had expected it simply because of Hitman, but I guess they want you to keep moving and adapt more. Though it would be fun if you could do the ā€œadjust the body or put a hat on it to make it look like the guard’s just sleepingā€ thing I seem to remember from the movies.

Edit:
In the combat footage, did anybody else think some death animations felt weird/exaggerated? People went horizontal from pistol shots and dropped so fast to the ground, it looked like the footage was sped up. Maybe it’s the contrast to the slow motion that precedes it…

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I am very excited for this game. Some further thoughts:

I am totally okay with the linear, keeping-the-momentum-going, narrative driven pacing of the gameplay. We knew that’s what we were going to get, and I am sure there will be plenty of variety and approaches to play around with.

I am really just loving the UI and HUD. It’s all supremely sleek. The watch in the corner, the clarity and simplicity of the face button prompts when using your gadgets… even the action button prompts that pop up mid-screen during gameplay are less distracting and obtrusive than they are in Hitman (I’m looking at you, Freelancer Safehouse exit passport screen-clogging nonsense).

Looks like the game is also handling player health the same way Hitman did, with numerical vagueness and haptic feedback to relay one’s proximity to death. The players in these reviews got shot a fair amount during the combat scenarios, so I wonder if they were playing a modified preview without as much damage, since when you only get limited time, you want to cut down on deaths & restarts.

Both hand-to-hand and gun combat look great. Can’t wait to go all out. And I’m one of those freaks who actually likes Hitman’s combat. Well, the firearm combat anyway. The quicktime death punches aren’t so great.

I also just like the animation style. The characters don’t look realistic, but they also don’t look animated, and there’s no uncanny valley effect pulling me out. The engine’s graphics have this appealing, familiar warmth to me.

BUT of course, this game will be sort of a resource hog, and I am concerned about framerate, stuttering, and pop-in – especially as I’ll be playing it on the Series S.

The Bluff skill is a great addition to the adaptive, immersive-sim style gameplay First Light is built on. It’s character-driven and makes sense in the context of the game’s world. It’s like adding an RPG-style dialogue check to your stealth-action game (or is this more an action-stealth game?). That said, I suspect it will probably not be as novel or fun to play with later in the game as in its first and second acts, nor when replaying the game, especially if using the skill in any particular situation plays out the same way with each playthrough.

I think we haven’t seen all this game has to offer, location and set-piece and action-wise. This game has some more tricks up its sleeve. Lenny Kravitz will not be the big bad. There will be one or two more ā€œcelebrityā€ cameos/roles. Spoiler prediction Personally I’m leaning towards agreeing with Heisenberg that the ultimate antagonist of this game will be the one MI6 character they created for it. The mentor turned the betrayer, blah blah blah and so forth

All right I got other stuff to do. This game looks great. Can’t wait. Thanks for joining me on this fan geek journey.

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I mean, it’s just so obvious. How many times has it been done? Mission: Impossible for goodness’ sake. Hell, does the name Soders ring anyone’s bell?

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I don’t recall which video it was that mentioned it, but it said that you can’t choose your suit while playing through story missions and there’s no NG+ option (yet)


meaning the game is launching with 16 suits (at minimum), which most players probably wont use because there’s a good chance they’ll ignore the TacSims, which is the only place you can use them

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very subtle advertising here!

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If somebody wants to watch preview footage without commentary (it’s not in chronological order though):

Familar voice at 5:12?

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@Heisenberg I’m hoping they don’t do it, but I’m expecting they might.

Some more quick thoughts:

I am loving the environmental destruction and interactivity. I also love that you can throw guns at henchmen.

One Youtuber I watched mentioned that this game has collectibles. Curious as to what those are, and what they unlock.

I think not being able to move bodies is the bold, strong, correct choice for this game.

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Eh, I’m not sure. If you’re doing a stealth mission, hiding a dead or unconscious body might not only be necessary, but something Bond has done. If you’re on a mission where shooting your way out is expected or at least likely, I can understand.

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From what we’ve seen so far, I guess it won’t really matter overall, because the game seems to be divided in areas. If you get seen you can clear that area and move on to the next one, where nobody knows, that anything happened.

But that is just my impression for now. I may be wrong. As expected, it looks like Uncharted which had a kind of railroaded sequence of Action, Stealth, Puzzlesolving, Climbing etc. but never mixed these elements together to much. So I kind of expect that here too, with a little bit of freedom in the more open areas.

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I’ve got round to watching and reading the previews. There is soooo much I could talk about, so here are my highlights: :fox:

Game length and number of missions:

20 hours main campaign.
Probably 8-10 locations. (London is #5, Iceland #1, Malta #2, Austria #?, Aleph #?, Thailand #?)
Lots of checkpoints to replay different bits.
The campaign has challenges and some are used to unlock stuff.

Settings: (event pcs were 5080s, max settings with all nvidia features)

from: (epic games store blog)

"In the Gameplay menu, players can toggle on ā€œsnap aimā€ to help with gun pointer aiming, reduce the strength of screen shake effects, which may cause motion sickness, automate agility actions (jump, vault, climb, etc.) while sprinting, and set hazards in levels to glow when the player is aiming.
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In controls, players can switch between control presets or fully remap their inputs, automate camera reorientation to behind Bond, set previous button holds (such as sprint, weapon aim, Q Lens, and Interact) to toggles, and disable PS5 controller Adaptive Trigger features and rumble.
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In graphics, players can reduce motion blur, radial blur, wobble distortion, film grain, and chromatic aberration - screen effects that all play roles in motion sickness mitigation. Players can also reduce the brightness of light effects and set flashbang grenades to turn the screen briefly black rather than bright white.

In Audio players can set parameters for menu narration, adjust common audio volume sliders, and tweak the dynamic range of their audio (the volume difference between the loudest and quietest sounds).
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In Language players can use a slider to increase subtitle sizes, alter background opacity, set speaker names, add a subtitle direction indicator, as well as customize settings separately for narrative, ambient, and AI dialogue subtitles (this appears to mean NPC ambient dialogue, not generative AI).
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Lastly, in the dedicated Accessibility menu, many of the above settings can be found collected together into one menu where applicable to accessibility, as well as finding a few unique settings not seen elsewhere, such as the ability for Quick Time Events to autocomplete."
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Funny things:

IGN think Malta is in Italy?? :p.


Muffins and Milk!



Verrry strange numbers here.


Heh!

Live Service Stuffs:

^ the video with info on it

You can only use outfits in the tacsim escalations, which you unlock for the tutorial missions after playing them, and all other missions after beating the whole game. Tacsims might require an internet connection, meaning you can only use your hundreds of monies of skins in an always online escalation mode.

Full quote

"Because yes, one thing that I learned which was not clear before is that all the outfits you can unlock for Bond, so including the ones from the special editions and promotions can only be used in this separate mode. The suits that Bond will wear in the main story are predetermined and will fit the narrative. I asked if there was going to be a new game plus mode that would let you replay the game with all the gadgets and outfits unlocked, but that is not planned right now. Although, they are open to community feedback. So, I think it’s worth telling them that this would be very cool because I don’t think everyone will play the tactical simulator or tech sim for short.

Although, it does sound like a very fun mode. It’s inspired by Hitman escalations and will repurpose locations that we have explored in the main story by increasing the difficulty. So, adding more enemies and challenges that you have to complete while also giving you restrictions like only using certain gadgets or only using headshots, etc. In the main story, you unlock all seven gadgets by just playing through the missions, which means that some are not unlocked in certain locations. But what is cool is that in Tech Sim, you can use every gadget in every location, and they will add new interactable things for gadgets that were not available in that level during the main story. You can also earn a special currency in the Tactical Simulator that you can use to upgrade gadgets and get unique weapons and outfits. And there’s an online leaderboard to compare yourself to other players. I think it’s awesome. If you can’t get enough of the first light gameplay, they can put way more hours into this game after the main narrative. And again, more of these tactical simulation missions will be added post launch."

My thoughts (for fox friends):

IOI are an amazing developer (and I’ll write my fav bits of the game in a sec!), but sadly due to how Hitman is treated and how they are ramping up their bs for this game, I won’t be buying it.

Such a pretty game. It carries the grain and gold of Dubai into all aspects it, with new scale + beauty. The chase scene from the first extended gameplay was such a good showcase of how they have moved from large levels to whole landscapes and regions. Fav looking areas so far:

The gameplay feels incredibly unique and polished. It’s a big step up from Hitman jank and keeps the humor. The end!

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With the preview event being in London, I assumed the Hitman-fans at OutsideXbox had been there as well and they just released their video with impressions (and comparisons to Hitman):

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Agree. Especially bc it’s IOI. They don’t want people saying it’s a Hitman reskin.

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I said it before here somewhere: In my eyes, for IOI this is a ā€œmake it or break itā€ situation. If 007 fails or will be viewed just as a Hitman game with Bond in it, they will forever be the guys that can do Hitman and nothing else. So it makes sense to keep some essence of HItman, but get as far away as possible from it in other aspects. And I think they did a good job on that with the fighting, the action, car chases, the toned down stealth, social interactions and all. From what I saw, it doesn’t really reminds me of Hitman (except for a few little details), and it shouldn’t, so I would say they did everything right at least in that regard.

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