Fun seeing some of the Hitman cars (which have been tweaked a little).
Agree about the amount of explosive barrels. But in this specific scenario, Bond is at an airfield. You know, flat and empty spaces with a few buildings.
I donât think I saw an overall lack of complexity or imagination in the level design of the maps shown here. Quite the opposite, actually.
In all fairness, the Bond franchise has the literal world record on this sort of things.
And looking at the scene below, the gameplay is pretty accurate to the character.
Something I would love to see though is an option (in settings or as difficulty) to tone down the red of the barrels, or swap their color to a more neutral one.
Right now, itâs too much in the visual. To the point of ridicule.
Nothing against their number and presence though.
I fear itâs to the point that they are so obvious, and optimal that it gets in an obnoxious way in the player choices.
That it goes to the point of feeling bad when not used.
And therefore removing the wow factor, the moments they create by pushing them so much they become the baseline, and anything else as meh.
Making them unrewarded, and so unrewarding.
So keep them all here, but make them more of a âgotchaâ.
(as an option)
So I saw the First Light gameplay reveal yesterday. Iâm quite impressed and it looks very exciting for sure! Love how fluid Bond moves and it already looks way different from 47âs rigid, robotic moveset.
Definitely seeing a LOT of cues taken from WOA but with the presentation of something like Uncharted which is neat. (Though they did it quite similar to UC3âs cargo plane sequence lol)
I do have my concerns though about how the whole Live Service element comes into play and how that might structure the entire game. It looks like a very narrative-heavy title with slower dialogue sections and curated âsetpiecesâ, but will that be broken up with heading back to the main menu every mission like WOA, and tinkering with Bondâs loadout and outfit every time too?
I like the little montage explaining some of the âfreedom of approachâ near the end, as it answers a few of my questions I had during the stream. Still, I do have some others I hope will be answered at some point.
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I noticed some actions like Vaulting in front of NPCs is tagged with âWatcher Nearbyâ. Does this mean you canât or are recommended not to do suspicious actions?
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The driving section near the start was interesting for IOIâs standards. But, I highly doubt youâll just be allowed to veer off the road and try to hit the Staff members for instance as youâre headed towards the Parking lot. When not in âaction modeâ I wonder how those sections play out. Is it just Hold R2 and the car drives itself? Or is there more to it?
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Also echoing some of the sentiment that I hope some mission replays let you avoid or skip some of the scripted action sequences. Theyâre cool no doubt, but for part of the game marketed as having âfreedom of approachâ similar to Hitman, we might want that same sort of itch scratched. (unless weâre barking up the wrong tree anyway)
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I LOVE the detail shown that not all stealth missions require 100% stealth. Sometimes you can fully show up in front of an enemy, and if you can Bluff them, then youâre clear. I do wonder though, does IOI have that dialogue as scripted/specific to certain NPC encounters, or is there like a pool of âcoversâ that Bond pulls from when doing a âbluffâ action. Just wondering if thereâs variety or weâll be hearing the same cover stories in the same missions.
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Only being able to use a gun if others use theirs is interesting. This means one canât go shooting willy-nilly like a psychopath in the middle of a fancy gala. I wonder, if and when the shit hits the fan so-to-speak, you can return from a full Combat scenario and return to stealth infiltration. Like, if thereâs a small group of guards that engages you, can you kill them and simply walk by a later group easily?
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Honestly kind of impressed and maybe worried that IOI chose to show off this PS5 gameplay in the state that it was. A few stutters or slowdowns when navigating the Manor, sure. But that plane sequence near the end⌠woof.
I think the idea of having curated, special sequences like banking the plane left and right to disorient enemies and move cover manually is very cool! But if you canât get it to work without grinding the game to a near-halt, maybe a bit too ambitious at the moment? Needs some serious optimization I hope they can do before launch.

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I hope some of the UI/HUD is toggleable. Seems like you can open lots of drawers in the manor, and I noticed when engaging enemies from stealth, they have white dots hovering near their waists to let you know you can do an action on them. Feels like a bit of UI clutter IMO, and I hope we can either make the distance they appear smaller, or turn them off instead.
Overall, looks good, and I can see myself playing this game for sure. Just⌠with the Live Service silliness and a few questions regarding game structure when compared to WoA, Iâm still hesitant on getting this at launch. (And also probably due to my misgivings with how IOI navigated WoAâs live service model, not sure I want to reward thatâŚ)
Iâm under the impression that the game make a hard distinction, in gameplay and geography, between
- Public Spaces
- Hostile Areas
And that Public Spaces cannot be allowed to be sent into an altered world state.
(contrary to Hitman where all that truly matters gameplay-wise matters is if the target is still running around or not, here the events needs to still be going for the gameplay)
So no firearms usage (licence to kill popup), no too easy disturbances, and prompt acting like the frisk option is in HitmanâŚ
Which then opens the question on how they will deal with hard failure state. Direct to game over screen?
The entire social stealth segment from the Carpathian seems to be more limited than the following more open-ended stealth scenes we were shown. Looks like itâs supposed to follow the certain plotline so you canât start the ruckus prematurely.
Remember how later Bond reminds himself to not get caught by a fellow agent? I imagine if you get spotted there you simply get a Game over screen and restart from the last checkpoint, instead of any gameplay repercussions like going into Arrest or Combat.
Also it seems to be one of the earlier levels so I imagine it serves as a sort of tutorial, hence more limitations. To sum up: I think the part of the Carpathian mission we were shown is a more limited kind of social stealth section (while still having some freedom), and is different from the more open-ended sandbox missions, like the one we saw with a museum full of guards.
Thereâs an important question I donât see anyone asking. Is this going to use the same constant server connection the Hitman trilogy did? The one that somehow still canât retry itself in the background without interrupting a SINGLEPLAYER mission for no good reason.
Game will have replayability, but it wonât be up to par with WOA rather Absolution in scope. Every level if not most will have a freedom of approach but will have linear goals, sequences, and set pieces.
Ideally this is good for a Bond game since I donât feel Bond as an IP will translate well with WOA larger map formats and Freeform gameplay.
It looks interesting! The red barrels are silly but maybe they are just perfect for this game. It reminds you itâs a James Bind game.
Fun > realism everytime!
Gotta give it to IOI, they waste nothing! His movements remind me of the Hitman alpha movement, the melee combat reminds me of Absolution, but Iâm sure there are differences. Whatever they are, we donât have these abilities in the current Hitman game. I noticed he ran his hand against a railing when he walked past it. That reminded me of UnchartedâŚ
As cool as it seems from the gameplay preview⌠I donât see myself getting this one.
The car chase part⌠Looks like fun too. That one part where there was a rock formation⌠It had a large round hole in it. There had already been a few ramp jumps for shortcuts (yet, somehow the 009 managed to stay way ahead
) so Iâm thinking they could just drive through the hole. It probably went over the edge of a cliff⌠So there might be a few âwrong turnâ options for the car chase part. ![]()
Salute to all the folks at IOI with their talent, team work, experience, innovation, creativity, dedication and making this game from their heart (I know how much effort and hardwork it requires to make an E2E software).
They did an exceptional job making this Hitman Like Game. This game follows the unique IOIâs state of the art âFreedom of Approachâ gameplay.
It seems we can play the game as âSilent Assassinâ style.
I watch this video 5 or 6 times already and equally excited for the game to be release.
Best part was this unique fighting style (never seen before in any games) which pushes the enemy on ground level and taking control of the game from there.
However I my eyes flicked and felt if they can polish this part when Bond jumps and enters the Airport Luggage Loading Truck.
Maybe a suggestion - they can switch the frame by make a smoke or flashbang and wait for 1 or 2 seconds - as a surprise Bond entered the truck and continue the game.
This Game will go to Nomination list of most Game Awards, mark my word. I pray this game wins the Game Award ![]()
I would love to see Agent 47 as a cameo in this game maybe ![]()
Iâm so hoping that in one level at the very start maybe even in the non playable part you see 47 walk out as you walk in and maybe Bond notices him as a threat but doesnât know him or maybe he just flat out ignores him and then later in the level you learn a person had a tragic accident and knocked their toaster into the bathtub or something.
Every level has one suspiciously bald guard or staff NPC voiced by David Bateson.
Finding them all unlocks a challenge (and the signature suit). ![]()
I like the idea, but itâs a bit far fetched that 47 and Bond cross paths in every level. Still super fun!
I was joking.
I think we might have one. And even then itâs stretching.
I think IOI will have a few references and easter eggs (I mean Freedom Fighter was already spotted).
But nothing so distracting and salient.
(I fully expect the signature suit though)
We might see 47 fiber wiring someone while using binoculars and see him stash the body in a crate or dump them over a cliff, etc.
You know⌠Just doing his thing in a far enough place that we have no way to prevent it from happening.
And with a high-tech directional microphone Bond can hear 47 shouting âSpotted? Who the hell spotted me? Aghâ and then 47 disappears because he restarted the mission.
Some of the combats in the video did end with a âsituation containedâ popup.
I could imagine some hints about an american agent called Smith⌠Maybe even a cameo.
The game looking interesting. After all these years of wondering what the game will end up being and how much hitman dna is in, I think it looks like a good mix. The social stealth stuff replacing changing outfits with Bond being able to bullshit is interesting and the fact that they have mission stories in the game, which i always really liked, makes a lot of sense and will hopefully be a lot of fun for anyone playing the game that didnât play the WOA games.
It seems like the missions are not going to be sandbox style missions like hitman but will probably have sections and there will be different ways to get through them so it will be more linear than hitman but will still have puzzlebox approuch of how you progress.
Iâm very interested in seeing how it plays. The combat looks like it has a lot of options, both hand to hand and gun combat. Iâm very curious if that big shootout at the airport plays completely different each time or if you just kinda have to do it the way they show in the trailer. The hand to hand stuff looks interesting, but Iâm curious if its actually fun to play. i can imagine it being a blast to get in fights with all the different options it looks like bond has but I also know that that might be a little outside of what ioi has done before and might end up being frustrating.
Overall very exciting and I think ioi really nails the Bond vibe so Iâm definitely going to get it.






