After roughly three hours with IO Interactive's 007: First Light, the clearest impression is that this is not a Hitman game. Familiar DNA from IOI's stealth roots remains visible, but the loose, emergent sandbox that defined recent Hitman outings has been traded for something tighter, more cinematic and clearly designed to deliver a recognisably Bondian fantasy.
First Light leans into set pieces and gadget-led encounters in place of sprawling, improvisational levels. The structure favours compact arenas and directed scenarios where pacing, spectacle and scripted beats drive the experience as much as player invention. That does not mean the game abandons stealth or creativity; it simply frames those elements differently, steering them toward the expectations of a James Bond title.
Stealth mechanics retain IOI's attention to detail, with familiar options for silent takedowns, environmental kills and a toolkit that encourages planning rather than run-and-gun. Where the game departs from Hitman is in its emphasis on firearms, cover engagement and set-piece choreography. Gunplay feels weightier and is presented as a core component rather than an occasional fallback.
Gadgets and Bond-specific toys are a prominent throughline. These devices shape encounters, open alternative approaches to objectives and inject the sort of theatricality associated with the licence. The result is a blend of stealth and action that aims to capture the cinematic thrill of the films while retaining IOI's knack for punchy player choice.
Level design opts for density over breadth. Smaller, layered areas encourage repeated runs and refinement of tactics rather than unravelling massive open-ended maps. That design choice tightens the experience and increases the frequency of dramatic moments, but it also reduces some of the emergent comedy and accidental genius that characterised Hitman's more expansive playgrounds.
On presentation and tone, First Light generally succeeds in selling the Bond identity. Visuals, performance and audio lean into glamour, menace and the franchise's trademark cool. Enemy placement, mission scripting and the quality of set pieces combine to produce a game that frequently feels like a playable Bond vignette.
Replayability currently rests on varied objectives, challenges and the compact level structures that encourage re-running scenarios to hunt for new angles. That will matter to players who prize experimentation; for those who prefer open-ended improvisation, the experience will feel more contained than IOI's recent stealth sandbox offerings.
Overall, First Light reads as a considered attempt to marry IO Interactive's stealth pedigree with the cinematic demands of the James Bond licence. The title does not replicate Hitman's sprawling emergent design, but it does capture the swagger, gadgetry and tension expected of 007. IOI has produced a cracking attempt at nailing Bond, delivering a distinct spin on the developer's strengths that should satisfy players seeking a more directed, cinematic spy thriller.