007 First Light Developer FAQ Stream - Recap
Yesterday, we've held the our first Developer FAQ stream, where we've answered some of the most asked questions from the 007 First Light community. For everyone, who missed the stream we have compiled an overview of all questions & answers we were able to fit into our 90 minutes of runtime.Participants of the stream were (left to right): Artjom Schmatkow - Player Engagement SpecialistAndreas Krogh - Gameplay DirectorDominic Vega - Missions & Audio DirectorTheuns Smit - Senior Licensing ProducerHow did we adapt Bond and keep his core identity?The team approached Bond as a legacy character with many interpretations, while focusing on the traits that make him recognizable: daring, boldness, improvisation and charm. This version is a young, roughly 26-year-old Bond who has not fully become 007 yet, so he is more unpolished, naive and rough around the edges. Throughout the game players will see him earn iconic traits, themes and behaviors over time.How are Bond’s flaws, habits and inexperience represented in the game?Bond is still learning. He makes mistakes, fails, trusts too easily at times, or is overly cautious in others. This is part of his character journey. The decision to go with an origin story because it gives them room to show how Bond grows into the character players know.How was the actor for Bond chosen?Patrick Gibson stood out because he did not feel like he was “cosplaying” Bond, but stepped into the role naturally. His charisma, youthful energy and intensity matched the Bond the team had written. His likeness and performance capture later helped bring more emotion and humanity into the character.Why did we go with the decision to create an Origin story?An origin story gives the team a wide creative canvas and lets players grow alongside Bond. Since games give players more time with a character than a film, the team wanted players to feel like they are part of Bond’s beginning and his journey toward becoming 007 and earning the number.Will there be callbacks, foreshadowing or Easter eggs to previous Bond entries?Yes. The team says there are references, callbacks and small touches for Bond fans to discover, including nods to the films and books. One example mentioned is Bond throwing his hat into the car in a previous gameplay reveal, referencing the classic Moneypenny office hat-throwing moment.Is this set in the same universe as HITMAN?No. They do not share the same universe.Are there multiple endings or story outcomes?No. The game is a narrative experience with a predetermined ending. Players can shape routes and approaches in gameplay sections, but not the overall story outcome.Will British language and cultural authenticity be preserved?Yes. The team worked with British writers, references, consultants and legacy partners. The story is contemporary, so the language reflects a younger Bond while still aiming to preserve Britishness.Will Bond speak multiple languages?Bond is mainly English-speaking, but there are moments that hint at his broader linguistic abilities, charm and ability to talk his way out of trouble.What does the Legacy Edition / Golden Gun include?The Golden Gun is a physical replica statuette inspired by The Man with the Golden Gun. It comes in a display case and is designed as a collector’s item with attention to materials, colors and a luxurious texture. It is not real gold and not a functional physical gun.Will there be more merchandise beyond the shirts?Yes. The team is working with Amazon on more merchandise. More details will be shared later when there is something official to announce.Can preorder content be obtained later?For now, preorder content stays within the current offering. We may explore different distribution later, but we currently want to preserve the sense of exclusivity.Is an always-online connection required? What is the difference between online and offline play?No, the game is not always online. Players need to download the first patch to get the full game, but after that the entire main campaign can be played offline. Some online features like Tacsim challenge updates and leaderboards require a connection. Challenge completion for instance may be cached offline and updated later when reconnecting.Is progress shared across platforms?Full save files are not shared across platforms. Some online elements, such as challenges or related online progression, may transfer. Leaderboards are platform-specific.Are there plans for co-op or multiplayer?No. The focus is on a single-player, third-person, story-driven action-adventure experience.Will consoles have performance and quality modes?Yes, on PS5 and Xbox Series X. Series S does not appear to have both modes.Are PS5 adaptive triggers and haptics supported? What about PC?Yes. PS5 supports adaptive triggers, stereoscopic haptics and audio-driven haptics. On PC, these features work with a wired PS5 controller. Other controllers support rumble and standard controller feedback.Will there be official mod suppor

Yesterday, we've held the our first Developer FAQ stream, where we've answered some of the most asked questions from the 007 First Light community. For everyone, who missed the stream we have compiled an overview of all questions & answers we were able to fit into our 90 minutes of runtime.
Participants of the stream were (left to right):
Artjom Schmatkow - Player Engagement Specialist
Andreas Krogh - Gameplay Director
Dominic Vega - Missions & Audio Director
Theuns Smit - Senior Licensing Producer
How did we adapt Bond and keep his core identity?
The team approached Bond as a legacy character with many interpretations, while focusing on the traits that make him recognizable: daring, boldness, improvisation and charm.
This version is a young, roughly 26-year-old Bond who has not fully become 007 yet, so he is more unpolished, naive and rough around the edges. Throughout the game players will see him earn iconic traits, themes and behaviors over time.
Bond is still learning. He makes mistakes, fails, trusts too easily at times, or is overly cautious in others. This is part of his character journey. The decision to go with an origin story because it gives them room to show how Bond grows into the character players know.
Patrick Gibson stood out because he did not feel like he was “cosplaying” Bond, but stepped into the role naturally. His charisma, youthful energy and intensity matched the Bond the team had written. His likeness and performance capture later helped bring more emotion and humanity into the character.
An origin story gives the team a wide creative canvas and lets players grow alongside Bond. Since games give players more time with a character than a film, the team wanted players to feel like they are part of Bond’s beginning and his journey toward becoming 007 and earning the number.
Yes. The team says there are references, callbacks and small touches for Bond fans to discover, including nods to the films and books. One example mentioned is Bond throwing his hat into the car in a previous gameplay reveal, referencing the classic Moneypenny office hat-throwing moment.
No. They do not share the same universe.
No. The game is a narrative experience with a predetermined ending. Players can shape routes and approaches in gameplay sections, but not the overall story outcome.
Yes. The team worked with British writers, references, consultants and legacy partners. The story is contemporary, so the language reflects a younger Bond while still aiming to preserve Britishness.
Bond is mainly English-speaking, but there are moments that hint at his broader linguistic abilities, charm and ability to talk his way out of trouble.
The Golden Gun is a physical replica statuette inspired by The Man with the Golden Gun. It comes in a display case and is designed as a collector’s item with attention to materials, colors and a luxurious texture. It is not real gold and not a functional physical gun.
Yes. The team is working with Amazon on more merchandise. More details will be shared later when there is something official to announce.
For now, preorder content stays within the current offering. We may explore different distribution later, but we currently want to preserve the sense of exclusivity.
No, the game is not always online. Players need to download the first patch to get the full game, but after that the entire main campaign can be played offline. Some online features like Tacsim challenge updates and leaderboards require a connection. Challenge completion for instance may be cached offline and updated later when reconnecting.
Full save files are not shared across platforms. Some online elements, such as challenges or related online progression, may transfer. Leaderboards are platform-specific.
No. The focus is on a single-player, third-person, story-driven action-adventure experience.
Yes, on PS5 and Xbox Series X. Series S does not appear to have both modes.
Yes. PS5 supports adaptive triggers, stereoscopic haptics and audio-driven haptics. On PC, these features work with a wired PS5 controller. Other controllers support rumble and standard controller feedback.
No. There are currently no plans for official mod support.
Some outfits are tied to purchase options, editions or IOI Account sign-up. Others are unlocked by completing challenges and levels throughout the campaign. Unlocked outfits can be used in Tacsim missions.
Not at this time, though we do not rule out future possibilities.
No. There are no plans for a demo.
Yes. Missions vary in width, but they offer different routes, mechanics and approaches. Some sections are wider and more open, allowing stealth, gadgets, social spaces, deduction and combat choices. Other sections are more guided and cinematic to push the story forward.
Yes. MI6 acts as a place players can return to between missions. Players can meet allies like Moneypenny, M and Q, explore, discover details, see gadgets being built and find Bond-related Easter eggs.
Bond does not freely kill civilians or non-lethal threats. The “licence to kill” activates when enemies show intent to kill Bond, such as scripted combat moments or systemic escalation where enemies open fire. Once activated, Bond is allowed to use lethal force.
Bluffing lets Bond talk his way out when spotted or when entering restricted spaces. It uses a resource called "Instinct", so it cannot be used all the time. It is powerful but does not always work. More aware enemies, called “watchers,” can prevent or resist bluffing, forcing players to handle them first before utilizing their bluff on other targets.
Not in the sense of unlocking basic physical abilities. Bond is already physically capable from the start. Progression is more focused on gadgets: You unlock gadgets throughout the campaign and choose which ones to bring into missions.
Gadgets were designed around both gameplay needs and Bond fantasy. They are everyday items with hidden functions, such as a phone, watch or lighter.
We wanted gadgets to be used systemically and repeatedly, not just as one-off cinematic moments. On top of that we also worked with license holders and brand partners like Omega to make them feel plausible in the Bond world.
There will be nods to classic Bond gadgets, including watches and pens.
Players can use different weapons depending on the campaign area and enemy types, including pistols, SMGs, assault rifles, sniper rifles and shotguns. Bond also gets a service pistol. Weapons can be acquired from enemies and improvised with during combat.
Weapons can have attachments such as silencers or scopes, but players do not manually attach or remove them.
Attachments are tied to the specific weapons found in the campaign. Bond for example gets a silencer for his service pistol as part of the story.
Focus uses the instinct resource and lets Bond slow down time to line up precise shots, disarm enemies or incapacitate them. It adds a controlled, cinematic feel to gunplay.
Without spoiling the exact number we can specify that Bond will be able to utilize a variety of vehicles throughout this game. On land AND on water.
The DB5 itself is not in the game. Confirmed vehicles include the 1971 Aston Martin DBS V8, the Aston Martin Valhalla and cars from other brands like Land Rover and Jaguar.
No, there is no open-world free-drive area. Driving is used for story pacing, mission intros, chases and specific gameplay moments. There is for example driving training in Malta, which is one of the first places Bond will visit throughout 007 First Light.
Bond can strike, parry, sidestep/dodge, grab enemies, throw them, run them into the environment and use contextual objects like counters, walls, railings, electrical panels and throwable items. Combat becomes deeper as players learn how to use the environment, gadgets and enemy behavior
Pre-order 007 First Light now and secure a free Deluxe Edition upgrade.
https://store.steampowered.com/app/3768760/007_First_Light/
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