IO Interactive, the developers behind the highly anticipated latest James Bond game, 007 First Light, is best known for one more mission-focused franchise driven by motion and espionage. The Hitman series has an extended history of delighting its fan base with latest and interesting ways to navigate the robotic Agent 47 around his environment. World of Assassination really allowed IO Interactive to flex their level and mechanical design skills to create a vibrant and adaptable playground for creative gameplay. While Hitman is an excellent stealth and slapstick masterpiece, 007 First Light must be its own unique game that stays true to the character and narrative of James Bond. This doesn’t simply mean a more narrative-heavy experience, but in addition one driven by Bond’s unique charisma and interactions with others.
All that being said, these next key elements from the Hitman games can be good to see make the transition to the world of 007; the world of espionage, in case you will. A few of the mechanics that make Hitman the memorable success that it’s would fit perfectly right into a spy thriller. It is a wishlist of a few of the perfect Hitman mechanics that IO has hopefully integrated into 007 First Light. Some are all but confirmed by the trailers, some are logical applications of IO Interactive’s biggest hits, and a few are pure fan service included out of sheer love for the franchise.
Ridiculous Environmental Takedowns
All the time Bring A Wrench
James Bond and Agent 47 each love their environmental takedowns, and if the prolonged gameplay trailer and explainer are anything to go by, there will probably be loads of environmental takedowns in 007 First Light. Followed by terrible quips and puns, in fact. Nonetheless, the trailers have shown nothing on the identical cartoonish scale because the Mendoza grape press.
Bond’s shove move seems to answer environmental aspects, even though it’s hard to inform from the gameplay demo exactly how much selection is involved during combat. There was evidence of environmental distractions and a classic chandelier accident. It stays to be seen if Bond will follow in 47’s cartoonish supervillain footsteps for environmental takedowns.
Single-Use Traps
One Per Customer
This may increasingly be a bit divisive, but top-of-the-line decisions IO Interactive ever made was to make Hitman’s electrocution and another environmental traps expire after one kill. It’s a much-appreciated and forgiving mechanic that has saved many from disaster. The power to avoid excessive collaterals or misfires is basically useful and allows for greater control over the environment.
If Bond goes to electrocute anyone or make some other improvised environmental traps, these must have a single-use expiration, similar to they do in World of Assassination, especially since Bond is not going to necessarily be aiming to kill, but somewhat disrupt. If Bond’s primary goal isn’t to kill, this might probably be applied to other environmental traps or distractions.
Unlockable Outfits From Challenges
On The More Cosmetic Side Of Things
Once a player has come to terms with the mechanics of Hitman and played the most important missions, that’s when the sport’s replayability really begins to shine. A method that Hitman rewards repeat playthroughs is with the completion of surprising and unexpected challenges.
Completing strange challenges to earn strange costumes and other unlockables is considered one of the good joys of completionism in World of Assassination, and it could be great to see similar rewards in 007 First Light. Should Bond have a blue flamingo mascot outfit? Probably not, but just a few silly little unlockables can be much appreciated. There already look like some interesting options within the preorder pack. Hopefully, that’s an indication of things to return.
Protected NPCs
Collateral Damage
This may increasingly hurt to listen to, especially for gamers who love level kill challenge, but protected characters that end in a fail state are very appropriate for a James Bond game. Consider Diana on the Mendoza map or the Constant on Sgàil in Hitman 2 and 3. It rewards strategic approaches and discourages charging into every area guns blazing.
Discover the silhouettes before time runs out.
Easy (7.5s)Medium (5.0s)Hard (2.5s)Permadeath (2.5s)
In 007 First Light, it looks as if the license to kill system could also be a distinct way of enforcing this, encouraging players to role-play as a less bloodthirsty Bond. There may only be sure times when players are permitted to kill to keep up Bond’s moral integrity — something IO Interactive never really needed to fret about with Agent 47.
Contracts, Or One other Kind Of Sandbox
Diana Sat This One Out
A part of what has ensured World of Assassination’s continued player base is the Elusive Targets, Contracts, Freelancer, and other missions that allow the player to experience the identical levels with different goals. This may increasingly be trickier to implement in a less flexible, narrative-focused game, but from what we’ve seen of the environments up to now, the extent design look vibrant and expansive for a linear single-player experience.
An enormous appeal of World of Assassination is having the ability to play on the planet IO Interactive has painstakingly created and making your individual contracts as you accomplish that. Community contracts showcase the true adaptability and depth of the extent design in Hitman, and we are able to only hope for a similar in 007 First Light.
Essential Dropped Items On The Map
Where Did I Put My Clown Costume?
There’s nothing worse than dropping something essential, and even mission-critical, and forgetting where it was dropped. This continues to be a significant problem in Hitman with regards to weapon-specific contracts and missions, but the easy marking of briefcases and previously-used disguises is an excellent quality-of-life feature that may be useful in 007 First Light.
From the gameplay demo, it is apparent that Bond could also be revisiting locations multiple times to create distractions, gain latest equipment, and unlock intel. Depending on the inventory system, dropping items could make for a really confusing and dear stumble back through the extent without the implementation of those markers.
Easy To Understand Difficulty Tiers
Find Your Level
Hitman has well-implemented difficulty levels, which make it clear the important thing differences between difficulties. The problem level selection screen clearly outlines the differences between the three levels: Casual, Skilled, and Master (see image). These change the damage that NPCs do, the visibility of hostiles, and importantly, what number of saves a player could make during a mission.
It’s going to be interesting to see if saves matter quite as much in 007 First Light, as they is usually a key mechanic in Hitman and the difference between success and failure. Not having the ability to save makes a major difference in pulling off a contract gone unsuitable, and in a more linear and story-focused game, it could break up continuity significantly.
Distraction Chains
Oh, Look, A Coin
Is there a more naive and innocent creature in gaming than a Hitman NPC who hears the alluring noise of a dropped coin? Generally, distractions akin to throwing a coin or triggering a high-tech toilet will goal anyone inside hearing range. Guards usually tend to respond, and sometimes the closest person will probably be the one to go searching.
This predictability signifies that a patient hitman can take out a gaggle of guards one after the opposite by luring them right into a secluded area, knocking them out, and repeating. While it looks like Bond’s NPCs will not be quite so gullible, the flexibility to clear a level one guard at a time can be a variety of fun.
Customizable Loadout
Don’t Forget Your Rubber Duck
Bond movies and games are characterised by highly specialized and improbable gadgets. It looks like 007 First Light will give Bond a spread to pick from, lots of which appear to be tethered to a resource system and his watch. Nonetheless, Q has been a busy boy, so who knows what goodies the player may have access to?
It might be a shame if players didn’t get a probability to decide on which gadgets they carry to a level. With the ability to customize a loadout and take a look at latest approaches based on the chosen tools is something that makes Hitman so endlessly replayable. Hopefully, IO Interactive has implemented something similar for Bond.

