Rob Minkley, Crux magazine, here to interview Sir Nicholas Webb. Don't mind me as I rifle through your security office cupboards.
John Fisher, museum curator, checking a valuable artefact for damage. Fletcher, operations department, searching for a rogue employee. I'm a lab technician who lost his coat, a tourist who took a wrong turn, a concerned bystander who found this heavily armed man passed out on the floor, the poor sod – and no, that's not the outline of my fist imprinted on the side of his face. Honest.
In 007 First Light, James Bond's superpower is literally bullshit.
Unlike Hitman’s Agent 47, Bond doesn’t need a disguise: with a single button press he blurts a tale so brazen, so blatantly untrue that it bamboozles anyone in earshot, buying you 30 seconds of peace in any restricted area. Stroll to your objective uninterrupted or, as I often do, pick off your enemies under the cloud of confusion.
You can ignore this ability, called a bluff, and make it through the campaign just fine, but you really shouldn't. More than just a silly party trick, it exemplifies the tongue-in-cheek tone of the entire game. This is not Bond the veteran master manipulator, it's a younger, cockier Bond, one who knows he can get away with saying almost anything, no matter how outlandish, so long as he says it with confidence and a smile. You can really feel IO Interactive's writers enjoying themselves: "Wait a second, this isn't my apartment," he says with what is clearly mock confusion in his plum English accent, to a group of heavily armed thugs patrolling ramshackle plasterboard buildings in a makeshift desert city.
But the bluff’s joy is mechanical too. The way First Light handles the resource you need for them – instinct – builds tension, necessitates aggression, and gives every mission a bounding, see-saw pace as you bounce between takedowns and tall tales.
Each bluff consumes three instinct points and you can only hold six, so I often run low. Replenishment could've easily been boring. The chemical and electrical juice powering Bond's gadgets, for example, are simple pick-ups scattered around every level. Instead, the easiest way to recharge instinct is through aggression. Takedowns net one instinct point – using your gadgets does it too but that's louder and drains your other resources, whereas sneaking up to an enemy chopping them in the neck is silent and completely free.
I love the gameplay loop this creates.
Usually I enter stealth segments with a full instinct meter, and bluff my way through the first area. In the next room I go silent. I know that if I'm caught I have enough instinct to talk my way out of it, a get-out-of-jail-free card, but ideally I'm zipping between cover with a right bumper press, pulling enemies into the shadows one by one. If needed, I'll turn on a vacuum cleaner or sabotage an air-conditioning unit to lure an enemy, and smash their jaw as they investigate. It's these moments where First Light feels most like Hitman.
When my instinct meter is full again, I'll swagger up to the next group of enemies and spin another audacious story – "I need to fix a boat, just grabbing some bits on my way there!". Every quip feels like a concise, amusing reward after a stressful couple of minutes.
When you approach First Light's stealth sections in this mindset, enemies become Bond's playthings. They exist either to be tricked by your ridiculous stories or to be silently dispatched so you can fool their friends later.
The most satisfying segments let you do both: bluff, then eliminate. Bluffing enemies turns an area into a safe space you can walk around in full view. This opens up new lines of attack. If you dispatch those same enemies quickly you're earning back the instinct you just used – knock three out and you're effectively getting the bluff for free, moving to the next zone with a full meter. Bluffing those three thugs in the desert city, for example, let me climb a ladder and maneuver them with my gadgets from on high, finishing the last with a flying Superman punch.