{"id":784,"date":"2025-07-22T17:00:00","date_gmt":"2025-07-22T17:00:00","guid":{"rendered":"https:\/\/draplenvuxio.com\/?p=784"},"modified":"2025-07-23T09:32:43","modified_gmt":"2025-07-23T09:32:43","slug":"007-first-light-interview-discussing-the-women-the-music-and-the-cars","status":"publish","type":"post","link":"https:\/\/draplenvuxio.com\/index.php\/2025\/07\/22\/007-first-light-interview-discussing-the-women-the-music-and-the-cars\/","title":{"rendered":"007 First Light interview \u2013 discussing the women, the music, and the cars"},"content":{"rendered":"
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007 First Light \u2013 Bond is back (IO Interactive)<\/figcaption><\/figure>\n

GameCentral speaks to Hitman<\/a> makers IO Interactive about their upcoming new James Bond<\/a> game and exactly how similar it\u2019ll be to the movies.<\/p>\n

Project 007 was announced almost five years ago<\/a> now and despite a debut trailer in June<\/a> we still know very little about it, other than it\u2019s by Hitman developer IO Interactive and that it stars a young version of Bond, long before he became a 00 agent.<\/p>\n

IO has promised to reveal more this summer, but the lack of information isn\u2019t as worrying as it might be. Given how much Hitman has referenced and paid homage to Bond over the years, IO already seem like a safe pair of hands.<\/p>\n

It\u2019s a long time since they\u2019ve done anything action-packed though, and storytelling has never been their strong point, but we were very encouraged after our recent talk with franchise director Jonathan Lacaille. We still haven\u2019t seen or played the game ourselves but so far he\u2019s saying all the right things, in what will hopefully be a Bond game to rival GoldenEye 007<\/a> itself.<\/p>\n

GC: There have been a lot of Bond games over the year but the only of any real note could\u2019ve easily featured any character and been just as good. So how have you approached the adaptation and how do you handle the very significant differences between video game and movie action and storytelling?<\/strong><\/p>\n

JL: <\/strong>I think we\u2019re leaning a lot on the pedigree of the studio and having worked on Hitman as a franchise for 20 years means that we\u2019ve mastered that by now. [laughs] The spy fantasy, especially. It\u2019s not a secret that Bond has been an inspiration for Hitman. When we created a spy fantasy, we of course looked at the best out there and we have a lot of Bond fans in the studio, obviously.<\/p>\n

After 20 years of working on that, we felt maybe we had a shot at pitching it. And the pitch, originally, was leaning a lot on what we do best. So the freedom of approach that you have when you approach a problem, the gadgets, blending in, trespassing, the stealth aspect as well\u2026<\/p>\n

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But that\u2019s not enough, because James Bond is not Agent 47 and we had to complete that fantasy and add a few more elements. When you\u2019re looking at a Hitman level, we expect the player to be quite patient, to count the seconds between the rounds of guards passing by, until they get their lunch, and then you can get past\u2026 It\u2019s a bit more slow paced.<\/p>\n

We knew we could not do that with Bond, so we had a lot of work to do in terms of action, whether it\u2019s melee combat, ranged \u2013 shooting is not something we\u2019ve really done in Hitman before. Because in Hitman, when you get to shooting you\u2019ve basically failed the level; you\u2019ve been discovered and that\u2019s it.<\/p>\n

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