Official Launch Is Not the End, but a New Beginning

'007 First Light's Next Step: Switch 2 and New Stories

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'007 First Light' is performing strongly, surpassing 4 million copies sold since its launch. With IO Interactive's new James Bond story receiving a positive reception from players worldwide, attention is now turning to what comes next for the game.

IO Interactive is currently preparing new content to be added to the game, alongside the Switch 2 version whose release has been delayed several times. Optimization is underway to leverage the Switch 2's hardware characteristics while providing an experience as identical as possible to other platforms, and players will also be able to experience new stories centered around in-game characters such as Isola and Pirate King Bauma.

At Makuhari Messe, where TGS 2026 was held, we met with Noémie Nakai, Technical Producer Cristina Vega, and Global Brand Manager Laurine Deschamps to discuss the development status of the Switch 2 version, the character and performance process for Isola, and the future story of '007 First Light'.

007 퍼스트 라이트 007 First Light
Noémie Nakai, Cristina Vega, Laurine Deschamps ©INVEN

Cristina Vega, Technical Producer

Three Delays: A Choice for Perfection, Not Technical Issues

On the 15th, you announced via social media that the Switch 2 version's release has been delayed to March 2027. This is already the third delay, to the point where fans worry it might be pushed back yet again. Did an unexpected problem occur?

Not really. While being delayed for a third time is certainly disappointing news for fans, this decision was also made for their benefit. The development team had been pushing hard for a long time and needed a brief breather, and combined with requests from marketing and various other factors, we had no choice but to postpone the release date to March 2027 once again. Ultimately, we decided on another delay because we want fans to experience the game in its most polished form on Switch 2, so we ask for your understanding.

To reassure concerned fans, the Switch 2 porting work is going very well. Recently, while preparing a presentation for Gamescom, we compared footage we worked on back in March with the results from this summer, and there was really so much progress.

We can't quite say we've reached the final stage yet, but we are definitely getting close to the final phase, which includes performance and various fine-tuning. I think it might even finish earlier, but since release is scheduled for March 2027, please wait just a little longer.

Recently, console games including those on Switch 2 offer Graphics and Performance modes targeting high-resolution 30fps or upscaled variable-resolution 60fps, alongside a newer trend supporting 40fps at lower upscaled resolutions. Can we expect 40fps support in '007 First Light' as well?

Unfortunately, the Switch 2 version is targeting a stable 30fps. For now, hitting that is our highest priority.

Of course, we didn't ignore things like 60fps. In fact, when we first started working on it, we experimented with applying different frame rates depending on the resolution. We even tried seeing if we could run cinematic scenes at a different frame rate, but ultimately it didn't work properly.

In the end, choosing between 30fps and 60fps comes down to console performance. Right now, our focus is on securing a stable 30fps.

007 퍼스트 라이트 007 First Light
©ChatGPT

Regarding optimization and related efforts, are there any unique technologies specifically applied for the Switch 2?

When developing a game for PC, we use a single computer environment for most of the period. So during development, it isn't actually that difficult. But that's just during development. Naturally, players' PC specifications are all different. Someone might have an extremely powerful graphics card, while someone else might use an entry-level GPU. In the latter case, the engine might behave in unexpected ways. Therefore, to prevent these issues, the baseline for PC versions is designed with a certain margin of buffer.

On the other hand, consoles like Switch 2 have fixed specifications. All the components going into it are set, and that hardware is designed to work together. At first glance, that might seem like a drawback, but from a developer's perspective, it's actually an advantage. That's because areas where we'd have to compromise on PC by building in safety margins can be pushed to utilize 100% of the hardware's power without compromise on consoles like Switch 2.

Ultimately, as developers, we need to first identify the unique strengths—in a way, the 'superpowers'—of each platform. We do this consciously, usually before starting the porting process. Once we identify the platform's characteristics, we proceed with full-scale development tailored to it.

Memory would be a good example of such a strength. When the screen is smaller, you might not need to allocate as much memory to the renderer, which in another sense means you have more memory headroom to use elsewhere. In this way, we are working to maximize device performance without compromising the player experience.

In the end, our goal is to allow players to experience '007 First Light' as fully as possible regardless of the platform. The same goes for Switch 2.

For Switch 2, a significant number of users play in Handheld Mode. However, Handheld Mode runs at lower performance compared to Docked Mode. We are curious if 30fps is supported in Handheld Mode as well.

Naturally, we are targeting 30fps in Handheld Mode as well. Since being able to seamlessly switch between Docked and Handheld Modes is the Switch's biggest strength, '007 First Light' will also allow players on Switch 2 to play whichever way they prefer.

Come to think of it, Switch 2 supports mouse functionality. Will '007 First Light' support it as well?

Nintendo always seems to include a lot of interesting features in their consoles. But in general, the truth is that the games that can actually utilize those features are limited. The same goes for '007 First Light'. We haven't found a way to utilize mouse functionality in our game yet. We also don't think using that feature makes particular sense from a gameplay perspective.

Some games reduce the number of NPCs in their Switch 2 versions for optimization compared to PC or other consoles. What about '007 First Light'?

We also fundamentally had to make choices on where to compromise. Of course, that doesn't mean we simply reduced NPCs or anything like that. The key was to ensure players wouldn't notice much difference and could have an experience as close as possible to PC.

In fact, we are using a new rendering technique called 'Meshlets' specifically for the Switch 2 version. It's a much more efficient method, and applying this technology is actually one of the reasons development is taking a bit longer. In short, we chose technical solutions instead of radical compromises like the ones mentioned.

Of course, because Switch 2 has limitations in memory and other areas, some compromises are inevitable. But we made those choices in areas that aren't very crucial to players. So even compared to other platforms, I don't think players will notice differences like having fewer NPCs. Object detail is an example. For objects at a distance, PC maintains quality above a certain level, whereas on Switch 2, they might appear at slightly lower quality.

We made many decisions in those areas. On the other hand, when ray tracing is enabled on PC, the hardware has to process that workload too, but since Switch 2 doesn't have ray tracing, that opened up various options for us as well.

To emphasize again, our goal was for the overall experience to remain identical. For example, we might slightly lower the detail on trees, but core elements the player looks at and the central aspects of gameplay must remain identical. Having fewer enemies appear is a non-starter. We haven't changed the gameplay itself, so players don't need to worry about the game feeling empty due to reduced NPCs.

007 퍼스트 라이트 007 First Light
No need to worry about reduced NPCs ©INVEN

Lastly, do you have a message for players waiting for the Switch 2 version?

The porting process is going exceptionally well. Comparing where we were a few months ago to where we are now, the progress is noticeably visible. For players who only own a Switch 2 at home, this title might be their first experience with it. We hope those players have a great first experience.

We already showcased a playable demo at Gamescom, and the reaction was really positive—so many players loved it. Please keep an eye on us, as we continue working hard for you. It will be in your hands in March 2027. Please wait just a little longer.

Noémie Nakai

Isola Is a Complete Spy, Not a Femme Fatale: Discover Her Charm

Playing a general acting role and playing a video game character seem quite different at first glance. Were there any difficulties, and how did you overcome the differences in acting style?

If I had to pick a difficulty, it would be having to wear special motion capture equipment. We had facial capture dots on our faces and velcro all over our bodies on the mocap suits. The biggest challenge—no joke—was going to the bathroom.

Beyond the filming environment itself, the acting itself was somewhat difficult. Most actors primarily worked in film or TV, and while some had theater experience, not many actors had extensive experience acting in video games. So it took some time to adjust our habits to act in a way suitable for games.

For example, I tend to act with my hands in my pockets a lot, but as you know, mocap suits don't have pockets. So my first thought was, 'Wait, what should I do with my hands?' It sounds very minor, but at first I really worried about what to do with my hands or hair.

That wasn't all. On film or TV sets, you are surrounded by crew members and creators making the project together, and you can directly see a lot of things happening around you. Because you can see the location, set, costumes, and how everyone else looks, there's very little left to imagine. Everything is visible to the eye. So you just go to the set, trust the environment, and focus on acting in that moment.

007 퍼스트 라이트 007 First Light
For games, imagining the scenes made things difficult in many ways ©INVEN
On the other hand, video games are different. Because there is so little to see, you have to trust the developers much more. Sometimes we receive reference material, but since you ultimately have to imagine things, thoughts constantly pop up like, 'Am I really acting this right?', 'What exactly am I doing right now?', 'How large is the environment for this scene?', 'They say I'm acting on ice, but how cold is it?', or 'Can Bond at the far end hear my voice properly?' In that sense, it took time to adapt during the first few sessions. Anyway, going through this process, I think I ultimately learned to completely trust the creative team around me. That was actually great, because I could entrust myself entirely into their hands and receive their guidance. However, it's also true that the way we prepared for roles and scenes, and how we approached acting, was somewhat different.

In a previous interview with Andy Serkis, when asked what he considers most important when acting a character, he replied that it's finding the soul of that existence—immersing himself in and understanding the character rather than simply reciting given lines. What kind of character do you think Isola is?

I think she is an immensely fascinating character. I grew up in Japan, and while living there, I often felt as a woman that I was expected to adjust myself to match the men around me. There were even times when women were told not to be too outstanding, too ambitious, or too competent.

In that sense, when I first read the character description, there was something I truly loved: Isola is completely unapologetic. She embraces and acts on what she wants, what she aims to do, and whatever methods she uses to achieve it without hesitation.

That felt incredibly fresh and unique. It is quite rare to find a female character who is so confident yet at the same time not written as completely selfish or terrible.

She cares about James Bond and steps in to help him even in moments where she has no obligation to save him, and I really loved those aspects of her as well.

In that regard, I don't think she can be categorized simply as a villain, a hero, or a love interest. To James Bond, she is a rival, a partner, and at times someone who betrays him, showing many different sides, which I find captivating.

Looking at Isola's journey in the game, she appears very lonely. As a complete spy, she belongs nowhere. Did you keep this aspect in mind when performing?

That question hits the nail on the head regarding Isola's character. Isn't there the phrase 'lone wolf'? I think that expression fits Isola perfectly.

As mentioned earlier, there are moments in the game where she reaches out and helps Bond, even though she has no obligation to do so. Looking at that, while Isola is certainly a lone wolf and a very solitary spy, I think she is also a warm-hearted person.

On the other hand, I wonder if that isn't the most spy-like element of all. If you have too many friends, it would be hard to be a good spy. In that sense, pointing out that Isola looks lonely is a great question. I'm glad because it feels like you saw it accurately. This wasn't just my own thought, but also what the writers intended, so I'm happy it came across well.

Saying this makes it sound like I'm taking credit since I played Isola, but in truth, much of Isola's characterization was already embedded in the script. It was truly wonderful writing, and the character was already crafted to be very three-dimensional, complex, and nuanced. So I just had to show up on set and perform. There was no need to dig deeply or prepare extensively on my own.

In that sense, I'm reminded of the scene where Isola first appears. Since the stage is set in Slovakia, I thought it would be good to incorporate a Slovakian accent, so I even hired a coach and prepared the accent. But when Director Martin Emborg saw that, he asked, 'Why are you using a Slovakian accent?' When I explained that since the setting is Slovakia and Isola is a spy trying to blend in naturally, he told me there was no need for that. That was because the writers had already established her background.

Through those experiences, I ended up spending more time researching what real spies were like rather than preparing specific accents. That way, I could convince myself that this character could exist as a real person, which I felt would make the performance more authentic.

007 퍼스트 라이트 007 First Light
Just when she seems to be falling for Bond's charm, she shows she is several steps ahead ©INVEN

Isola also exudes a bit of a femme fatale charm. Did you consciously play into that as well?

Actually, I didn't act with a femme fatale character in mind. Rather, I hoped she wouldn't feel like such a simple character trope. Both Director Martin and I consciously tried to avoid the concept of a femme fatale altogether.

In the early game, James Bond is relatively new to the spy world, whereas Isola has already been in that world for a long time. In that sense, I personally think she is several steps ahead of James Bond as a spy. However, because of that, her teasing James Bond and acting as if she's one step ahead might feel like femme fatale elements manipulating a man. But I think that impression comes simply from Isola being a senior spy compared to Bond.

I believe this is also a device that shows Isola's appeal as a spy. Since she is someone extremely adept at using people, please view those moments of putting Bond in tough spots in that context.

Do you have a message for Korean players?

I'd like to extend a heartfelt thank you to all the fans in Korea. If there's anyone who hasn't played the game yet, I really hope you give it a try.

I don't think it matters how much effort, dedication, or love I poured into this work. In the end, if it doesn't resonate with players, it carries no meaning at all. That's why seeing so many people actually enjoying and replaying the game is genuinely moving and wonderful.

For those who haven't played yet, please give it a try and spread the word to others.

Laurine Deschamps, Global Brand Manager

The Story of '007 First Light' Is Not Over Yet

The AI THEIA at the center of the game's events feels like a warning directed at us today. Was that intentional?

Even looking at the films alone, the 007 series has always featured contemporary issues reflecting the spirit of the times. For example, in the first 007 movie, nuclear warfare was addressed as a major topic. In that sense, one of the biggest topics in our society today is undoubtedly AI. Therefore, choosing AI was a natural choice in a way.

In fact, seeing the current pace of AI development, even though the game doesn't explicitly state which year it takes place, it wouldn't feel strange if it were set just two to three years from now, making it resonate all the more.

Having thoroughly enjoyed it, I'm already looking forward to a sequel. The ending left room for more—could you give us any hints about a sequel?

At the moment, we are truly glad that everyone is looking forward to a sequel. It serves as proof that people connected deeply with the story.

However, right now our main focus is still '007 First Light', not a sequel. That's why we revealed the Year 1 roadmap shortly after launch and introduced content that will be added to '007 First Light' in the future.

At IO Interactive, we describe this as 'games-as-a-service for single-player games.' A prime example is the 'Hitman' series. Even though years have passed since launch, it remains actively supported, and we plan to apply the same approach to '007 First Light'.

As such, post-launch updates for '007 First Light' will continue. Please wait a bit longer regarding a sequel. What I can say for certain is that we are currently still focused on '007 First Light'.

What was the aspect you focused on most while creating the character of James Bond?

The fact that he is the youngest James Bond ever was crucial. While it could be challenging, because it was rarely explored, it allowed us to create James Bond in a fresh way.

To put it simply, James Bond is like a rough diamond yet to be polished. He possesses immense potential, but in the game, he is still unrefined as a spy with plenty of room to grow. That made it easier to let our imagination run free.

For instance, we wanted to show how he came to acquire signature tastes associated with Bond, like his vodka martini preference (shaken, not stirred) or his affinity for Aston Martins. So if you play the game, I think you'll see moments where you realize, 'Ah, that's why Bond has these tastes.' Everyone has a catalyst for developing their hobbies or tastes, and since this is the youngest Bond, we definitely wanted to touch upon that.

007 퍼스트 라이트 007 First Light
The secret behind his taste for Aston Martins finally revealed ©INVEN

A new story mission related to Pirate King Bauma is scheduled to be added. Why Bauma of all characters? We're curious what charm led to choosing Bauma.

We designed Bauma from the beginning in '007 First Light' as a very deep and complex character. While the main game served as a sort of introduction, we felt there was still much more to his story.

However, telling you right now would inevitably be a spoiler, so unfortunately it's difficult to say more at this time. We will share related details when ready.

007 퍼스트 라이트 007 First Light
A new story mission related to Bauma will be added soon ©IO Interactive

Do you have a message for Korean players?

There are still many stories left to show in '007 First Light'. Please look forward with great interest to what unfolds next.
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom. [Read Original]