'007 First Light,' the first new entry in the 007 series to arrive on consoles and PC in 14 years since 2012's '007 Legends,' is set for official release on May 27, 2026. Developed by IO Interactive, a studio renowned for its mastery of the stealth-action genre, the game features an original story set in a universe separate from the films, following a 26-year-old James Bond on his journey to earn his '00' codename.
The game was originally scheduled for release on March 27, 2026, but IO Interactive decided last December to delay it by approximately two months to May 27. The development team explained that the extra time is for further polishing and optimization. Inven met with Laurine Deschamps, Global Brand Manager at IO Interactive, to discuss the current state of the game just over a month before launch and the new vision of Bond portrayed in '007 First Light.'

A Reimagined Origin Story: Why Choose a 'Young 007'
After the '007 First Light' project was first announced, there was little news for nearly five years until it was fully unveiled in 2025. It seems the process of defining the game's core concept must have been challenging. What was the biggest hurdle in the early development stages?
" It was a time filled with many opportunities. '007 First Light' is a reimagined origin story, and the IP holders specifically asked IO Interactive to bring a fresh perspective. This meant we were given significant creative freedom, provided we stayed true to the essence of the IP.
Because there were so many ways to tell the story, we had to spend a lot of time early on deciding 'what we wanted to tell.' We also struggled with how to balance the cinematic, action-oriented narrative sequences—the 'Hollywood moments' expected from a James Bond film—with IO Interactive's signature player-choice-driven core gameplay. Finding the ideal intersection of these two elements was the primary challenge in the early stages.
In a previous interview, IO Interactive expressed such confidence that you said you had to "pinch yourselves throughout the development process." Since then, the release date was pushed to May 27 last December, securing more time for polishing. What has changed the most during these two months?
" Actually, not much has changed significantly in these two months. The vision itself remains the same, and we haven't added any entirely new features. We decided on the delay because we wanted to deliver the most ambitious game we've ever made in the best possible state. These two extra months were not for changing our creative vision, but for focusing on optimization and polishing.

The subtitles of past 007 series entries have always been deeply meaningful. What was the intention behind the subtitle 'First Light' for this title.
" The contrast between light and shadow has always been a crucial theme in past James Bond films. In that sense, our game stays true to the series' tone. We named it 'First Light' because this is a reimagined origin story.
As we are dealing with the youngest James Bond in the series' history, he possesses a more hopeful perspective, unlike the established Bond who has already faced betrayal and death. This young Bond is stepping into the world of espionage for the first time. Therefore, he symbolizes light itself. The title captures the beginning of a more hopeful Bond, entering a new world and discovering everything for the first time.
When people think of 'IO Interactive,' the first thing that comes to mind is the 'Hitman' stealth-action series. This time, you've taken on a different genre: third-person action-adventure. What was the most difficult part of the development process?
" IO Interactive's expertise, built over the last 25 years, is clearly in 'Hitman.' However, 'Hitman' and '007 First Light' are fundamentally very different games. This meant we had to expand and create new systems that didn't exist in 'Hitman.' Take combat, for example: 'Hitman' is a stealth-focused game where patience is rewarded, and entering combat mode is essentially a 'failure state.'
However, in a spy franchise like '007 First Light,' combat is an element players naturally expect. So, we had to build systems from scratch to ensure that ranged and melee combat blended naturally. Beyond that, we had to build new systems for climbing actions and driving, such as the Aston Martin car chase in Slovakia—elements that were not present in 'Hitman.'

The Fun of Espionage Created by 'Breathing Gameplay'
This title features various gameplay loops—car chases, boat travel, interactions in social spaces—coexisting in one game. Is there an internal principle for pacing these different loops throughout the total playtime?
" It's hard to say there's a rigid internal rule for how to combine all these elements. What was most important to us was delivering the ultimate spy-action fantasy. We looked at the full range of actions one would expect from a typical spy.
Most previous James Bond games were shooter-focused, but we wanted to offer players other options, as spies are also famous for their stealth. It was important to keep that fantasy alive in the game, ensuring players always feel like a super-spy or a secret agent.
This is why we created more narrative and linear moments on one hand—so you can feel like a superhero spy when jumping between buildings or chasing villains in an Aston Martin. On the other hand, we created moments with more choices, where players can decide for themselves how to reach their goals.
The released footage showed examples like using a garden hose to change NPC patrol routes or climbing a drainpipe to infiltrate the second floor. To what extent do you design possible approach paths per area, and how do you balance intended paths with solutions players find themselves?
" We internally call this 'breathing gameplay.' In some sections, we need to intentionally narrow player choices to deliver the story, so the player can follow the narrative flow. In other sections, we intentionally expand those choices.
There is no fixed number of ways to reach a goal. It could be two, or it could be five. The key is that players have various opportunities to achieve their objectives in a way that suits their preferred playstyle.

"Who is the next James Bond?" is always a hot topic among fans. You could have gone with a fictional character or cast a global star, but you chose a relatively new actor, Patrick Gibson. I'm curious about the casting process and the behind-the-scenes story.
" Choosing the actor for James Bond is one of the most important processes, so we approached it very carefully. We spent a long time deciding who would be our Bond. We were looking for someone with a solid physical presence, emotional depth, and a wide acting range.
An origin story is essentially a tale of a character's growth and evolution. We actually met Patrick Gibson quite early in the casting process, and from the start, we saw something different in him—his own fresh interpretation. Furthermore, Patrick's actual age at the time of casting was almost the same as our game's James Bond. It was a perfect match. He also had a touch of impatience in his personality, which is something often seen in young actors and perfectly suited the young Bond we were looking for.
Physical presence, emotional depth, and personality—we interviewed many actors, but we kept coming back to Patrick Gibson. That gave us the confidence that he was the right person for the job.
The gameplay trailer featured blockbuster-like sequences, such as a car chase and a character skydiving into the gap of a moving vehicle's door. How did you direct these sequences? I'm also curious if you received help from the IP holders, EON Productions or MGM.
" It was a huge stroke of luck for us that everyone on the IO Interactive development team is a true James Bond fan. Some grew up watching Daniel Craig, like me, while others grew up with Pierce Brosnan or Sean Connery. We knew exactly what we needed to create and what players would ultimately expect. We all knew we needed those signature, massive moments—the chases, the visceral and intense action.
Our collaboration with the IP holders is very close. They trust our creative vision and support us in freely telling the story we want to tell. They also add incredible expertise. For example, as we announced last week, David Arnold, who worked on the music for five past James Bond films, collaborated with us. Costume designer Suttirat Anne Larlarb also has experience working on past James Bond films. Their expertise and experience with the IP are a great help to our game.

"It was a huge stroke of luck for us that everyone on the development team is a true James Bond fan"
The attempt at a 'young Bond' is fresh, but there is a risk of disappointing long-time fans of the existing series. How did you balance fan expectations with this new approach?
" Actually, this was our biggest opportunity. As fans of 007 ourselves, it was very important to us that we make a 'real' James Bond game—a game that could be recognized as the next entry in the series. It has all the core pillars of the series: global-scale settings, car chases, gadgets, and combat.
So, it will feel like a real Bond game. At the same time, being an origin story is a great advantage for attracting new players. Since it's the first Bond game in 14 years, many players may have never played one before. An origin story can be a great entry point for new players, even those who have never seen a James Bond film. It's a great opportunity for us.
I imagine there are often cases where players solve missions in ways other than what the developers intended—for example, giving up on stealth to charge in head-on or combining gadgets in unexpected ways. Do you allow this deviation, or do you try to guide them back to the intended path?
" That is exactly the core experience we want to provide. We wanted to give players various opportunities to achieve their goals. That's why we designed stealth and combat to flow naturally into each other. As I mentioned earlier, in 'Hitman,' entering combat mode was essentially a failure state. But in '007 First Light,' you can freely mix stealth, action, and everything in between.
Gadgets can also be used for both approaches. In stealth, you can hack gadgets to disable cameras or bypass guards, or use a 'dart phone' to neutralize an enemy and slip past. Conversely, in combat, you can use gadgets like flash mines or missile pens to take down enemies directly.

The 'License to Kill' system has been revealed, but the activation conditions seem a bit vague. What are the exact criteria for determining that an enemy has 'drawn their weapon first,' and can it be activated even if the player feels threatened and acts preemptively.
" 'License to Kill' is a mechanic directly linked to James Bond's origin story. He is not yet a full-fledged spy and hasn't received his number yet. So, we had to be careful about the act of him firing a weapon. Here is how it works: just like a real-world operative, you have to wait until the enemy shows clear murderous intent. When the enemy reveals a clear intent to kill, the License to Kill is activated. And it will mostly only occur in specific areas.
For example, in non-lethal areas like the Kensington gala, the License to Kill is not activated. On the other hand, when you enter a hostile zone or the moment the first enemy clearly points a weapon at you, the License to Kill is activated, allowing for a direct assault. The important point here is that unlike 'Hitman,' where Agent 47 entering combat was essentially a failure, the License to Kill in '007 First Light' is not a failure state.
Even after the License to Kill is activated, if you are not spotted by enemies during the process, it can be deactivated, and you can return to stealth mode. This means that once the License to Kill is activated, you don't have to proceed with a direct assault until the end.
I'm also curious if there are any mechanisms to prevent stealth from becoming too static.
" We didn't want stealth to become too slow or boring. So, we established a principle that being spotted should not mean the end of the game. You should be able to calm down a spotted situation, and usually, the way to do that is through bluffing or combat. Even if you are spotted during stealth and a brief combat situation ensues, if you take down the enemies quickly enough, you can return to a stealth state. It's a mechanism that makes the game flow much more actively, even in stealth sections.
To add, we wanted players to always have forward momentum and for improvisation to play a big role. In 'Hitman,' you could plan the map meticulously and wait for an enemy in a corner for minutes, but in '007 First Light,' we wanted players to think faster. At the same time, we made sure all mechanics could be blended naturally.

Looking at the demo videos from last year's Gamescom and Tokyo Game Show, the structure allowed for solving the same situation in various ways. It seems that, even if not to the extent of 'Hitman,' some level of sandbox design has been applied. So, is it possible to clear the game completely non-lethally, excluding major targets? Conversely, is it possible to play aggressively with weapons in all sections?
" It depends on the situation. You cannot clear the entire game in just one way. However, even in sections that seem like a direct assault is the only answer, there are often ways to solve them through stealth if you look closer. It might not be immediately obvious, but it is possible.
For example, there is a place we call the 'Red Room,' which is full of enemies and seems impossible to pass without shooting. But in reality, there is a path that allows you to pass through with complete stealth.
If you ask if you can play the entire game in only one style, you can't do it 100% because there are moments in the story that force certain actions. However, the game leaves it to the player's choice—some sections can be played with complete stealth, some with complete action, or a mix of both—and the game itself encourages such play.
I'm also curious if it's possible to have a different experience when replaying a mission you've already cleared.
" Through the 'Tactical Simulation' mode, you can challenge missions you've already played under different conditions. For example, you might be given a condition that you must clear it with complete stealth without being spotted by enemies even once. We've brought the replay elements that IO Interactive excels at into this game as well.
Also, the main game has various difficulty levels, from story mode to more challenging modes. Depending on the difficulty, different modifiers are applied to Bond's health and stamina, enemy health, and in-game resources. When Tactical Simulation and difficulty modes are combined, it creates even more replayability.

You've emphasized 'bluffing' in previous interviews. How does it actually work in the game? Is it a system that replaces the disguise system of the 'Hitman' series?
" Bluffing is a mechanic that operates on the 'instinct' resource mentioned in our press materials. Instinct is a gauge displayed on the side of the screen that fills up whenever you successfully perform spy-like actions. Bluffing is a limited resource in the game, but it allows you to bypass some enemies. For example, while infiltrating through a window in the Slovakia section, you might bluff by saying, "I'm Kenneth from the infiltration testing department. I was supposed to be here. It was all planned." Or you could cheekily say, "I'm not James Bond" in other situations.
However, bluffing doesn't work on all NPCs. It works on some NPCs and some enemies, but there are enemies who will never be fooled. In those cases, you have to approach the goal in a different way. And while you can use bluffing freely in stealth situations, it's somewhat difficult during combat. However, there is always a way to calm down a conflict in any situation.
Unlike 'Hitman: World of Assassination,' '007 First Light' is a narrative-driven linear action-adventure, so it seems to require larger-scale environments and direction. I'm curious how you've evolved the Glacier engine to support this.
" We are using our proprietary Glacier engine again, and this engine is evolving along with the industry. First, it's important to look at benchmarks, competing titles, and what players actually expect. At the same time, this engine is also evolving along with our game. As we add new features that weren't in the 'Hitman' series, such as climbing, driving, and combat, we are developing the game engine in parallel to provide the best experience to players.

The 007 series has many iconic elements, such as the gun barrel sequence or "Vodka martini, shaken, not stirred." I'm curious if there are homages prepared for fans, and if there are also homages for fans of IO Interactive's own 'Hitman' series.
" From the very first announcement trailer, it was already full of homages. The motif from 'On Her Majesty's Secret Service,' the theme from 'Dr. No,' and the signature pose at the end of the trailer. To answer the question, "Won't Bond fans be disappointed?" I would like to say, "No."
We want 'First Light' to feel like a real Bond game. Car chases, gadgets, key moments, and even music utilizing the motif of Dr. No—these are things we have emphasized since the marketing stage, and you will be able to confirm them yourself when you play it.
There is a view that the concept of a 'Bond girl' is somewhat outdated, but the character played by Noemi Nakai in this work seems to have a very significant role. How did you try to portray female characters in this game?
" Women have always been an important pillar in the James Bond franchise. Our game also features very strong and interesting female characters. There are characters who act as Bond's mentors, and others who become romantic interests.
IO Interactive deeply respects how the franchise's portrayal of female characters has evolved. Now, the female characters in the series are figures who drive the story forward. Women with deep emotional backgrounds and motivations propel the narrative. We took the same approach in our game. I think it's the portrayal that players deserve and expect.
"007 First Light will be the perfect entry point into the world of James Bond"

The 007 series is also famous for reflecting the times. Issues of the era, such as the Cold War, environmental problems, and cyber-terrorism, have been woven into the works. I'm curious if such elements are reflected in the core conflict or villain settings of this work.
" That's right. This franchise has always woven contemporary topics into its narrative. I can't reveal too much, but '007 First Light' deals with human vs. technology, human vs. AI, and the importance of not losing one's humanity amidst international espionage activities.
Ian Fleming wrote over 10 original James Bond novels, and even after he passed away, various books and films have been created, including 'Young Bond,' which deals with Bond's teenage years. Among all these works, what inspired '007 First Light' the most, and who is your personal favorite Bond actor?
" To answer the easy question first, I grew up watching Daniel Craig, so I always have an affection for him. But excluding him, Pierce Brosnan is my favorite Bond actor.
Regarding inspiration and influence, this is one of the reasons why we are so happy working on '007 First Light.' It's the fact that we can create our own interpretation, one not influenced by past James Bond films. The character's appearance was inspired by Fleming's original novels. You might have seen it in previous videos, but Bond has a scar on his cheek. This is a setting that appears in the original work, and we are proud to have reflected it.
Also, Fleming described Bond as a man with dark hair, fair skin, and blue eyes, and we reflected that as well. However, we applied our own interpretation to his personality and character. While the game was influenced by the core pillars of the series, the depiction of Bond, his emotional depth, and his characterization are our own, not directly influenced by any existing work.

Lastly, I want to ask about Q. I'm a big fan, but he didn't seem to be highlighted enough in the announcements so far. How often can we meet Q in the game, and can you tell us more about his gadgets.
" In our game, Q acts as Bond's mentor. He is the person who provides all the gadgets, and players will have many opportunities to interact with him. This is because MI6 and Q-LAB serve as Bond's base of operations whenever he returns from a mission. At this base, you can unlock new gadgets provided by Q and choose which gadgets to take on the next mission according to your playstyle.
The voice actor is Alastair Mackenzie, who is a truly excellent actor. We hope players will be satisfied with the character. To add, in our game, Q is also the person who provides the opportunity for James Bond to develop those famous tastes. It is Q who is the reason Bond wears an Omega watch, and it is Q who develops the gadgets for the Aston Martin Valhalla. He will be a very interesting character.
Korea has a strong fan base for both the spy genre and stealth action, but compared to the recognition of the '007' film series, relatively few fans have experienced it through games. When Korean players first pick up '007 First Light,' is there a sensation or moment you want them to feel first?
" That's why I think the fact that it's an origin story is very interesting. Because many Korean players may not have experienced James Bond games or the IP directly in the past.
'007 First Light' will be the perfect entry point into the world of James Bond. The reaction we expect from the Korean community is actually the same as the reaction we expect from the global gamer community. I hope they feel great excitement in the fact that they are joining James Bond on his journey as he earns his codename and discovers the world of espionage for the first time.

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