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007 First Light Exclusive: How IO Interactive Designed a New Stealth-Action Game

RedC

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007 First Light gameplay director, Andreas Krogh, details how IO Interactive designed a new stealth-action game, and importantly, how it differs from the Hitman games. We learn about the game developer's approach to level design, bold action sequences, and stunt driving. G filmed this exclusive interview on location at IO Interactive's headquarters in Copenhagen, Denmark. The studio's upcoming title, 007 First Light, depicts a young James Bond at the start of his journey, before he becomes the seasoned agent featured in the iconic spy films.

Andreas Crow – Gameplay Director, 007 First Light
• Core philosophy: player choice has value.
• Goal: make players feel creative in how they approach challenges.
• Creativity → sparks joy → motivates continued play.
• Applies to both level design and player tools.

Core Design Pillar: "Choice in Every Encounter"
• Example: two NPCs blocking your path.
• Go around?
• Distract them?
• Take them out?
• No single "correct" path — player should feel creative regardless of approach.
• The design supports stealth, combat, or hybrid improvisation.

Level Design: Visually Communicate Options
• Players must see that choices exist.
• If a building only shows one door → implied linear path.
• If the building shows:
• A door
• Roads around it
• NPCs mingling nearby
→ Player immediately senses multiple approaches.
• Environmental readability is key to signaling freedom.

Tools: Enable the Spy Fantasy
• Provide a wide enough toolset to support multiple playstyles (within Bond fantasy).
• Tools include:
• Gadgets (smoke devices, distractions, takedowns)
• Social mechanics (talking, bluffing, luring NPCs)
• Crucial element: player trust — tools must consistently have meaningful effects.

The "Secret Ingredient": Controlled Uncertainty
• Player example:
• Throws smoke grenade at two NPCs.
• Attempts to sneak between them.
• Doesn't know exactly how long distraction lasts.
• Successfully slips through.
• Result: "It worked — my plan worked."
• Uncertainty creates tension → success creates ownership and satisfaction.

Hitman DNA + Bond Evolution
• Team leverages stealth loop learnings from Hitman:
• Environmental interactions
• Moment-to-moment stealth gameplay
• But Bond is a different protagonist.
• Combat needed major upgrades (Hitman combat was more "last resort").
• Goal: stealth, melee, and ranged combat all feel equally viable.

New Stealth Evolution: De-escalation Instead of Restarting
• Traditional stealth loop:
• Stealth → spotted → escalation → combat → player restarts.
• Bond approach: introduce bluffing and confrontation mechanics.
• If caught:
• Talk your way out.
• Distract mid-conversation.
• Throw smoke and escape.
• Goal: maintain forward momentum instead of punishing with restarts.

"Situation Contained" Design Philosophy
• Encounters structured so that:
• If you mess up, it's often just a small group alerted.
• Win the fight → stealth loop resumes.
• Encourages improvisation instead of failure loops.

Combat Overhaul (Beyond Hitman)
• Combat areas had to be significantly elevated.
• Close combat references: Arkham-style inspirations.
• Environmental destructibility: modern action influences (some Uncharted-like energy, but deeper systems).
• Shooting system rebuilt from scratch:
• Aim assist
• Gun feel
• Iteration-heavy process
• Emphasis on parity: stealth, melee, and ranged combat should all be equally fun and viable.

Pure Combat Sections (New for the Studio)
• Unlike Hitman's open-ended chaos combat, Bond includes authored combat sequences.
• Example: airstrip encounter.
• Lessons learned:
• Script enemy flow to avoid unfair "shot from behind" moments.
• Control enemy spawn directions based on player position.
• Introduce dramatic set-piece beats (cars driving in, enemies spilling out).
• Balance between authored momentum and player freedom.

Driving Mechanics: Built from the Ground Up
• Studio had no prior driving expertise.
• Strategy:
• Hire experienced devs.
• Reference other games' vehicle feel.
• Iterate extensively.
• Driving feel:
• Between arcade and realism.
• Realistic visual feedback (debris, damage).
• Accessible handling — not hardcore simulation.
• Challenge design focuses more on:
• Avoiding obstacles
• Chasing targets
Rather than perfect simulation steering.

Forward Momentum as a Core Theme
• Bond "thinks on his feet."
• Mechanics reinforce movement and aggression.
• Combat systems encourage closing distance:
• Limited ammo → move forward to collect more.
• Disarm enemies.
• Throw empty guns to stagger opponents.
• Chain momentum through combat.
• In stealth:
• Use cover to observe briefly.
• Choose quickly.
• Act.
• In environments:
• Explosions create new paths.
• Player actions reveal new options.
• Everything pushes forward progression rather than stagnation.

Overall Design Intent
• Player chooses their playstyle: stealth, melee, ranged, hybrid.
• All approaches should feel equally supported and viable.
• Creativity + improvisation + uncertainty + forward momentum define the experience.
• The goal: make players feel like Bond — adaptable, decisive, always moving forward.
 
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At first I hated this. Hated the idea of it. A new Bond, that's woke and respects women he works with? Fuck me, I'm too old for this shit.

Then things changed. AI, Pluribus, Sony closing Bluepoint.

Now I'm strangely interested.

Perhaps the happenings as of late have all been to brainwash and that is why I have changed. A pretty lie. There are no super smart people plotting this crazy shit, it just is.

So fuck it, I'm in. Back on the wishlist it goes. I hope Oddjob is in the multiplayer.
 
At first I hated this. Hated the idea of it. A new Bond, that's woke and respects women he works with? Fuck me, I'm too old for this shit.

Then things changed. AI, Pluribus, Sony closing Bluepoint.

Now I'm strangely interested.

Perhaps the happenings as of late have all been to brainwash and that is why I have changed. A pretty lie. There are no super smart people plotting this crazy shit, it just is.

So fuck it, I'm in. Back on the wishlist it goes. I hope Oddjob is in the multiplayer.
The last trailer seemed to show some attractive Bond Girls. So maybe not all is lost.
 
Season 4 Ok GIF by The Office
 
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