
IO Interactive, the studio creating the upcoming James Bond game, 007 First Light, is also famous for the Hitman series. Hitman, particularly World of Assassination, showcased IO Interactive’s talent for designing detailed and flexible levels that encouraged creative gameplay. While Hitman is a fantastic stealth game with a playful tone, 007 First Light needs to forge its own identity while remaining true to the James Bond character and story. This means not just a stronger focus on narrative, but also capturing Bond’s personality and how he interacts with other characters.
Considering everything, it would be fantastic to see key features from the Hitman games incorporated into the new 007 game. The gameplay mechanics that made Hitman so popular would be a natural fit for a spy thriller. This is a list of some of the best Hitman features we’d love to see in 007 First Light. Some have already been hinted at in trailers, others seem like a logical step for the developers, and a few are just wishful thinking from fans who love both franchises.
Ridiculous Environmental Takedowns
Always Bring A Wrench
Okay, so I’ve been watching the trailers for 007 First Light, and it looks like Bond’s really into using the environment to take down enemies – kind of like Agent 47. Expect a lot of collapsing structures and stuff, followed by Bond’s usual witty one-liners. But honestly, nothing seems quite as over-the-top as that grape press takedown from Hitman – that was seriously cartoonish, and this doesn’t quite reach that level of crazy.
The way Bond pushes enemies seems to react to the surroundings, but it’s not yet clear how much control players have over this during fights. The gameplay demo showed distractions in the environment, like a chandelier falling, which could be used to your advantage. It’s still unknown whether Bond will be able to create elaborate, over-the-top environmental takedowns like those seen in other games.
Single-Use Traps
One Per Customer
It’s a decision some players might disagree with, but limiting Hitman‘s electrocution devices and other environmental traps to one use per kill was a smart move by IO Interactive. This feature is really helpful and prevents frustrating mistakes. It gives players more control over the environment and avoids accidental casualties or failed attempts.
To keep gameplay fair and focus on non-lethal disruption, any environmental traps Bond creates – like electric shocks – should only work once, similar to how they function in World of Assassination. This one-time use rule would also make sense for other distractions or traps, given Bond’s objective is usually to hinder enemies rather than eliminate them.
Unlockable Outfits From Challenges
On The More Cosmetic Side Of Things
The real fun in Hitman starts after you understand how the game works and finish the main story missions. That’s when you’ll find the game is highly replayable, especially because it gives you rewards for completing unique and surprising challenges.
One of the best parts of playing World of Assassination is unlocking fun costumes and items by finishing challenging tasks. It would be fantastic to see similar rewards in 007 First Light. While Bond probably doesn’t need a bright blue flamingo suit, some lighthearted unlockables would be a welcome addition. The preorder pack already hints at some cool options, so hopefully, that’s a preview of what’s to come.
Protected NPCs
Collateral Damage
It might be disappointing for players who enjoy aggressive gameplay, but having characters who can’t be killed and will end the mission if they are is actually a good fit for a James Bond game. Examples like Diana in the Mendoza level or the Constant in Sgàil from Hitman 2 and 3 encourage players to be more thoughtful and strategic, rather than just running in with guns firing.
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In 007 First Light, the game seems to be trying a new approach to Bond’s license to kill. It might encourage players to act like a Bond who doesn’t rush to violence. Players may only be allowed to kill in specific situations to keep Bond’s character morally sound—something the developers didn’t have to focus on as much with the Hitman series’ Agent 47.
Contracts, Or Another Kind Of Sandbox
Diana Sat This One Out
One reason World of Assassination has kept players engaged is its variety of missions – like Elusive Targets, Contracts, and Freelancer – which offer fresh challenges within familiar locations. It might be harder to create this kind of replayability in a game with a tightly-controlled story, but the environments we’ve seen so far appear large and detailed, even for a single-player experience with a set path.
One of the best parts of the World of Assassination games is exploring the detailed world IO Interactive has built and creating your own unique missions. Player-made contracts really highlight how flexible and well-designed the Hitman levels are, and we’re hoping to see the same level of creativity possible in 007 First Light.
Important Dropped Items On The Map
Where Did I Put My Clown Costume?
Ugh, it’s the worst when you drop a key item – especially on a mission – and then can’t find it again! It still happens way too much in Hitman, and honestly, I really appreciate how the game lets you mark briefcases or remember disguises you’ve used. That would be so helpful in 007 First Light – it’s a small thing that would make a big difference!
Okay, so from the demo, it looks like I’ll be going back to the same places in the game a lot. It’s not just re-treading old ground though – I’ll be creating diversions, grabbing new gear, and finding out secrets. But honestly, if the inventory system isn’t good, dropping stuff could be a real pain. Imagine having to backtrack through a whole level just to find something you accidentally ditched – that’d be super frustrating and time-consuming unless they give us some way to mark where we’ve been or what we’ve left behind.
Easy To Understand Difficulty Tiers
Find Your Level
The game Hitman features well-designed difficulty settings that are easy to understand. The selection screen clearly explains the differences between the three options – Casual, Professional, and Master. These settings affect how much damage enemies inflict, how easily you can spot them, and crucially, how often you can save your progress during a mission.
It’s worth watching to see how important saving your progress is in 007 First Light. In games like Hitman, saving can be crucial to success. When you can’t save, recovering from a mistake becomes much harder. And in a game with a strong story and a set path, not being able to save could really disrupt the experience.
Distraction Chains
Oh, Look, A Coin
In video games, it’s hard to imagine a more easily distracted character than a guard in Hitman when they hear a coin drop. Usually, throwing a coin or creating another simple noise will draw the attention of anyone nearby. Guards are often the first to investigate, and frequently, whoever is closest will go check it out.
Because enemy behavior is so consistent, a skilled player can easily defeat guards one by one – by isolating them, incapacitating them, and then moving on to the next. Although the enemies in this game might not fall for this trick as easily, being able to quietly take out guards individually would be a really enjoyable gameplay feature.
Customizable Loadout
Don’t Forget Your Rubber Duck
James Bond movies and games are famous for their over-the-top and unrealistic gadgets. It appears that the new game, 007 First Light, will continue this tradition, offering players a range of tools that seem to be linked to a resource system and Bond’s watch. Q, the gadget master, has clearly been hard at work, so it’s exciting to imagine what other cool items players will discover.
It would be disappointing if players couldn’t select their own gadgets for each mission. The ability to customize your gear and experiment with different strategies based on those tools is a key reason why Hitman is so enjoyable and keeps players coming back. Let’s hope IO Interactive has included a similar feature in the new Bond game.
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2026-02-17 00:07