Rob Minkley, Crux magazine, here to interview Sir Nicholas Webb. Don’t mind me as I rifle through your security office cupboards.
John Fisher, museum curator, checking a valuable artefact for damage. Fletcher, operations department, searching for a rogue employee. I’m a lab technician who lost his coat, a tourist who took a wrong turn, a concerned bystander who found this heavily armed man passed out on the floor, the poor sod – and no, that’s not the outline of my fist imprinted on the side of his face. Honest.
In 007 First Light, James Bond’s superpower is literally bullshit.
Unlike Hitman’s Agent 47, Bond doesn’t need a disguise: with a single button press he blurts a tale so brazen, so blatantly untrue that it bamboozles anyone in earshot, buying you 30 seconds of peace in any restricted area. Stroll to your objective uninterrupted or, as I often do, pick off your enemies under the cloud of confusion.
You can ignore this ability, called a bluff, and make it through the campaign just fine, but you really shouldn’t. More than just a silly party trick, it exemplifies the tongue-in-cheek tone of the entire game. This is not Bond the veteran master manipulator, it’s a younger, cockier Bond, one who knows he can get away with saying almost anything, no matter how outlandish, so long as he says it with confidence and a smile. You can really feel IO Interactive’s writers enjoying themselves: “Wait a second, this isn’t my apartment,” he says with what is clearly mock confusion in his plum English accent, to a group of heavily armed thugs patrolling ramshackle plasterboard buildings in a makeshift desert city.
But the bluff’s joy is mechanical too. The way First Light handles the resource you need for them – instinct – builds tension, necessitates aggression, and gives every mission a bounding, see-saw pace as you bounce between takedowns and tall tales.
Each bluff consumes three instinct points and you can only hold six, so I often run low. Replenishment could’ve easily been boring. The chemical and electrical juice powering Bond’s gadgets, for example, are simple pick-ups scattered around every level. Instead, the easiest way to recharge instinct is through aggression. Takedowns net one instinct point – using your gadgets does it too but that’s louder and drains your other resources, whereas sneaking up to an enemy chopping them in the neck is silent and completely free.
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