007 First Light blends Hitman stealth with Uncharted spectacle in promising 2026 action game

Bond is present, charming, a little cocky—the game honors that.
Unlike Hitman's invisible assassin, 007 First Light makes the protagonist's personality a core gameplay mechanic.

Há momentos na história dos jogos em que uma licença encontra o estúdio certo, e algo maior do que a soma das partes emerge. A IO Interactive, guardiã do assassino silencioso Agent 47, volta seu olhar para James Bond — não para replicá-lo, mas para compreendê-lo. Em 007 First Light, previsto para 2026, a pergunta não é apenas como jogar como Bond, mas o que significa ser Bond: a presença, o charme, a irreverência de um homem que nunca desaparece de uma sala, mas a domina.

  • A tensão central do projeto é ambiciosa: fundir a paciência cirúrgica do Hitman com o espetáculo frenético de Uncharted sem que nenhum dos dois sufoque o outro.
  • A missão de abertura já provoca: Bond infiltra uma gala com múltiplos caminhos possíveis, onde distrações improváveis e escaladas descaradas coexistem com guardas que, convenientemente, não processam o óbvio.
  • O jogo escala sem aviso — de uma conversa com um barman para uma perseguição de carros, de um tiroteio para um avião de carga decolando, com Bond a bordo e no controle.
  • A personalidade de Bond não é cosmética: ela é mecânica, presente nas escolhas de diálogo, no tom das interações, na forma como o protagonista ocupa cada cena.
  • O resultado, segundo quem assistiu a uma hora de gameplay na Gamescom 2025, é menos pastiche e mais filme jogável — exatamente o que um jogo de Bond deveria ser, e raramente foi.

Depois de anos moldando o assassino mais discreto dos videogames, a IO Interactive volta sua atenção para o espião mais famoso do cinema. 007 First Light, apresentado na Gamescom 2025, combina a infiltração metódica do Hitman com as sequências explosivas de Uncharted — mas o que une os dois é James Bond em si, ainda novato na MI6, irreverente e completamente presente em cada cena.

A missão de abertura estabelece a lógica do jogo. Bond precisa capturar o traidor Agente 009 em uma gala, e os caminhos são múltiplos: uma janela aberta no segundo andar, um crachá roubado, o charme natural do protagonista na portaria. A demo escolheu a janela. O que se segue é uma sequência de pequenas ações deliberadas — uma fonte d'água para distrair um guarda, folhas incendiadas para criar caos, uma escalada de muro à vista de todos que, de alguma forma, ninguém processa. É lógica pura de Hitman, com a personalidade de Bond sobreposta: ele não é um fantasma que se apaga dos ambientes, é alguém que os domina.

Depois, o jogo muda de registro sem pedir licença. Uma perseguição de carros. Tiros. Bond saltando obstáculos, trocando disparos, embarcando em um avião de carga durante a decolagem e o derrubando por dentro. A sequência ecoa Uncharted 3, mas nunca parece derivativa — porque Bond a conduz com sua voz, seu timing, sua presença.

O que a IO Interactive parece ter compreendido é que um bom jogo de Bond não é um Hitman de smoking nem um Uncharted com martini. É um jogo que entende Bond como personagem — capaz, charmoso, imperturbável sob pressão — e faz dessa compreensão o centro da experiência. Para 2026, isso pode ser algo raro: um jogo de ação que persegue, com igual convicção, tanto a mecânica quanto o espetáculo.

IO Interactive's new James Bond game arrives next year with an unusual pedigree: it borrows the methodical infiltration design of Hitman, the explosive set-piece choreography of Uncharted, and the suave irreverence of 007 himself. After watching an hour of gameplay at Gamescom 2025, the result feels less like a pastiche and more like a film you can actually play—which, it turns out, is exactly what a Bond game should be.

The opening mission demonstrates the formula. Bond, still a novice at MI6, needs to infiltrate a gala and capture the traitor Agent 009. Like any Hitman contract, there are multiple routes: slip through an open second-floor window, steal a staff badge, talk your way past security using Bond's natural charm, or some combination of these. The demo chose the window. What follows is a sequence of small, deliberate actions—turning on a water fountain to distract a guard, retrieving a lighter from a restricted area, igniting leaves to create chaos, then scaling a wall in plain sight of security. It's pure Hitman logic: the guards are not particularly bright, and a well-timed distraction can mask even the most obvious movement. You climb a wall in front of everyone, and somehow no one quite processes what they're seeing.

Once inside, Bond's personality becomes a mechanic. Questioning the bartender about a suspect's whereabouts offers dialogue choices—ways to extract information that feel natural to the character rather than forced. This is where the game distinguishes itself from its inspirations. Bond is not Agent 47, a ghost who erases himself from every room. Bond is present, charming, a little cocky. The game honors that.

Then the mission pivots. A car chase erupts. Gunfire breaks out. The pacing accelerates into something closer to Uncharted—frenetic, explosive, relentless. Bond vaults over obstacles, exchanges fire, uses whatever weapon comes to hand. The destruction is lavish and purposeful. Every explosion, every collapsing structure, every burst of gunplay feels designed for the screen. He pursues 009 to a cargo plane, boards it mid-takeoff, and brings it down from the inside. The sequence echoes Uncharted 3's airplane set piece, but it never feels derivative because Bond is driving it, speaking through it, making it his own.

What emerges from this blend is a game that respects its source material in a way that matters. IO Interactive could have made a Hitman game with a tuxedo, or an Uncharted knockoff with a martini. Instead, they built something that understands Bond as a character—irreverent, capable, charming under pressure—and made that understanding central to how the game plays. The stealth is patient and methodical. The action is cinematic and overwhelming. The protagonist ties it all together.

For 2026, when the game releases, this could be significant. Action games often chase spectacle or mechanics, rarely both with equal conviction. 007 First Light appears to be chasing something else: the feeling of being inside a Bond film, where the hero's personality is as much a tool as his gadgets, and where the next impossible situation is always just around the corner.

James Bond is not Agent 47, and the game brings the personality of the British spy very well
— IGN Brasil preview
It's a playable James Bond film, and this is the main appeal
— IGN Brasil preview
A Conversa do Hearth Outra perspectiva sobre a história
Inventor

What makes this different from just playing Hitman with a Bond skin?

Model

Bond isn't trying to disappear. In Hitman, you're a ghost—the goal is to never be noticed. Here, Bond can walk in the front door and charm his way through. The character's personality is actually a gameplay option, not just flavor text.

Inventor

So the stealth sections feel like Bond, not like Agent 47?

Model

Exactly. You're still solving puzzles—how to get past guards, how to reach your target—but you're doing it as someone who has a personality, who can talk his way into places. It's more theatrical.

Inventor

And then it shifts into Uncharted-style action?

Model

Completely. Once the cover is blown, it becomes this explosive, cinematic chase. Car sequences, gunfights, collapsing structures. The demo ended with Bond bringing down a plane from the inside.

Inventor

Does that tonal shift feel jarring?

Model

Not really. It feels like watching a Bond film—there's always that moment where the spy work ends and the spectacle begins. The game respects that rhythm.

Inventor

What about the guards being "dumb"—does that break immersion?

Model

It's a Hitman thing, and yes, you notice it. You can climb a wall in front of security and they don't quite process it. But the game seems aware of this. It's not trying to be a hardcore stealth sim.

Inventor

So who is this game for?

Model

People who want to feel like James Bond, not people who want to be a perfect assassin. It's about the character and the spectacle, wrapped around solid mission design.

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