How The Flight composed Bond's origin story at Abbey Road

The only thing that's actually real is the music.
Smith reflects on how a video game's score becomes the most tangible element of an interactive experience.

In a single half-day session at Abbey Road Studios, composers The Flight distilled two years of work into 32 minutes of orchestral music for 007 First Light — a video game that imagines James Bond before he became a legend. The score navigates a tension as old as tradition itself: how to honor a beloved sonic inheritance without being imprisoned by it. In a medium where everything else is pixels and code, the music alone is real, carrying the accumulated weight of decades of cultural memory into an uncertain future.

  • Four hours, 32 minutes of music, 24 musicians, and brass players already feeling the strain — the Abbey Road session was a controlled race against physical limits.
  • The Flight had spent two years composing in a cramped east London studio, but the true pressure only landed when the orchestra was in the room and the Bond legacy was listening.
  • A mid-production handover from the Broccoli family to Amazon MGM sent shockwaves through the project, briefly threatening the game's existence and reminding everyone how much Bond means beyond entertainment.
  • The composers solved the franchise's central musical trap — you cannot imitate the Bond theme — by stepping aside and letting it speak only when the story had earned it.
  • Interactive music design gave the score a second life: branching paths mean no two players hear the same sequence, making the listener an unwitting collaborator in the composition.
  • The game's cinematic ambition has already spilled beyond its borders, with fans campaigning for voice actor Patrick Gibson to carry the role into Denis Villeneuve's next Bond film.

On a November afternoon in 2025, conductor Matt Dunkley opened the Abbey Road session with a half-joking plea to the brass section: conserve your lips. The Flight — composers Alexis Smith and Joe Henderson — had four hours to record 32 minutes of music for 007 First Light, and there was no margin for fatigue. Two years of work in a cramped east London studio had led to this room. When the first run-through ended, Henderson leaned over to Smith and said simply: "Take that to the bank."

First Light presents Bond before the legend — a Navy aircrewman, instinctive and unproven, dropped into a hostage rescue in Iceland's bleak landscape. Because he hasn't yet earned his mythology, The Flight gave themselves permission to be electronic and avant-garde in ways the classic Bond sound would never allow. As the game progresses and MI6 enters the picture, the familiar orchestral language returns. The composers had secured the rights to John Barry's theme from On Her Majesty's Secret Service, and they understood the trap clearly: no imitation of the main Bond theme could survive comparison. Better to honor it by stepping aside.

The project carried personal weight. Smith traced his relationship with the franchise to Boxing Day afternoons watching the old films with his father. That history made the responsibility feel enormous — and it nearly unraveled when Barbara Broccoli and Michael G Wilson handed creative control to Amazon MGM mid-production. The email chains changed overnight. Smith's family saw the news and asked if his project was still alive, a question that wouldn't arise for any other game franchise.

The score was also technically unlike anything The Flight had built before. Video game music branches and adapts in real time — a chase sounds different from a stealth sequence, and finishing a fight through skill plays out differently than simply fleeing. Smith and Henderson built multiple musical paths into the composition, so the listener becomes a collaborator without ever knowing it.

By the session's end, the brass players were spent. Dunkley begged for one more take while there was still blood in their lips. Smith, asked whether a passage could be transposed down to spare the trumpeters, laughed and said he loved F sharp. They persevered. When it was over, both composers were exhausted and emotional — and certain they had something that would last.

The game proved so cinematic that fans began petitioning for voice actor Patrick Gibson to play Bond in Denis Villeneuve's forthcoming film. The possibility left Smith reflective. In a video game, he observed, the only thing that is truly real is the music. Everything else is pixels and code. But the score endures — carrying the franchise's past and its future in the same breath.

At Abbey Road Studios on a November afternoon in 2025, conductor Matt Dunkley stood before the London Chamber Orchestra's brass section with a warning that was half joke, half plea: conserve your lips. They had four hours to record 32 minutes of music for 007 First Light, the new James Bond video game, and there was no time for fatigue.

Composer Alexis Smith and his collaborator Joe Henderson—who work together as The Flight—had spent two years building this score in their cramped east London studio. Now, with 24 musicians in the room, the abstract became audible. Smith had warned the players at the session's start that the day would be relentless action music, a confession that drew knowing nods from people accustomed to the physical toll of orchestral recording. But as the first run-through finished, Henderson whispered to Smith: "Take that to the bank." They both knew they had something.

The Bond franchise has always understood that music is nearly as essential as the spy himself. Monty Norman's guitar riff and John Barry's orchestral sweeps created an entire sonic language—minor keys, suspenseful tension, trumpet stabs that cut like a blade. Three million people had already bought First Light, and they would hear how The Flight had adapted that template for a new chapter. The game presents Bond as he was before he became 007: a Navy aircrewman, green and instinctive, thrown into a hostage rescue in Iceland's dark, craggy landscape. Because he hasn't yet earned his legend, The Flight scored that opening mission like a film, giving themselves permission to be electronic and avant-garde in ways the classic Bond sound would never allow.

As the game progresses and Bond is recruited by MI6, the familiar sounds return. The composers had been granted permission to use John Barry's theme from On Her Majesty's Secret Service, anchoring the game in the established universe. Smith and Henderson understood the trap: you cannot write a convincing pastiche of the main Bond theme. Everyone knows it. Any imitation would fail. Better to honor it by stepping aside and letting it speak.

The scale of the project had been daunting. The Flight had won awards for Alien: Isolation, Assassin's Creed, and the Horizon series, but those were built on their background in pop and electronic music—credits that included Bjork and Mel C. An orchestral suite was unfamiliar territory. Henderson described it as nerve-wracking, a responsibility that didn't fully register until he was living inside it. Smith traced the pressure back to childhood: Boxing Day afternoons on the sofa with his father, watching the old films. Even a new angle on the franchise had to coexist with those great scores.

The project had survived a shock. Barbara Broccoli and Michael G Wilson, the Bond masterminds who had shepherded the franchise for decades, handed creative control to Amazon MGM Studios in the middle of production. The email chains changed overnight. For a moment, The Flight worried the game itself was in jeopardy. Smith's family saw the news in the newspaper and asked if his project was still alive—a question that wouldn't arise for any other game franchise. It was a reminder of what Bond meant, how deeply it had woven itself into culture.

Unlike a film score, the music for a video game branches and adapts. You might be sneaking, being chased, or fighting, and the music shifts with your actions. If you finish a combat encounter because you've achieved your objectives, the ending is different than if you simply run. Smith and Henderson had built multiple paths into the score, a puzzle that kept the music from ever playing exactly the same way twice. That was the particular thrill of interactive composition: the listener becomes a collaborator without knowing it.

By the end of the Abbey Road session, the brass players were exhausted. Dunkley pleaded for one more take while there was still blood in their lips. The high notes were taking a toll. Smith, asked if the passage could be transposed down a fifth to ease the strain, laughed and said he loved F sharp. The trumpeters persevered. When it was over, Henderson and Smith were tired and emotional, but they knew what they had. The musicians had needed only one take to find the feel, and the second take sounded perfect.

The game turned out so cinematic that fans began petitioning for actor Patrick Gibson, who voiced Bond in First Light, to play the character in Denis Villeneuve's forthcoming film. The possibility of that crossover—a video game bleeding into cinema—put Smith in a reflective frame of mind. In a computer game, he said, often the only thing that's actually real is the music. Everything else is pixels and code. But the score endures, and it carries the weight of all those Boxing Day afternoons, all those great films, all those expectations. It holds the franchise's past and its future in the same breath.

You don't realise until you're working on Bond how much a part of you it is.
— Joe Henderson, composer
The pressure comes from all those Boxing Day afternoons, sitting on the sofa with your dad, watching the old films.
— Alexis Smith, composer
La Conversación del Hearth Otra perspectiva de la historia
Inventor

Why does Bond's music matter so much more than, say, the music for another spy game?

Model

Because Bond isn't just a character—he's a cultural artifact. People grew up with those John Barry scores. They're woven into how people understand what a spy should sound like. When you're composing for Bond, you're not just scoring a game. You're in conversation with fifty years of film.

Inventor

But The Flight didn't just copy Barry. They added electronic elements, branching paths. Why take those risks?

Model

Because the game is telling a different story. Bond hasn't become Bond yet. He's raw, uncertain. The Iceland mission needed to feel dangerous and unfamiliar, not like a classic Bond film. They earned the right to be avant-garde by understanding what they were departing from.

Inventor

The shift in ownership—Broccoli and Wilson leaving, Amazon MGM taking over—that must have been terrifying.

Model

It was. The email chains changed overnight. But it also clarified something: James Bond is massive. The news was everywhere. That kind of attention is rare in game music. It reminded them what they were carrying.

Inventor

What's the difference between composing for a film and composing for a game?

Model

In a film, the music happens the same way every time. In a game, the player's choices change what you hear. You might sneak past enemies, or you might fight. The music has to branch without feeling fragmented. It's a puzzle that most film composers never have to solve.

Inventor

How did they manage to record 32 minutes in a half-day session?

Model

Preparation. Two years of work in the studio, every note written and rehearsed. When the orchestra arrived, they knew exactly what they were doing. The musicians were the best in London. They needed one take to understand the feel, and the second take was perfect.

Inventor

Do you think the game's music could actually pull Patrick Gibson into a real Bond film?

Model

It's possible. The game is so cinematic that people forget they're playing a game. The music is a huge part of that. When the only thing that's real is the score, it carries enormous weight. It can make people believe in something that doesn't exist yet.

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