logo
#

Latest news with #IOInteractive

‘007 First Light' Ditches Franchise Lore for a Whole New James Bond
‘007 First Light' Ditches Franchise Lore for a Whole New James Bond

Yahoo

time3 days ago

  • Entertainment
  • Yahoo

‘007 First Light' Ditches Franchise Lore for a Whole New James Bond

There's a great moment in 2012's Skyfall where Daniel Craig's superspy, James Bond, is being (very sensually) interrogated by agent-turned-villain Silva (Javier Bardem). Asked what his hobby is, Bond sternly replies, 'Resurrection.' It's a dry, self-aware bit of dialogue that encapsulates the core strength of the Bond franchise that's kept the spy series going for over 70 years: James Bond always comes back, in one form or another. Whether it's being dragged out of retirement or bouncing back from a bout of amnesia in author Ian Fleming's original serial novels, or the generational reboots that allowed Bond to be acceptably recast over 25 feature films, there's always a way for 007 to start anew. In gaming, the same has been true, with multiple versions of Bond appearing across different eras and genres of titles, totaling over two dozen entries. More from Rolling Stone Woodkid Says Hideo Kojima Changed 'Death Stranding 2' Because It Wasn't 'Polarizing' 10 Years of 'Critical Role': 'We Are Never Going Away' With the Release of the Switch 2, the Original Nintendo Switch Is Marked Down Online And just like the films, Bond games have had their peaks and valleys. At their best (like 1997's Goldeneye), Bond games can perfectly embody spy fantasy action; at their worst (like 2008's 007: Quantum of Solace), they end up as run-of-the-mill copycats of other popular games wearing a 007 mask. And while most developers have opted to lean into the star power of the on-screen actors to recreate their Bond or mostly hide behind a first-person perspective to dodge the issue entirely, few studios have taken the leap to fully make their own version of the iconic agent. That's what gives IO Interactive's upcoming 007 First Light (due out in 2026) such alluring potential. Initially announced back in 2020 under the working title Project 007, First Light was fully revealed this year with a trailer during Sony's State of Play on June 4. Developed by Danish studio IO Interactive — famous for the Hitman series — it's a third person, narratively driven action game that doesn't just go back to the origins of Bond but fully creates its own version of the character and his mythos, unbound to any existing written or cinematic canon. Following a younger Bond who has yet to obtain his 00 status, First Light treads new ground for the franchise, going even farther back than the opening scene of 2006's Casino Royale where Craig's iteration earned his call sign. With a new M, Q, and entirely original supporting cast, the Hitman devs are taking a bold swing, introducing the world to the first fresh take on Bond in gaming since 2012's 007 Legends — and well before Amazon's own cinematic reboot emerges. Rolling Stone recently spoke with IO Interactive's CEO, Hakan Abrak, to understand how the studio is working to create their own vision of Bond, how it compares to their previous work on the stealth series Hitman, and why it can't all just be 'bang bang, vroom.' Those who know the work of IO Interactive are well aware of their reputation the premiere developers in stealth gameplay. The Hitman series, which began 25 years ago with Hitman: Codename 47 and continues presently with the standalone trilogy-turned-live service platform Himan: World of Assassination, is essentially the ultimate sneaking simulator. Taking on the role of the shadowy, silent assassin Agent 47, players are tasked with killing specific targets using everything from elaborate disguises to manipulating their environment like a Rube Golberg machine to create cascading emergent incidents that execute their victims in true Final Destination fashion. But while the Hitman games have closed ecosystems for each level where players are essentially solving a socially-driven murder puzzle, the world of Bond demands something very different — more theatrical and over-the-top in terms of its action and emotions. To do so, the team at IO needed to set some important ground rules and methods to follow. 'When we were thinking about how to approach this, we tried to create some pillars to be our North Star,' Abrak says. 'One of the pillars was high-octane action — you know, cinematic experience, kinetic combat, exotic vehicles.' 'There are certain things that are very strong [points] for the Hitman experience: the simulator, the open world, the freedom, right? But not vehicles, and not necessarily action,' Abrak explains. 'So, one of the pillars was [that] we really need to push more freeform, dynamic hand-to-hand combat. Seamless, going into ranged combat, aware of your environments. Everything is a weapon and opportunity. Creativity and dynamism [are] a part of this. Obviously, upping our capabilities with the cinematics and [what] we call the spectacle moments, because there's larger than life action pieces in Bond — to be able to depict that sweaty palm experience as well.' For Abrak, the second pillar was a more familiar one: globetrotting. Agent 47 may have done dirty work, but each level of a Hitman game affords a look inside a high-stakes and luxurious world. Whether it's walking the runway in a Parisian fashion show or slipping through the crowd at an F1 race in Miami, the titular Hitman is always blending into high society, but rarely ever engaging with it. But Bond? He's always going to be the center of attention, for better or worse. 'It's [coming] to the exotic places, these extreme VIP places where mere mortals like you and me maybe don't get to [go] every day and have gameplay there,' he says. 'I think this is what we do differently from many other studios. It's not only about the bang bang and the vroom, but it's also about having gameplay in social spaces and trespassing spaces where you can use your gadgets in a different way, and you can use your charm, use your wits in solving these puzzles — or solving people, really.' Delineating Bond, and differentiating him from their previous protagonist, is important. The team's final pillar of design was understanding how to approach the 'daunting' task of creating their own version of a character known around the world. 'I don't think there's a formula for it,' Abrak says. 'I don't think the movie people had a formula for it, right? It's feeling in your guts and your heart on what is the story you want to tell, [and] who is he?' When it comes to Bond, everyone has their favorite version. For some, it's Sean Connery's roguish and smarmy charmer; for others, it's Roger Moore's campy huckster. Like many who prefer a more grounded take, Abrak is partial to Daniel Craig's more recent era ('I personally think [it] was extremely strong'). But while the character itself can be malleable, there's many preconceptions on the core elements that define him. Regardless of the interpretation, he's a man of contradictions: charming but ruthless, practical yet reckless. As seen in Craig's movies, some of the polish comes with age, but the core tenets remain — and will be present in 007 First Light. 'This Bond is not a super polished diamond. He's not well-versed with his [tuxedos]; definitely not well-versed with the martinis yet,' Abrak says. 'He's a rough diamond. And it's this young man with his inner ethos. It's a young man that sometimes is maybe reckless, and it's a young man that maybe doesn't know yet when to push too much or when to stand back a bit. So, he's learning these things the hard way being introduced to the shady, dark world of espionage.' And when Abrak refers to Bond as a 'young man,' he isn't exaggerating. While Fleming's early works place Bond at being somewhere between his late twenties and early thirties, First Light's version is 26, but looks downright baby-faced. Although, as many diehard readers will notice, he also adorns the large facial scar Bond has in the novels that was mostly omitted from his MGM movie outings. Yet despite his age, the developers don't want their Bond to feel juvenile or amateur. If they're going to do justice to the character — as well as live up to power fantasy previously provided by Hitman — this 007 needs to have impact. 'I think it's a huge challenge to [be] courageous, to take on this challenge is it's not our own IP,' Abrak says. 'This is the first IP we're working on that's not our own. So, I think for us, it needed to be with a nerve. It needed to be, not doing Robin, but doing Batman.' But whether it's Bond or Batman, part of the origin story has to deal with learning the ropes, which is going to lead to missteps — especially in the harsh world of global espionage. 'There's always a twist. There's a lot of twists and surprising elements in a Bond story,' Abrak notes. 'And I think this young man having to find himself, having to find something that he can believe in, that he can be part of something that makes sense to him — it's all a part of his journey.' 'The other thing is, who can you trust? [Who] can't you trust?,' he continues. 'I think calling him naïve is completely wrong. He's not naïve, He's super smart and has his wits with him. But it is a very complex world out there. It is a very geopolitical, difficult world out there.' That world looks to be populated by a cast of both new and old characters. The first trailer for the game begins with a conversation between M, Bond's classic superior and occasional foil, and Greenway, an original character described by IO Interactive' website as a mentor figure (although no voice actors for the roles have been announced). Shortly after, there's a look at Q, Moneypenny, and more fan favorites, but one specific name is particularly exciting: 009. In the pantheon of Bond villains, turncoats from MI6 have often served as some of the best baddies. From Sean Bean's 006, Alec Trevelyan, in Goldeneye (1995) to Javier Bardem's Silva in Skyfall, former agents have a history of turning up as formidable (and deliciously played) mirror images of Bond. The trailer's narration seems to imply that, this time around, an unseen agent with the callsign 009 will play an antagonistic role, referring to them (with nongendered language!) as 'a master manipulator.' The voiceover concludes, 'Whatever the endgame is, we won't see it coming.' Although Abrak won't divulge about the nature of 009 or the game's villains ('I want to tell you so much, but I can't!'), there's plenty to glean from what he does say. In a similar way to how Craig's era as Bond dealt with the debate about the need for human field agents in a modern period of digital surveillance, First Light looks to be exploring the value of having agents the government can trust. 'I think that's interesting in itself, betrayal in the world of spies is a thing. [Also] in the real world that we hear about, double agents and all that. Without going too much into the story and revealing anything, I think 009 is a very important part of the story,' Abrak says. 'The interesting part here is that the 00 [Double O] program has been laying dormant for quite a while, and the M we meet is actually believing in the human church and believing in resurrecting the 00 program.' 'It's very exciting,' he adds. 'Why was it dormant? Why was it being restricted? What was 009's role in that?' Regardless of which Bond is your favorite, the fact that the argument persists is telling. While the books and movies always offered a feeling of escapism in exotic locations, what truly resonates with fans is the character of James Bond. There's a certain charm and heroism, sure, but the character himself is very human and vulnerable — all those traits combined have left audiences attached to who he is (sometimes literally, in terms of casting). For Abrak, that connection runs deep. The developer, who's of Turkish descent, has felt that attachment to the franchise since his childhood. 'I was born in Denmark, [but] my father came here in [1969], and there's not a lot of international movies and things that my father would watch,' he says. 'He would watch those old Turkish TV soap operas and stuff like that. But Bond was one of those things that captured so many people, and also captured my father's attention. It's one of the few things that's not Turkish [that] he would watch, and I'd watch those things growing up together with him. Some special memories there.' That personal tie is something that the creators of First Light want to instill in their players when they experience the game. While their previous experience with Hitman was more about crafting localized pockets of storytelling centering on individual missions and marks, telling a Bond story requires greater cohesion and scope. 'There is an overarching story in Hitman, but the locations themselves almost have a whole game or substory to [them] as well. So, we have this overarching [story], but really, it's the locations themselves where things are evolving and the stories are going on,' Abrak says. 'Whereas, with Bond, it's a journey. It's an evolution of a young man, and the things that happen along the way not only should be impactful, but they should have lingering effect that connect to things later in the story.' Part of that connection stems from Bond himself, who is a much more animated character than Agent 47, who's conversely a mostly emotionless fixture that's juxtaposed (to comedic effect) with the outlandish luxury and violence around him. For Bond, there needs to be more deeply explored. 'One thing that was so exciting — because Hitman doesn't speak to you, to the player — [was] that you could convey a lot of [Bond's] personality through the things he says,' Abrak explains. '[It] kind of channels that through the controller to you; that you get to feel him; that you get to understand him; that you get to laugh with him and [hopefully] get sad with him and feeling lost throughout this journey.' 007 First Light launches in 2026 for Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC. Best of Rolling Stone Every Super Bowl Halftime Show, Ranked From Worst to Best The United States of Weed Gaming Levels Up

Beyond Mario Kart World: what else is worth playing on Nintendo Switch 2?
Beyond Mario Kart World: what else is worth playing on Nintendo Switch 2?

The Guardian

time4 days ago

  • Entertainment
  • The Guardian

Beyond Mario Kart World: what else is worth playing on Nintendo Switch 2?

The Nintendo Switch 2 certainly makes a strong first impression, but once that gadget limerence begins to fade, it's down to the games to stave off any creeping buyer's remorse. We all know that Mario Kart World is undoubtedly a multiplayer masterpiece, and original Switch games from Pokémon Scarlet/Violet to Zelda have been updated to look amazing on the new console, but there's otherwise a severe lack of Nintendo-made launch games for the Switch (beyond the £8 tech demo, Nintendo Switch 2 Welcome Tour). Thankfully, other developers have stepped in to fill the gap, releasing a bunch of updated versions of games that have been out on other consoles for a while. What should you pick up when you're tired of Mario Kart World? Hitman World of Assassination: Signature Edition Built to be replayed over and over, Hitman is a series of intricately designed assassination scenarios in settings from the Amalfi Coast to a creepy old UK country manor, each one teeming with tantalising ways to take out your target. Developer IO Interactive maintains a schedule of live events to keep you sneaking back into this morally questionable stealth game. In handheld mode, World of Assassination looks especially stunning, the Switch 2's HDR screen lending extra vibrancy to a classic Berlin nightclub level. Thankfully, Agent 47's antics fare just as well in docked mode, each locale shimmering with energy as characters bustle about their routines – all at a good framerate. How good is it on Switch 2? 4/5 Cyberpunk 2077: Ultimate Edition Polish developer CD Projekt Red is back again with another impossible port, the most high profile third-party launch title on Switch 2. Years ago, The Witcher 3 was crammed on to the original Switch at the lowest possible resolution, losing its beauty, atmosphere and arguably something of its essence – but Cyberpunk 2077 fares far better. While this sci-fi RPG infamously chugged along on PS4 and Xbox One, Cyberpunk 2077 is perfectly playable on Switch 2. It supports a litany of motion control options, including new mouse controls, and indoor missions and cutscenes look startlingly good. Yet the futuristic facade begins to unravel whenever you hop into your cybercar. When hurtling around Night City's seedy streets – especially in the Phantom Liberty expansion – the processors visibly strain under the load, blurring and softening the city around you. If you're keen to lose yourself in Cyberpunk 2077 wherever you go – or this is your only console – this is a solid enough effort. For everyone else – you'd be best off roaming Night City on PlayStation 5, Xbox or a capable PC. How good is it on Switch 2? 3/5 Bravely Default: Flying Fairy HD Of all the games I was excited to see running on my shiny new £400 console, an upprezzed 3DS game certainly wasn't the top of my list. It should have been, as Bravely Default HD breathes new life into one of the best RPGs of yesteryear. Freed from the shackles of a teensy screen, this painterly storybook world suddenly glistens with life and detail. While the simplistic character models betray their 3DS origins during cutscenes, against all odds this endearing playable diorama looks stunning in 4K and even better on Switch 2's 1080p handheld screen – proving that a good art style really is timeless. Bravely Default is the closest we'll ever get to a Final Fantasy IX sequel, so if you've had enough of getting blue-shelled and are pining for an eye-catching RPG to steal away the hours, look no further. How good is it on Switch 2? 4/5 Sonic X Shadow Generations With Mario busy zooming across the racetrack and Donkey Kong's banana-fuelled escapades still a month away, it falls to the blue blur to bring platforming to Nintendo's new console. Luckily Sonic's Switch 2 debut is a thing of beauty. In handheld mode, this remake truly shines, offering a sublime marriage of colour and speed as you're hunched over that chonky screen. A remake of 2011's Sonic Generations, this redux adds an all-new Y2K-esque Shadow-centric expansion, a la Super Mario 3D World expansion Bowser's Fury. What leaves a sour taste, however, is how publisher Sega has priced this. Despite launching on the original Switch last year, owners of the Switch 1 version have no discounted upgrade path for Switch 2, forced to pay full whack once again. This is a fast, fluid and furious port – it's just a shame for the people who already bought the inferior version. How good is it on Switch 2? 3/5 Kunitsu-Gami: Path of the Goddess One of 2024's weirdest games dances and slashes its way on to Switch 2 with delightful results: you are a demon-hunter accompanying a dancing priestess through mythological Japan. A cut above most other launch ports, Kunitsu looks remarkably similar to the PS5 version when playing docked, giving this criminally overlooked game a second lease of life on Nintendo's new machine. Melding demon-dismembering action with engrossing village defence, Path of the Goddess's pick up and play game loop fits the Switch 2 perfectly. It takes a noticeable visual hit in handheld, however, so playing on the TV is the optimal way to go. How good is it on Switch 2? 4/5 Yakuza 0: Director's Cut This reimagining of Tokyo's 1980s gangster underground is a game I've started multiple times and always abandoned. Yet after playing this sublime Switch 2 port, I'm determined to finally see Kiryu's story through. Boasting gorgeous lighting and running at 4K and 6OFPS when docked, along with Hitman, this Director's Cut is a graphical highlight for Nintendo's new hybrid console. With a drama-laden storyline filled with betrayals, oddball side quests, back alley fisticuffs and drunken karaoke, Yakuza 0 offers the meatiest – and strangest – narrative-led experience currently on Switch 2. With 25 minutes of brand new cutscenes, and an all-new four-player co-op multiplayer mode, this is the definitive version. How good is it on Switch 2? 5/5 Street Fighter 6 I can't help but think fondly about the 3DS launch game Super Street Fighter IV 3D as I batter seven shades of cells out of Ryu on Switch 2. Featuring every mode and fighter yet released, this is a generous package. Battles feel slick and responsive, keeping that core frame rate as reliably consistent as you need in a fighting game. Yet where Street Fighter 6's art style shone on PS5, its roster of iconic fighters look oddly off-brand on Switch 2. Chun Li's legs feel disproportionate. Zangief's eyes bulge as if he's been straining his bladder during a long haul flight – it all feels like a Temu version of the real thing. If you've yet to play Street Fighter 6 elsewhere, these visual quirks will probably go unnoticed, but for those who can hadouken on other platforms, this is one fight worth sitting out. How good is it on Switch 2? 3/5 Puyo Puyo Tetris 2S Sega has let the side down again with Puyo Puyo Tetris 2S: it's another 'upgrade' of an existing Switch game, at full price. Puyo Puyo Tetris 2S adds a few new multiplayer modes and little else. This puzzle game barely benefits from enhanced resolution or framerate improvements, and there is little point in buying this insultingly lazy launch title. Stick to the Switch 1 version for your fix of gooey globules and trance-inducing tetriminos. How good is it on Switch 2? 1/5 Fast Fusion The Switch 2 launch title least likely to break the bank. A download-only release, this four-player futuristic racer is Wipeout meets F-Zero – and only costs £13.49. Just like Shinen's Fast Racing Neo on Wii U and Fast RMX on the original Switch, Fast Fusion is a glorious technical showcase, putting the Switch 2's processors through their paces with stunningly rendered 4K racetracks. With fuse-able vehicles, online showdowns and a predictably pulse-pumping soundtrack, Fast Fusion is the perfect edgy racing counterpart to the saccharine Mario Kart World. How good is it on Switch 2? 4/5

How to refund MindsEye from PlayStation?
How to refund MindsEye from PlayStation?

Time of India

time13-06-2025

  • Entertainment
  • Time of India

How to refund MindsEye from PlayStation?

There have been huge anticipations regarding MindsEye, developed by studio Build a Rocket Boy and published by IO Interactive. We have heard the latter several times, thanks a the bald assassin, but it was the first project for the former. Tired of too many ads? go ad free now As the game was directed by founder of Rockstar North and former producer of GTA, Leslie Benzies, fans were ready to witness a masterpiece, just like the Grand Theft Auto series. But instead of following the path of GTA, MindsEye seems to be following the trails of Cyberpunk 2077. PlayStation is refunding the MindsEye fans MindsEye was released on June 10, 2025, with . But it seems, the tables have turned over its head out of nowhere. Since the launch of this narrative-driven single-player third-person shooter, there have been only complaints for the fans. Many players stated that despite being released in 2025, this game is using outdated gameplay mechanics of the early-2010s shooters. On the other hand, glitches and bugs became constant to the game. Yes, as a newly launched game, these issues are quite normal. But the infestation had become so bad that some people didn't even manage to try out the game. For example, NPCs are randomly floating in the game or cars are exploding out of nowhere, ragdoll distortions, and many more. The game is so poorly optimized that even a powerful console like PS5 is unable to provide constant 30 FPS (which is also capped at that limit.) Amidst this turmoil, Build a Rocket Boy has acknowledged the situation with MindsEye and says it is 'heartbroken' regarding everything happening around. The company has also promised the fans to be patient as it is planning to release the game's first update between June 13 to June 15 on both PCs and consoles, which is the potential fix for all these persisting issues. Tired of too many ads? go ad free now However, fans don't seem to be pretty patient in this scenario as many of them have already started demanding refunds for their piece. Just like in the case of Cyberpunk 2077, many of those fans have already started getting refunds as well. You can get yours as well. All you need to do is to go to the PlayStation Support and ask about the refund for your MindsEye copy. After verifying some details, PlayStation will refund you back. Read More:

5 mission variety techniques GTA 6 should take from the Hitman series
5 mission variety techniques GTA 6 should take from the Hitman series

Time of India

time10-06-2025

  • Entertainment
  • Time of India

5 mission variety techniques GTA 6 should take from the Hitman series

Image via Rockstar Games The Hitman series has built a cult following not just because of its stealthy gameplay, but because it absolutely nails mission variety. Every assassination feels fresh, challenging, and open-ended. Rockstar could borrow some of these mission design ideas to breathe new life into GTA 6 's story mode. Here are five techniques from Hitman that could make GTA missions unforgettable. 1. Multiple Ways to Complete a Mission In Hitman , there's never just one way to complete a mission. You can poison your target, drop a chandelier on them, or dress as their bodyguard to get close. This 'sandbox assassination' model keeps players experimenting. In GTA 6, imagine a mission where you need to eliminate a drug lord. You could storm the hideout guns blazing, sneak in disguised as a delivery guy, or rig his car to explode. Giving players that freedom could redefine replayability. The NEW Missions in GTA 6 is a HUGE DEAL 2. Disguise Mechanics for Infiltration Disguises are central to Hitman . You can blend in, bypass security, and unlock unique mission paths. It's simple, yet opens up so much gameplay depth. If Rockstar added disguises to GTA 6, missions could feel more immersive. Want to steal from a bank? Dress as a security guard. Need to infiltrate a cartel? Blend in as a party guest. It adds stealth without making the game stealth-only. 3. Environmental Kills Hitman turns the world itself into a weapon with electrified puddles, gas leaks, or collapsing lights. These clever environmental traps reward creativity. GTA missions could go beyond simple shootouts. What if you could cause a crane to collapse on your target at a construction site? Or trigger a car explosion during a rally? Rockstar has the tools—they just need to use them creatively. 4. Branching Outcomes Based on Player Choices Many Hitman missions offer multiple endings based on how you approach them. Kill the target quietly, frame someone else, or even spare them—each choice impacts the story. In GTA 6, missions with branching consequences would add massive replay value. What if sparing an enemy early in the game leads to an alliance later, or betrayal? It's these small decisions that could add emotional weight. GTA 6 NPC ROUTINES LEAKED – Their AI Is Next Level! 5. Dynamic NPC Behavior and Routines In Hitman , NPCs follow strict daily routines, giving you the chance to study patterns and plan accordingly. It makes the world feel alive. If GTA 6 introduces NPC routines, missions could involve tracking targets through their day, hitting them at their most vulnerable moment. It adds realism, tension, and strategic thinking, without forcing linearity. Hitman proves that open-ended mission design keeps players hooked far longer than simple 'drive here, shoot this' objectives. If Rockstar takes notes from IO Interactive and implements even a few of these ideas, GTA 6 could deliver some of the most memorable missions in open-world history.

DOWNLOAD THE APP

Get Started Now: Download the App

Ready to dive into a world of global content with local flavor? Download Daily8 app today from your preferred app store and start exploring.
app-storeplay-store