"007 First Light," Depicting a Young James Bond—Developers Discuss "Bondness" and New Challenges [TGS2025]
Note: the original Japanese article can be found at:
https://www.4gamer.net/games/916/G091663/20250926079/
Editorial Department: Junpoco Photographer: Wataru Nagayama | 2025/09/26 15:00 (UTC)
The long-running and beloved “James Bond 007” series, both in its novel form and film adaptations, continues to captivate fans across generations, with the iconic protagonist James Bond at its heart. Developed by IO Interactive—known for the “Hitman” series—the upcoming title “007 First Light” (available on PC / Nintendo Switch 2 / PS5 / Xbox Series X|S) centers on a young James Bond, offering an entirely original story never seen before.
At this year’s Tokyo Game Show 2025, we conducted an exclusive interview with Martin Emborg, Narrative and Cinematic Director, and Theuns Smit, Senior Licensing Producer, who recently arrived in Japan. They shared insights into how they translated “Bond-ness” into gameplay and what new challenges they’ve taken on to appeal to a fresh generation.
4Gamer:
Hello, it’s a real pleasure to meet you today. I’ve been a fan of 007 since childhood, so being able to talk about “007 First Light” is truly exciting for me.
My first question: When adapting the long-running 007 franchise into a game, what element was absolutely essential?
Martin Emborg:
Undoubtedly, James Bond himself must be at the heart of everything, and accurately portraying him is paramount.
Creating a James Bond game means confronting “Bond-ness”—a concept fans expect to see in every facet: exotic locations, gadgets, and all the classic tropes we’ve carefully included. But above all else, capturing the essence of Bond as a person remains our top priority.
That’s why we chose to focus on young James Bond, dedicating significant effort to portraying his core traits—his heart, charisma, and quick thinking. While older Bond grows colder with age, “First Light” portrays him at the moment he first steps into the shadowy world of espionage—a raw, youthful journey.
Theuns Smit:
From a gameplay perspective, we wanted players to fully experience “Bond-like fantasy.”
Exotic locations, globe-trotting missions—these elements add narrative diversity while expanding the range of gameplay. Players control Bond not only on foot but also driving vehicles, engaging in car chases, and utilizing gadgets from Q Branch’s lab.
Of course, villains and other compelling characters appear too—all staples fans expect. We refused to compromise on any of these classic components.
4Gamer:
Moving on to the story: Did you consciously aim to present a “new Bond” tailored for today’s generation?
Martin Emborg:
Absolutely. The film version of Bond is an aspirational figure—someone who has already experienced everything. But in this game, we meet a younger, more relatable Bond.
Audiences know what kind of man he’ll become—the clothes he wears, the drinks he sips, the cars he drives. But young Bond himself doesn’t yet know his fate.
In other words, players get to witness Bond’s first experiences in this world—and live them through his eyes. From a gameplay standpoint, it makes perfect sense that players journey alongside him through the trials required to earn the 007 designation. It’s not just about playing as Bond—it’s about becoming him.
Theuns Smit:
There’s also an “arc of growth” at play. Bond shares a mentor-protégé relationship with his superior, Greenway—though their dynamic isn’t always smooth. These human touches are key to the story.
As seen in the trailer, players get to experience how Bond matures as a person and evolves into an agent. That’s precisely why portraying “young Bond” was such a valuable opportunity.
Martin Emborg:
And there’s a reverse dynamic too. Bond is famously associated with tuxedos, but young Bond often appears in casual attire—especially during formal events. That contrast adds charm and humor.
4Gamer:
The novels are from 70 years ago, and films come out every few years—so many people may not know much about 007. How did you design the game to appeal to such audiences?
Martin Emborg:
That’s exactly why we chose to tell an “origin story.” It allows newcomers with no prior knowledge of Bond to jump in easily.
At the same time, fans who love books, movies, and games have plenty of details to appreciate—hidden references and Easter eggs woven throughout.
Theuns Smit:
Our goal was to create a “true blockbuster game”, which also presents a unique chance to introduce Bond to new generations.
Players who enjoy action-adventure or story-driven games will find their entry point through this title. At the same time, longtime fans can dive deeper into Bond’s world—encountering familiar faces like Q, Miss Moneypenny, and M. It’s a rich ensemble drama they can truly experience.
Martin Emborg:
For newcomers, it offers a modern, thrilling action-adventure with romance and expansive world-building.
4Gamer:
As a long-standing brand, what was the most challenging aspect when trying to reach new generations?
Martin Emborg:
A tough question (laughs). Ultimately, we believed that if you pour genuine heart into your work, truth will emerge—and that was both our goal and challenge as a team.
Theuns Smit:
From a gameplay standpoint, for 25 years we’ve been making “agent fantasy” games. But Bond isn’t a chaotic agent—he’s an MI6 operative with rules. That means how players approach enemies must differ from previous titles—and we had to carefully translate that into gameplay mechanics.
For example, we implemented a “shoot only after being shot at” system—akin to the “License to Kill” rule—which allows stealth, gadgets, and charm-based escapes. We balanced this so that when situations escalate, the “License to Kill” triggers naturally.
4Gamer:
Elements like “License to Kill,” which longtime fans will instantly recognize as quintessential Bond—how did you incorporate those?
Martin Emborg:
They’re present throughout the game. I’ve been a Bond fan since age seven, and the entire team poured our love into every detail.
A simple example: we recreated the cheek scar from the original novels in the game. New players might miss it—but fans will instantly recognize this thoughtful touch.
Theuns Smit:
We also include subtle homages and little jokes throughout the journey. For instance, a scene where Bond places his hat pays homage to the iconic “hat toss” from the films—small moments of playful creativity scattered across the game.
Martin Emborg:
Patrick Gibson, who portrays Bond, and I discussed extensively how young Bond moves, refining gestures, posture, and mannerisms. We wanted him to look refined even in youth—a quality reflected throughout the entire game.
4Gamer:
As you worked on the game, did your deeper understanding of Bond reveal any new insights into his charm or why fans are drawn to him?
Martin Emborg:
Through developing the character, I truly learned what “Bond-ness” really means. One key realization: he’s both an anti-hero and a hero—and that duality is central.
Theuns Smit:
From a gameplay perspective, I focused on the element of “bluffing.”
Bond is charismatic and resourceful under pressure. There was one moment during playtesting where he successfully talked his way out of suspicion—an instant “That’s Bond!” feeling (laughs). We’ve embedded that hidden charm into the game.
4Gamer:
Finally, any message for Japanese gamers, and what do you most want players to feel?
Martin Emborg:
Above all, “players are in control.” The ability to use environment, gadgets, charm, and wit to escape tough situations—this experience has never existed before in a Bond game.
Players will constantly communicate with Moneypenny, truly feeling the joy of living as Bond.
Theuns Smit:
I’m especially excited about two aspects. First: the cast. We poured immense care into performance capture and voice acting to bring each character vividly to life.
Second: players can experience “Bond’s world” firsthand. Walking through Q Branch’s lab—something only glimpsed in films—the choices you make shape your immersion.
Martin Emborg:
There are also sandbox-style puzzles, social elements, thrilling action sequences, and intense car chases—all combined into a truly large-scale Bond experience. That’s what we want players to feel: the full scope of being James Bond.
4Gamer:
As both a gamer and a longtime 007 fan, my excitement has only grown. I’m eagerly looking forward to the March 27, 2026 release.
Thank you so much for your time today.
Lastly, a miniature Aston Martin DB5—Bond’s legendary car—is shown alongside Image Gallery No.011 thumbnail: “007 First Light” depicts young James Bond—developers discuss “Bond-ness” and new challenges [TGS2025]