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Dying Light: The Beast gets a release date bump so short you'll wonder why they bothered
Game Updates

Dying Light: The Beast gets a release date bump so short you’ll wonder why they bothered

by admin September 14, 2025



Whenever there is word of a video game’s release date being changed, it’s hardly ever surprising because nine times out of ten, it’s because it has been delayed. That’s just the way things are these days, no one can have the luxury of Team Cherry, who took so long making Silksong just because they were having fun. However, in this case, the release date shifting news is actually a positive one, as Dying Light: The Beast will be launching just that little bit earlier.


By little bit, I truly do mean only a tiny amount. The game was originally slated for release on September 19th, and now it’s coming out… September 18th! I do genuinely wonder how such a miniscule change will make any difference to Techland’s bottom line, but I’m no accountant, or, I don’t know, money line go up predictor, whatever that particular job might be called.


In a press release, Dying Light franchise director Tymon Smektała said that because they know the game is ready, they wanted to “do something special for our players,” so they pushed themselves to “make the impossible possible,” which translates to one day less that everyone has to wait for it. Feels like a slightly hyperbolic way to present such a tiny release date bump, but I suppose it is always nice to see this as opposed to yet another delay.


Also, as another form of thanks to those who have or will pre-order the game, some kind of “exclusive new reward” will be in store for them. Can’t tell you what that is, not because it’s a secret, but because proper details will be coming during launch week, i.e. next week.


Our own Edwin got to have a little jaunt through the upcoming open world game earlier this year which he described as “on the whole, quite jolly.”



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September 14, 2025 0 comments
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Dying Light: The Beast screenshot
Product Reviews

Dying Light: The Beast’s release date has been moved forward by one whole day

by admin September 14, 2025



A couple of months ago, Techland pushed back the release of first-person zombie kicker Dying Light: The Beast by four weeks “to allow for extra polishing work”. I guess that work took less time than they expected, but only slightly less time. After moving the launch back to September 19, it’s now been moved forward again. To September 18.

“Seeing the excitement from our community for the return of Kyle Crane in Dying Light: The Beast,” said franchise director Tymon Smektała, “and knowing the game is ready, we wanted to do something special for our players. We pushed ourselves to make the impossible possible, and that’s why we’re releasing the game a little earlier. I can’t wait to see players’ reactions when they finally step into the world of The Beast.”

More than a million players have pre-ordered Dying Light: The Beast, and Techland is eager to keep them happy. They and anyone else who pre-orders has been promised “an exclusive new reward”, though what that reward is they haven’t said. It’ll apparently be revealed during launch week.


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Our own FPS expert Morgan Park got to play an hour-long demo of The Beast and came away impressed by its size. Though it started life as an expansion for Dying Light 2, and will still be free for anyone who forked out for Dying Light 2: Ultimate Edition, it’s apparently closer to a full new entry in the Dying Light series.

“The Beast is a much larger game than I assumed it’d be based on its non-numbered subtitle”, Morgan said. “It has a completely new map, characters, and story—Smektała said his last playthrough was around 37 hours with the main story and sidequests considered. It’s not a standalone expansion, it’s the next Dying Light game.”

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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September 14, 2025 0 comments
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Big Long Bets Flash Yellow Light
NFT Gaming

Big Long Bets Flash Yellow Light

by admin September 13, 2025



Traders are using leverage in an attempt to lift bitcoin BTC$115,749.65 back to record highs, creating a high-risk environment that could result in a derivatives unwind to the downside if price begins to shift the other way.

Market analyst Skew warned one trader intent on opening a nine-figure long position to “maybe wait for spot to carry the buying so it doesn’t create toxic flows.”

Bears are also adding leverage, with a separate trader currently dealing with a $7.5 million unrealized loss after shorting BTC to the tune of $234 million with an entry at $111,386. That trader added $10 million worth of stablecoins to maintain their position, with the liquidation currently standing at $121,510.

But the major liquidation risk is present to the downside, with data from The Kingfisher showing a large pocket of derivatives will be liquidated between $113,300 and $114,500, which could potentially prompt a liquidation cascade back to the $110,000 level of support.

“This chart shows where traders are over-leveraged,” wrote The Kingfisher. “It’s a pain map. Price tends to get sucked into those zones to clear out positions. Use this data so you don’t end up on the wrong side of a big move.”

Bitcoin is currently trading quietly around $115,000 having entered a period of low volatility, failing to break out of its current range for more than two months.



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September 13, 2025 0 comments
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Cyberpunk 2077's latest patch disengages autodrive's sticky handbrake and gives it a pass to run every red light
Game Updates

Cyberpunk 2077’s latest patch disengages autodrive’s sticky handbrake and gives it a pass to run every red light

by admin September 11, 2025


CD Projekt have rolled out a fresh Cyberpunk 2077 patch with fixes and tweaks for some of update 2.3’s additions. The most noteworthy is what sounds like a pretty hefty revamp of how the autodrive function goes about conveying your ride from A to B.

If you missed it arriving back in July, update 2.3 was the final set of new stuff CD Projekt plan to add to the first Cyberpunk, a game they’ve been physically unable to stop themselves from delving back into over the past couple of years, despite Cyberpunk 2 having been in the works for a little while now. To be fair, most of its contents were vehicle and photo mode-related, with the autodrive function and similar Delamain taxi system heaflining alongside some new rides.

As you might guess from this patch 2.31’s notes, autodrive’s a feature that’s come with a few kinks for anyone who’s tried it. I’ve been able to rely pretty well on it to get me where I want to go in the on-and-off Cyberpunk playthrough I’ve had going for about a month now, but it has suffered from constantly jamming the brakes on in a very jarring fashion, as well as occasionally getting stuck or rear ending some poor fellow in a tiny Makigai MaiMai.

The devs have clearly been at work on those hangups, writing that as of this patch: “When driving to a selected point, the vehicle now drives smoothly, overtakes blocking vehicles, and no longer stops at traffic lights. Free Roam mode has also been upgraded to follow traffic rules and navigate the city more reliably.” Sounds great, assuming other traffic have been se to automatically give way at junctions, otherwise there’ll be a rise in Kiroshi dashcam footage of Thortons being t-boned in the near future.

Patch 2.31 for Cyberpunk 2077 is being rolled out on PC, PlayStation 5, Xbox Series X|S, Mac and Nintendo Switch 2!

This update includes an AutoDrive upgrade and Photo Mode adjustments. It also addresses common issues encountered by players. For details, check the full list of… pic.twitter.com/Jdpx1DI4V5

— Cyberpunk 2077 (@CyberpunkGame) September 11, 2025

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Aside from that, there are some fixes for the quests surrounding update 2.3 vehicles like the Semimaru and Muramasa, as well as on that saw Johnny Silverhand always spawn in the passenger seat when using the Delamain Cabs. He’s always been in back for me, so I must have gotten lucky.

Moving to photo mode, CD Projekt have made “most” of the character poses added update 2.3 work with folks of any gender and disabled NPC collision in the mode. That collision removal’s in an effort to “make it easier to position NPCs on top of other objects with collision”, such as perching Rogue or Kerry on the bonnet of your car.

The last couple of bits I’ll highlight are PC-specific fixes. One’s for “an issue where NVIDIA Reflex could be disabled while DLSS Frame Generation was enabled, causing the screen to turn pink”, which is an equally hilarious and horrifying hardware happening. The second’s for path tracing not activating properly in “certain scenarios”.

Obviously, patches are the enemy of load orders, so it’s worth checking or waiting for mod updates if you don’t fancy disabling the likes of this story-driven rent system if you’ve got them installed. Don’t want the landlord selfies being borked next time you chip in, you know?





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September 11, 2025 0 comments
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007 First Light PC Gamer magazine
Gaming Gear

PC Gamer magazine’s new issue is on sale now: 007 First Light

by admin September 11, 2025



This month PC Gamer gets world-exclusive access to 007 First Light, IO Interactive’s exciting new James Bond game. From the company behind the Hitman series, this third-person action-adventure game places gamers in the shoes of a young James Bond before he has earned his 00 status, with the agent needing to go on a globe-trotting adventure to fulfil his mission. And, from what we’ve seen so far, First Light is shaping up to be the first game in well over a decade that delivers the genuine James Bond dream of being a suave, slick-talking and fast-shooting super spy. First Light seems to be coming with a licence to thrill!

(Image credit: Future)

Our features in this issue don’t stop there, though, as we’ve also got two other great long reads. First, we have a deep-dive into Raw Fury, the publishing house that is now famous for its exceptional indie catalogue of games. To get the inside scoop on Raw Fury’s approach to the gaming industry, discover the secret of its success, and find out what hot indie new games it has coming down the line, PC Gamer speaks directly to the publisher’s CEO Pim Holfve, as well as the firm’s beloved dog, Ponyo.

(Image credit: Future)

(Image credit: Future)

Then, secondly, PC Gamer delivers the ultimate one-stop shop of need-to-know information on Phantom Blade Zero, the awesome new wuxia action role-playing game developed and published by Chinese game maker S-GAME. For this, PC Gamer travels to China, goes inside S-GAME’s development studio, and speaks directly to the game’s director, Qiwei ‘Soulframe’ Liang, about his vision and why Phantom Blade Zero is definitely not a Soulslike. This is one to watch, that’s for sure.


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(Image credit: Future)

Next, in terms of previews, we go hands-on with the suitably epic new action-RPG, Titan Quest II, get shrunk down to miniature size to deliver our early verdict on survival-crafting game Grounded 2, as well as go hands-on with Aether & Iron, Killer Inn, He Is Coming, Marvel Cosmic Invasion, The Ratline, Formula Legends, A Pretty Broken Adventure, Exekiller, and Riftstorm.

(Image credit: Future)

Meanwhile, in terms of reviews, the PC Gamer scoring machine delivers verdicts on the Unreal Engine 5-powered Metal Gear Solid Delta: Snake Eater, as well as Destiny 2: The Edge of Fate, Ninja Gaiden: Ragebound, Mafia: The Old Country, and Heretic + Hexen, among others.

(Image credit: Future)

(Image credit: Future)

All that plus a big group test of the best PCIe 5.0 SSDs on the market today, a reinstall of the now ancient hidden PC-exclusive gem, Drakan: Order of the Flame, a shenanigans-filled commencement of our new diary following the misadventures of Crispin the Preposterous, Oblivion Remastered foremost illusionist, an exploration of the truly excellent Smash Remix mod for Super Smash Bros., a deep dive into why The Elder Scrolls III: Morrowind’s town of Balmora is such an iconic location in fantasy RPGs, a tips and tricks guide to surviving being eaten by giant bugs in Grounded 2, a look at Final Fantasy XIV’s patch 7.25 update, a fresh dispatch from The Spy, a dramatic end to the PCG Investigator, Dick Ray-Tracing, and much more too. Enjoy the issue!

Our exclusive subscriber’s cover. (Image credit: Future)

Issue 414 is on shelves now and available on all your digital devices from the App Store and Zinio. You can also order directly from Magazines Direct or purchase a subscription to save yourself some cash, receive monthly deliveries, and get incredibly stylish subscriber-only covers.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Enjoy the issue!



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September 11, 2025 0 comments
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Developer IO Interactive on why Bond needs to "earn" his iconic theme music in 007: First Light
Game Reviews

Developer IO Interactive on why Bond needs to “earn” his iconic theme music in 007: First Light

by admin September 8, 2025


Getting your hands on an iconic and beloved entertainment property is surely a blessing and a curse. On one hand, you get the opportunity to mine the history of the franchise and its stories for your own gain, and get to leverage the interest of a dedicated congregation of existing fans. On the other hand… there’s a lot of expectation. People know this franchise. They know this character like a friend. They know how they want it.

This challenge isn’t just present in gameplay and the casting of Bond, but everywhere around the edges. There’s a ‘Bondian’ energy that absolutely must run through this game like lettering through a stick of seaside rock – and one of the departments most under the gun is surely IO Interactive’s audio department, who have to make sure gadgets and guns sound right but also manage one of the most iconic aspects of a 007 adventure: the soundtrack.


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“60 years of Bond, there’s a lot of sonic iconography,” admits Dominic Vega, the audio and missions director on 007: First Light. We’re chatting briefly as part of an overarching tour of IO Interactive’s Copenhagen headquarters where I got to see a chunk of Bond’s latest adventure and chat to some of the developers bringing it to life. Much as with the rest of the game, the musical challenge is summarized in its fresh-faced, young version of MI6’s most famous agent. This is a young Bond, and he isn’t yet fully-formed as the super-spy we know. At the same time, an expectation is there: fans want to hear certain sounds and themes.

Or, to put it another way, this Bond has to “earn his themes,” Vega says. “Throughout the campaign he grows, and he’s earning his number – and he’s earning his themes.”

The result is a soundtrack and audio landscape with ambition, and in turn quite unlike anything that IO Interactive has produced before. The moody rumble of Hitman wouldn’t be appropriate here, and nor would the atmospheric face-slap of Kane & Lynch 2’s score. Something different is required – and on top of all that, the studio wants to create a soundtrack that is distinctly Bond but also differentiated from the audio signature of the cinematic Bonds.

For that task Vega’s team has turned to the British composer duo of Joe Henson and Alexis Smith – aka The Flight. This duo has quite a list of credits to their name, including a range of big-name game soundtracks. Specifically, you’ve probably heard their work in Horizon Zero Dawn and Forbidden West, Alien Isolation, and Assassin’s Creed Shadows and Odyssey.

“They’re a really great composer duo with some amazing credits and some amazing music,” says Vega. “They’re a perfect blend of the sort of orchestral mastery that is required for Bond while contributing something modern, something that players I think will attach on to as a fantastic foot forward for the 007 franchise.

“Their sound is somewhere between the orchestra and the synthetics, and so I think they signify as a group and a duo what we’re looking for in bringing a younger Bond who is discovering this world of MI6, this world of spycraft, espionage, and intrigue – and bringing all that to life.”

Audio is as important to Bond as visual. | Image credit: IO Interactive / MGM

Across a few demos, one certainly gets the idea of the gamut of potential soundtrack options. Car chases and gun fights are an example of when First Light takes on a more linear nature, bringing with it a score that is more cinematic by design. In open-ended areas, however, the game needs to be ready to react; its score needs to morph and shape itself to game design that is open-ended enough that you might transition from schmoozing at a party to a brutal hand-to-hand combat scenario in seconds.

That’s a challenge not just for The Flight as composers, but also for the technical team at IO Interactive building the game. Dynamic music is now the norm in games, but the nature of the Bond franchise and its strong melodic identity means its dynamic music arguably needs to be more carefully stitched together, as Vega explains.

“The game is a lot about creative choice, and taking on opportunities in whatever way the player sees fit – and the music should cater to that perfectly, the audio director notes.

“Melody is incredibly hard to get right inside of games because of the interactivity of games, and in First Light we’ve insisted on completing our musical ideas. No matter if the player goes from combat to still really quickly, we need to get that musical motif to close. It’s really hard. And on a spreadsheet it doesn’t look great,” he adds, laughing. “But we find it’s really important.”

This ties into a lot of work done elsewhere to take IO’s technology as part of its Glacier engine and make it conform to the shape required for a Bond game.

“Typical combat music and design wasn’t going to cut it for us,” Vega says. “Music in the Bond universe is angular. It’s mixed meter. It’s off-time. It has space, it has oxygen. It has room for dialogue, and room for impact. We want to embrace that. We’ve refactored a lot of our technology to make sure that not only is it about the melodies, the motifs, and the feeling of being Bond – it’s also about how we assemble that for the player.”

You can expect as much nuance in the music as you’d get in a cinematic Bond effort. | Image credit: IO Interactive / MGM

Fans can expect plenty of classic Bond theme moments reflected in what Vega gleefully calls ‘needle drop’ moments – but the team has also been careful not to overdo it. There’s plenty of original themes, and within that philosophy of Bond ‘earning’ his iconic themes, it’ll only be when he really deserves it that one of John Barry’s most beloved melodies will cut through. The soundscape will also reflect Bond’s globetrotting – you’ll hear in-universe music appropriate to wherever he finds himself, including licensed tracks. Dialogue will also reflect where you are in terms of the use of language and the accents you’ll hear.

There are elements of the Bond sound that are indelible, however. The franchise has its roots in 1963’s film scoring, and in the big band swing vibes of Monty Norman’s seminal ‘James Bond Theme’, which in turn gave the legendary John Barry the template from which he created a truly unforgettable sound. That sound has to be present, Vega says, for both old fans and newcomers alike.

“We’re really proud of where we’ve taken it, but it’s something that… all roads point to Bond, to that iconic sound.

“We have an orchestral sound to our game, but this is a young Bond. This is a Bond that we’re trying to find the orchestra through the soundtrack. We want to be a Bond for a new gaming generation, and we want to present a fresh sound while never forgetting that this is a classic IP that the fans of Bond should feel really satisfied and welcomed in, but also that the new players can be introduced to this sonic iconography that kind of coincides with the the character’s experience.”

There’s an electronic element to the soundtrack that reflects the present day, but there’s a strong belief from Vega that the Bond experience isn’t one that’s synthesized – and the soundtrack needs to represent that.

Music affects the overall mood. | Image credit: IO Interactive / MGM

“We’re proud to present a musical genre that is increasingly disappearing from media,” he asserts. “I think that’s something that we take really seriously. I think six French Horns in a hall sounds amazing, and I want to make sure that players have that.

“Some of the best soundtracks I can think of, and if I was to ask a room of hardcore gamers what is your best soundtrack… almost all of them were from composers and people who wanted to show the audience music that is music, right?”

“But then lastly – gamers deserve to hear a swing band. I think a big brass group is awesome, it’s not something you hear every day, and I think when you’re playing Bond, you want it.”

It’s an ambitious musical project – which only makes sense for any composer following in the footsteps of the likes of John Barry and David Arnold, among others. But in all this music talk, there is one other Bond staple missing: what about a theme song? That question provokes the classic ‘not yet’ reaction. You can imagine it, I’m sure. PRs stiffen, and a bit of an awkward shuffle ripples through the room.

“We have some great music announcements to make along the road,” Vega tactfully offers. “We are obviously going for the complete Bond experience.”

This preview is based on a visit to IO Interactive’s HQ in Copenhagen. IOI provided travel and accommodation. I wrote this while listening to this excellent mixtape, for what it’s worth.



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September 8, 2025 0 comments
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Windows Galaxy Brain
Gaming Gear

Upcoming PowerToys utility will finally let you set light and dark mode to cycle on a schedule in Windows 11

by admin September 4, 2025



I swear, sometimes the only thing that actually wakes me up in the morning—besides enough caffeine to kill a small horse—is the retina searing brightness of a rogue default theme, usually from that one app I keep meaning to switch to dark mode. Now an upcoming PowerToys utility means I won’t be jumpscared with a bright white blast to my eyeballs right before bed time.

For those unfamiliar, PowerToys is a Windows utility for those never content with a system default. Tucked away into the accompanying blog post for the PowerToys 0.94 update (via Windows Latest) is news of a feature in the works that will “automatically switch between light and dark mode based on your schedule.”

At present in Windows 11, you can select dark mode by ducking into settings, then looking under personalisation, and then colours. You can also pick a muted ‘accent’ colour to highlight certain features of the Windows UI—such as sliders and hyperlink text—without harshing the more sedate vibes of dark mode.


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The rest of the recent 0.94 update focuses on quality of life updates, such as adding a search box into the PowerToys settings menu, plus a new gliding cursor mode that offers a little extra support for users who otherwise struggle to make rapid mouse movements and clicks precisely. Keyboard shortcuts also enjoy a tweak; rather than hitting a hotkey and being surprised when multiple things result from the same input, PowerToys now has a new tile that warns you of keyboard shortcut conflicts and also allows you to quickly reassign any doubled-up key combinations.

You can’t currently set your theming to change throughout the day in Windows 11, though that functionality is there for the Night light feature designed to reduce blue light intensity as ambient light levels drop. The PowerTools v0.95 update offering that feature should go live in October. As users have frequently requested this feature in the past (not to mention the fact a similar feature can already be found in macOS), there’s a good chance that the power users won’t be allowed to keep theme scheduling all to themselves forever.

And once we get themes that change based on the time of day, whose to say themes that change based on your location is out of the question either? Just think—dark mode for when you’re reading fanfic about your favourite blorbo at home, and then the normcore glow of day mode for when you’re in the office…though I’m not sure a shifting theme is what I’d personally consider a good enough reason to give up my location data.

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Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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September 4, 2025 0 comments
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Bond First light
Game Reviews

First Light Arrives March 2026 With $300 Golden Gun Edition

by admin September 4, 2025


007: First Light, the next game from the development studio behind Hitman, is launching on PlayStation 5, Xbox Series X/S, Switch 2, and PC in March 2026, as revealed during Sony’s latest State of Play.

On September 3, as previously announced, Sony and IO Interactive showed off over 30 minutes of 007: First Light, giving us our first real look at gameplay following some teasers and trailers. And at the end of the showcase—which featured Bond sneaking around, killing people, driving various vehicles, and causing mayhem—IOI revealed that First Light is launching on March 27, 2026 on all platforms.

Here’s a new gameplay trailer of Bond in action:

Of course, because in the year 2025, all games must have expensive pre-order versions and early access bonuses, if you pre-order any version of the game digitally, you get to play 24 hours “early.” What is more shocking is the $300 special collector’s edition of 007: First Light. This pricey package includes a physical copy of the game, some digital goodies, and a replica Golden Gun, as well as gold bullets and a stand to display them with. Seems a bit odd to include such a classic Bond prop in a game that, seemingly, has nothing to do with that era of the franchise, but hey, what do I know?

First announced back in 2020, 007: First Light is the long-awaited next game from IO Interactive, and it tells the tale of a younger James Bond as he completes some of his first missions. It’s been a long five-year wait for fans of Hitman who are hoping that First Light will play a lot like Agent 47’s franchise. In today’s State of Play reveal, it did indeed seem like this is very much a Hitman-style game, with multiple options for infiltrating areas and a big focus on stealth and problem-solving. However, the gameplay in the presentation also had moments that were marred by some nasty performance dips and a lot of motion blur. Hopefully, 007: First Light looks better and runs well when it arrives on Switch 2, PS5, Xbox Series X/S, and PC on March 27, 2026.



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September 4, 2025 0 comments
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007: First Light gets a March 2026 release date and a $300 collector's edition
Game Updates

007: First Light gets a March 2026 release date and a $300 collector’s edition

by admin September 3, 2025



As part of Sony’s big Bond-themed PlayStation State of Play, developer IO Interactive has revealed 007: First Light will launch for PlayStation 5, Xbox Series X/S, Switch 2, and PC on 27th March next year. Additionally, the studio has unveiled a collector’s edition with a price tag likely to leave you at least slightly shaken if not completely stirred.


007: First Light was announced all the way back in 2021, under the name Project 007, but it wasn’t until earlier this year that IO began discussing the game in earnest. The gist is that First Light serves as an origin story for IO’s Bond – part of what’s hoped to be a trilogy – charting the iconic spy’s early days as a “young, resourceful, and sometimes reckless new recruit”. It’s promising stealthy espionage, daredevil action set-pieces, cool spy gadgets, and seemingly everything else you might expect from a Bond game.


IO showed off some of that in more detail during Sony’s latest PlayStation State of Play showcase, and you can read more about 007: First Light’s gameplay fundamentals elsewhere on Eurogamer. But perhaps the biggest news of the evening was a confirmed release date. We already knew it was coming next year, but IO has now firmed that up into a 27th March launch. Additionally, it’s also announced a bunch of different editions as pre-orders get underway.

007: First Light gameplay reveal.Watch on YouTube


Anyone that pre-orders 007: First Light’s £59.99/€69.99/$69.99 USD Standard digital edition – which can be purchased for PS5, Xbox Series X/S, Switch 2, and PC (via Steam and the Epic Games Store) – will be upgraded to the Deluxe Edition at no extra cost. This gets you the game itself, 24 hours of early access, and a Deluxe Upgrade cosmetics bundle featuring four exclusive outfit skins, one new weapon skin, and the Gleaming pack. After launch, the Deluxe Edition will cost £69.99/€79.99/$79.99 USD.


There’s also a physical release – known as the Specialist edition – featuring all the above plus the Classic Tuxedo Skin, for PS5, Xbox Series X/S, Switch 2, and PC. And for the big spenders out there, IO is releasing a limited edition Legacy variant. This physical-only release for PS5, Xbox Series X/S, and PC costs a not-insignificant £259.99/€299.99/$299.99 USD and includes everything featured in other editions, plus a couple of exclusive weapon and outfit skins, a Golden Gun figurine with a stand and secret compartment, a certificate of authenticity, and a magnetic steel case. Oh, and a great big box.


Whether IO Interactive can pull off its ambitious Bond origin story remains to be seen, but Eurogamer’s Alex Donaldson previously opined that signs are good. “In one trailer, [the Hitman studio] has totally proven it ‘gets’ Bond,” he wrote, “and it’s all about the salivating consumerism.”

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 3, 2025 0 comments
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007: First Light is so much more than Hitman - with its 'breathing' structure, it looks like the ultimate composite video game
Game Reviews

007: First Light is so much more than Hitman – with its ‘breathing’ structure, it looks like the ultimate composite video game

by admin September 3, 2025


When IO Interactive first announced it was uptaking work on what was then known as ‘Project 007’, the internet collectively cheered. There was one practically unanimous reaction: this is a match made in heaven.

I agree – it really is. Except it isn’t. Except it is. Such is the strange, fluid nature of the Bond franchise. In some ways it lines up perfectly with Hitman’s sublime espionage and seductively beautiful-yet-nihilistic ‘World of Assassination’. And yet Agent 007 is a totally different sort of character to Agent 47. The way Hitman feels in your hands is so specific, and in my opinion no matter how perfect a fit IOI was in other ways, I was nervous about that being replicated for Bond.

So I always felt that IO’s take on Bond would live or die by the studio’s ability to turn that difference into a strength rather than a weakness. After seeing a chunk of hands-off 007: First Light gameplay at IO Interactive’s Copenhagen headquarters, I’m convinced that the mad lads have done it. Mission accomplished. The best of Hitman is carried through – but without compromising the key pillars required for Bond to be Bond.

Image credit: IO Interactive / MGM

Central to this is Bond himself. Casting plays a role in this, with the announcement of Patrick Gibson as gaming’s official 007 a crucial piece of the picture – but much of it is mechanical. Agent 47 moves deliberately and with a stiff, almost mechanical nature. He’s literally a programmed contract killer, and so it makes sense that he is a little robotic. This also lines up well with Hitman’s mechanics, where that highly telegraphed movement plays into making sure everything is clear – if an action is safe to perform, if you’re in sight or stealth, and so on. But that isn’t Bond.

007 is impulsive, fluid. He needs to move not with stiff deliberation, but with a silky instinct. IO has addressed this in the core movement – Bond is much slicker than 47 even doing something as simple as picking up an item off a table – but also in mechanics. If you’re stealthing, when spotted 47’s only option is to get violent or leg it. As Bond, if you’ve enough Instinct, a limited resource, you can vocally bluff your way out of a situation. Bond can’t toss coins, but he can confidently throw his voice to attract a guard. If he runs out of ammo in a gunfight, a last-ditch thing he can do is throw his gun at the head of his would-be assailant. If the situation is hectic and he needs to pick up a rifle on the ground, he’ll stylishly kickflip it into his hands.

There’s quite a lot mechanically going on here, and that’s because in many ways First Light feels like what I’m going to call a composite game – a great big mingling of mechanics, ideas, and systems. When IO Interactive co-founder and First Light director Hakan Abrak explains the game, one gets a sense of how these mechanics get divided up, creating a game that is less structurally fluid than Hitman’s wide-open Rube Goldberg machine environments, but no less flowing.


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Deep Breath

“It breathes,” says Abrak of First Light.

That two word explanation is evocative enough alone, I think, without quoting his fuller explanation. Picture your midriff as you breathe. You inhale, and your body tightens. I subconsciously do this when a photo is taken, to look slimmer. When First Light inhales, it mechanically narrows.

You might be in an exposition-heavy walk-and-talk, Moneypenny in Bond’s ear as a beautiful environment unfolds before you. You might be in a narrow, prescribed gunfight where you can choose if you want to be a little bit left or right, high or low, but ultimately you’re in that gunfight. It might also be an extremely tightly-scripted stealth sequence. Internally, IO Interactive refers to these sections – the ‘inhale’ – as ‘guided’. Here First Light indeed begins to resemble many action-adventure jaunts I’ve played before, from Uncharted right back to some older Bond games like EA’s Everything or Nothing.

Now imagine the exhale. Everything slackens, the muscles relax, and if you’re anything like me, you’re a little more comfortable in your skin. IO Interactive calls these bits of Bond ‘core’, and it’s here where the Hitman heritage proudly flexes. You’re placed into open situations with an objective, but how you accomplish it is up to you.

Some of these areas might be vanishingly small compared to a Hitman level. In the publicly-available early-game mission shown in the State of Play, we see Bond arrive at a beautiful building home to some lavish gathering of the great and the good. He needs to get inside. The entrance to the building is itself a mini Hitman level. There’s a few different options for how to gain entry, but how exactly you approach that situation is up to you. Once inside, the game inhales again, directing you along a stricter path to keep the story moving.

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Even in this small example the differences and similarities to Hitman are laid bare. Bond is a little more constrained than 47. Bond isn’t going to injure civilian security guards for no reason, for instance. Bond also isn’t going to do crazy, stupid things. Walk close to a ledge that can be vaulted to reach an open window while a guard is watching, for instance, and the game straight up won’t let you do it. The ‘vault’ UI element appears, but is carefully crossed out. In Hitman, you could press the button and let all hell break loose as the guards go into overdrive. Indeed, Hitman is the sort of game where an accidental input – a shot fired by mistake, a door opened by a miscue – can ruin your run, by design. For Bond, everything is a little more contained. You can vault that wall – but you’ll need to create a distraction first.

The same is true for killing. In what I think is a tremendously clever use of the Bond iconography, you can’t just open fire willy-nilly. When Bond is in a situation where enemies are clearly out to kill him, a flashy UI element unfolds on screen declaring: [LICENSE TO KILL]. At this point, Bond is weapons-free. This is a key differentiator from Hitman, too – in a grand party, you can’t just get an assault rifle and spray the room – that isn’t how he does things.

There’s still an immense room for creativity, however – it’s just a different kind of creativity with less potential for unwarranted collateral. Say you need to get into a hidden area – Bond isn’t donning disguises (at least, not like 47 – there will be story-specific dress-up here and there), so you need alternatives. In some ways this is familiar to Hitman – in a mirroring of that game’s Paris, you might choose to pose as a member of a camera crew. For that you’ll need to socially charm the presenter with dialogue options to convince her you are indeed her replacement camera operator, and you’ll also need to track down a camera in the venue to use – which can be done in one of at least three ways. To even learn of this opportunity you’ll need to catch ambient dialogue, overhearing while circling the area that a TV producer is missing their cameraman. Alternatively, you could just sneak in – or you could pickpocket a pass from another guest, if you’re slick enough. On and on it goes, the game state shifting depending on your objectives and the path you take to them.

Image credit: IO Interactive / MGM

All of this suggests a game that is segueing from state to state. If you alert enemies in stealth but then quickly take out all of those alerted, a UI element will confirm that it’s [SITUATION CONTROLLED] – again a subtle difference to Hitman, where such situations could snowball easily and it sometimes was even not instantly clear if you were safe or not. Some of that Hitman paranoia and panic appears to be gone – but it’s replaced with swagger, because that’s who Bond is. That signalling is also there to tell you that you’ve seamlessly moved from one game state to another, in a sense.

In terms of controlling such situations, Bond has more flashy options than 47. He’s got a range of Q gadgets to distract – smoke bombs, knock-out darts, and so on. He can use his pure brass neck to convince a suspicious guard he’s meant to be there (though Hitman’s ‘enforcer’ style guards are back, and always see through Bond’s bluff). If things resolve to combat without that license to kill being activated, it’s fisticuffs in a tactile and frenetic combat system that’s full of using enemies’ momentum against them – flinging them this way and that, countering, parrying – it animates with enormously satisfying physicality and has shades of things like Batman Arkham and Mad Max. It’s a far cry from 47’s QTE-driven, over-in-seconds hand-to-hand.

Do you see the composite forming? Hitman’s stealth and open endedness in places, yes. But then there’s that counter-heavy combat, Uncharted-style spectacle, and tight-but-scrappy looking third-person shooting. Oh, and drifty, arcade-looking driving. Even in those segments that resemble Hitman, it differs: Bond can chat to people more, and there’s dialogue options and branching conversations where you can talk your way through situations with 007’s famous charm rather than have to sneak or subvert.

Going 360

I do hate marketing bluster. But occasionally some piece of phrasing cuts through – and for Bond, IOI has a term that is buzzier than a watch with a built-in circular saw. “We want to make a 360-degree Bond experience,” Abrak says in just one of many instances when I hear that geometry-based phrase. Yes, it’s marketing nonsense – but it does speak to a truth about James Bond.

In GoldenEye 007, Bond is basically the Doom Guy. There’s the odd gadget or bit of hacking here or there – but he’s mowing down wave after wave of soviet soldiers or terrorists. By Everything or Nothing, the developers had folded in things like car chases and maybe even the occasional spying sequence – but it was more or less all-action. IO wants to take a more holistic view of the character, and look at Bond from all angles rather than just action – thus 360-degree.

Image credit: IO Interactive / MGM

What is Bond? He’s charming, he’s creative. IOI wants its game to reflect all of that, which is why you’re as likely to find yourself in a ‘social space’ as in a linear shootout. Equally, those social spaces take a different form to Hitman – more constrained in some ways, but more open in others, such as with his ability to talk to key NPCs. Much of this is stuff that 47 would never do to this extent, if at all – and so I’m wary to describe this game as simply ‘Hitman with more action’, and am more wary still of anyone who might dilute it down to that. It’s more.

There’s another buzzy phrase I rather enjoyed on this studio visit – and this was one that felt less like a planned marketing term and more a quirk of phrase (and more something actively used in the studio). I heard people from all major branches of production – narrative, gameplay, audio – describe the desire to “put it on the sticks” – where “it” is the sensation of being Bond. Bond is one of the coolest characters in all of media – and so of course IOI’s desire is that players be in control of him when he’s performing his most impressive feats.

I’m all for this, though in something like this the proof of the pudding is in the eating. The grandest remaining hurdle that Agent 007 needs to pass is: to be playable. All of this is IOI talking the talk, showing us stuff that looks fabulous. Certainly, World of Assassination suggests it can walk the walk, too. But I hear the mantra that this satisfying action is ‘on the sticks’ and it gnaws at me that… I haven’t touched said sticks.

I’ve been doing this job for long enough to know that shooting can look slick and scrappy in video but then feel awful in practice – you need to feel it. The flow of a ‘social space’ can look great in a slickly-edited video but feel weird in-game. All of this remains to be tested. I need to, as IO reps put it, get ‘on the sticks’. But if IO Interactive’s walk channels Bond’s smirking swagger and is as strong as their talk, I could see this being an all-timer. As a Bond fan, I’m keeping everything crossed – and am more optimistic than ever.

This preview is based on a visit to IO Interactive’s HQ in Copenhagen. IOI provided travel and accommodation.



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September 3, 2025 0 comments
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