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Anyone got it installed in VMWare 8 yet? I get this error (and yes I didn't forget to check the Intel-VT/AMD-V option):

I have it working fine in VMware Workstation 8. Make sure you turn off the floppy drive so that VMware doesn't try to use an unattended install on it or it will keep rebooting over and over.

tried to download it twice and each time it is showing that the x64 version is only 2Gb and the resulting ISO file only contains a boot.img file that will not install on Virtual Box

Probably the best thing I can say is that it's fast, even in a virtual machine. That said, I recommend against using it in a (windowed) VM: it's really hard to hit the screen corners and edges that are so important in Windows 8.

Can anyone get the 'Do not show the Start Menu when the user logs in' group policy setting (see User Configuration\Administrative Templates\Start Menu and Taskbar) working? It didn't work in the Developer Preview, but I was hoping it would be fixed in the public beta. The registry key is HKCU\Software\Policies\Microsoft\Windows\Explorer\DontShowStartMenuOnLogin.

I haven't spotted any fixes for my favourite UI bugs from earlier versions of Windows that weren't already fixed in the Developer Preview. The tooltips for window close/maximise/minimise/restore are still drawn in the pre-XP style :( I guess they'll never be updated. On the plus side, the window borders for command prompt windows are no longer fatter than normal, and the open/close animations for windows I think no longer stutter on the last/first frame as they did in Windows 7 (but not in Vista).

I'm losing hope of an updated style for the Windows ribbon. Office 2010's ribbon looks great, and even Office 2007's is nicer than what we have currently.

I find the absence of an inner border for Aero window frames to be a bit strange.

The glow behind title bar text is still cut off at the bottom for maximised windows where the glass is extended downwards. (Open the desktop Personalisation panel and maximise it - it's easiest to see with a black background.)

I'm really not a fan of the Metro UI popping up when the Network notification icon is clicked, particularly as it covers the taskbar.

I guess with the focus being on Metro it was too much to hope for many existing desktop UI inconsistencies to be fixed, but it's still disappointing.

I tend to agree with firey that it doesn't feel much different to the Developer Preview build. There are improvements, certainly, but hardly any major changes to the experience. At least the desktop-to-Metro transition animation is a bit less jarring than previously.

Got mines up and running in VM VirtualBox. Had no trouble getting the x64 version to install and the process went smoother than I could hope for.

Early impressions:

- Love the Microsoft Accounts to unify all things relating to Microsoft (Mail, XBOX Live, etc.)

- Still on the fence with the Metro Start, it's probably the case of me getting use to the interface

- Ribbon on Explorer is about what I expected it to be. I didn't mind the ribbon when it was first introduced, so it won't be much of an issue for me later on.

And that's all that was worth taking note right now. I just messed with it for 10 mins to see what changes and improvements were done since the DP.

BTW, I chuckled a little when I saw there were already 5 updates for the CP when I checked Windows Update. Probably not unusal but still got a little laugh from me.

How does one run multiple Metro apps side by side? I can't seem to figure it out.

It's kind of convoluted. You have to put your cursor down in the lower left (until the "Start box" appears) and then move the cursor straight up. That'll show you the app bar. When you have that showing, you just click and drag an app out next to the current app.

For me Windows 8 Consumer Preview hasn't changed a thing about how I feel about Metro: It's a decent interface to interact with a smartphone or tablet however it has no place on a PC. The Metro apps are way too simplistic and bland looking for a desktop PC or notebook. 75% of my 27-inch screen (native resolution of 2560 x 1440) is filled up with empty space and all the full screen apps make the OS feel claustrophobic.

How does one run multiple Metro apps side by side? I can't seem to figure it out.

you have to manually set it up, which is another stupid thing. Drag your mouse to the bottom left corner, then slowly run it up along the edge of the screen. There you will get a view that reminds me of Powerpoints slide display, there you right click on the app, and pick if you want it to be pinned to the left or right of the app you are currently on, I may be wrong but I think you have to do this for every app if you want to be able to go between them.

you have to manually set it up, which is another stupid thing. Drag your mouse to the bottom left corner, then slowly run it up along the edge of the screen. There you will get a view that reminds me of Powerpoints slide display, there you right click on the app, and pick if you want it to be pinned to the left or right of the app you are currently on, I may be wrong but I think you have to do this for every app if you want to be able to go between them.

Middleclick to close ;)

I like the Metro interface when used on the right device (phone, tablet, TV, games console), but as someone who is going to work entirely in the Desktop environment it seems that Windows 8 has nothing to offer me over Windows 7.

Just tried to install MS Security Essentials - not compatible

MSE (as was the case with the Developer Preview) is moot - an improved Windows Defender (which is, in fact, identical to the current beta of MSE) is included.

A welcome and surprising surprise - upgrading from the DP to the CP is possible - however, it will only save your personal files (not your applications - you have to reinstall those).

Another surprise - it's (so far) noticeably smoother and slicker than the WDP - gotta be some of those 100K changes.

Hardware support - utterly identical to Windows 7 + SP1.

I really have to wonder - how much in the way of changes (aside from the Metro-haters wanting the UI to go away) will be needed at the RC stage?

Interim analysis - Windows 7 + SP1 is in serious trouble.

Windows 8 is already better than Windows 7 for me, that Weather app is a killer app for me as I like to keep track of the weather a lot.

And a gadget doesn't do the exact same thing on Windows 7, cuz I'm pretty sure it does.. and you don't have to open a new program to see it.

Feels pretty good. I dig the new start menu. I don't mind not having a start button, it's just a waste of space to be honest, though it should be more apparent where it is to activate it (like the Show Desktop section on Windows 7).

ATI dropped the ball on drivers, too. Had to install 11.11 to get CCC working.

I can't find where to print mail messages? Seriously? This will be a deal breaker for the wife. Am I just missing some key menu somewhere?

No print in the immersive IE either.

EDIT: Ok, printing in any Metro app in general right now seems to be non-existent. I'm not really sure how this got out the door as "Consumer Preview" without the ability to print anything. That seems... silly. Was really, really excited about this since we love our Windows Phones, but ... this is pretty bad. :(

And a gadget doesn't do the exact same thing on Windows 7, cuz I'm pretty sure it does.. and you don't have to open a new program to see it.

That's what tiles are for. Press the win key once to check the weather or see if you have mail, then press it again to go back to what you were doing.

you have to manually set it up, which is another stupid thing. Drag your mouse to the bottom left corner, then slowly run it up along the edge of the screen. There you will get a view that reminds me of Powerpoints slide display, there you right click on the app, and pick if you want it to be pinned to the left or right of the app you are currently on, I may be wrong but I think you have to do this for every app if you want to be able to go between them.

So you're limited to using full screen apps in Metro, with only one partially suck to the side?

Feels pretty good. I dig the new start menu. I don't mind not having a start button, it's just a waste of space to be honest, though it should be more apparent where it is to activate it (like the Show Desktop section on Windows 7).

ATI dropped the ball on drivers, too. Had to install 11.11 to get CCC working.

Didnt the preview Windows 8 drivers work? Worked fine on the DP on my Acer W500.

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  • Posts

    • Hello, Hope all is well. I am in UK.  
    • I'm not happy with myself for it, but I've gone and got hold of it. Just another 45 minutes and I'll be Bond, James Bond. In my defence, IO's Hitman series is awesome, and I'm a sucker for 007. So while it might seem a bit simplified compared to Hitman, I'm sure I'll be right at home.
    • Or just check the script yourself ^^. I hate having a Microsoft account tied to my windows install.
    • 007 First Light review: Satisfying spy adventure that James Bond needed by Pulasthi Ariyasinghe I have fond memories of classic James Bond games from the Electronic Arts era. Using high-tech gadgets, sneaking into parties, and dispatching bad guys were wildly exciting activities for my younger self. In recent years, Bond games have entirely disappeared, alongside the super spy genre. Fast forward to 2020, imagine my surprise when IO Interactive announced it had secured the Bond IP to make a game. Considering the studio’s Hitman history, this project is one I keenly kept an eye on. Six years later, 007 First Light is finally here, and after spending time inside this globe-trotting adventure, I can safely say that my excitement for this developer’s take on this universe was not unfounded. IO has taken lessons it has learned from Hitman and combined them with what I would expect from a directed cinematic experience like James Bond. I have refrained from mentioning major plot points to save you from story spoilers in this review. This is an original story that doesn’t tie into any movies, so there isn’t an expectation of knowing the backstory or the decades of movies either. Bond, James Bond When 007 First Light begins, Bond is just Bond. There isn’t a spy angle, fancy gadgets, or even a secret mission. The introductory mission is framed to show how James Bond handled himself and how he does not care about the odds when it comes to saving lives. It’s a gorgeous level as well, showing off an island scattered with cliffs in the middle of a storm. Looking back, this is probably the best-looking level in the game, with IO showing off all its abilities with its custom engine, Glacier. But my favorite ended up being the follow-up to this level. Once the United Kingdom's foreign intelligence agency, MI6, recruits our daring youngster into its super-spy “00” program, training begins. However, instead of treading through the same tutorial missions where the game teaches you to run and jump and drive, IO opted for a montage, and it’s amazing. The scenes cut between Bond practicing and improving his marksmanship, parkour, hand-to-hand combat, and driving as weeks go by in his training. What impressed me here was the lack of any loading screens or stutters as scenes instantly switched to different locations entirely, as if I was watching a movie. This creativity is a trend I noticed in most levels, where there is some sort of gameplay or choreography mechanic being introduced to keep things interesting. Soon, the rest of the cast is introduced, bringing other agents that our favorite secret agent will be working with, the scientists and engineers that build MI6’s spy gadgets, as well as higher-ranking officers that either appreciate or (at best) tolerate Bond’s rebellious attitude. It’s a tight cast, all with incredibly good voice acting and personalities that quickly grew on me. The casting for Bond himself is also an excellent one. From showing his iconic soft spot for women to the condescending smiles that get a rise out of enemies, I had no issues getting immersed into this universe as this new face of James Bond. The missions take place in a wide range of locations as MI6 sends Bond to tackle dangers that are growing everywhere from the UK to Africa. These aren’t unrelated adventures where MI6 is sending secret agents, which is an angle I would love to see in another game, but a part of a bigger conspiracy affecting the entire world. Some of the twists and turns were all too predictable, and the character that Lenny Kravitz played made me cringe a little too much. But all in all, I enjoyed the campaign’s storyline that sets the stage for this new agent joining the illustrious “00” program. Plenty of Possibilities The third-person style of IO Interactive fits this role quite well. Bond is presented as a master at hand-to-hand combat as well as firearms, while also having a knack for being stealthy when required. Most sections of missions have a lot of freedom. This means I could beat up every goon and security guard on the way to an objective, slip past them without sounding a single alarm, or do a mix of both. My sessions usually end up with the third option because I tend to be impatient about waiting for a patrol to move. Drawing from its Hitman genes, the developer almost always gives multiple routes for going through missions. Levels can be massive, sometimes sporting hundreds of NPCs going their own ways and having conversations. If my objective is to break into a security room on the third floor, I could look around for roof access, eavesdrop on conversations to find out where someone lost a key, create a distraction and pickpocket a guard for a keycard, sneak in through the vents, or simply kick down the offending door. I enjoyed the variety on offer, especially because the same solutions didn’t usually show up in different missions. Before heading out into a secret MI6 escapade, the gadget specialist of the branch walks Bond through the organization's latest and greatest achievements. This can be cool little devices like a laser built into the watch, a phone that fires poison darts, or a camera that emits a powerful shockwave. The choice of what can be taken into the mission is up to the player. I could usually find fresh routes or get out of tough situations with a punch or two, so I never had the feeling of missing out by not choosing the right equipment. It’s still a fun practice. Choosing the armaments before a mission enhanced the super spy feeling quite a bit. As I mentioned, stealth comes in as a very viable option for most of the missions, letting Bond sneak past foes or knock them out silently. While it is satisfying to clear entire areas of goons and walk away without any alarms, the way of accomplishing this could have been done better. Bond can lure enemies, sneak up and knock them out, or use a gadget to disorient them before dealing a nasty blow. Bodies cannot be moved or hidden afterward either. It’s a very simple system, which I wish were more exciting to pull off. Perhaps more stealth-orientated gadgets, distraction options, or multi-takedowns could have helped here, I think. Getting caught while attempting to be in stealth does not mean a game over. Other than getting into a fist fight, an interesting twist of 007 First Light is the bluffing option. While an enemy is confused as to what you are doing in a restricted location, Bond has the option to improvise and persuade them that you are exactly where you’re supposed to be. These are fun little dynamic interactions with unique dialog depending on the mission and location, giving a few extra moments for Bond to go past suspicious guards smoothly. It’s the first time I’ve witnessed this system in a game, and I hope to see more. License to Kill Bond isn’t just dealing with security guards or civilians. From time to time, entire gangs of gun-toting mercenaries show up in levels looking to take down our protagonist. It is then that License to Kill mode is activated for Bond, letting him use firearms with no restrictions. I was surprised by just how tight gunplay is in 007 First Light. The weapons feel powerful and satisfying to fire, with single bullets capable of taking down an enemy with a headshot. Ammo is scarce, and enemies don’t drop weapons with full magazines most of the time. This forces a hectic kind of gameplay where I am always advancing towards enemies to take their weapons after they are downed. Things like shooting legs to immobilize, aiming at the hands to make their weapon go flying, blowing up nearby fire extinguishers for cover, and using gadgets to halt a goon in their tracks while I reload, make up enjoyable levels. I had to hold back my disappointment when the enemy count in these action sequences dropped to zero and I had to go non-lethal again. Speaking of action sequences, First Light isn’t just offering sandbox levels to complete at the player’s own leisure either. Each level comes with specific linear and directed scenes to move the story forward and put Bond in tight situations. These usually end up with high-octane chases or driving sections, offering the chance to witness chaining explosions, hails of gunfire, and scripted parkour scenes that remind me of Mission Impossible movies more than Bond. Elements like seeing James Bond jump out of a plane without a parachute or drive through buildings in London inside a trash truck were fantastic and always left me at a high point when finishing a mission. The classic James Bond theme is sprinkled in here too, which only happens a handful of times in the game, but at just the right moments. Visuals and Performance Compared to Unreal Engine 5 games we are seeing nowadays, 007 First Light isn’t flexing a huge amount of realism when it comes to graphics. The models, textures, and effects all feel a little dated, with the starting mission that I mentioned being the most visually striking. However, the complete lack of stutters, the hundreds of NPCs that can be on screen without a single hitch, massive sandbox levels, and smooth transitions between them all play a part in making this an immensely immersive and complex experience. The in-engine cutscenes are gorgeous as well, offering an upgraded visual style and model detail over the gameplay sections. Animations are one aspect that jumps out at me about any new game, and First Light has nailed what a third-person action game should feel like. Walking, sneaking, and running all have a heaviness to them that I appreciate. Whenever Bond moves past a wall or a ledge, his arms reach out to lightly hold those structures until he moves away. NPCs actually react to my character and move out of the way. Even during melee combat or takedown animations, the fists impacting a body or a head hitting a wall all have that same weight. Even the more frivolous animations, like catching a gun in midair or chucking an empty one at a goon (yes, you can do that), are satisfying to pull off. Of course, the in-engine cutscene animations are remarkably well done too, with facial animations and the upgraded model details improving my engagement with the characters. I have an AMD Radeon RX 9070 XT 16GB paired with an eight-core Ryzen 7 3700X and 32GB of RAM, with the game running at 1440p resolution. Deciding to completely max out all the graphics options gave me a range of frame rates between 60 and 100 depending on the scene and level. While I did try to enable AMD FSR, which bumped up the frame rates by a good 20% at Quality mode, IO Interactive’s implementation of the technology wasn’t that great. Every corner and edge in levels began shimmering, and I was also seeing smearing issues in fast-moving sections. The title seemingly uses the older generation FSR 3.1 and not the machine learning-assisted FSR 4, leading to these artifacts. Unfortunately, there isn't a way to manually upgrade this right now either. I opted to turn off the upscaling and play the game in native 1440p to avoid problems. I would say the FPS range I was getting was an acceptable one for a single-player action game for my setup. I do wish there were an FOV slider option in the settings. While the camera is far enough back for my tastes in most situations in this third-person adventure, at times the perspective is far too close. When trying to look around quickly and spot targets, I realized I was getting a slight headache at times due to the use of an almost over-the-shoulder close-up camera. Conclusion Being James Bond in 007 First Light is a treat. Traveling around the world chasing conspiracies, using high-tech gadgets disguised as everyday accessories, and improvising on the spot to fool foes all give a fantastic feeling of being a super spy. For an origin story, IO Interactive has done a great job at introducing the character and his motives for doing what he does. The satisfying combat animation and fantastic voice acting are definitely high points, with the License to Kill moments being my favorite. Not being able to move bodies and the simplistic stealth of mechanics does hurt its presentation a little. The NPC logic and intelligence is easy to manipulate and trick, repeating the same actions over and over again if I keep making distractions. The lack of an FOV slider was also a pain (quite literally) at times, and the FSR implementation is quite poor. These are things I hope the studio will improve upon with updates. Even with its faults, IO Interactive and James Bond are a match made in heaven. The studio knows how to make a main character that oozes charm and competency while also leaning heavily into its Hitman experience to make gigantic levels with what looks like hundreds of NPCs roaming around. Being an origin story, IO’s Bond has a way to go before he becomes the highly effective agent we see in the movie world. I am hoping the studio will continue this series alongside its Hitman ventures going forward, just so we get to experience the journey for longer. 007 First Light is available on PC (Steam, Epic Games Store, and Xbox PC), Xbox Series X|S, and PlayStation 5 for $69.99. This review was conducted on the PC version of the game provided by IO Interactive.
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