[Official] Grand Theft Auto IV


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Has anyone heard of the easter egg where there is this woman at a police station and she is like lying down and there are 3-4 cops around her, like a gangbang? I wonder where it is at. I cannot find it.

Yeh, saw that yesterday..

Theyre just standing around her tho

Its the police station east of middle park, the one between road "Bismark Ave" and "San Juan Road" if you look at the map

Look for a staircase leading up to the helicopter on the roof - you will pass the gangbangers

Sleep mode disables everything though, meaning you cannot turn it on during a mission to only do that mission, it will disable everything. Not sure if you realized that or not, but from your wording I just wanted to clarify it.

Basically it just means free roam, every mission and side mission turned off, which is still very cool.

Also achievements? pigeon hunting etc?

The radio stations lack the humour and personality that existed in GTA3 and Vice City. :(

Well, Lazlow is back on Integritywhich many people missed

Guys I think I finally found something that I don't like about the game (it was inevitable). The soundtrack that has always been on in the past games for me, just seems off in GTA IV. I guess I don't enjoy 3+ acoustic stations. By this time in the past, I already have a couple favorites too. Sadly, I can't pick one out specifically, not sure why, it just feels weird.

On a good note, multiplayer is a blast. I finally took the plunge and I can say I am stunned that Rockstar pulled it off. I was sure multiplayer on this type of a game would be a disaster, but it has been completely the opposite for me yet.

Agreed. None of the radio stations stand out to me. With the game being set in the modern day, the soundtrack isn't as definitive as previous titles. It's not the same hearing Kanye on the radio, rather than A Flock of Seagulls :rofl:

I said from the moment it was announced the multiplayer would make the game, and I was right. We all knew what to expect from the single player experience, but they've really taken it to the next level with the online modes. Countless hours of fun.

Yeh, saw that yesterday..

Theyre just standing around her tho

Its the police station east of middle park, the one between road "Bismark Ave" and "San Juan Road" if you look at the map

Look for a staircase leading up to the helicopter on the roof - you will pass the gangbangers

Not as exciting as I thought. :D

Not as exciting as I thought. :D

Not at all ^^

At first I thought it was bug

Has any one used the police siren when it's broken? Try flipping the car on its roof then bashing it back over. It sounds so comical.

I love the little details like that which have gone into GTA. So funny :)

Ye, tried that in an online race with only police cars - felt like the others were laughing at me with their fancy working sirenes :(

I haven't got a source my mate told me about it. I'll look it up though, because when they released GTA IV they weren't happy with the graphics on XBOX cause' they couldn't fit it on the DVD so there may be an upgrade for those as well :D

I will post a source when I get one - I have seen it on the interweb as well though.

Sounds a bit like something grabbed from thin air - I highly doubt they'd up the Player limit under any circumstances.

Have you been in a 16 Player match? They run like a complete joke, no matter how close you are to each other and how fast the host's connection is - Having 32 Player matches isn't even feasible.

I haven't got a source my mate told me about it. I'll look it up though, because when they released GTA IV they weren't happy with the graphics on XBOX cause' they couldn't fit it on the DVD so there may be an upgrade for those as well :D

And most credibility was lost right there, because that is nonsense - They haven't and would never make such a public statement - Plus, they had over 2GB Left on the Disc to fill up with contents on the 360 version, so i doubt it was a space issue.

I haven't got a source my mate told me about it. I'll look it up though, because when they released GTA IV they weren't happy with the graphics on XBOX cause' they couldn't fit it on the DVD so there may be an upgrade for those as well :D

I will post a source when I get one - I have seen it on the interweb as well though.

I'd love to see that source :laugh:

People said a lot of things about why it was delayed. Most were about the PS3 taking longer to develop for (and that doesn't mean it's inferior by any means, just harder to code for), but Rockstar wouldn't even comment on that rumor.

What you just said is a flat-out lie. There's absolutely no reason for a 360 game to not take up the full 8.54Gb of space other than it simply not being used.

Even if there WAS room required for "boot information" as you suggest, it sure as hell wouldn't take up 2Gb of space. I don't think you have comprehended just how much data 2Gb really is.

I'm not a religious person, but to put it into perspective, the Holy Bible is probably around 5Mb if you stored it all as text. Ever seen the size of that thing? That's a LOT of data. 2gb is enough space to store 400 of those, uncompressed. Compressed, it probably could store nearly 1000 (depending on the compression method).

Trust me on this, no "boot data" is going to be that big, in fact my PC's BIOS is exactly 1Mb and that includes quite a large uncompressed Bitmap.

Plus, did you consider that people who download the ISO's to burn to disk really don't want to (or have the capacity to) mess around with having to join an extra 2Gb of data to it?

There is, and let me repeat this, absolutely no reason for a 360 game to not be able to use that last 2Gb of space. It's there if the developer wants it, there's no hardware limitation for it or anything like that.

They COULD have put more data on the disk, sure, but if you don't need to, then why bother? One thing the 360 is very, very good at doing is uncompressing data on the fly. Modern compression techniques work extremely well, I dare say if everything in the game was completely uncompressed, it'd probably take up near 25Gb of space, if not more. This whole myth about DVD's being too small is exactly that - a myth and GTA4 proves it.

Anyway, rant over.

I am really enjoying GTA4, but there are some things that annoy me about it, simple, silly things that the initial design of the game should have picked up on. I'm referring mainly to the inconsistency of the controls.

For example, how do you change weapons? Well, it's different if you're on foot than if you're in a car. If you're on foot, it's pressing left and right on the dpad or holding L1\LB and pressing a direction - but if you're in a car, it's X\Square. Why is this? There's not much reason for this that I can see, consistent controls are extremely important when designing a game, otherwise it just confuses people (especially those not used to the controls). Climbing up ladders is another one, you press Y/Triangle to do it. Saving the game is also Y\Triangle, yet in other situations L1/RB seems to be the context sensitive "action" button. Why isn't it just one or the other? Having 2 completely separate "context sensitive" buttons that don't seem to have any sort of specific relation to anything is really confusing.

Plus the online play is, in my opinion, borderline broken. It's hard to get a good match going, it suffers from some serious lag issues (how many times have you emptied a clip into someone, died yourself then 10s later seen that you killed them as well?) and seems like it was literally thrown together at the last second (Especially since the Manual has no information about it at all - I actually had to read an article on Kotaku to figure some of it out). It's clear now why Rockstar was so quiet about it for so long - they hadn't even started working on it until much later in the development phase. In fact, I really wouldn't be surprised if that was the REAL reason why the game was delayed.

But I digress, I know I sound harsh but I really do like the game, the singleplayer is awesome and I'm not much of a multiplayer guy anyway.

Edited by Barney
What you just said is a flat-out lie. There's absolutely no reason for a 360 game to not take up the full 8.54Gb of space other than it simply not being used.

I'm not arguing with you about this matter; I'm merely saying I've seen enough games on a private torrent tracker to pick up on a pattern and only a handful were over 7GB (a few at 7.3 GB but none > 8GB). Obviously, there's a reason why not a single 360 game has taken up the full disc space. Call it "boot information", whatever, there is a reason, I just could not find an article explaining why. Hopefully another poster here will know the exact reason.

Do you honestly think it's a coincidence that all developers end up with a game taking up roughly 6-7GB (Lost Odyssey & Oblivion being the exception)? Developers know going in what limitations are in place and the ceiling for disc space. Sacrifices are made to ensure the game will fit. Luckily, this hasn't been a factor yet since the 360 game quality have been good. (I don't own a 360 and can admit that)

Ponder this quote from Rockstar president Sam Houser:

If we're filling up the disc right now, where are we going? It's not like our games are going to get any smaller.

Source

Anyway, rant over.

I am really enjoying GTA4, but there are some things that annoy me about it, simple, silly things that the initial design of the game should have picked up on. I'm referring mainly to the inconsistency of the controls.

For example, how do you change weapons? Well, it's different if you're on foot than if you're in a car. If you're on foot, it's pressing left and right on the dpad or holding L1\LB and pressing a direction - but if you're in a car, it's X\Square. Why is this? There's not much reason for this that I can see, consistent controls are extremely important when designing a game, otherwise it just confuses people (especially those not used to the controls). Climbing up ladders is another one, you press Y/Triangle to do it. Saving the game is also Y\Triangle, yet in other situations L1/RB seems to be the context sensitive "action" button. Why isn't it just one or the other? Having 2 completely separate "context sensitive" buttons that don't seem to have any sort of specific relation to anything is really confusing.

Plus the online play is, in my opinion, borderline broken. It's hard to get a good match going, it suffers from some serious lag issues (how many times have you emptied a clip into someone, died yourself then 10s later seen that you killed them as well?) and seems like it was literally thrown together at the last second (Especially since the Manual has no information about it at all - I actually had to read an article on Kotaku to figure some of it out). It's clear now why Rockstar was so quiet about it for so long - they hadn't even started working on it until much later in the development phase. In fact, I really wouldn't be surprised if that was the REAL reason why the game was delayed.

But I digress, I know I sound harsh but I really do like the game, the singleplayer is awesome and I'm not much of a multiplayer guy anyway.

Yea, I agree. I find alot of little annoying design choices. One thing is the clothes, why do you have to cycle through all the clothes in your wordrobe to get to the one you want, why don't they have a list and you scroll down and select the one you want??

Couldn't play a game online yet, kept disconnecting me. :huh:

I'm not arguing with you about this matter; I'm merely saying I've seen enough games on a private torrent tracker to pick up on a pattern and only a handful were over 7GB (a few at 7.3 GB but none > 8GB). Obviously, there's a reason why not a single 360 game has taken up the full disc space. Call it "boot information", whatever, there is a reason, I just could not find an article explaining why. Hopefully another poster here will know the exact reason.

Do you honestly think it's a coincidence that all developers end up with a game taking up roughly 6-7GB (Lost Odyssey & Oblivion being the exception)? Developers know going in what limitations are in place and the ceiling for disc space. Sacrifices are made to ensure the game will fit. Luckily, this hasn't been a factor yet since the 360 game quality have been good. (I don't own a 360 and can admit that)

Ponder this quote from Rockstar president Sam Houser:

Source

Do you think it's a coincidence that all these games end up being 6-7Gb in size, despite having massively different amounts of content?

Just because none of the games you've seen use up all of this space doesn't mean they CAN'T use it. In fact, if you really want to spilt hairs, then tell me why do some games use 7.3Gb of space, yet GTA4, an absolutely HUGE game, one that rockstar (according to your quote) claims uses all of the disk space - comes in at nearly a GB shy of this?

And as you also stated, no 360 game has suffered any problems because of the size of the disk. 99% of them all come on one disk anyway. Remember the PS1? Even the PS2 had a tonne of games that came on multiple disks, the 360 has only a select few. Why is it a problem now? Why weren't developers complaining before about space limitations?

Don't get me wrong, I still believe that Microsoft will adopt a different medium for their next console and I also believe that it'll come with a hard drive as STANDARD, but right now it's not as big an issue as some developers want you to believe.

Trust me on this, storage capacity is only part of the tale.

Do you think it's a coincidence that all these games end up being 6-7Gb in size, despite having massively different amounts of content?

Just because none of the games you've seen use up all of this space doesn't mean they CAN'T use it. In fact, if you really want to spilt hairs, then tell me why do some games use 7.3Gb of space, yet GTA4, an absolutely HUGE game, one that rockstar (according to your quote) claims uses all of the disk space - comes in at nearly a GB shy of this?

And as you also stated, no 360 game has suffered any problems because of the size of the disk. 99% of them all come on one disk anyway. Remember the PS1? Even the PS2 had a tonne of games that came on multiple disks, the 360 has only a select few. Why is it a problem now? Why weren't developers complaining before about space limitations?

Don't get me wrong, I still believe that Microsoft will adopt a different medium for their next console and I also believe that it'll come with a hard drive as STANDARD, but right now it's not as big an issue as some developers want you to believe.

Trust me on this, storage capacity is only part of the tale.

It's only looked at as a "problem" this generation because MS had the chance to support a larger format but they choose not to - Many people will look at that and say why not? Benefits outweigh negatives? No? Well it's obviously debatable. Keeping it the same saves in costs/pricing. Changing it gives developers more space, but as seen with BR has lead to lower read speeds and the hardware is more expensive initially.

In the past each time a larger format has been available for a consoles launch, most consoles shake it up and change.

Although mandatory installs on the 360 would have put a lot of people up **** creek with no paddle due to the closed nature of hard drive replacement on the 360.

I'd of preferred a larger disc read at a slower speed (even HD-DVD for gaming) and installs to reduce noise - But im noise freak as all my machines for gaming are in my room so having a device that sounds like a jet engine at night in my room when things are typically quiet, is annoying.

However MS will get away with it this generation - Just. I can see potential for some multiplatform inconsistencies towards the end of this generation between consoles due to the different mediums used.

There's not much point in saying well 360 look MGS4 needs around 50GB, you're not getting it! - The 360 wouldn't be getting it anyway, as it's made exclusively for the PS3, with the PS3's limitations in mind, not the 360's. Developers will make titles for the 360 with the medium in mind.

GTA4 even has a slight difference in watching in-game TV. On the PS3 you can zoom in, on the 360 you can't - Surely to do with storing higher quality video on one disc. If not, I have no idea why R* wouldn't allow both to zoom in.

By the way, I read on the internet somewhere that each 360 game needs around 1.5GB left on the disc for security/security padding - I can't remember where I read that, and I don't know if it's true or not - Looking at the size of 360 games to download though, none of them do ever seem to hit 8GB :/ Maybe some space does have to be reserved for security?

^ I read about that in this thread - http://www.neogaf.com/forum/showthread.php?t=283843 - Word is around 7GB can be used for a game, the rest needs to be reserved...

Edited by Audioboxer
<schnip>

The extra "security padding" doesn't really make sense. If it really was there, it'd be part of the ISO itself and be reflected in the file sizes.

Plus, 1.5Gb for security? No way that makes sense at all, any kind of security on the disk would be things like digital signatures, which aren't anywhere near that big.

I read the first page of that thread and didn't see anything particularly special or noteworthy, they just seemed to be talking about the same thing someone posted earlier in this thread. If there's a specific post you wanted me to see, please link to that instead.

As for size versus speed, it's one of those things that really doesn't make much difference in the end. Blu-ray disks are too slow to directly stream off of, so you need to either duplicate the data to get a bit of extra speed, or you need to cache/install it to the hard drive. The PS3 originally had ****ty sales because it was so expensive, the 360 on the other hand gimped out on certain areas to make it more affordable and it's paid off.

Sure, the lack of a hard drive as standard is a bit of a bummer, but to be honest if a developer REALLY wants a mandatory hard drive requirement, they can do it. Instead, they can work around it by streaming stuff off of the disk and that's where the DVD drive's speed really works, it almost negates the need for a hard drive at all. What's more, the 360 was designed specifically for this kind of thing and Microsoft themselves recommend almost dedicating an entire core to decompressing data on the fly, effectively giving you a lot more "bang" for your buck.

So it's a tradeoff situation, but it's also a catch-22 - you can have more data, but be required to offload it to a hard drive, or you can have less data, but be able to store it highly compressed. In the end, it balances out quite a bit.

I'm thinking of writing up an article, from a more technical point of view, describing how the two consoles are a lot more evenly matched than some people want to believe, especially when it comes to which is faster for games.

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    • 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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