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007 First Light is the secret James Bond game I dreamt of
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007 The first dawn is my dream James Bond play.
Let the Killer developer decide how to make the right Bond image.
The first light of 007 is the perfect way to restart James Bond. This young version of the role is not as savage as the novel, but he is still an arrogant Crusader who can kick his ass with talent. And, thanks to the rich experience of the Hitman developer, IO Interactive, in producing a secret assassin game, First Light has the advantage of making you truly the spy role of James Bond, not just that of shooting everyone in sight. As a result, there was an alarming spy adventure that was damaged only by a long and vexing gunfight.
Although I like the Golden Eye on Nintendo 64, I cannot deny that its single-man battle is far less memorable than its main attraction: the murder of your friend on the same TV. The next game never fully captures the magic of this character. They almost always try to enrich Bond's film experience through shooting and car chase. IOI's clever choice is to build a Bond game around the rocky Scrambling Game and a large NPC-filled environment, and then make it as immersed as much as possible. The focus is on interaction, not on the ghost of the movie.
Welcome to spy school.
At the beginning of the game, Bond was a low-level pilot who had nothing to do with MI6. When your plane is pushed down by a mysterious private military organization, you must quietly avoid the soldiers while learning the basic sneaking procedures of the game. It works as you would expect: you can hide in the bunker or behind it to hide from the enemy, and when they see you, there's a delicate schedule of consciousness. I appreciate the ability to go to cover because it makes Bond feel more flexible than Nathan Drake of The Mystic Sea. (The game also carried out a subtle attack on Drake, joking about Bond beginning to look like an archaeologist adventurer.
IOI wasn't in a hurry in 007: Dawn. It will take a long time before you can shoot down an enemy from a state of invisibility, and a longer time before you can use firearms without restriction. About three hours before you start your first real mission. In the meantime, you will attend the MI-6 training camp, where Bond will have close friends (and potential enemies).
IOI added an unusual film style to the compulsory curriculum. At a certain point, the game compresses martial arts, shooting and jockey training into a single flow sequence, like the Montaic in the film. I have very little time to deal with the situation of my jumping between completely different movements and locations. Before I realized it, Bond was ready for the scene (and I knew which buttons to press.
When you get into the world of MI6, you'll have all kinds of hardware coming from Q, and Q's character usually has Bond with high-tech little things. Q-Watch allows you to hack into a nearby electronic device, similar to the hacking mechanism in Baby's Watch Dog. Darts can be poisoned in an instant; laser belts can cut locks and blind; missile pens are what you think. They are not all useful — I never found a reason to equip shock cameras or flash mines — but at least they allow you to adjust the game to your preferences.
In addition to Bond's hardware, technology plays a significant role in 007: Dawn. MI6 has also proved to be working with a multimillionaire of technology — now, let me know — a supercomputer of artificial intelligence that can classify all available information in the world. THEAI, which refers to the Greek goddess of vision (Oh, very close to “Advisory Intelligence”), clearly brought great success to Britain, but the meaning of anti-Utopia was clear from the beginning. How do we judge if A.I. is wrong? Is it impossible for a technology giant to manipulate the discovery of artificial intelligence for his own benefit?
By a killer, Bond.
IOI's killer roots are clear from the beginning of Dawn, but once you finish the spy school, they become more obvious. First of all, you have to sneak into crowded nightclubs to hunt down suspects, which reminds us of some classic killer posts. The scope of the game became very clear in the second task, when you looked for a former MI6 agent in a fine hotel (which happened to be holding a chess tournament). The hotel itself is large and well designed, with dozens of guests and participants, many of whom are engaged in planned routines or dialogues. This part of the first dawn pocket of the universe feels more dynamic than many open world games without souls.
It's not a simulator like the "Silent" game, but in real killer fashion, you can do it in many ways. Just don't expect shots to go out. In most cases, the Sunrise's “licence of killing” will prohibit you from firing at the enemy unless they draw the gun first. This is in fact just a reminder that you are not playing a cold-blooded assassin, and it encourages you to spend time moving quietly in the environment and quelling the enemy.
Fortunately, if you reveal your cover, this game is more tolerant than The Killer, which may warn the entire map and force you to reload it. If the enemy finds Bond, you can knock them down or smash them to the nearest surface. If more than one enemy sees you, things will get more complicated, but once you have settled them, you can still continue your mission.
Despite the relative vibe of Dawn for most of the time, it is not a Bond game without some well-designed scenes. You'll find yourself running in London's skyline (honoring the opening of the Royal Casino), breaking through multiple floors in fist fights and crushing cars in garbage trucks. There are also shootings, and you have to kill dozens of enemies, which will give you an intimacy, but which will soon be repeated.
IOI obviously spent more time thinking about covert operations than large-scale operations, and sometimes when 20 people shot at you, it was hard for you to judge where you needed to go. I replayed about 10 times the first major shooting at the airport, and then I found a path to survival. (For people who are prone to frustration, you can also reduce the level of difficulty immediately.
Perhaps it was just the result of a game flying over this commentary, but it was difficult to ignore the rhythm of the Sunrise as a whole. As movements and evil plots escalate, the game is stymied by extended sub-sequences, the acquisition of tasks and the fighting of half-hearted bosses. They do not destroy the whole of Dawn ' s experience, but absolutely feel that it requires some démarche.
There's a risk that the bonds can be restarted.
I cannot help but be impressed by the way dawning runs counter to the expectations of franchising. It will take hours for us to truly carry out the task of shooting the bad guys. You spent a lot of time with the class at Bond's MI6 training. Even Bond's scars felt like a brazen middle finger to the image of the beautiful boy. He was wounded at the beginning of the game, and we saw it heal slowly throughout the story.
007: Dawn sets new standards for the game of submersible action and, more impressively, new benchmarks for our expectations of Bond media.
