007: First Light — A Tactical Preview Worth the Watch

IO Interactive’s 34-minute gameplay reveal of 007: First Light offers a focused look at what players can expect from this upcoming stealth-action title and it's bad ass. Known for their work on the Hitman series, IO is applying their expertise to the Bond universe with precision and flair. If I had to imagine IO Interactive making their own spy-based action adventure game... it would look just 007: First Light:

As you see, the gameplay reveal highlights a blend of stealth, tactical movement, and cinematic execution. Players navigate multi-path environments, disable security systems with gadgets, and engage in hand-to-hand combat when necessary. The pacing is deliberate, encouraging thoughtful play that reminds me of Hitman with 10 times the action. It almost feels like Hitman meets Just Cause, and I can't wait... to play! I'm keeping my expectations realistic while also wondering how IO Interactive will treat the life cycle of this game.

Lighting, sound, and environmental design play a role in how missions unfold. The game rewards patience and planning, with reactive AI and layered objectives that evolve as players progress. We've seen situations shift in Hitman... so we'll see how this all translates when it comes to the action.

 Presentation and Immersion 

Camera work is tight and purposeful, keeping the player grounded in the moment. Voice acting and mission scripting reflect the tone of a young Bond—(someone) controlled, clever, and relentless from what I see. You still get the tension of Hitman in this game as well, and I'm trying not to put this in those shoes at all... but they aren't bad shoes to model Bond's spy-friendly shoes after.


 Why We’re Excited 

Tactical depth without overwhelming complexity (sometimes this got to me in Hitman)

Strong visual and audio direction (feels like it could be a 007 film)

A fresh take on Bond that respects the legacy (they went back far enough to justify differences)

IO’s proven track record with stealth mechanics (duh of the day)


007: First Light isn’t trying to be everything—but what it appears to have going is something that has turned my head and people already know IOI. This was the perfect project for them. Will that make it the perfect game? I have no idea, but we shall see! 007: First Light drops on March 27, 2026 on PC | PS5 | XSX | NS2!

If they stick the landing, this could be one of the most grounded and satisfying stealth titles of the year. On that note, wouldn't it be cool to see Avalanche Studios (the dev team behind Just Cause) make a move to develop a... Mission Impossible game?


Illustration of Blu with headphones and sunglasses.
 + Sophi 

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Keylocker: The Second Start That Unlocks the Real Adventure

Let’s be real... Keylocker | Turn Based Cyberpunk Action doesn’t hit you with fireworks the moment you boot it up. The intro? It’s a slow burn... and I was scratching my head outside of the initial opening (a little). You’re dropped into a world where music is outlawed, and the silence is almost too loud. I was intrigued, but also confused. The pacing felt off, and I started wondering if this was going to be one of those games that leans too hard on concept and forgets the player (to a certain degree).

 But then... the second start happened. (Yes, the second start!) 

Once you break out of prison and... step into the world beyond those electrified walls, Keylocker flips the switch. The cyberpunk anime aesthetic floods the zone—neon-soaked backdrops, pixel art that pops with attitude ramps up + a soundtrack that finally... lets loose! It’s like the game was holding its breath until that moment, and when it exhales, you appreciate it even more. It goes with the theme of the game so it makes sense. Before we go any deeper, let's play (shall we?):


 Cyberpunk Meets JRPG: A Style Fusion That Works 

Visually, Keylocker is a love letter to both cyberpunk and classic JRPGs. You’ve got the gritty tech, the underground rebellion, and the oppressive regime... all wrapped in a pixel-perfect art style that feels like Chrono Trigger got a synthwave makeover. Fans of dystopian futures will feel right at home, but it’s the JRPG structure that gives it legs.... even if it takes a little getting use to. The combat system is turn-based, but it’s passive. You’ve got to time your attacks, blocks, and evade with precision. You don't just have to cross your fingers and hope that you can block an attack without taking too much damage... because you don't have to take any at all. I like this aspect with new RPG games (you can see it with Clair Obscur: Expedition 33). Regardless of getting that fighting chance to evade, the flash mechanic... willl humble you early on. I missed more blocks than I care to admit. I restarted several battles, so don't expect a cakewalk (even if you have 4 different difficulty levels).

It's all good though. Once it clicks... once you start syncing with the rhythm and anticipating enemy moves... it becomes addictive. You’re not just watching numbers go up; you’re actively participating in every beat of the battle. It’s a hybrid system that rewards skill and strategy, and it makes every encounter feel earned.

 The Second Start 

If you’re an RPG fan who values story, style, and substance, don’t judge Keylocker by its intro. It's cool, but its a little confusing and a tad... dry. The real adventure begins after the second start—when you’re out of prison, free to explore, and finally able to hear the music that’s been buried beneath the silence. You also see a variety of characters as you embark on your adventure.

It’s a game that takes its time, but once it finds its voice, it sings.





FTS: Rami Ismail & Mystic Forge Reveal "Australia Did It," a Genre-Bending Action-Strategy Game Coming This Year (PC)

 

RAMI ISMAIL AND MYSTIC FORGE UNVEIL AUSTRALIA DID IT, A GENRE-DEFYING ACTION-STRATEGY GAME

Tower Defense and Reverse Bullet Hell collide in this radical new creation – the Tactical Reverse Bullet Hell – launching on Steam later this year!

UTRECHT, Netherlands - Sept. 3, 2025 - In a time when risk-taking in the video game industry feels increasingly rare, Australia Did It crashes through convention with a new genre all its own: the Tactical Reverse Bullet Hell. Published by boutique label Mystic Forge, this unique new game, coming to Steam later this year, enhances the thoughtful play of Turn-Based Tower Defense with a unique unit-merging system and explosive on-rails Reverse Bullet Hell combat. Carefully strategize to withstand relentless enemy waves, then unleash sensory overload as you become the Bullet Hell, mowing down thousands in dazzling chaos.

Designed as a compact, experimental take on the strategy genre, Australia Did It challenges genre conventions and industry caution in equal measure. Created by acclaimed designer Rami Ismail (Nuclear ThroneLuftrausers) and co-developed by Aesthetician Labs, the game marks a return to small-team innovation and genre-pushing ambition at a time when the industry sorely needs it.

The project began with a challenge: stay small, take risks, and build something that doesn’t need to fit a mold.

“I believe the games industry has been failing at supporting developer innovation and experimentation,” said Ismail.

 “Publishers, investors, and shareholders fund the same few safe bets, later and later in development - forcing even the most creative developers to make safe games with predictable ideas, and force in the latest flavour-of-the-day. That continues until someone does manage to break the mold and creates something truly new - and then the money chases that until that is replaced again. I had very low hopes for this odd prototype I’d been playing with, but when I showed it to Mystic Forge, they didn’t even flinch at the experimental genre mix, wrote the check for a small development cycle, and supported us throughout development. No guardrails, no caveats, just a firm belief that games need new ideas, and that it is worth chasing that.”

Mystic Forge, the new indie publisher created by founding members of Good Shepherd Entertainment, veterans behind titles like Monster TrainFriday the 13thJohn Wick Hex, and the Transport Fever series, was launched to do exactly that - support bold projects by teams they believe in. With Australia Did It, the publisher took a deliberately hands-off approach.

“From the very start, I knew that Mystic Forge had to run with Rami going up to bat and taking a big creative swing with this game. Once we chatted about design intent with the focus on high-tension moments and heard his full pitch with the proposed title name, we were ALL IN,” said Randy Greenback, Portfolio Director at Mystic Forge. “Mystic Forge exists to support ideas that deserve to be seen and played, especially if they don’t follow the rules. Australia Did It is experimental, there isn't anything else like it.”

Set in a drained Atlantic Ocean basin following a mysterious catastrophic event, Australia Did It casts players as hired mercenaries defending a cargo train as it navigates through a monster-ridden drained seabed. Your mission? Escort precious cargo across this hostile terrain by holding off endless waves of enemies at every station. If the shipment arrives intact, we’ll call it a win. Whether you survive or not.

Game Features:

  • Defend Your Station: Before the train departs, strategically deploy and position your limited units to hold off relentless waves of enemies. Think chess, but faster and with potentially explosive mistakes.
  • Evolve Your Units: Merge units on the fly to unlock 1,500+ combinations across 30+ unit types. Create ridiculously powerful new units or niche specialists. Experimentation is key….. just try not to blow yourself up.
  • Survive The Reverse Bullet Hell: Once the train’s moving, chaos begins. Engage in intense real-time battles where you become the Bullet Hell, mowing down thousands in sensory-overload shootouts. Remember, only the cargo’s survival is mandatory.
  • Customize Your Strategies: After each successful station, choose from special Reward Cards that grant substantial perks and boosts. Craft unique builds by mixing cards with your evolving crew for creative new strategies.

Australia Did It will be available on PC via Steam later this year.