Showing posts with label Action Adventure. Show all posts
Showing posts with label Action Adventure. Show all posts

007 First Light Proves IO Interactive Was Always the Right Studio for James Bond

Some partnerships just make sense.

You don't have to see the final product to know when the ingredients are right. Sometimes you can look at the people behind a project, study their history, understand their passions, and confidently say, "Yeah, they're going to rock this."

That's exactly how I felt when IO Interactive was announced as the developer behind 007 First Light (when it was just a 007 project).

Long before the name and gameplay reveal. Long before the trailers. Long before anyone knew exactly what kind of James Bond experience we were getting.

I knew Bond was in good hands. Not because IO Interactive had made a Bond game before... and not because they had experience with licensed properties.

Because they spent decades proving they understood spycraft better than almost anyone in gaming.

Before we go any further, let's jump into 30 minutes of the initial mission. If you choose to watch the rest of the mission, the option is there... but we leave it at that so you can enjoy the adventure first hand.


 The Hitman Connection 

If you really want to understand why IO Interactive was the perfect studio for James Bond, you have to stop looking at 007 First Light and start looking at Hitman.

For years, IO Interactive has treated espionage like an art form. Agent 47 doesn't have the charisma of Bond, but... plenty of the targets from the franchise have pizzazz.

The Hitman series wasn't simply about eliminating targets. It was about planning. Observation. Adaptation. Infiltration. Reading a room. Manipulating situations. Becoming someone else. Finding creative solutions when things inevitably go sideways.

Those are the exact ingredients that have made James Bond one of the most iconic characters in entertainment history. And I do enjoy a good spycraft film, especially when it's well rounded.

Beyond Bond's smirk and Agent 47's cold stare, the DNA is remarkably compatible.

What separates IO Interactive from many other developers is that they genuinely love the fantasy of being a spy. Not just the action movie version. The strategic version.

The thinking version.

The version where intelligence is just as important as firepower, that's why I believed in this project from day one.

Their passion for spycraft is nearly unmatched in gaming. Outside of the writers and creators behind major spy franchises like 007 and Mission: Impossible, it's a limited amount of teams who have spent as much time exploring the mechanics and psychology of espionage. Hideo Kojima is definitely a... Big Boss in the espionage area, and Splinter Cell gets a shout out, but... when it comes to a Bond game... IO Interactive is the best match in my opinion.

But yeah... this wasn't a studio taking a paycheck from what I see. This was a studio getting the keys to a dream project... and I say that because James Bond was the primary inspiration behind the Hitman series. I can just about imagine what their reactions were when this opportunity first presented itself.


 The Bond Game I Was Hoping For 

The funny thing is that I had absolutely no idea what 007 First Light was going to look like.

Would it lean heavily into stealth?

Would it become an action shooter like the legendary 007 Golden Eye game?

Would it focus on gadgets?

Would it try to emulate the films?

Nobody knew. But after finally getting my hands on it, my reaction was pretty simple:

This is badass with the right tools for the adventure.

The game feels confident in its identity... because it already had one to call it's on. It doesn't feel like it's desperately chasing trends or trying to imitate whatever is popular this month. It feels like a studio that knew exactly what kind of experience it wanted to build. It feels like Bond without being the 007 we know today... but that's part of the journey.


 The Combat Makes You Think 

One of the biggest surprises for me was how much I enjoyed the combat, I didn't feel like I was going from one situation to the next with the same moves.

Different button combinations create different outcomes, forcing you to think about how you're engaging enemies rather than mindlessly cycling through the same routine over and over again. For those concerned with getting your can kicked... don't sleep on the easier mode if you need it or just want to get your spy fix with a lower chance of catching L's.

The choice is yours. Either way... if you're willing to meet the game halfway, the combat becomes significantly more rewarding. I have to get better with grabbing and shoving enemies in the direction of others, executing the takedowns, and parrying in time. During training, you will definitely get a feel for hand-to-hand combat, driving, and shooting. Its not one specific thing more than another... unless we're talking about agility, and I like the way training is presented here because it gets you on-board in glorious fashion. Its not stale in the least.



 Don't Ignore the Haptics + Audio 

By the way, can we talk about the haptic feedback for a minute? And this isn't to crap on anyone else, but I don't come across as many games as I'd like that truly deliver on the haptic feedback well. 007 First Light gets two thumbs up for the haptics... because its a legitimate enhancement to immersion.

You feel more connected to what's happening on-screen. Actions have weight. Interactions have texture. Combat gains an additional layer of physical feedback that helps sell the fantasy.

It's one of those features that works best when developers understand restraint and purpose (aka... they understood the assignment).

And while we're handing out compliments, the audio team deserves some recognition too.

If you're planning to play 007 First Light, do yourself a favor. If you have access to a quality surround sound setup... use it. If not, throw on a good pair of hi-fi headphones. This further cranks up the value you'll get from the experience.

The environmental audio, effects, and overall presentation help pull you deeper into the experience. Combined with the haptics, it creates a package that feels complete... and when you're on missions you need to know who's lurking around.

If you're already investing your time into becoming James Bond, you might as well let the experience fire on all cylinders... and get your money's worth out of this $69.99 game!

 Two Thumbs Up(dated) 

Overall, 007 First Light isn't just a Bond game. It feels like it was made by people who genuinely understand why Bond works. That's a much harder achievement than just stringing missions together with some cutscenes in between the action.

Understanding the balance between intelligence, strategy, action, and style is an entirely different challenge.

IO Interactive spent years developing those skills through the Hitman franchise, and now we're seeing the payoff through the character that started them down the path to Hitman. I also respect that this game doesn't feel like a skin of a Hitman game. I greatly appreciate that, not because its bad but... that would've been a cheap move. 

There are complaints out there about this version of Bond... but no one is going to just become 007 out of the gate. We talk to various gamers, and I'll just say that someone visiting Orlando wasn't aware that this was Bond's first mission... they were just annoyed because someone else was annoyed.

We don't know what's to come as things continue to take shape, so on that note I'd say... relax and enjoy the backstory of why he's the best of the best today. The argument got squashed when I mentioned the 2013 relaunch of the Tomb Raider franchise. Lara Croft wasn't the bold gun wielding archaeologist from the jump, we were able to enjoy the journey that built her into a household name.

In regards to launch bugs, IO Interactive is fully aware of them and is on the move. They rolled out an update 1.008 already with the 1.0.1 patch. This resolves a number of issues like narrative crashes, AI triggers, NPC pathing, etc. If you have any to report, submit them accordingly.

IO Interactive saw an opportunity to build the James Bond game they were born to make, and the mission was... successful in my opinion. You can grab the game on Epic Games, PS5, Xbox Series X, Switch 2, and Steam!



Akatori Didn’t Come Outta Nowhere… But It Sure Felt Like It!

 

did kinda see Akatori coming… but at the same time, I didn't. It still hit me like it popped outta nowhere. Let me explain while you scratch your head in confusion.

So I was digging through our treasure trove of games this week (right), just scrolling, minding my business—and then boom—“Akatori: Chapter One.” I had to do a double take like, “Wait… how did I miss this?” And I’m not even gonna lie… once I clicked it to check it out, I liked what I saw and had to present it to... you.

That experience (which I haven't finished yet) had that “oh this might be something serious... in a good way” energy. And sure enough—next thing you know while seeing if there was more to the franchise (possibly a chapter two), I see... the full Akatori game is lined up for a 2026 release!

While you might not have access to Akatori: Chapter One, here’s some gameplay to give you a taste of the metroidvania action:

This gameplay is from April 2024’s Chapter One, so you should be able to expect the full release to be more polished, more expanded, and just overall leveled up.

But hey, if it ends up not being too far off from what we’re seeing here… I wouldn’t even be mad, because this is already a GOOD time. So they can add to it, but if it ain't broke don't fix it.


 What Kind of Game Is Akatori

Akatori is a metroidvania-style action-adventure, meaning:

  • You’re exploring a large, interconnected world
  • Unlocking abilities that open new paths
  • Backtracking—but in a way that actually feels rewarding

This game is built on movement and flow.

You play as Mako, a staff-wielding monk, and that staff?
It’s not just for combat—it's a platform helping you reach new heights, and more.

We’re talking:

  • Air dashes and glides
  • Wall interactions and fast traversal
  • Combat that blends directly into movement

 The Look & Feel 

That 2.5D mix of pixel characters and 3D environments is clean.

  • Bright, colorful environments
  • Smooth animations that match the speed of gameplay
  • A world that feels alive without being cluttered

This is one of those games where you can move fast… but still catch yourself thinking:
“Hold up… this is fire.” I would've loved playing this on the Nintendo 3DS, but... this experience is still saluted on the PC. I'm sure it will also be a Deck compatible title as well.

 From Code Wakers to Contrast Games — Passing the Baton 

Akatori was originally developed by Code Wakers and published by HypeTrain Digital—but somewhere along the way, the baton got passed to the indie devs over at Contrast Games.

And honestly?

That kind of transition can go either way…

But from what I’ve seen so far... it looks like the vision is still intact—and possibly even stronger.

So now I’m locked in to see how this version of Akatori really plays out.

Here’s where I land on it so far (after digging in further):

This is one of those games that didn’t start loud…
but is slowly building into something you don’t want to ignore if you're a metroidvania adventure lover!

  • Strong metroidvania foundation 
  • Fast, fluid gameplay 
  • Clean art direction 
  • Years in development with clear evolution 

So while we wait on that official release (listed as 2026)... go ahead and grab the new demo. If this demo leaves you wanting more, add it to your wishlist, and stay ready.

We might be looking at one of those sleeper hits and I'd hate for you to sleep on it if you want to support the team and the franchise.


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 + Sophi 

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MIO: Memories in Orbit — A Quietly Powerful Metroidvanian Journey

MIO: Memories in Orbit is available on Epic | Steam | Switch | PS | Xbox

There’s something special about MIO: Memories in Orbit that sneaks up on you. At first glance, it looks like a beautifully illustrated sci‑fi platformer. Thirty minutes later, you realize you’re wandering through a broken technological ark, piecing together forgotten memories, timing aerial attacks mid‑jump, and quietly wondering what you would sacrifice to restore a dying world.

You play as MIO, a nimble robot with extraordinary mobility, exploring The Vessel—an enormous technological ark overtaken by lush vegetation and malfunctioning machines. Once maintained by the Pearls, mysterious AI caretakers who have inexplicably gone silent, the Vessel is now a living ruin. No one knows why the Pearls stopped functioning. What is clear is that MIO is deeply connected to their fate… and possibly to the Vessel itself.

 Movement Is the Message 

MIO: Memories in Orbit is a Metroidvanian indie platformer that understands one core truth: movement is storytelling. Certain areas are only accessible if you plan your jumps and attacks carefully. As your skills improve, you’ll discover that striking enemies mid‑air resets your jump—letting you chain attacks upward and reach platforms that once felt impossible.

But here’s the catch: timing matters. Eliminate an enemy too early and you may lose your stepping stone to higher ground. Wait too long, and you risk being taken out before you reach your destination. This balance between precision and patience becomes one of the game’s most satisfying challenges.

MIO has serious aerial mobility, and the game wants you to use it. Hitting an enemy—or even certain objects—grants an additional jump. Don’t trip, either. As you progress, you’ll continue to grow, unlocking abilities like a grappling hook, air gliding, and more, each one expanding how you interpret the Vessel’s vertical spaces.


 Combat With Intent 

Combat is deceptively nuanced. You can aim attacks left, right, up, and down, but not all directions behave the same:

  • Left, right, and upward attacks deal damage

  • Downward attacks don’t deal damage—but they do grant you an extra jump

That design choice turns enemies into temporary platforms and makes combat feel like part of traversal rather than a separate system. Once it clicks, you’ll start seeing the battlefield as a puzzle instead of a threat.


 Preparation Matters: Meet Mel 

Before every boss fight, make it a habit to visit Mel, the ever‑useful shopkeeper. Mel can mean the difference between a clean victory and a frustrating retry. Stock up, prepare wisely, and treat each boss encounter like the event it is—because the game certainly does.

And yes, you’ll have plenty of bosses to face. Not four. Not five. Try around 15 boss encounters, with double that number in enemy types. This is an affordably priced game, but it doesn’t skimp on content.

Nacre is the game’s precious currency, and losing it hurts—unless you’re smart. You can preserve Nacre on death by solidifying it at set locations. If you’ve ever played a Metroidvania where one careless mistake wiped hours of progress, you’ll appreciate how much strategy this adds to exploration.

Nothing in MIO is marked. And that’s intentional, you get exploration without hand-holding.

Some secrets are small. Some are breathtaking. All of them reward curiosity. Revisit zones after unlocking new abilities. Look closely at walls, ceilings, and forgotten corners. Use the right analog stick to shift the camera, and you might spot paths you’d never see from a stationary viewpoint.

This is a game that trusts the player—and that trust pays off.


 Want an Easier Experience? Use Assists 

For players who want to focus more on exploration and story, MIO includes thoughtful Assist options:

  • Eroded Bosses: Bosses lose maximum health with each encounter, increasing your chances of success over time

  • Pacifist: Enemies won’t attack unless provoked (excluding bosses). You’ll still need to fight for progression, but it softens the learning curve

  • Ground Healing: Stand still for 5 seconds to gain a temporary, non‑recoverable shield

These options don’t cheapen the experience—they make it more accessible.


 Friendly on Your Hardware (Seriously) 

With RAM and GPU prices being what they are, this part matters: MIO doesn’t demand much from your system. You can enjoy the experience with:

  • 8GB RAM

  • AMD Ryzen 3 1200 CPU

  • AMD Radeon RX 460 GPU

Even better, the low preset isn’t far off from the highest settings, meaning you’re not sacrificing much visual fidelity to play comfortably.


 A Studio With a Painter’s Eye 

MIO: Memories in Orbit is developed by Douze Dixiemes, a small studio just outside Paris, France. Their passion for games with a strong visual identity shines through every frame. Inspired by the world of painting, the game features a sketch‑like, cel‑shaded aesthetic with fully hand‑drawn characters and environments.

Its artistic influences include:

  • The works of Miyazaki

  • The film Ernest et Célestine

  • The sci‑fi novel series Hyperion

You’ll also feel echoes of Ori and the Blind Forest and Hollow Knight—not as imitation, but as respectful conversation. Some areas are breathtaking. Others are haunting. And yes—enemies lurk where beauty feels safest.

The campaign can be completed in around 25 hours, though most players will likely land somewhere between 25 and 40 hours depending on exploration habits. That’s a solid journey, but more importantly, it’s a meaningful one.

MIO: Memories in Orbit isn’t just about getting from point A to point B. It’s about momentum, memory, and mastering the space between jumps. Take your time. Follow your curiosity. And most of all—enjoy the ride and the OST.



Illustration of Sophi, a young woman with long black hair, wearing a white top and pearl earrings, smiling with big brown eyes.
 + Blu 

FTS: ESDigital’s “Steel Seed” Launches April 10 on PC, Consoles - Steam Demo Out Now!

 

SCI-FI STEALTH-ACTION ADVENTURE STEEL SEED LAUNCHES APRIL 10 ON PC, PLAYSTATION 5 & XBOX SERIES X|S

Play the new Steam demo now and check out the latest trailer for a deeper look at the dark world of the future

LIMASSOL, Cyprus  March 10, 2025 — Today ESDigital Games and developer Storm in a Teacup are proud to announce the official release date for Steel Seedout April 10, 2025, on PC via Steam and the Epic Games Store, as well as PlayStation 5 and Xbox Series X|S. Check out the game’s new trailer for a glimpse of the sci-fi stealth-action gameplay, parkour and storytelling that await!

Can’t hold on till then? Play Steel Seed’s new Steam demo, available now until the game’s official launch. Explore the game’s introduction, experiencing key mechanics like stealth action, epic battles and more.


Steel Seed is a gripping action-adventure game from the visionary team behind the critically acclaimed Close to the Sun set in a dark sci-fi world where humanity stands on the brink of extinction. Join protagonist Zoe and her flying drone companion KOBY as they investigate the depths of a hostile underground facility in search of answers and the key to mankind’s survival.

Steel Seed has been an incredible journey and a massive effort for our team,” said Carlo Ivo Alimo Bianchi, CEO & Creative Director of Storm in a Teacup. “We've poured our passion, creativity, and dedication into every detail to bring this world to life. This game is our homage to all the stealth-action players who thrive in the shadows, strategize every move, and embrace the thrill of the challenge. It’s been years in the making, and we can’t wait for you to finally experience it."

Key Features

  • A Deadly, Post-Cataclysmic World: From towering industrial landscapes to eerie biodomes, the world of Steel Seed is as haunting as it is immersive. Explore a hand-crafted world and narrative that challenge the very definition of humanity.
  • A Companion Like No Other: Zoe isn’t alone — her only ally is Koby, a prototype drone that becomes more than just a tool, but a crucial partner, offering guidance and helping to solve puzzles together. Koby is Zoe’s emotional anchor in an otherwise desolate world, creating a formidable duo in the face of any challenge.
  • Stealth, Parkour & Dynamic Combat: Adapt your playstyle with a unique blend of stealth-action gameplay.
  • Stealth & Strategy – Use shadows, distractions, and the environment to evade or take down enemies.
  • Dynamic Combat – Face off against various enemy types and challenging bosses, each with unique abilities.
  • Upgradeable Abilities – Customize Zoe’s playstyle with three distinct skill trees featuring 40 different upgrades.
  • A Thought-Provoking Sci-Fi Adventure: Steel Seed isn’t just about survival — it’s about exploring the fine line between human and machine, trust and control, resilience and despair. With a story revised and edited by BAFTA-winning writer Martin Korda, the game delivers a deep and compelling narrative experience.