Showing posts with label HITMAN. Show all posts
Showing posts with label HITMAN. 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!



One-on-One Discussions with Gamers: AAA Developers & Crowdfunding Solutions

In recent one-on-one discussions with gamers, SDGT Entertainment delved into the challenges that many AAA developers are currently facing. The myth of being "too big to fail" is one that these developers need to get over, as it's becoming increasingly clear that alternative routes must be considered to ensure long-term success. Concord could've been morphed into a single player mission based adventure. If it were me, I would've wanted to see Firewalk give the game a secondwind by taking this route, and even let them fly free with the title under the conditions that it remained a Playstation exclusive (in terms of consoles) for a solid period of time. 



IOI (IO Interactive) comes to mind as far as being a dev team being able to take their baby (the Hitman franchise) and soar, verses being wiped off the map. Hitman lives on and the team continues to make content like... The Splitter featuring Jean-Claude Van Damme as an exclusive Hitman target. They have other IPs in development, but... they took what they had and continued to build without trying to pump out title on top of title. Instead they adapted, married Hitman 1 to 3 and served up Hitman: World of Assassination. The additional adventures can be purchased for... Hitman: World of Assassination (initially released in Q1 2021), and this is one way to keep a game fresh while the developers figure out their next move. You can dive into Hitman with a free starter pack... right now, and play The Splitter free for a limited time!

I'm not saying Concord would've been able to last, especially with the track record and fanbase Hitman has, but... all that work didn't have to go to waste.

The Myth of "Too Big to Fail"

The notion that large developers are immune to failure is a dangerous misconception. The reality is that even the biggest names in the industry can falter if they don't adapt to changing market dynamics and consumer expectations. This was echoed by Chris J., an Ohio native visiting Orlando, who expressed his frustration with the current state of the industry:

"I hate when companies nickel and dime us for extra content that should've been in the game in the first place," says Chris J.

Not everyone will be able to go live with each title for online multiplayer action. The playerbase will have to come from somewhere and there are some badass games that a number of gamers aren't willing to part with just yet. Grand Theft Auto Online, Fortnight, CSGO, Minecraft, even COD Mobile are still ticking. I won't say run in fear when it comes to making online games, but... you have to know when to take a step back and do your homework to identify and take into account what warms someones heart enough to make that a purchase + microtransations would be okay vs a free-to-play setup or... additional DLC that adds to a complete game. These discussions also included Sims 4, which a couple I didn't get a chance to quote, had a major reaction about. They love Sims, but said similar to what I have in the past regarding how limited part 4 felt. We agreed that it was better off being a free-to-play game from the beginning. It took nearly a decade for that to occur, but they eventually adapted to the situation. I guess the $39.99 wasn't going to cut it anymore, especially with the cost of the DLC.

The Problem with Greed

Greed doesn't guarantee a continuous flow of money. Developers need to understand that their revenue comes from gamers with a fluctuating percentage struggling to make ends meet. Investments in gaming must make sense for these consumers. The big developers can play mind games with themselves, but reality will always keep it real with them, whether they like it or not.

When it comes to developers who are hesitant to revive fan-favorite games because they want to rake in piles of money on what appears to be the safe bet, it's understandable to seek success. However, the same gamers they want support from are the ones some don't seem to believe in. Even reaching out for crowdfunding for beloved games seems to be a step too far for some publishers.

Crowdfunding as a Viable Option

Newlyweds Trey and Diana S., honeymooning in Orlando, shared their thoughts on crowdfunding:

"I've given money to Kickstarters before, they just have to present it well and make the rewards worth it. I'll even pay a buck or two to get my name posted on a backer list. I don't have faith in the big developers to do Kickstarters bro, they're stuck up," says Trey S.

"If it's my job and I want to keep that job, I would listen to the customers," says Diana S.

Overall, if gamers are willing to put up the money for a game based on a calculated cost, it should be a no-brainer for developers to give the people what they're willing to invest in (if the goal isn't made thats the indicator to keep it moving). Giving gamers what they're willing to pay for seems to make too much sense for some publishers. Hopefully, this article... ruffles some feathers in the right way and helps more developers get over themselves if they're running into a wall.


 + Sophi 

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Square Enix... did what?!

Embracer grabs Crystal Dynamics + Eidos Montreal + Square Enix Montreal for $300 million! This isn't just Tomb Raider, Thief, and Deus Ex (no no no)... this includes over 50 back-catalog games.

Square-Enix seemed to have set their sights too high when it comes to certain games like Marvel Avengers and the recent Guardians of the Galaxy. You might recall that their CEO (Yosuke Matsuda) felt that Japanese devs fall short when trying to emulate Western games, but I'm instead of just placing IPs in a closet never to be seen again... at least they're being sold off (finally).

A few things happened in the past that were hints at this sale happening. Square Enix wasn't happy with the performance of Hitman, and Deus Ex back in 2017... and IO Interactive decided to go their own way with the Hitman IP to keep it alive. I think it was awesome for the Hitman developer to make that move, and it was less pressure from corporate.

I wouldn't say Embracer Group is a bad home for these dev teams and their IPs because it shouldn't be when you consider their reach and willingness to adapt, but I hope the new home is even better for the developers and gamers. Currently, Crystal Dynamics is working on a brand new Tomb Raider game (which the franchise has limitless potential in my opinion) + we can't forget about the Microsoft X Crystal Dynamics Perfect Dark reboot.

I would say that Epic Games should've considered placing their hat in the race also... if they want to become a bigger threat as far as PC gaming platforms are concerned, but I wouldn't want there to potentially be restrictions on where the games would be available. Epic is still in the mix with several Eidos Montreal projects being developed with the Unreal Engine 5... so hopefully, it's a win-win for all (especially the gamers). We don't know what that full list of games is that were acquired, but one was Legacy of Kain. I highly doubt Parasite Eve would be part of the package, but one could dream... especially if Square Enix doesn't do anything with it. They annoy the crap out of me with that. Do something with it... do a crowdfund if you don't believe in it, sell it, let someone else work their magic with a remake, collab with Capcom, whatever... make something awesome!



HITMAN2 - EXPANSION PASS


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HITMAN 2 Gold Edition



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Mutant Year Zero: Road to Eden



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Phantom Doctrine


We received this game from the cool folks over at Good Shepard Entertainment recently, and so far I can sum it up in one word, addictive. - Yang 

I didn't play it yet, but it looks badass. I hesitate because I suck at RTS games. This is turn-based but still, I get a little intimidated. It's all good, I can kick back, eat snacks and enjoy the gameplay. - Luis D. Lucha

Phantom Doctrine pulled me in from the jump, and after getting a taste of the tutorial... I was ready for action. Not to downplay this story at all, but I think the developer (CreativeForge Games) could also create a Hitman game with a similar feel. The adventure would be different... so it wouldn't be stepping on this IPs toes. Anyway, check out Phantom Doctrine's info below and look forward to the pending review... after I've gotten the opportunity to actually dive deep into the story + the other ins and outs. Game on! - Blu

Save 10% on Phantom Doctrine until... August 28th! (TICK TOCK) - RkRk


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