At Gamescom, we had the chance to sit down with 007: First Light Art Director Rasmus Poulsen. While the full interview will follow soon, here’s a new insight — a closer look at what IO Interactive had to say about storytelling and Bond’s progression.
Does 007: First Light Have Multiple Endings?
While some missions in 007: First Light are fairly linear — like vehicle chases or set-piece action — others open up into large Arena Maps. Here the player enjoys far more freedom: sneaking or fighting, using gadgets, gathering intel, even bluffing through dialogue. With that many options in gameplay, the question is obvious: does the story allow for similar freedom? Could dialogue choices lead to side branches? Might player decisions create deviations — or even unlock alternative endings?
We put this question directly to Art Director Rasmus Poulsen at Gamescom, and his answer was clear:
“The story as such is linear, because we have a singular story with a singular message we want to tell and a singular — let’s say — end point.”
So while the story itself follows one path, the gameplay surrounding it offers plenty of room for improvisation and creativity. For example, a well-chosen dialogue option might reveal new intel that changes how you approach a mission, opening shortcuts or alternate tactics. What it won’t do, however, is alter the overall narrative. Players won’t change Bond’s fate, but they will shape the moment-to-moment journey of how he gets there..
Does 007: First Light Ever Leave Bond’s Perspective?
In the classic Bond films, the audience often sees more than 007 himself. You Only Live Twice shows SPECTRE inside their volcano lair long before Bond gets there — a use of dramatic irony, giving viewers knowledge the hero doesn’t have. Or in Skyfall, we cut to Silva’s hideout while Bond is still piecing the mystery together — a form of omniscient storytelling that builds suspense by shifting the camera away from the protagonist.
The First Light reveal trailer even hinted at something similar: an office scene where M and Greenway discuss Bond in his absence. It suggested the possibility of those classic cinematic devices — but, as Poulsen explained, the game itself takes a very different approach:
“It is important for us that you and Bond are together on this journey and that you discover and form his fate together. On the one hand you are roleplaying and making the choices for him and on the other hand you observe him how he engages with the world around him with dry quips and having a good time with him.”
That particular office scene, Poulsen confirmed, was created for the trailer only. In the final game, the perspective never drifts — players stay with Bond from beginning to end, sharing every moment of his origin story.
Is There a Skill Tree or RPG-Style Progression System?
007: First Light already promises plenty of depth through its systems — from cinematic melee combat and vehicle action to bluffing, gadgets, and social encounters. But does that complexity extend to a traditional progression system, with skill trees or unlockable abilities?
When EMB asked Poulsen at Gamescom, his answer tied back to the game’s linear narrative design:
“It’s a linear narrative where we land in a specific space for Bond and you as a player. In terms of acquired skill, you have got your skill and you have the skills that are added to you through story beats, where things become obvious and you have got gadgets, which are awarded to you when Q deems you ready to accept that level of action.”
Instead of an RPG-style system, Bond’s growth is woven into the story itself. Skills and gadgets are introduced when the narrative demands it, reflecting his evolution from naval officer to secret agent. Progression isn’t about grinding or choosing perks — it’s about experiencing Bond’s transformation as the story unfolds.
Will It Be Missed?
007: First Light will not feature branching storylines or alternative endings. There’s no RPG-style skill tree either. Instead, it’s a linear, story-driven adventure with a clear focus on Bond’s journey. But does that leave something important out? Will you miss these features, or is this exactly what a Bond game should be?