007 First Light - IO Interactive

If this, is in fact the case, I hope they go the Metal Gear Solid route where the first person just for aiming. I’m not pleased about MachineGames’s Indiana Jones game being mostly first person. James Bond works better in third person.

https://ioi.dk/?panel=careers%2Fnews%2F2024%2Frodrigo-santoro-joins-project-007

I think the goal is to release this video game along with Bond 26 or at least in the same year.

Writers were hired 3 years ago, they will be quite far on.

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This game was announced in November of 2020. An official reveal has to be coming soon, one would think.

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Well, I guess we finally got some information about the game from this. I mean, it is confirmation that someone is in fact leading this game development.

It’ll be interesting to see what comes first: actual visual proof that this game does indeed exist or the introduction of Bond #8.

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From what I can gather, the game only entered full production in 2023 meaning it’s still a few years away.

They possibly made a mistake in announcing it when the deal was struck. Game development isn’t short…

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https://x.com/IOInteractive/status/1846164642831163467

Looking for animators.

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Young Bond. Yay!

At least I know not to put any thought or energy into looking forward to this for the rest of its next two decades in development. A definite hard pass on this.

What were you expecting?

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No new details here, just another proof of life article. We’ve known for a while the game will introduce a freshly minted 007, which I’m fine about. I’m hardly expecting to see Charlie Higson’s incarnation investigating Loch Silverfin.

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Awesome!..can we see it?

Almost everybody passed by it, but there was rencently a very interresting of the Chief Marketing of IOI :

From Google Translate:

Q: I actually had questions on the subject. This is the first time that IOI will work on an external franchise. How did this collaboration with MGM go? Is there any particular pressure in dealing with such iconic material? In terms of the entertainment industry, James Bond is an object of worship. How are you approaching this new challenge?

A: That’s a very good question. After 25 years of experience on Agent 47, I think we have developed a certain expertise in all things stealth and I think we were best positioned to rework the Bond license in video games. We haven’t seen an excellent James Bond game in maybe 20 years.

Q: Since GoldenEye 64 (released in 1997)?

A: So. This is a challenge that is not insignificant since today, the target of the Bond license is relatively old. Our data shows that the average age is roughly 35. While the average age of the audience for PEGI-16+ games is around 16 and over. The challenge is: how do we go about developing a Bond game that is in line with a gaming target? The franchise is not in line with this target, and the best way to ensure that we are targeting the right audience is to offer something that has never been done. It’s focusing on the origin of James Bond. So we’re going to start at the origins, which has never been done in the films. And that’s super ambitious of us. We work with EON [EON Productions - Editor’s note], who hold the license, and they help us work on the script.
This will be the youngest James Bond in Bond history. And it will be an original mission, something unique. But there is also our know-how, which we have developed over the last 25 years, and which makes this mission feasible on our side. Once again, we will move from agent 47 to agent 007… I think that millennials and Generation Z, who have not necessarily consumed Bond, will be more curious to start from the beginning with a young James Bond and a new story. I think that then they will naturally switch to the films and other derivative projects that EON is doing, or that EON will do in the future.

Q: If I’m not mistaken, you announced that this Bond would be a trilogy?

A: I don’t know (laughs)

Q: You don’t know? It’s a shame (laughs). I will rephrase my question. In keeping with the Hitman philosophy, is Bond going to be a game that develops over the long term, or will it be a slightly more compact narrative experience, which could be followed by sequels?

A: I think we will talk about it in much more detail during the (marketing) campaign. But I come back to the philosophy of IOI which has not changed, which will not change from one game to another. Our desire is to make video games that are long-term. We don’t want to launch an X-hour video game and move on to the next game.
I think we want to continue to bring content to our audience, then potentially bring it to a next game, to a next James Bond. Any publisher will say the same thing, any developer will say the same thing: before venturing into a sequel, you must already ensure that the first one works well. That’s our top priority. We are making a very big play, but we really want to be in the long term. We did that very well on the last Hitman trilogy. Both this year and next year, you’re going to see a lot of content on Hitman and that, once again, reinforces the fact that we’re here for the long term. We plan to do this on all the games we work on today.

Q: I’m taking this opportunity to revisit your third project, Project fantasy. According to the rare information we have been able to obtain, you are completely changing universe. We leave reality and stealth, to enter a universe of heroic fantasy. Was this a project that had been maturing for a long time? Was it a desire among the creative teams to change gear? Or was it somewhere an internal challenge to change universes and see where it leads?

A: Most of the time, people think IO = Hitman, we’ve been making Hitman for 25 years. But, as a reminder, IOI is one of the few developers over the last 25 years to have worked mainly on new IPs. I’m thinking, for example, of Kane & Lynch, Freedom Fighters and Mini Ninjas. Bond is the only one to date that doesn’t register as a new IP. On the other hand, there have been no James Bond games outside the film. They’ve always been film inspirations. All of them. That’s where the challenge came from. We have expertise in stealth. We can venture into James Bond and do something that a publisher has rarely been able to do. I say ‘rarely’ because my last game for Warner Bros was Hogwarts Legacy, and that was in the same vein. In other words, how do you make a game based on a franchise that isn’t necessarily inspired by the films? In fact, it was a phenomenal success last year.
I’ll answer your question. We’re known for creating new IP, so Project Fantasy is a natural extension of what we’ve been doing for the last 25 years. We ask ourselves: how do we reinvent ourselves? How can we do something new and try to develop something other than Hitman, because that’s what we’ve been doing for the last 10 years. We’re always looking to reinvent ourselves. We want to be known as a publisher and developer that does more than just one franchise. This allows us to move into fantasy RPGs and try to do something that’s more than just a single franchise.
But at the same time we’re also trying to improve our graphics. I’m thinking of James Bond for example. It will be a game that will be much more linear than Hitman. Without necessarily hiding these things too much, it’s normal since James Bond is a franchise. There will be a story, and it will be relatively linear. It will be completely different from Hitman which is more of a sandbox game where you can do a little bit of what you want. So if it’s more linear, that means there will be a lot more cutscenes and so we have to continue to develop and improve on that side. Whereas we didn’t necessarily have that in Hitman.

Sounds like they have passion and ego to make it different, props to them. I think we’ll see some classic characters outside of M, honestly.

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This goes to what I was saying before about attracting a younger demographic to the franchise rather than just appealing to the older segment of the fanbase. I’m glad IO are aware of it. I saw TND on the big screen as an 8 year old and the Bond games played their part. It’s very possible Project 007 will be some people’s first exposure to Bond, so it has to be good enough to ignite their imagination and want more.

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I’m sorry, I know this isn’t totally related, but have you guys seen this? It’s a cut scene from the Quantum of Solace PS2 game, and it seems to show an adaptation of the original ending for the QOS film. We’ve seen the clip of Jesper Christenson saying part of one of the lines here, and the other dialogue appears at the end of the other versions of the game, though it cuts off with the exchange between Bond and M before he enters the building in those games. Pretty wild, I’ve never seen this.

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Tiny update

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The video popped up on my YouTube feed and I got excited for a split second.

I can’t believe this thing is still under wraps.

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At least we know this project is still alive.