Why (IMO) 007 First Light feels ALIVE
As an enthusiast of the Ian Fleming novels (Moonraker is my favourite), I must say that IOI got the relationships between the people working at MI6/Q-Lab and Bond spot on.
If you have explored between missions, you might have come across conversations with some NPCs, such as Gary, a Q-Lab technician who is a fanboy of Bond after his Iceland heroics and later gives him emotional support following his loss. Or the Operations accountant, Basil Winters, who simply says, "Iceland," after Bond introduces himself, continuing to list, in a slightly hostile manner, all the property destroyed in the Iceland incident, implying that his job is to account for every single piece of damage caused by Bond and his actions.
There are plenty more opportunities for NPC conversations, like those with Whitlock & Bancroft or Waters from the armoury/shooting range. What I like most of all, is that every environment has LIFE! People are working, sitting in the lounge, talking to each other about behind-the-scenes matters, such as "a vintage spy gadget: a crocodile submersible," which is, of course, a lovely nod to the Octopussy film. There are many more conversations to eavesdrop on, but what stands out are the stories these interactions tell. James and the other recruits aren't merely "inconveniences" or "troublemakers," as Q often portrays Bond in the films. Instead, the relationships feel intimate. Everyone has a job to do, and they do it together—for each other, for King and Country.
It becomes clear that the Q-Lab technicians enjoy their work and are genuinely fond of the field agents/recruits. Q himself plays a significant role in the story. He isn't merely a grumpy yet humorous old chap, but a fully fleshed-out individual with ideas, observations, opinions, feedback, and emotions. Over the course of the story, he becomes someone close to James—and to us, the player.
There is one exceptional piece of writing that especially stood out to me. After a difficult decision is forced upon Bond, the game takes us down to Q-Lab, where we find and speak with Q. The brilliance lies in what I felt—and I suspect many other players did too—when Q says: "Don't do it."
Those three simple words achieved something that many games—and even many films—fail to accomplish. They touched me on a personal and emotional level. I genuinely felt the weight of those words. I felt caught, as though Q knew exactly what I was thinking—which, in turn, felt like he “knew” what James was thinking and planning.
Filling the story with those interactions … or LIFE, for the lack of a better word, allows for the unfolding off events throughout the playthrough to hit harder, solidifying the connection of the player and the characters. That is outstanding storytelling!
Now, why did I mention the books at the beginning?
I love the films. Like most people, I grew up with them. Later, as an adult, I became interested in the source material. That is when my enjoyment of James Bond evolved into a much deeper appreciation—not just for Bond, but for the world created by a former naval intelligence officer, Ian Fleming.
Yes, the books were written in a different era and inevitably reflect attitudes that can make modern readers uncomfortable. And yes, it is fair to say that Fleming often struggled when writing women. Yet he managed to write believable human interactions. His novels are not as action-packed or explosive as the films, but they remain thrilling because even seemingly mundane moments—a game of bridge, for example—are filled with tension and personality. Because of those interactions, Fleming's world feels alive. Like the game, it captures the reader's attention through its characters and atmosphere as much as through its action.
While I have criticised Fleming's portrayal of women, I should also mention the novel: The Spy Who Loved Me, an interesting Bond novel written entirely from a woman's point of view, which I enjoyed immensely. And, of course, there are Fleming's wonderfully distinctive female names. Fleming once indirectly joked, "… I'll never call you Loelia. It sounds like somebody in an indecent limerick", suggesting that female character names should be memorable without becoming ridiculous. My personal favourite remains Galatea Brand, or simply "Gala."
In conclusion, that's why I recommend this game to EVERYONE (who calls themselves a Bond fan). Play it and experience a story that could just as easily have been a superb novel—or a film, for that matter.
Thank you for taking the time to read my two cents on this topic. Cheers!