Combat System describes the offensive and defensive options James Bond has when stealth breaks or when the player chooses to escalate directly. The system in 007 First Light mixes third-person cover shooting with a dodge, parry, and grab melee rhythm, then governs the overall pacing through a Licence to Kill escalation rule that prevents Bond from using lethal force on unarmed targets.
Melee
Melee uses a colored-flash tell system for incoming attacks:
Tell | Bond's options |
|---|---|
Yellow flash | Dodge, parry, or land a faster strike to interrupt the attack |
Red flash | Must be dodged; cannot be parried or interrupted |
Block stance (no flash) | Use a grab to break the block, then chain into a follow-up |
Beyond the basic exchanges, melee uses the environment extensively. Bond can wall-slam enemies, throw them over balconies, swing them into pillars, and chain takedowns when multiple enemies cluster. Throws and slams are dynamic, varying with positioning rather than playing as fixed animations.
Improvised weapons sit alongside the formal melee system. Bond can pick up almost any small object in the environment (coffee cups, books, keyboards, bottles, ashtrays) and throw it at a target to disorient or stagger them. The combat designers have described the throwable kit as deliberately wide so that the player almost always has something to disrupt a tense exchange.
Gunplay
Gunplay is cover-based. Bond snaps to cover with a button press, blind-fires or aims down sights, and can vault, slide, or transition between cover points fluidly. Weapons in confirmed use include:

Q Pistol (silenced PPK variant) - Bond's signature firearm; covered with the rest of his kit in Q Branch Gadgets
Pistols, submachine guns, and shotguns picked up from defeated enemies
Sniper rifles in specific level set-pieces
Two features distinguish the gunplay from a stock cover shooter:
Disarm. A precision shot to an enemy's weapon hand will knock the gun loose. Bond can pick it up in the same motion, immediately turning it on the next target.
Improvised throws. When a weapon runs dry Bond can throw it at a guard to stagger them, opening a window for a melee takedown or a grab.
Cover and Movement
Cover is sticky and forgiving. Bond will auto-clip to most low walls and corners with a stick movement, and the camera frames cover transitions in cinematic angles by default. Cover state can be left at any time with a directional input; there is no full pinning to a wall.
Outside cover, movement uses sprint, slide, climb, and limited mantling. Vertical traversal is mission-scripted rather than free-form; expect rope drops and climbable ledges at designated points rather than a free climbing system.
Licence To Kill Escalation
The signature rule of the combat system is that Bond does not use lethal force on unarmed targets. The studio has summarized the rule as:

Bond won't shoot an unarmed man.
In practice this works as a state machine. The encounter starts in a non-lethal posture: Bond can knock out, restrain, or non-lethally disarm enemies. When opponents draw lethal weapons (firearms, knives, batons used with lethal intent), the Licence to Kill state unlocks and lethal options become available. Holstering quickly returns Bond toward the non-lethal posture for the rest of the encounter. The rule shapes how the game treats stealth: silent takedowns are non-lethal by default, with lethal takedowns gated behind the active state.
Throwables and Gadgets
Q Branch gadgets fold into combat rather than sitting in a separate stealth-only category. Combat-leaning gadgets include the Missile Pen (high damage versus armored targets), the Flash Mine (area stun), and the Smoke Pod (area concealment that doubles as a combat reset). The full kit is documented in Q Branch Gadgets.
Difficulty and Assists
Multiple difficulty tiers adjust enemy damage, enemy detection range, and the strictness of the parry windows. An auto-complete option exists for quick-time events. Aim-assist, lock-on softness, and reticule sensitivity are individually adjustable.

Tips
Treat melee and gunplay as a single weave. Bond's strongest combat windows open when he disarms an opponent and immediately reuses their weapon.
Watch for red-flash attacks specifically. They cannot be parried; trying to parry them costs a hit and disrupts the chain.
Use throwables to interrupt mid-attack animations. A thrown coffee cup is enough to break a heavy swing and create a parry window.
In Licence to Kill encounters, prioritize the most armored enemy first. Helmets and body armor require extra shots, and leaving them up extends the firefight.
If an encounter goes loud, the Stealth and Bluff System is locked out for the duration. Commit to combat or extract.