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Story and Setting
May 30, 2026 at 06:12 PM
Reframed the antagonist hierarchy: Sir Nicholas Webb is the conspiracy's mastermind, Damien Webb his son and the Golden Mask enforcer, and Bawma a major mid-campaign figure rather than the primary antagonist
007 First Light tells an original James Bond origin story written for the game by IO Interactive. The plot is not adapted from any film, novel, or prior Bond game. The campaign covers Bond's recruitment into MI6 as a 26-year-old aircrewman, his early field assignments under the supervision of senior agent John Greenway, and a multi-continent investigation into a Bond-adjacent conspiracy centered on the Webb family and the operative known as Bawma.
This article summarizes the launch-build campaign at a high level. Major story beats are mentioned; specific endings are kept hedged to avoid full-narrative spoilers.
The story is set in the present day. The lead is a 26-year-old James Bond, a Royal Navy aircrewman who has the natural instincts of a 00 agent without the discipline. The opening Iceland mission establishes him as resourceful and quick to improvise. He is fast-tracked into the 00 Programme and given the codename 007 before he has fully earned it, then has to demonstrate that the number was not given in error.
The full reimagined MI6 cast is covered in the MI6 Cast article. Major recurring characters include:
Character | Role |
|---|---|
Head of MI6 | |
Head of Q Branch and chief gadget engineer | |
MI6 staff officer; expanded field role for this game | |
Senior field agent and Bond's mentor | |
DGSE agent and field partner across several missions | |
Psychology and game theory expert; designer of Tactical Simulation | |
Major mid-campaign antagonist (Mauritania) |
The campaign breaks into a prologue plus ten named chapters. Detail on each is in the Chapters article. The locations span a globetrotting itinerary that includes Iceland, Malta, London, Slovakia, Mauritania, Vietnam, Antarctica, and a final defense of MI6 itself.
# | Chapter | Location |
|---|---|---|
Prologue | ||
1 | ||
2 | ||
3 | ||
4 | ||
5 | ||
6 | ||
7 | Webb Industries | |
8 | ||
9 | ||
10 | MI6 |
Iceland prologue. Bond, then a Royal Navy aircrewman, survives a helicopter crash and improvises a rescue that catches MI6's attention. The opening doubles as a tutorial.
Malta training. Bond joins fellow 00 candidates at a training facility. The arc introduces the 00 Programme, Q Branch, and the bluff system. Bond's promotion is contested.
London debut. The first real field assignment takes Bond into a nightclub. The mission introduces social stealth, dialogue choices, and named NPCs from the antagonist faction.
Slovakia chase. A high-altitude air drop transitions into an Aston Martin DBS chase against a former MI6 operative, the rogue 009.
Mauritania. The investigation deepens. Two chapters set in Mauritania, centered on the pirate-run black-market hub of Aleph, bridge the early field work into the conspiracy at the center of the plot.
London gala. Bond infiltrates a Kensington museum gala and the penthouse of Nicholas Webb, gathering intel on the Webb family's interests.
Webb Industries (Knightfall). The Webb arc climaxes in a corporate set-piece chapter that introduces the Missile Pen gadget.
Vietnam (Time to Die). A luxury spa hides surveillance targets that need to be tagged across a broad social environment.
Antarctica. A remote facility set piece tests the bluff system and combat under harsher constraints.
For England. The finale brings every story thread to MI6 itself for a defensive mission.
Character | Role |
|---|---|
Mauritanian warlord and major mid-campaign antagonist; portrayed by Lenny Kravitz | |
Damien Webb | Sir Nicholas Webb's son and the Golden Mask enforcer; the campaign's final boss, whose defeat secures the "You know my name" trophy |
Nicholas Webb | The conspiracy's mastermind and Damien's father, architect of the THEIA cover-up; his penthouse infiltration is tied to the "All time high" trophy |
Isola | Late-campaign target tied to the "The writing is on the wall" trophy |
Rogue 009 | Former MI6 operative pursued in Slovakia; recovery tied to the "Nobody lives forever" trophy |
Niko and Tero Murto | Twin henchmen who appear as boss fights in the Uninvited and Time to Die chapters; distinct from Damien Webb |
Character | Role |
|---|---|
MI6 leadership; mission briefings | |
Gadget loadout selection and tutorials | |
Field intelligence and MI6 liaison | |
Senior field mentor; collaborates on several missions | |
DGSE counterpart | |
TacSim architect and Bond's psychological assessor | |
Theresa Lorca | Field contact rescued during the late campaign ("Double or die" trophy) |
The narrative explores three intertwined themes. First, the cost of an inexperienced operative running ahead of his training: every set-piece victory in the early campaign is bracketed by the question of whether Bond should be doing this at all. Second, the institutional weight of MI6 itself: the 00 Programme is presented as one node in a broader agency apparatus that includes Q Branch, DGSE liaisons, and on-the-ground field handlers. Third, the moral arithmetic of license-to-kill restraint: Bond will not shoot an unarmed person, and the campaign repeatedly stages encounters that ask players to find the line between necessary force and excessive force.
IO Interactive has framed 007 First Light as an original Bond story divorced from existing cinematic and novel adaptations. Characters whose names overlap with the Bond canon (M, Q, Moneypenny) are reimagined within this game's continuity. Players should treat this game's cast, plot, and lore as self-contained and not import biographical details from the wider Bond canon. Lore from other Bond media is referenced only as background and is always hedged.