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	<title>Hitman &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>007 First Light vs Hitman Series &#8211; What&#8217;s New?</title>
		<link>https://gamingbolt.com/007-first-light-vs-hitman-series-whats-new</link>
		
		<dc:creator><![CDATA[Stuart Glover]]></dc:creator>
		<pubDate>Thu, 14 May 2026 17:04:58 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[007: First Light]]></category>
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		<category><![CDATA[IO Interactive]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=643800</guid>

					<description><![CDATA[From character arcs, to mission structure and gameplay systems, the differences between Bond and Agent 47 run deeper than their ability to sneak undetected.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">C</span>oming from IO Interactive, <em>007 First Light</em> is James Bond’s first video game foray in fifteen years. Given the studio’s pedigree as custodians of Agent 47’s globetrotting assassination exploits, you’d be forgiven for thinking this is <em>Hitman</em> re-skinned. Whilst there’s plenty of mechanical overlap, <em>007 First Light</em> instead appears to be both a culmination and an evolution on what the studio has honed through numerous <em>Hitman</em> games.</p>
<p>For an overview of <em>007</em> <em>First Light’s</em> storytelling, mechanics, gameplay, and more, check out our already published “<em>15 Things to Know videos</em>”, as here we’re exploring the differences between Bond and Agent 47 beyond a shared clandestine knowhow.</p>
<p><strong>Bond Isn’t Yet The “Anti-Hero”</strong></p>
<p><iframe title="007 First Light vs Hitman - 15 BIGGEST Differences" width="500" height="281" src="https://www.youtube.com/embed/o1QVWZOu8rM?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>While canonically, he eventually grows into the emotionally stoic anti-hero we recognise in books and movies, <em>First Light’s</em> young Bond is essentially a “good guy” – in inverted commas – not yet jaded by his demanding career in espionage. In contrast, <em>Hitman’s</em> Agent 47 is a genetically-engineered killing machine. Sure, he’ll rarely assassinate do-gooders, but ultimately he’s a necessary evil bent on command to destroy nefarious power. He’s a true anti-hero; a form Bond doesn’t echo until later life.</p>
<p><strong>Young Bond Guided by Morals</strong></p>
<p>And, seeing as <em>First Light’s</em> Bond is fresh into the world of espionage, he still adheres to his values, principles, and unwavering patriotism. <em>First Light</em> presents a character-driven narrative, suggesting opportunity for story events to push Bond’s resolve beyond its limit, forcing you to make decisions under pressure which might not align with his morals. If so, this would produce a more layered narrative experience than <em>Hitman</em>, where Agent 47’s approach is single-minded.</p>
<p><strong><em>First Light’s</em> Character-First Framework Influences How You Engage</strong></p>
<p><em>First Light’s</em> character-first framework will influence how you engage with its world in comparison to <em>Hitman</em>, too. The young Royal Navy airman introduced at the beginning of <em>First Light</em> is multifaceted, with influence drawing from across Bond’s entire spectrum, to the facial scar lifted straight out of Ian Fleming’s early novels, to close-quarters, hand-to-hand tussling personifying the intensity of Daniel Craig. Agent 47 isn’t one-note by comparison, but there are actions you’ll take in his command which feel “correct” for the character. Bond’s design, instead, is such that crisscrossing between playstyles feels apt, even if <em>First Light</em> brings frequent on-rails scenarios which usurp freedom for spectacle.</p>
<p><strong>Agent 47 is a Blank Slate</strong></p>
<p>Even though <em>First Light’s</em> Bond is multifaceted, you could argue his character isn’t yet fully-realised. As his arc progresses, you’ll progress with him. From this perspective, then, you could also argue that Bond is already pre-defined; or, at least, the various playstyles the game presents allow you to hone his image through pre-determined lenses. Agent 47, in contrast, is a blank slate whom you’ll characterise through playstyle, giving you more freedom in how you shape his persona. As much as <em>First Light’s </em>juvenile Bond replicates this, his path is already set.</p>
<p><strong><em>Hitman</em> Thrives on Emotional Detachment</strong></p>
<p>Agent 47, the agent of chaos that he is, still treats his assassination targets as objectives. In <em>First Light</em>, there’s a sense that Bond’s targets are woven intrinsically into his existing relationships; the trailing of rogue agent 009 in the game’s preview footage, for instance. There’s a higher personal stake in Bond’s mission compared to Agent 47, and this should strike a richer emotional chord amongst players.</p>
<p><strong><em>Hitman’s</em> Missions are Self-Contained Sandboxes</strong></p>
<p>Beyond character, both games demonstrate significant structural divergence too. Missions in <em>Hitman</em> are ostensibly puzzles with moving pieces, and it&#8217;s up to you to concoct a solution (or a sequence of solutions – the game’s sandbox design doesn’t limit you). Now, despite the promise of playstyles and player agency, <em>007 First Light’s</em> structure appears, by comparison, much more procedural. Yes, you can choose whether to play stealthily or with gusto, but the overriding ethos here is “forward-momentum” – no matter what, Bond always forges onwards.</p>
<p><strong><em>Hitman</em> Encourages Replayability</strong></p>
<p><img fetchpriority="high" decoding="async" class="aligncenter wp-image-621194" src="https://gamingbolt.com/wp-content/uploads/2025/06/007-First-Light_03-1024x576.jpg" alt="007 First Light_03" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/06/007-First-Light_03-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/06/007-First-Light_03-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/06/007-First-Light_03-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/06/007-First-Light_03-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/06/007-First-Light_03-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/06/007-First-Light_03.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>And, as <em>Hitman’s</em> levels are sandboxes, their design encourages repetition: uncovering new routes, finding new, often more outlandish assassination methods; they bring mastery through experimentation. <em>First Light</em> appears more concerned with curating a first-time experience, and it&#8217;s unclear at this stage how much emphasis IO Interactive has placed on replayability.</p>
<p><strong><em>First Light’s</em> Bond is More Combat Ready</strong></p>
<p>In <em>Hitman</em>, squaring up to a band of enemies was usually a last resort. Agent 47’s mission success hinged on remaining clandestine, where exposure often led to being overwhelmed. It’s fair to say IO Interactive’s skillset, as a studio, emphasised a deliberate form of gameplay (a point they’ve addressed when developing <em>First Light</em> which we’ll expand on later). Regardless, <em>First Light</em>, in comparison, brings an evolved combat experience via precise shooting mechanics, aim assists, and environmental explosives. And on closer examination, you’ll notice intimate camerawork frames Bond when engaging in hand-to-hand combat too, providing a visual example of IO Interactive’s renewed combat-ready focus.</p>
<p><strong>James Bond’s Fantasy is More Realised</strong></p>
<p>Wherever your opinion lands on <em>First Light’s</em> version of James Bond, one thing IO Interactive truly understands about the character is that he’s a fantasy. He’s smart, attractive, charismatic; he’s a taste for luxury and sophistication; his career, let’s be honest, is exciting. So, whilst these fantastical elements are grounded in real-world settings, <em>First Light</em> – like Bond fiction writ large – still has room for illogical, disbelief-suspending moments. A fight on the wing of a huge, taxiing airship, for example. Whilst there’s operational overlap, <em>Hitman</em> as a series is less concerned with fulfilling a fantasy. Its scripted moments aren’t used as cinematic tools like in <em>First Light</em>, instead funnelling you towards specific outcomes.</p>
<p><strong>Both Games Handle Failure Differently</strong></p>
<p>If you’re discovered in <em>Hitman</em>, or fail in any capacity, your progress resets cleanly. In <em>007 First Light</em>, whilst there are indeed moments that push you to your most recent checkpoint if you fail, the game’s overarching design discourages resetting. Yes, we’re talking forward momentum again, but this mindset is hardwired into <em>First Light’s</em> circuitry and it&#8217;s worth repeating. The game gives you numerous tools to overcome failure, from confidently bluffing your way out of suspicion, to escaping through smoke bombs or swiftly dropping an assailant whilst they’re calling for backup.</p>
<p><strong>Clockwork Versus Organic Level Design</strong></p>
<p><img decoding="async" class="aligncenter wp-image-638555" src="https://gamingbolt.com/wp-content/uploads/2026/03/007-First-Light-Q-1024x576.jpg" alt="007 First Light - Q" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/007-First-Light-Q-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/007-First-Light-Q-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/007-First-Light-Q-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/007-First-Light-Q-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/007-First-Light-Q-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/03/007-First-Light-Q.jpg 1920w" sizes="(max-width: 720px) 100vw, 720px" /></p>
<p>Stepping away from mechanics, the way these games communicate their design intent is also markedly different. For instance, <em>Hitman’s</em> levels often run like clockwork, with guards, targets, and other NPCs following intricate routines. It’s a key ingredient in the series’ recipe, bringing discovery through patience and observation. In <em>First Light</em>, there are elements of timing and surveillance, sure, but levels appear designed as fluid spaces, where occupying NPCs move organically. A less systemic, open-ended design supports <em>First Light’s</em> curated narrative pacing.</p>
<p><strong>Patience No Longer a Core Skill</strong></p>
<p>Expanding on the point just made: patiently waiting, memorising patterns, compartmentalising predictable routines, these are skills which define Agent 47’s archetype. <em>First Light</em>, instead, is built on momentary study, where any available options can be immediately executed. This means more decisions will be taken on-the-fly, like we alluded to earlier, bringing an intense pressure compared to <em>Hitman</em>.</p>
<p><strong>Agent 47 Observes, Bond is Told</strong></p>
<p>And if there’s something which underlines Agent 47 and Bond’s diverging approaches – patient observation versus momentary study, calculated maneuvering versus instinctual decision-making – it&#8217;s in how the pair gathers information. Put simply, in <em>Hitman</em>, all the information you need to complete a mission is generally discovered in-world, whilst mission-critical info is routinely fed to Bond through earpiece guidance or NPC interactions. In <em>First Light</em>, you’ll be less of an overseer and more an active participant.</p>
<p><strong>Both Games Demand Different Perspectives</strong></p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-643008" src="https://gamingbolt.com/wp-content/uploads/2026/05/007-First-Light-1024x576.jpg" alt="007 First Light" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/05/007-First-Light-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/05/007-First-Light-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/05/007-First-Light-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/05/007-First-Light-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/05/007-First-Light-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/05/007-First-Light.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Zooming out of both titles, we can assess the different perspectives you’ll need to bring as a player. As we already suggested, <em>Hitman</em> is ostensibly a puzzle game with pieces you’ll need to put together to succeed. <em>First Light</em>, meanwhile, embodies its puzzle pieces more broadly into each element of gameplay: narratives, objectives, social interactions, and so on. Playing <em>Hitman</em>, your perspective is singular and focused. In <em>First Light</em>, it seems, your attention is split between multiple priorities.</p>
<p><strong>IO Interactive Has Evolved</strong></p>
<p>As a studio, IO Interactive has evolved to match <em>007 First Light’s</em> ambition. They’ve brought in specialised talent to portray driving mechanics, gunplay, and action set-pieces, as these are areas that simply weren’t a priority in the <em>Hitman</em> series.</p>
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		<title>IOI Ends MindsEye Publishing Deal With Build A Rocket Boy, Hitman Crossover Cancelled</title>
		<link>https://gamingbolt.com/ioi-ends-mindseye-publishing-deal-with-build-a-rocket-boy-hitman-crossover-cancelled</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Tue, 17 Mar 2026 22:09:10 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Build a Rocket Boy]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[MindsEye]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=639423</guid>

					<description><![CDATA[Publishing rights for MindsEye are now exclusive to its maker, although what that could mean for the title continues to be a mystery.]]></description>
										<content:encoded><![CDATA[<p>The publishing deal that Build A Rocket Boy had with IOI Partners for <em>MindsEye</em> has come to an end, and the former is going to assume publishing duties for the title effective immediately. The news comes in the wake of a fresh round of layoffs, with the studio raising suspicions of <a href="https://gamingbolt.com/mindseye-studio-announces-more-lay-offs-blames-organized-espionage-and-corporate-sabotage">corporate espionage</a> being among the reasons its pilot project <a href="https://gamingbolt.com/mindseye-review-a-feast-for-the-eyes-a-headache-for-the-mind">failed to impress</a>.</p>
<p>A press release from IO Interactive announced the transition, stating that the two companies were working to ensure a smooth conclusion. &#8220;IOI Partners’ involvement with <em>MindsEye</em> comes to an end, except for any essential transitional functions required to transfer publisher-of-record status to Build A Rocket Boy&#8230;In light of this separation, the <em>Hitman</em> mission announced in June 2025, planned as a crossover event within <em>MindsEye</em>, will no longer be released. Both IOI Partners and Build A Rocket Boy recognize the anticipation this collaboration generated among the community and express their appreciation for the support shown by the players.&#8221;</p>
<p>Build A Rocket Boy continues to entertain collaborations with other partners; however, it turns out that the <a href="https://gamingbolt.com/mindseye-developer-parting-ways-with-io-interactive-hitman-collaboration-cancelled-rumor">rumors</a> regarding the <em>Hitman</em> collaboration&#8217;s cancellation turned out to be true. Whether or not that&#8217;s a disappointment to you depends on your excitement for the whole thing, but with <em>MindsEye</em> being as <a href="https://gamingbolt.com/what-the-hell-happened-to-mindseye">unimpressive</a> as it was, we&#8217;re probably not going to be feeling too bad about this one.</p>
<p>It&#8217;s unclear what the future holds for the embattled studio and its equally troubled game. However, perhaps things could improve once the <a href="https://gamingbolt.com/mindseyes-10-year-plan-is-ambitious-but-can-the-developers-pull-it-off">ambitious ten-year plan</a> from the studio&#8217;s co-CEO Leslie Benzies comes into effect and revitalizes it. We&#8217;re not holding our breath, though, especially with Benzies <a href="https://gamingbolt.com/mindseye-studio-co-ceo-takes-temporary-leave-former-employees-call-out-leadership">having taken a temporary leave of absence</a>.</p>
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		<title>MindsEye Developer Parting Ways With IO Interactive, Hitman Collaboration Cancelled &#8211; Rumor</title>
		<link>https://gamingbolt.com/mindseye-developer-parting-ways-with-io-interactive-hitman-collaboration-cancelled-rumor</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 30 Jan 2026 17:02:41 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Rumors]]></category>
		<category><![CDATA[Build a Rocket Boy]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[MindsEye]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=636009</guid>

					<description><![CDATA[The decision reportedly comes from Build a Rocket Boy, not the publisher, which wants more control over its much-maligned title.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Build a Rocket Boy&#8217;s <em>MindsEye</em> was released last year to <a href="https://gamingbolt.com/mindseye-publisher-acknowledges-tough-reception-of-the-game-at-launch">no shortage of poor reviews</a>, both from critics and players, but its saga is far from over. Sources speaking to <a href="https://insider-gaming.com/build-a-rocket-boy-io-interactive/" target="_blank" rel="noreferrer noopener">Insider Gaming&#8217;s Tom Henderson</a> revealed that the developer is allegedly parting from IO Interactive, which published the title. Contrary to what you&#8217;d expect, it&#8217;s not the publisher&#8217;s decision.</p>



<p class="wp-block-paragraph">Apparently, the studio wants to foster in-house publishing and have more control for the sake of &#8220;faster decision-making,&#8221; &#8220;simpler communication&#8221;, and &#8220;greater control over the player experience.&#8221; What that could all mean remains to be seen, but this split reportedly means that the <a href="https://gamingbolt.com/mindseye-x-hitman-collaboration-delayed-next-update-coming-in-august">delayed <em>Hitman</em> collaboration</a> won&#8217;t be happening.</p>



<p class="wp-block-paragraph">And while Build a Rocket Boy will reportedly focus on further improving <em>MindsEye</em> and adding more content, there&#8217;s been nothing said about its <a href="https://gamingbolt.com/mindseyes-post-launch-content-includes-new-missions-multiplayer-and-more">&#8220;major adventure&#8221; set in the Starstream Universe</a> (whatever that ended up being). Don&#8217;t even get us started on founder Leslie Benzies&#8217; <a href="https://gamingbolt.com/mindseye-has-an-overarching-10-year-plan-including-an-open-world-free-roam-title">ambitious ten-year plan</a> that would include multiplayer and a new free-roam title.</p>



<p class="wp-block-paragraph">Expect an official announcement of the studio splitting from IO Interactive soon. As for what has been going on with <em>MindsEye</em>, it received an update that <a href="https://gamingbolt.com/mindseye-mysteriously-removes-free-roam-brings-back-arcadia-for-user-created-missions">removed free roam and brought back user-created missions via ARCADIA</a>. While there have been extensive layoffs, which were <a href="https://gamingbolt.com/mindseye-developer-has-been-called-out-for-mistreatment-of-employees-by-uk-game-workers-union">criticized by the IWGB Game Workers union</a>, Build a Rocket Boy has <a href="https://gamingbolt.com/mindseye-developer-is-still-sponsoring-content-despite-low-player-counts-studio-lay-offs">still paid to sponsor content for the title despite lackluster player counts</a>.</p>
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		<title>007: First Light Studio CEO Says &#8220;There Are Learnings&#8221; About Episodic Releases From Hitman</title>
		<link>https://gamingbolt.com/007-first-light-studio-ceo-says-there-are-learnings-about-episodic-releases-from-hitman</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Mon, 24 Nov 2025 12:00:17 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[007: First Light]]></category>
		<category><![CDATA[AdHoc Studio]]></category>
		<category><![CDATA[Dispatch]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[Hitman World of Assassination]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
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		<guid isPermaLink="false">https://gamingbolt.com/?p=632274</guid>

					<description><![CDATA[Hakan Abrak spoke about the success of the episodic Dispatch, and how IO Interactive made "many, many mistakes" with Hitman.]]></description>
										<content:encoded><![CDATA[<p>IO Interactive CEO, Hakan Abrak, has spoken about the lessons that the studio has learned since it developed the modern <em>Hitman</em> trilogy, which came out all the way back in 2016. In an interview with <a href="https://www.gamesindustry.biz/the-big-io-interactive-interview-hakan-abrak-on-james-bond-dispatch-and-the-gta-6-delay" target="_blank" rel="noopener">GamesIndustry.biz</a>, Abrak was asked about his thoughts on the concept of episodic game releases, which has recently returned as a subject of discussion thanks to the success of <em>Dispatch</em>. He acknowledged that IO Interactive might have been too early with the concept when it tried it with <em>Hitman</em>, but also noted that there are differences between a typical level of <em>Hitman</em> and the more narrative-centric nature of <a href="https://gamingbolt.com/dispatch-review-company-of-heroes"><em>Dispatch</em></a>.</p>
<p>Abrak spoke about how <em>Hitman</em> levels are typically designed to be much denser and allow for several hours&#8217; worth of gameplay. While <em>Dispatch</em> offers some replayability thanks to narrative choices that players can make, resulting in branching paths, Abrak noted that <em>Hitman</em>’s levels focused on it to a much greater extent. Having less replayability in a given episode also means that developers have to be quicker about releasing the next episode.</p>
<p>“Yeah, I&#8217;m playing <em>Dispatch</em> myself, I think half of the globe is. It&#8217;s freaking fantastic, it&#8217;s a very, very nice game,” said Abrak. “Absolutely. It is a bit different, though, right?”</p>
<p>“We were, for sure, too early with the concept, and there were many, many mistakes made. We were also banging on that one <em>Hitman</em> level can yield 50 hours plus of gameplay, whereas the <em>Dispatch</em> structure is a bit different. It&#8217;s a much more episodic format, where yes, you can go back and kiss Mandy, or not kiss her – I actually went back and replayed that part – but when there&#8217;s less replay opportunity, then you want to have the next episode coming sooner.”</p>
<p>The studio has taken these lessons to heart, said Abrak, who also spoke about the value of brevity for games. He noted that not all games need to be 40 hours long, and that the medium can also learn from short-form TV shows that tell an entire story in six episodes.</p>
<p>“So yes, there are learnings on that, and I think that&#8217;s a huge topic,” he said. “What is the future of gaming? Do all games need to be 40 hours? One of the things I enjoy a lot is short TV series, just six episodes, especially the British ones. I love that, it&#8217;s not too long. So I think it&#8217;s very interesting, we are thinking about these things for future instalments.”</p>
<p>While <a href="https://gamingbolt.com/hitman-episode-one-paris-review">2016’s <em>Hitman</em></a> saw an episodic release for its levels, IO Interactive largely left the idea behind when it released <a href="https://gamingbolt.com/hitman-2-review-the-killer-inside-me"><em>Hitman 2</em></a> <a href="https://gamingbolt.com/hitman-3-review-one-last-tango">and <em>3</em></a>. The studio did manage to hang on to some of the episodic trappings, however, thanks to its regular releases of new content like <a href="https://gamingbolt.com/hitman-world-of-assassination-gets-new-elusive-target-featuring-bruce-lee">Elusive Targets</a>. Looking to the future, IO Interactive is currently working on <em>007: First Light</em> for PC, PS5, Xbox Series X/S and Nintendo Switch 2, and it&#8217;s another full release rather than an episodic one. For more details about the upcoming title, check out the recent <a href="https://gamingbolt.com/007-first-light-trailer-reveals-the-beautiful-and-deadly-aston-martin-valhalla">trailer unveiling the Aston Martin Valhalla</a>.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">632274</post-id>	</item>
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		<title>007 First Light is Not a Reskin of Hitman &#8211; IO Interactive</title>
		<link>https://gamingbolt.com/007-first-light-wont-be-a-reskin-of-hitman-io-interactive</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Thu, 04 Sep 2025 12:05:14 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[007 First Light]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[Hitman World of Assassination]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=627272</guid>

					<description><![CDATA[IO Interactive grew its development team, getting it "fresh eyes, fresh expertise" that helped the development of 007 First Light.]]></description>
										<content:encoded><![CDATA[<p>Now that IO Interactive has showcased quite a few details about its upcoming title <em>007 First Light</em>, the studio has also clarified that the upcoming title <a href="https://gamingbolt.com/007-first-light-studios-says-if-hitmans-agent-47-is-a-villain-james-bond-is-a-hero">won’t simply be a reskin of its <em>Hitman</em> games</a>. In an interview with <a href="https://www.gamesradar.com/games/action/007-first-light-is-not-a-reskin-of-hitman-io-interactive-says-again-and-the-team-brought-in-amazing-fresh-talent-including-devs-with-specific-driving-expertise-to-help-build-car-missions/" target="_blank" rel="noopener">GamesRadar</a>, senior licensing producer at IO Interactive, Theuns Smit, spoke about how the title will instead tap into the studio’s experience with <em>Hitman</em> to create a brand new experience that’s more suited to James Bond.</p>
<p>Smit also spoke about the talent that has been working on <em>007 First Light</em>, and how the studio has grown since the game was originally announced. He referred to the development of the upcoming <em>James Bond</em> title as a “really big growth moment” for IO Interactive as a whole.</p>
<p>&#8220;We have a very talented team back home, and our team has expanded ever since we first announced the game,&#8221; said Smit. &#8220;Obviously, that meant there was even more interest. We were able to bring in amazing fresh talent to bolster what we already have at the studio, and that has been a really big growth moment for us as a studio.&#8221;</p>
<p>Smit credited the new developers that IO Interactive had hired for the development of <em>007 First Light</em> with differentiating the upcoming title from <a href="https://gamingbolt.com/007-first-light-developer-is-definitely-not-done-with-hitman-ceo"><em>Hitman</em></a>, noting that they offered “fresh eyes, fresh expertise, all of that.” These new developers were able to help design a brand new game &#8220;while still leaning [into] our strengths, [with] the pedigree of 25 years behind us. It comes about the game first. The experience first. If you&#8217;re looking at <em>Hitman</em>, it&#8217;s the way it is for a particular reason, because that&#8217;s the gameplay experience we want to give. For Bond, it&#8217;s not exactly that. It&#8217;s not a reskin of that.&#8221;</p>
<p>Art director Rasmus Poulsen also spoke about some of the challenges behind developing <em>007 First Light</em>, especially when it comes to brand new game mechanics for the studio like having vehicles that can be controlled by the player; something <em>Hitman</em> games don’t have. &#8220;It was absolutely a huge challenge, and also a challenge we didn&#8217;t take on lightly,&#8221; explained Poulsen. &#8220;We had to bring onto the team specific driving expertise, i.e. people that had experience coding, setting up, tweaking, balancing.”</p>
<p>&#8220;Because of course it&#8217;s a balancing act of making a vehicle feel both exciting, credible, and dangerous at the same time as being approachable and fun for a wide audience. So absolutely, that balance is very difficult and indeed a new adventure for us, so something we took very seriously. And I&#8217;m pleased to say, I feel [we] have landed in an amazing space.&#8221;</p>
<p><em>007 First Light</em> is slated for release on PC, PS5 and Xbox Series X/S on <a href="https://gamingbolt.com/007-first-light-launches-on-march-27th-2026">March 27, 2026</a>. The title was showcased during a State of Play presentation earlier this week, with quite a few new details being revealed. Among the things shown off were the <a href="https://gamingbolt.com/007-first-light-gameplay-showcases-stealth-high-speed-car-chase-and-explosive-plane-boarding">stealth gameplay, a high-speed car chase, an explosive plane boarding</a>, <a href="https://gamingbolt.com/007-first-light-details-q-gadgets-melee-combat-bluffing-and-more">melee combat, bluffing, and even some of the gadgets</a> that players will have access to as they take on the role of James Bond.</p>
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		<title>MindsEye x Hitman Collaboration Delayed, Next Update Coming in August</title>
		<link>https://gamingbolt.com/mindseye-x-hitman-collaboration-delayed-next-update-coming-in-august</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 27 Jul 2025 17:18:38 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Build a Rocket Boy]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[MindsEye]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=624787</guid>

					<description><![CDATA[The first special collaboration for Build A Rocket Boy's disastrous action-adventure title will arrive "when the time is right."]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">After its disastrous launch and rurmors of extensive layoffs, Build A Rocket Boy has delayed <a href="https://gamingbolt.com/mindseye-gets-launch-trailer-ahead-of-june-10-release-hitman-collaboration-teased"><em>MindsEye&#8217;s</em> <em>Hitman</em> collaboration</a> to a &#8220;later date.&#8221; Originally slated for this month, the developer will now deliver it &#8220;when the time is right&#8221; and will provide more updates &#8220;as soon as we&#8217;re able.&#8221;</p>



<p class="wp-block-paragraph">It also <a href="https://www.reddit.com/r/MindsEyeGame/comments/1m8ykoy/july_update_from_the_studio/" target="_blank" rel="noreferrer noopener">confirmed</a> that updates may be &#8220;less frequent&#8221; after it dropped three patches to improve performance on consoles and PC last month. The next update is slated for August, with additional performance improvements, bug fixes, and skippable cutscenes. User-created content in Play.<em>MindsEye</em> will also become immediately available for those on PC.</p>



<p class="wp-block-paragraph">Update 5 goes live in September, providing even more performance improvements. It will also include a &#8220;number of enhancements&#8221; to the &#8220;core gameplay mechanics.&#8221;</p>



<p class="wp-block-paragraph">While there&#8217;s no word on <em>MindsEye&#8217;s</em> <a href="https://gamingbolt.com/mindseyes-post-launch-content-includes-new-missions-multiplayer-and-more">other upcoming content</a>, it&#8217;s safe to assume that the promised new missions, single-player modes, multiplayer, and &#8220;major adventure&#8221; in the Starstream universe have been delayed. How this will affect Premium Pass owners, who are supposed to receive extra missions, remains to be seen.</p>



<p class="wp-block-paragraph"><em>MindsEye</em> is available for Xbox Series X/S, PS5, and PC, and is considered one of the worst-reviewed games of 2025. Check out our thoughts <a href="https://gamingbolt.com/mindseye-review-a-feast-for-the-eyes-a-headache-for-the-mind" data-type="post" data-id="621955">here</a>.</p>
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		<title>007: First Light&#8217;s James Bond is &#8220;The Hero&#8221; to Hitman&#8217;s Villainous Agent 47</title>
		<link>https://gamingbolt.com/007-first-light-studios-says-if-hitmans-agent-47-is-a-villain-james-bond-is-a-hero</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Wed, 11 Jun 2025 14:14:38 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[007: First Light]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=621894</guid>

					<description><![CDATA[Art director Rasmus Poulsen compared Bond's character-focused journey to Agent 47's single-minded approach to being a killer.]]></description>
										<content:encoded><![CDATA[<p>Upcoming James Bond game <em>007: First Light</em> is going to be quite a departure for developer IO Interactive considering the studio’s primary franchise – <em>Hitman</em>. In an interview with <a href="https://www.pcgamer.com/games/action/if-hitman-is-a-single-minded-killer-and-basically-the-bad-guy-of-the-game-bond-is-the-hero-io-interactive-talks-about-shifting-priorities-for-its-upcoming-007-game/" target="_blank" rel="noopener">PCGamer</a>, art director Rasmus Poulsen spoke about what sets Bond apart as the player character when compared to <em>Hitman</em>‘s Agent 47, likening the former to a “hero” while the latter would be a “villain”.</p>
<p>&#8220;If <em>Hitman</em> is a single-minded killer and basically the bad guy of the game, Bond is the hero,&#8221; said Poulsen. &#8220;That means that we are much more focused on his journey as a character, and we are much more focused on saving the world.&#8221;</p>
<p>Narrative and cinematic director Martin Emborg also spoke about some other differences between Bond and Agent 47, largely coming down to how both of them would approach their missions. According to Emborg, the <em>Hitman</em> games are more about being patient and learning things like guard patrol routes. <em>007: First Light</em>, on the other hand, will have “forward momentum,” said Emborg, encouraging players to be more straightforward in their approach to a mission.</p>
<p>&#8220;You need a lot of patience to play <em>Hitman</em>,&#8221; Emborg said. &#8220;You need to be sitting there seeing the patrol—he goes over there, and he likes wine, and you overhear that thing. But Bond, he can also just walk through the front door. &#8216;I&#8217;m actually just going to go and talk to them. I&#8217;m just going to go punch him right now&#8217;.&#8221;</p>
<p>Earlier this week, franchise director Jonathan Lacaille also <a href="https://gamingbolt.com/007-first-light-strikes-a-balance-between-action-and-systemic-gameplay-io-interactive">spoke about the gameplay for <em>007: First Light</em></a>, bringing up the fact that IO Interactive has to figure out a balance between the more systems-based gameplay from the <em>Hitman</em> games where players can be more creative, to <em>007: First Light</em> featuring more set pieces and even some linearity.</p>
<p>“It’s either or,” Lacaille said, referring to <em>007</em>’s action-packed gameplay and <em>Hitman</em>-styled systemic gameplay. “IOI has a pedigree, and that fits really well on IP, so we are leaning into that, of course. But that would not tell the full story of who Bond is.”</p>
<p>“We are leaning a lot on what IOI does best, but we had to come up with a lot of new things that IOI had to learn and to reiterate on to really bring the full Bond experience,” Lacaille continued. “For instance, driving, not done that before, and we’re doing that now.”</p>
<p>When it comes to gameplay differences between Agent 47 and Bond, Lacaille also brought up the fact that getting into a gun fight in <em>Hitman</em> is considered a fail state. <em>007: First Light</em>, on the other hand, will give players plenty of tools to fight back if stealth fails them.</p>
<p>“Shooting usually was a failing condition in <em>Hitman</em>, and here it’s a big part of the game,” explained Lacaille. “We don’t want the game to just go by shooting and shooting and shooting. So we want to give the player a lot of tools to feel as smart as Bond in the game.”</p>
<p><em>007: First Light</em> is coming to PC, PS5 and Xbox Series X/S in 2026. Check out its <a href="https://gamingbolt.com/007-first-light-launches-in-2026-first-gameplay-debuts">recent trailer</a>.</p>
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		<title>MindsEye Gameplay Showcases Combat, Flying, and Drone Abilities</title>
		<link>https://gamingbolt.com/mindseye-gameplay-showcases-combat-flying-and-drone-abilities</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sat, 07 Jun 2025 19:32:00 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Build a Rocket Boy]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[MindsEye]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=621430</guid>

					<description><![CDATA[Jacob battles human and robot hostiles after a cataclysmic event in Redrock City in this extensive new gameplay showing.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">During the IO Showcase, Build A Rocket Boy debuted extensive gameplay of <em><a href="https://gamingbolt.com/mindseye-gets-launch-trailer-ahead-of-june-10-release-hitman-collaboration-teased">MindsEye</a></em>, its upcoming third-person action adventure. Assistant game director Adam Whiting outlines several features of the game over a pivotal story mission. Check it out below.</p>



<p class="wp-block-paragraph">The mission occurs after something major happens in Redrock City, which is under martial law and seeing rain for the first time in years. Protagonist Jacob Diaz seeks to escape from armed forces, running and gunning across a rooftop before getting into a vehicle. Of course, it&#8217;s promptly shot down, and of course, he&#8217;s fine.</p>



<p class="wp-block-paragraph">The action continues on the streets, where Jacob must now deal with robotic enemies. Fortunately, his companion drone comes in handy, whether it&#8217;s stunning robots with an electric shock or turning them into temporary allies. During missions, you&#8217;ll discover portals to side missions that provide more narrative context to the city and its characters.</p>



<p class="wp-block-paragraph">There&#8217;s also side content accessible at any point from the Pause menu, including races. Build A Rocket Boy will <a href="https://gamingbolt.com/mindseyes-post-launch-content-includes-new-missions-multiplayer-and-more">look to add more post-launch</a>, though players can create their own using the in-game tools.</p>



<p class="wp-block-paragraph"><em>MindsEye</em> launches on June 10th for Xbox Series X/S, PS5, and PC. Check out <a href="https://gamingbolt.com/mindseye-all-the-key-details-on-the-ex-rockstar-devs-ambitious-new-title">our feature</a> for what you should know.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="MindsEye - 10 Minute Gameplay - IOI Showcase | 2025" width="500" height="281" src="https://www.youtube.com/embed/PtUvHhuCUwE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
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		<post-id xmlns="com-wordpress:feed-additions:1">621430</post-id>	</item>
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		<title>MindsEye Gets Launch Trailer Ahead of June 10 Release, Hitman Collaboration Teased</title>
		<link>https://gamingbolt.com/mindseye-gets-launch-trailer-ahead-of-june-10-release-hitman-collaboration-teased</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 06 Jun 2025 22:54:04 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Build a Rocket Boy]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[MindsEye]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=621353</guid>

					<description><![CDATA[While focusing on the story, the latest trailer for MindsEye also gives a massive tease with a silhouette of Agent 47 towards the end.]]></description>
										<content:encoded><![CDATA[<p>Developer Build A Rocket Boy has released a new trailer for its upcoming action game <a href="https://gamingbolt.com/mindseye-and-everywhere-will-eventually-be-part-of-the-same-poduct-studio-founder"><em>MindsEye</em></a>. The trailer was released during Summer Games Fest 2025, and serves as the title’s launch trailer ahead of its June 10 release date. Check it out below.</p>
<p>Along with the new trailer, Build A Rocket Boy has also announced a collaboration with publisher IO Interactive to include <em>Hitman</em> series protagonist Agent 47 in <em>MindsEye</em> in some form. While details haven’t yet been revealed, the end of the trailer shows the unmistakeable silhouette of Agent 47.</p>
<p>The <em>MindsEye</em> X <em>Hitman</em> collaboration is the first one announced with more updates on the way.</p>
<p><em>MindsEye</em> revolves around protagonist Jacob Diaz – a former soldier with a neural implant – taking on all sorts of conspiracies involving rogue AI, corporate corruption, and humanity’s survival.</p>
<p><em>MindsEye</em> is coming to PC, PS5 and Xbox Series X/S. For more details about post-launch support for the game, check out <a href="https://gamingbolt.com/mindseyes-post-launch-content-includes-new-missions-multiplayer-and-more">the roadmap</a>.</p>
<p><iframe loading="lazy" title="MindsEye - Official Launch Trailer | 2025" width="500" height="281" src="https://www.youtube.com/embed/PAcor9SdBTs?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>IO Interactive Showcase Announced for June 6th, Features 007 First Light Reveal</title>
		<link>https://gamingbolt.com/io-interactive-showcase-announced-for-june-6th-features-007-first-light-reveal</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Tue, 03 Jun 2025 01:58:51 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[007 First Light]]></category>
		<category><![CDATA[Build a Rocket Boy]]></category>
		<category><![CDATA[Hitman]]></category>
		<category><![CDATA[Hitman World of Assassination]]></category>
		<category><![CDATA[IO Interactive]]></category>
		<category><![CDATA[MindsEye]]></category>
		<category><![CDATA[nintendo switch 2]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[ps5]]></category>
		<category><![CDATA[Xbox Series S]]></category>
		<category><![CDATA[Xbox Series X]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=620876</guid>

					<description><![CDATA[The developer/publisher will also reveal new content for Hitman World of Assassination and promises "additional surprises" throughout.]]></description>
										<content:encoded><![CDATA[<p>IO Interactive announced the official title for <em>Project 007</em>, now known as <a href="https://gamingbolt.com/007-first-light-announced-by-io-interactive-reveal-coming-this-week"><em>007 First Light</em></a>, and confirmed a reveal later this week. It&#8217;s since announced when we can expect it &#8211; June 6th at 6 PM PT/9 PM ET at the first IO Interactive Showcase.</p>
<p>Of course, that&#8217;s not all, as the developer celebrates the 25th anniversary of the <em>Hitman</em> franchise. Alongside new content for <em>World of Assassination</em>, it will reveal &#8220;collaborations around the franchise.&#8221;</p>
<p>&#8220;This event celebrates our 25-year history with the <em>Hitman</em> franchise and shares an in-depth look at the diverse future of our studio. We’ve prepared some truly exciting surprises,” said CEO Hakan Abrak. You can also expect &#8220;additional surprises&#8221; and &#8220;special guests&#8221; throughout, so stay tuned for more details.</p>
<p><em>MindsEye</em> will also be present, which IO Interactive is publishing, though it&#8217;s unknown what we&#8217;ll see from Build A Rocket Boy. You can check out <a href="https://gamingbolt.com/mindseye-overview-showcases-space-robot-enemies-and-explosions-galore">the overview trailer</a>, learn more about the <a href="https://gamingbolt.com/mindseyes-post-launch-content-includes-new-missions-multiplayer-and-more">post-launch roadmap</a>, and check out plans <a href="https://gamingbolt.com/mindseye-has-an-overarching-10-year-plan-including-an-open-world-free-roam-title">regarding its next ten years</a> (which includes an open-world multiplayer sequel next year).</p>
<p><em>MindsEye</em> launches on June 10th for Xbox Series X/S, PS5, and PC. As for <em>007 First Light</em>, it doesn&#8217;t have a release window, but it <a href="https://gamingbolt.com/hitman-world-of-assassination-and-project-007-confirmed-for-nintendo-switch-2">is coming to Nintendo Switch 2</a> and serves as an <a href="https://gamingbolt.com/project-007-will-be-an-origin-story-for-jaems-bond">origin story</a> (and <a href="https://gamingbolt.com/project-007-will-draw-inspiration-from-multiple-films-and-books-in-franchise-to-create-bond-for-gaming">original story</a>) for the agent.</p>


<figure class="wp-block-embed is-type-rich is-provider-twitter wp-block-embed-twitter"><div class="wp-block-embed__wrapper">
<div class="embed-twitter"><blockquote class="twitter-tweet" data-width="500" data-dnt="true"><p lang="en" dir="ltr">Join us for the first ever IOI SHOWCASE on June 6th 6:00PM PDT.<br> <br>Set your reminders and don&#39;t miss out on the exclusive reveals and information straight from the team!<a href="https://t.co/hT8nSPtKMM">https://t.co/hT8nSPtKMM</a> <a href="https://t.co/Cpm32EQ5Gv">pic.twitter.com/Cpm32EQ5Gv</a></p>&mdash; IO Interactive (@IOInteractive) <a href="https://twitter.com/IOInteractive/status/1929599155736900021?ref_src=twsrc%5Etfw">June 2, 2025</a></blockquote><script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script></div>
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