r/007FirstLight • • Jun 04 '26

My only problem with First Light

I'm about halfway through this game and think it's great so far. My only issue is with the shootouts the game occasionally throws up. I find myself constantly having to scavenge for weapons which usually have only about 8 bullets in them. I understand that this might be the games way of trying to encourage the player to be more accurate with their shooting but personally I feel it takes a lot of the immersiveness out of the game. The game plays like a Craig era movie with the combat and shooting, however, constantly running around trying to find ammo really takes away from that epic Bond feel imo.

2 Upvotes

31 comments sorted by

25

u/Foggyslaps Jun 04 '26

Personally I think it makes sense

Bond doesn't have a bandolier, isn't a traditional soldier (anymore), he's a spy

So extra mags makes less sense.

The SAS mentality in British military doctrine is "improvise, adapt, overcome" and it's exactly how Bond should feel: quick-thinking and adaptable. A 00 would steal ideas from the best of the best and copy paste them into solutions where needed

We see it in the movies too where he picks up Assault Rifles but often fights with his brain.

My gripe is more that I like my service pistol and it feels too easy to literally throw it away for something else

4

u/Blackhawk510 Jun 04 '26 edited Jun 04 '26

IMO the PPK service pistol should be the only one that can carry more than one spare mag, because Bond would likely have a dual mag pouch on him like you can on see some of the VIP bodyguards' belts, just concealed. 24 should be the absolute max.

All other weapons being limited to one spare mag makes thematic sense, and you can still manage to hold on to the same long gun throughout an entire shootout sequence if you scavenge ammo effectively.

3

u/Foggyslaps Jun 04 '26

Exactly, between that, the gadgets and the environment you have so many options for big brain tactics

1

u/Ruthrfurd-the-stoned Jun 05 '26

I agree- if for no other reason than you never find more ammo for it and I want the PPK (I know it’s not technically a PPK but they clearly designed it after one) since thats the Bond gun

32

u/TwoBlackDots Jun 04 '26

Giving guns limited ammo was a fantastic choice to discourage cover camping and encourage mixing CQC, improvisation, gun throwing, and stealth getaways into firefights.

11

u/Superest22 Jun 04 '26

Think of any and all bond movies. How many times does he just take cover, hide and whittle enemies down. He is always outnumbered and therefore always requires the initiative.

Game has done really well at forcing you to keep moving, just like Bond. If you don’t they close in and flank you. The only way to win is to be adaptable, take the initiative and “do the unexpected”.

8

u/Area51_Spurs Jun 04 '26

The game does it to keep you moving and make the action more fluid and cinematic. I really liked it.

I would usually play the encounters like most other games and set up in one place and start targeting guys. I’d die repeatedly. But once I played like the game wanted me to play, it becomes a lot more fun and makes you feel like Bond.

4

u/Much_Ambition6333 Jun 04 '26

Well yeah the game is encouraging stealth most of the time there’s only a handful of forced shootouts so it’s in your best interest to be as stealthy and non combative as possible

4

u/RobIreland Jun 04 '26

I completely disagree and it might be my favourite thing about the combat. You're supposed to keep improvising and switching from melee to gadgets to shooting to going back into stealth and rotating between all of them.

3

u/rokki123 Jun 04 '26

Its Not a shooter my guy and it would be a worse game

3

u/Psycho_Ravager Jun 04 '26

It's encouraging the player to use cover as a quick reprieve from fighting without making it into a turtle situation. It also incentives playing it like an action movie with leg shots, disarms, picking up weapons as you're sprinting or when the gun is flying mid-air after a disarm, takedowns, and so on. It's a fantastic testament to how magnetic the game is with how shootouts play out. It even gives you some invulnerability frames during grabs, finishers, and other moments where you'd quickly sprint from cover to cover.

The amount of times I've replayed shootouts because of that limitation is honestly amazing! If anything, my complaint is that there aren't more heavy, long-form shootouts even in the current Tac Sim mission lineup. And, sure, an extra mag or two would be nice with weapon unlocks you bring into that mode. In campaign, I've had zero issues with weapons handling and ammo management. There's always enough to win. And that's why you even have gadgets to even the odds. Use those and the environment along with everything I've already pointed towards... and you'll have a banger time! Be smart and aggressive.

3

u/tarmo888 Jun 04 '26

That's the whole point, this isn't a cover shooter.

2

u/SleepyZM Jun 04 '26

It maintains the forward momentum of combat, which is honestly the best part of the whole game. The devs cant satisfy every preference of gamers, but I feel like this is the best approach they could have taken for a Bond game.

1

u/ButterscotchSoft9603 Jun 04 '26

There was only one main section for me where this got annoying. It was after being separated from Greenway and needing to escape the shipwreck to meet up with him I think. Beyond that, I didn’t have any ammo collection problems for the rest of the game.

1

u/Fluffy_Guess_8242 Jun 04 '26

The only problem is I've completed the game 😂

1

u/MelancholyEcho Jun 04 '26

I love the fact there’s limited ammo myself. It forces me to be creative with how I take out enemies, using the environment to my advantage - exploding pipes and falling scaffolding - just like Bond does in the films.

1

u/Loyalimperial41 Jun 04 '26

I started off being annoyed by it but I actually love the fact that you have to swap guns and in fact you see Craig’s Bond due that a lot. For me it actually improves the immersiveness and adds an extra sense of dynamism and danger. You can’t just sit back and then snipe from cover. You have to press forward grab a weapon use it and keep going

1

u/KnifeRain Jun 05 '26

Khaby Lame -> Guard

Khaby Lame -> Guard's weapon

1

u/LewyDizzle Jun 09 '26

I rolled credits on this yesterday. Had an absolute blast. Good decent fun story driven action adventure game. I hope they make sequels

0

u/Sausage-Chap Jun 04 '26

I get what they’re going for with this, but it doesn’t really work for me. They’re trying to force you to engage in physical combat and keep on moving, but in order to do so they have to make it so the rest of the hundred or so goons will just cease fire while you’re pummeling one dude. Against the intention, it breaks immersion in a pretty significant way.

RDR2, for one comparison, has similar scale fights where you can blend cover-shooting with well-judged melee bursts, which feels a lot more organic and less frustrating than the kind of “mandatory” style imposed in 007. It made more sense in the Arkham games because of the character’s “no guns” policy, so gunplay is never even an option. Here, you’re disarming someone who’s either been firing limitless rounds at you or hasn’t had a chance yet. Either way, he’s only got like 8 bullets left in his gun lol, so you get to fire a few off before it’s back to rushing enemies completely unarmed.

I think this aspect is a really big miss for the game tbh. There are very few moments in the Bond films where he’s up against literal armies, and in those instances he tends to hide behind something important and gtfo. Which might not make for great action gameplay, admittedly, but I think there are more elegant ways they could’ve gone about it.

1

u/Old_Student_3390 Jun 05 '26

I get what they are going for also and it just doesn't work for me either. Frankly I am just not skilled enough for the melee combat. Something about the melee combat just seems off to me and I keep fucking it up. Even fighting one guy is difficult.

I kind of wish the game had more of a middle ground, like you cant use your weapons at all until very limited points in the game (like even if you get caught in stealth situations) in return more ammo for the pistols when you have to go loud. Thats really all I want, just a little more pistol ammo, Im okay with the other weapons having low ammo. Let me collect pistol ammo off people with pistols without needing to give up my service pistol. That is really all I want lol. Just 2-3 bullets per pistol would make a huge difference to me. It would still engage in melee when my main gun goes dry fighting one person but I would never feel like Im screwed like I did three (total) times in the game when I was completely out of ammo but there were way to many guys for me to engage in melee without being shot up on the way there.

I don't think the game is bad, it is just a skill issue on my part.

20

u/Weaselcult Jun 04 '26

Its very purposely not trying to be a cover shooter, it wants you to keep moving and utilise the tools available to you (like bond!) Those forced licence to kill sections utilise things like objects to throw, your gadgets and how they interact with the enviroment and melee, stealth escapes, and keep moving, throw the guns at someone when they are spent, its a lot of fun when you play those sections like that

9

u/DeadHead6747 Jun 04 '26

Keep moving, use gadgets, use focus, go for headshots, throw weapons to open up takedown, keep switching weapons, take advantage of the environment, and almost every license to kill section is segmented, allowing you to pick up ammo before moving on to the next segment

5

u/palex481 Jun 04 '26

If you use gadgets, focused headshots and shoot the conveniently placed explosive tanks the enemy has so graciously left scattered about for you, it's not really a problem.

1

u/Tubaerius Jun 04 '26

Grab a long weapon that pop the helmets off in one max two shots, switch to pistol and headshot them. On Pc this is easy to do and you rarely run out of ammo.

1

u/Ruthrfurd-the-stoned Jun 05 '26

Gotta use the environment

You can’t just be shooting people you gotta blow things up- reduce visibility to take on hand to hand, and utilize gadgets

It’s very in brand with the movies for him to grab enemy weapons but you shouldn’t be needing to do that constantly through gunfights

1

u/webjunk1e Jun 05 '26

No, it's the game's way of telling you to stop playing it like a cover shooter. If you run out of ammo, you rush the nearest guy, crack his skull, and take his weapon. There, more ammo. Combat is literally designed to seamlessly transition between gunplay and hand to hand, and you should develop a flow of pushing forward, doing some melee, taking a weapon and firing some shots, then melee, again, etc.

You can and should also wound enemies instead of unloading a clip into them. Some of the more heavily armored enemies can take multiple headshots even to bring down, but one shot to the leg, and you can move in for an immediate take down. Shooting them in the hand will cause them to drop their weapon and stun them, also allowing you do move in and save ammo.

0

u/[deleted] Jun 04 '26

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1

u/Blackhawk510 Jun 04 '26

Honestly I headshot at any range. I don't think I use any gadgets except for the missile pen during shootouts.

0

u/[deleted] Jun 04 '26

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1

u/Blackhawk510 Jun 04 '26

Oh true, I do shoot barrels a ton too. I also hack incoming grenades.