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Lese-Ansicht

‘You can be any Bond you want’: the inside story of 007 First Light

Hitman developer IO Interactive’s pluralistic take on the British secret agent – his first video-game outing in almost 15 years – promises a Bond for all eras. Here’s what you need to know

If you want to tell the tale of a young James Bond, you first need to pick which James Bond he’s going to grow into. This was the task handed to Hitman developer IO Interactive, the studio taking digital custody of the spy in 007 First Light, Bond’s first video game in almost 15 years. So what’s it to be? Will their agent take baby steps towards Sean Connery’s gruff masculinity, or is he practising Roger Moore’s arched eyebrow in the bathroom mirror? That’s if he’s a “movie” Bond at all. For a generation of gamers, the character exists most vividly as a hand at the bottom of the screen in GoldenEye 007.

As it turns out, 007 First Light’s Bond, depicted by Patrick Gibson (cornering a specific market, having played the serial killer-to-be in the Dexter origins show) is an amalgam: the facial scar is an Ian Fleming detail, but the sweet-talking charm is straight from the Pierce Brosnan playbook, and the second you barge a goon into a bookcase you know someone’s been studying Casino Royale on a loop. Trying to devise a Bond for all fandoms could risk satisfying none, but in the demo we played, the performance works. Crucially, Gibson brings an outsider’s unease that’s all his own, anchored by the arrogance that’ll one day be weaponised by MI6.

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© Photograph: IO Interactive A/S

© Photograph: IO Interactive A/S

© Photograph: IO Interactive A/S

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Forbidden Solitaire review – cards flip into delirious trip back to 90s horror

PC; Grey Alien Games, Night Signal Entertainment
An innocent-looking charity shop find draws you into a compulsive world of demons, ogres and retro delights

For a while in the mid-1990s, meta horror movies were the genre everyone was talking about. Wes Craven’s New Nightmare, Scream, the Blair Witch Project – these films simultaneously examined and exploited genre conventions, seeking to scare audiences while also distancing them from the narrative action. You didn’t know whether to laugh or gasp in shock, you weren’t sure what was story or what was framing. Did that just happen or was it a dream sequence? You just had to go with it.

Now developers Grey Alien Games and Night Signal Entertainment have brought this multilayered approach to the card game solitaire, infusing a straightforward puzzler with a bloody gush of meta meaning and a dollop of nostalgia just for the self-reflexive hell of it. In Forbidden Solitaire, lead character Will Roberta picks up an old 1990s game called, yes, Forbidden Solitaire, in a charity shop vaguely recalling some internet myth about it being cursed. He discovers that the game is a sort of narrative card-battler set in a haunted dungeon filled with monsters and treasure – and then you, the player, are transported from his computer desktop into the game. So you’re both him and you.

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© Photograph: Grey Alien Games/Night Signal Entertainment

© Photograph: Grey Alien Games/Night Signal Entertainment

© Photograph: Grey Alien Games/Night Signal Entertainment

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