Kinda Funny Gamescast: "007 First Light PlayStation State of Play Live Reaction & Review"
Episode 007 – September 3, 2025
Hosts: Tim Gettys, Greg “GameOverGreggy” Miller, Blessing Adeoye Jr., Andy Cortez, and Snowbike Mike
Overview
This episode of the Kinda Funny Gamescast centers on the crew’s immediate reactions and in-depth review of the PlayStation State of Play showcase for "007 First Light," IO Interactive’s upcoming James Bond origin game. The hosts discuss their hopes, concerns, technical impressions, comparisons to other series, and the overall direction for the iconic franchise’s video game return.
Key Discussion Points & Insights
1. First Impressions of "007 First Light" State of Play
- Tim Geddes opens saying he’s excited to play despite mixed feelings about the visuals and presentation:
“I really want to play this game, even though I don’t think it looks that good. There’s a lot going on there where I’m like...there’s an uncanny valley video game look to this game.” (05:42)
- The panel comments on the game’s polarizing visual fidelity—simultaneously impressive and lacking polish.
2. Visuals, Presentation, and Comparisons
- The group notes the game evokes other franchises:
- Star Wars Outlaws: Similar overall vibe and structure.
- Uncharted: Comparable cinematic set pieces.
- Hitman: Familiarity in level design and player agency.
- Greg Miller describes the feeling:
“This looks like a double A game that’s doing a lot of ambitious things off of the Hitman bones and engine we know.” (07:22)
3. Gameplay Mechanics & Structure
- Stealth and Bluffing: The bluff mechanic and open-ended problem-solving are praised.
- Driving and Set Pieces: Car chase sequences and initial mission pacing draw criticism for being surprisingly slow and lifeless for a Bond game.
“It started off way too slow...that chase scene just seemed to be a little boring. I don’t really know why we were focusing on that a whole lot.” – Andy Cortez (10:45)
- Technical Notes: Concerns over frame drops noted, hoping PS5 Pro will resolve performance hiccups.
4. Faith in IO Interactive
- All hosts express trust in IO Interactive to deliver a unique, quality experience:
“IO Interactive is an incredibly talented team. So I trust in them to make a quality video game.” – Greg Miller (09:27)
5. Release Date, Platform Concerns, and Replayability
- Release Date: Confirmed for March 27, 2026—well ahead of GTA 6. Panel agrees this should help visibility and sales. (12:40)
- Switch 2 Port: Skepticism about performance on less powerful hardware.
“Having this run on a Switch too, I’m not hopeful for.” – Tim Geddes (13:23)
- Replayability: Speculation that the Hitman DNA may enable high replay value, possibly with selectable missions or level-based progression:
“Is the whole game going to be shorter so you can go through it multiple times and do different things?” – Greg Miller (24:18)
6. Character, Story, and Dialogue
- Some disappointment in voice performances and dialogue, especially during car scenes, with a “monotonous” delivery:
“I’m not so impressed by the performances and like, especially the in the car dialogue back and forth. That sounded very monotonous and very British.” – Tim Geddes (14:34)
- Puns are hit or miss among the crew.
7. Technical Analysis
- The team highlights the game’s attempt to balance dense, interactive environments with current-gen (and next-gen) hardware capabilities.
- Andy Cortez notes the impressive physics, such as coordinated in-level explosions and movable objects during the plane sequence. (16:27)
8. Collector’s/Legacy Edition Details
- $70 standard edition, $80 deluxe with early access/skins, Amazon-exclusive steelbook, and a $300 "Legacy Edition" with a golden gun figurine and other collectibles.
“Exclusive golden gun skin is behind a $300 collector’s edition. That’s just...as a Bond video game fan...that’s Bond, baby.” – Andy Cortez and Tim Geddes (35:35–35:43)
9. Mechanics Highlight – “Creative Approach” Pillars (from press release)
- Spycraft: Observation and stealth as core mechanics—eavesdropping, pickpocketing, and environmental clues.
- Instinct: Resource-based powers to lure, bluff, and focus during tense situations.
- Gadgets: Signature Q-branch tools integrated deeply into gameplay. (36:17–38:43)
- Combat: Fast, fluid mix of ranged guns, melee, and environmental takedowns. “License to kill” moments allow for escalation.
10. Villain Theories and Story Hooks
- The mysterious 009 remains unidentified, prompting speculation—could be a surprise celebrity or twist (“Timothy Olyphant!”).
“Maybe it’s a fun moment of like, oh shit, it’s that guy!” – Tim Geddes (29:39) “The chat saying Ben Starr’s 009 would be awesome. Evil Ben Starr.” (30:29)
11. Music and “Bond” Vibe
- Audio team highlighted; classic Bond soundtrack styles confirmed, with a possible custom theme song. (43:48)
“The score dips in and out in classic Bond fashion...using those classic Barry and Arnold refrains—to great effect.” – IGN, quoted by Greg Miller
12. Audience and Superchat Engagement
- Panel responds live to enthusiastic chat questions: performance concerns, triple-A vs. double-A debate, favorite Bond elements.
- Multiple viewers express excitement but echo panel’s cautious optimism about animation and storytelling.
Notable Quotes & Moments (with Timestamps)
- On graphics and tone:
“Triple A graphics, Double A animation. Still super hyped.” – Chat message read by Tim Geddes (19:05)
- On Bond’s character and banter:
“I didn’t love the puns. I’ve never thought of James Bond as that dude...Maybe I just need...to see the character in more conversational moments where he’s being likable.” – Andy Cortez (18:31)
- On Bond game replayability:
“I can imagine going back to the main menu, seeing the levels, and going, I want to do the Mansion.” – Andy Cortez (24:43)
- On driving gameplay:
“That is a bad car drive from point A to point B...” – Snowbike Mike (40:36) “A lot of the car chase section felt like a very long version of the loading in the background kind of crawling through everything.” – Smalls HD, cited by Tim Geddes (42:34)
- On IO Interactive’s strengths:
“All in all, I walked away from this going, okay. James Bond is looking good to me.” – Snowbike Mike (11:49)
- On the Legacy Edition:
“Golden gun skin...that’s Bond, baby.” – Tim Geddes (35:42)
- On Bond music:
“As for who performed [the theme song], place your bets now.” – Greg Miller quoting developer (43:48)
Important Timestamps
- 05:42: Tim’s initial visual impressions ("uncanny valley" feel)
- 07:22–09:27: Greg and Andy on gameplay and Hitman/Uncharted DNA
- 10:45: Andy on slow pacing, car chase critique
- 11:49: Snowbike Mike positively surprised by what was shown
- 13:23: Tim skeptical about Switch 2 version
- 16:27: Andy impressed by physics and environment interactions
- 24:18–24:49: Discussion about replayability and level structure
- 29:24–30:34: Identity speculation for 009
- 35:35: Collector’s edition reaction
- 36:17–38:43: Reading and breakdown of core gameplay pillars (Spycraft, Instinct, Gadgets, Combat)
- 43:48: Confirmation of a Bond-style theme song
Tone & Final Thoughts
General Attitude:
The hosts maintain their trademark banter, balancing honest, critical impressions with genuine excitement for the franchise and faith in IO Interactive.
Summing Up:
- Interest is high, but tempered by technical and narrative concerns.
- The panel loves IO Interactive’s ambition and clarity around gameplay options and set piece variety.
- There’s a broad desire for better pacing, stronger dialogue, and to see how the game evolves leading to release.
“I’m excited to see more. I’m excited to play. I want to know—does it come together? Because I think it’s either going to be one of those that we sit down and play start to finish, like, oh my God, I get it. Or...this just doesn’t add up.” – Greg Miller (46:14)
For Bond fans and action-game enthusiasts alike, this review gives a detailed, fair, and entertaining preview of what "007 First Light" could be—if IO Interactive can deliver on its promise.
