Combat Explained
In 007 First Light, sometimes stealth is not an option. James Bond will find himself in situations where he will have to fight his way out. But normal combat in this game is designed to be more fluid, responsive, and tactical rather than simply mashing punches at the enemy.
Melee Basics
The most basics parts of combat in 007: First Light are Striking, Charging, Grabbing, and Parrying, which will be discussed later.
Striking is the basic way Bond can damage an opponent, landing a combo of light strikes.
If Bond needs a new opening, grabbing an enemy is the way to go. If sucessful, enemies will lose their guard or Bond can throw them around.
Charging is another effective way to attack. While not much with damage, Bond can ram into enemies to knock them against hard surfaces which can lead to a quick takedown.
Stagger an enemy enough times, and Bond can do a takedown to quickly end the fight. The game will show the button prompts when a takedown can be done.
Parrying and Sidestepping
For defensive manuevers, Bond can either Parry or Sidestep enemy attacks.
Parry
When the enemy has a yellow glint, that gives the signal when to parry the incoming attack. If successful, the enemy will stagger and Bond can follow up with a brutal strike.
Sidestep
When the enemy has a red glint, that gives the signal when to sidestep the incoming attack. These attacks cannot be parried or blocked, so sidesteping is a good way to gain some breathing room for other attacks.
License to Kill and Guns
007:First Light has a unique mechanic called License to Kill where Bond can only shoot and use guns if enemies have the intent to shoot at him. This means Bond cannot use guns for stealth takedowns, but active combat is another story.
Guns are typically given to Bond during a story cutscene, and then he carries the weapon with him on the mission. Bond can carry more guns after he disarms or defeats an enemy carrying one, then he can take the weapon for himself. They will also drop ammo when killed, so he won't always run out.
To protect himself against enemy fire, Bond can use covers to hide behind. Not all covers are made equal, though, as some can easily be destroyed.
Guns are not the only danger to be aware of. Sometimes enemies will throw grenades to attack, so keep an eye out on those and get to a different cover!
Disarming Enemies
If an enemy is dazed enough, Bond can disarm them in close quarters. If License to Kill is activated, Bond can shoot the hands to disarm them instead.
Focus
Precise shooting is necessary to get out of a shootout; headshots are a guaranteed kill. To better aim shots, Bond can use his skill "Focus" to slow down time. This gives a better window to aim shots at where they need to be, either for disarming or quick kills.
Tips
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Know your enemies
Not all enemies are the same types. Special types include specialists, armored, and more. Every type fights differently. Use the Q-Lens to identify the enemy type before engaging.
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Use the friends in high places: Ledges
When fighting enemies, grab them and knock them over a ledge or cliff. This is an instant takedown and makes crowd control easier.
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Prioritize enemies that call reinforcements
There is a chance one of the enemies can call in reinforcements, severely outnumbering the fight. They will have a signal icon over their heads when they start calling for backup. Take those enemies out first to stop them. -
The environment can fight too
Objects in the environment can be used in combat like bottles that can be used to hit an enemy, circuit boxes that enemies can be rammed into, and explosive barrels that can be found in shootouts. Remember, the environment is a weapon as much as any gadget. -
Utilize Gadgets
Speaking of gadgets, different gadgets have applications in combat as they do in stealth. Smoke pods can disorient enemies, the shockwave camera can stun and is effective against armored enemies, and the missile pen is, well, a rocket launcher. Know Q's gadgets to get an edge in combat.
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| All Gadgets and How to Use Them |
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