The player fights human enemies with hand-to-hand takedowns and, when granted a licence to kill, firearms; characters are shot and fatally stabbed on screen with blood but no dismemberment or gore.
Alcohol is drunk by characters in the spy-world settings and the store listing flags drug use shown in scenes; substance use is depicted on screen rather than only mentioned.
Named colleagues are murdered on screen — one is stabbed to death and a bombing kills two recruits and permanently injures another — and these deaths drive the plot.
Characters use profanity in dialogue at a moderate level, in line with the game's own bad-language content notice.
Assassins, an arms dealer and a rogue agent commit crimes in the story; the player operates as a sanctioned intelligence agent rather than a criminal.
Flirtatious banter and a budding romance between Bond and the thief Isola Vale; nothing sexual is discussed explicitly or shown.
007 First Light is a single-player spy action-adventure in which the player controls a young James Bond working through MI6's training programme and early field missions to earn his 00 status. Missions can be approached by sneaking, bluffing and using gadgets, or by fighting; Bond is normally limited to non-lethal takedowns and is only permitted lethal force, including guns, when enemies try to kill him. The story includes on-screen deaths of Bond's fellow recruits — one is stabbed by an assassin and others are killed in a bombing — alongside gun and fist fights against mercenaries and assassins. Characters drink alcohol in social scenes, dialogue contains moderate profanity, and there is flirtatious, suggestive banter but no sexual activity or nudity shown. There is no multiplayer, no chat, and nothing to buy with real money.
The game frames violence as a regulated last resort: Bond is institutionally restricted to non-lethal methods and must be explicitly authorised to kill, and the story presents the deaths of his colleagues as grave and consequential rather than casual. Espionage tools like deception and bluffing are presented as clever, sanctioned tradecraft in service of a state intelligence agency, while arms dealing, assassination and rogue agents are positioned as the wrongdoing the player works against.
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