Where Players Quit 007 First Light

54.4% finish the story and only 3.4% take the platinum of a 2-out-of-10 game. We analysed all 38 trophies across 39,987 players to explain a curve whose biggest step is not difficulty: it is trophies that do not unlock.

Status: publishedPublished on 14/09/2026Updated on 14/09/2026Figures reusable with credit and a link to EveryTrophy (CC BY 4.0)

The sample

Players measured
39,987
Trophies
38
Finish the story
54.40%
Get the platinum
3.40%

PSNProfiles (PS5) · snapshot from 14/09/2026

The biggest drop, 17 points, is the end of the story

The 18 story trophies fall from 94.8% to 54.4% with unusual regularity: the biggest step inside the campaign is the 5.3 points between the Chapter 6 nightclub and the Chapter 8 explosion. From Webb's penthouse in Chapter 12 onwards, no chapter loses more than two points. More than half of those who start reach For king and country.

The real drop comes right after. From the 54.4% of the last story trophy to the 37.4% of Positively shocking, making an enemy taser another, there are 17.0 points: the largest on the whole curve. And the second, 12.9 points, is also outside the campaign: from the 36.5% of the first TacSim Escalation to the 23.6% of Always have an exit plan.

The reading: 007 First Light gets finished, but does not get completed. The story group averages 72.1%; combat, 53.3%; TacSim, 20.7%; collectibles, 4.4%.

The platinum sits at 3.4% because of trophies that do not unlock, not difficulty

It is a 2 out of 10 platinum: no missables, chapter select, difficulty irrelevant. And yet 3.4% have it, fewer than the platinum of Saros (7.3%) or Pragmata (4.9%), far more demanding games.

The five collectible trophies explain it, and they explain it with an inconsistency: each sits between 3.7% and 3.9%, but A collector's habit, all 92, is held by 7.7%. Twice as many people have "all" as have any of the parts. That is impossible with working trophies; it is exactly what you see when trophies unlock late, early or never, and player reports document all three.

The other drag is online: Keep moving forward, TacSim clearance level 3, sits at 13.9% while the first Escalation of the same mode is held by 36.5%. Half an hour of play separates one from the other; 22 points of difference are, in good part, people who reached level 3 without the trophy showing up.

Careful

An aggregate trophy more common than each of its parts is the signature of a broken counter. In 007 First Light, the protection is a cloud save before the last collectible of each type.

The same grenade: 77.1% against 16.7%

Inside the combat group there is a pair of trophies measuring the same thing with two different answers. Short fuse asks you to shoot an enemy while he throws a grenade: 77.1%. Damp squib asks you to hack that same grenade on the ground with the Q-Watch before it explodes: 16.7%. Same moment, same checkpoints — the Chapter 10 ambush, the Chapter 11 Webb Exhibition — and 60 points apart.

The gap does not measure difficulty: hacking a grenade is as easy as shooting it. It measures how many people know it can be done. One in five.

The pattern repeats across the group: trophies that come from instinct — disarming with a hand shot, 92.5%; shooting the legs, 76.4% — sit at the top, and those requiring a gadget used on purpose — escaping a confrontation with a gadget, 23.6%; tackling over a ledge by holding the grab, 18.2% — sit at the bottom. In a game with no difficulty walls, the combat curve is a knowledge curve.

All 38 trophies ranked by unlock rate

The full table you can reproduce any calculation on this page from. The «drop» column is the difference in points against the previous trophy that counts towards the platinum: the big steps are where people stop playing. Trophies marked separate are from DLC or from side modes that are not needed for the platinum, so they do not chain a drop — mixing them in would compare steps from different playthroughs.

#TrophyRank%Drop
1IcebreakerBronze94.80%
2Sleight of handBronze92.50%−2.30
3From Malta with loveBronze88.70%−3.80
4Shaken not stirredBronze87.20%−1.50
5I expect you to dieBronze81.90%−5.30
6SkyfallSilver81.00%−0.90
7Short fuseBronze77.10%−3.90
8Win, lose or dieBronze76.60%−0.50
9He'll liveBronze76.40%−0.20
10Nobody lives foreverBronze75.40%−1.00
11Trigger MortisSilver73.70%−1.70
12A hard man to killBronze73.20%−0.50
13Disarming personalityBronze71.10%−2.10
14You only live twiceSilver70.60%−0.50
15Agent under fireBronze69.10%−1.50
16All time highBronze66.80%−2.30
17FirestarterBronze66.40%−0.40
18No time to dieSilver64.90%−1.50
19Double or dieBronze62.00%−2.90
20You know my nameSilver61.40%−0.60
21SoloBronze60.30%−1.10
22The writing is on the wallSilver56.20%−4.10
23For king and countryGold54.40%−1.80
24Positively shockingBronze37.40%−17.00
25A change of paceSilver36.50%−0.90
26Always have an exit planBronze23.60%−12.90
27The readiness is allGold21.90%−1.70
28Soft landingBronze18.20%−3.70
29Damp squibBronze16.70%−1.50
30Keep moving forwardSilver13.90%−2.80
31What if...?Silver10.50%−3.40
32A collector’s habitGold7.70%−2.80
33The world is not enoughSilver3.90%−3.80
34Recovered assetsSilver3.80%−0.10
35A legacy of spycraftSilver3.80%−0.00
36For your eyes onlySilver3.70%−0.10
37Casino RoyaleSilver3.70%−0.00
38The name's Bond. James BondPlatinum3.40%−0.30

Where this data comes from

Unlock rate of all 38 trophies on PS5, measured across 39,987 tracked players. Snapshot source: PSNProfiles, consulted on 14 September 2026, three and a half months after launch. All 38 count towards the platinum, including the four TacSim ones, which require a connection but not PS Plus.

The game has 0 missable trophies and 19 hidden ones: the 18 story trophies except the first, plus the all-collectibles one.

A caveat about the sample: these are players who use a trophy tracker, a more motivated group than average. The real percentages across the whole PS5 player base are probably lower. The proportions between trophies, which is what we analyse, are not affected.

What this data cannot tell you

First, and this is what gets misread most: the curve sorts trophies by rarity, not by play order. When we say there is a 17-point drop between For king and country and Positively shocking, it means they are two consecutive rungs of that sorted list, not that people literally quit between one and the other.

Second: this is a snapshot of a single day, three and a half months after release. We do not know how fast the platinum got to 3.4%, nor whether it is still climbing, nor how much of that number a patch fixing the collectible trophies will correct.

And third: the percentages measure behaviour, not difficulty. Here more than in any other game we have measured: the collectibles group drops to a 4.4% average because of trophies that do not unlock, not because of what it costs to find 92 items with chapter select.

Back to the 007 First Light trophy guide.