Hitman: Blood Money Interview
Due out in May is Hitman: Blood Money, the fourth installment in IO Interactive's popular assassin game series. David got to talk to Game Director Rasmus Højengaard, asking him about Agent 47's new moves, weapon upgrades, the Notoriety system and much more.
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Shack: What new steatlh/athletic moves does Agent 47 have in order to keep up with the likes of Solid Snake and Sam Fisher?
Rasmus: We don't feel we need to keep up. There are 3 [main entries] in this genre - there's Hitman, Splinter Cell and Metal Gear. All games are different and [have] different approaches. Solid Snake is very linear and rule bound ... but makes use of excellent visuals and avantgarde style. Sam Fisher is also very linear, and takes [a] high tech approach. We've made an open ended game, where the point is not to be athletic, not to be a tech-stealth ninja, but to be a cool, believable assassin in cool believable and recognizable environments. We did though include new moves like scaling walls, sidling ledges, climbing drainpipes, etc. But the idea with this has not been to create a "Sam Fisher" but rather give us more possibility of making the levels more interesting, with even more ways of approaching the objective.
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I came to the Hitman series with Silent Assassin (number 2) and fell in love; the multiplicity with which you could achieve objectives, the inventiveness of using the surrounding environment to make the hits, and the general level design was all stellar. The plot wasn't fantastic, but that wasn't so much of an issue.
I replayed levels so many times to achieve Silent Assassin while amassing my armoury in the gardening shed of the church, it was quite satisfying to see all of the empty spaces get filled over time... it was tough work though.
I tried to play Hitman 1 but it's legendary poor control system and lack of finesse, as well as a host of cruddy maps (jungle portion) in the middle of the game, meant that I never finished it.
Contracts was a supreme disappointment - shoddy design, more limited gameplay, quite a few game-killing bugs and not enough of focus on providing a unique experience meant that it was a poor follow up to Silent Assassin.
The fact that it's a new engine, plus big motivators like the Notoriety system, make this sound like a new kind of beast - and that's just all kinds of hot.
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Rasmus: By killing them! The more violent you play, the more you would probably need to take care of business. Violence breeds violence in Blood Money.
Hahahaha... Hitman 1 and 2 had some of my best, most memorable gaming moments. I can't wait!
Hitman: Milk Money
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I suppose its a push for less simulation and more point-and-click action for the console-kiddies.
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