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5Hitman: derpolution

commie

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Here's some selected quotes from the interview with director of IO Tore Blystad about the AWESUM new 5Hitman....

The first four Hitman games from IO Interactive have sold approximately 10 million copies worldwide. But the Copenhagen-based game developer is targeting an even broader audience with its 2012 release, Hitman: Absolution.

“The Hitman games of past have been very hardcore,” said Tore Blystad, game director at IO Interactive. “Even though the fantasy of the Hitman universe has a very universal appeal, the games have been so difficult to play, that it’s been more of an acquired taste. The biggest challenge that we had with this game was to make it much broader in every sense, so that it was easier to play and more accessible, but still retain a very strong, hardcore side as well. We don’t want to alienate any of our fans who have been extremely loyal for so many years.”

It’s been five years since the iconic bald assassin, known only as Agent 47 in the franchise, has gone on a virtual mission. During that time, the game studio has created brand new technology to bring a more cinematic interactive story to life. A story that turns the table on the hunter and has 47 pursued by the police and the agency he previously worked for.

...

Blystad said the artificial intelligence (AI) that is featured in Hitman: Absolution is something that has taken the most time to develop. The gameplay revolves around player actions, and since there are many choices in every scenario, the AI had to be able to respond to any given situation at any given time.

“If you attack and enemy from any angle, than we’re able to have them fight back, or continue on in a normal state if you ignore them,” said Blystad. “There are similar things in games like GTA or these bigger sandbox games, but it’s on a much less granular level because we have a very strong focus on the abilities of the characters. You get so close to the characters in this game. They all have names, and they have all some kind of part to play in the story, so that they act as believable as possible is the most important thing for us. It’s the most central part of the game.”

Then there's a whole bunch of crap about the awesum motion capture, actors and shit...seems that the gameplay is not only being dumbed down but pretty much relegated in favor of the cutscenes...

To bring these characters to life, IO Interactive turned to Hollywood. Hitman: Absolution features a dozen Hollywood actors from film and television. The actors provided full performance capture for the game, which means when you see Keith Carradine’s villain Blake Dexter walking around in the game, the actor’s motions were captured digitally.

“Blake Dexter is a pretty complex character,” said Blystad. “He’s introduced at the very beginning of the game and then follows through the entire story, which is rather lengthy. He’s one of the characters that appears most throughout the story and has the most difficult scenes.”

Carradine, who stars in Universal Pictures’ Cowboys & Aliens this summer, was up for the challenge of performing in a video game. Some scenes had as many as seven actors performing together in full motion-capture suits.

“Acting always reduces down to the same basic tenets: know your character and tell the truth,” said Carradine. “In that regard, performance capture is no different than any other ‘capture’ of the actor’s work, whether it be film, video, digital, or the consciousness of a live audience.”

Once the acting was captured digitally, Blystad said his team had an insane amount of flexibility in working with the scenes inside the virtual set. While the actors were back working on film and TV projects, Blystad’s team was tweaking their performances, trimming scenes, and perfecting their virtual faces to create a cinematic experience.

“We also have a mo-cap camera set-up in our studio, so we’re able to go back and capture a scene using a digital camera,” explained Blystad. “This adds another layer of believability on top of the performances, because our camera in the game is not static. It’s panning and moving around, just like it would on a film or TV show.”

Bringing all aspects of a virtual character to life stuck with actress Marsha Thomason (“White Collar”), who makes her video game debut as Diana Burnwood in Hitman: Absolution.

“Actors would die to be the voice for a character on an animated film or TV show,” said Thomason. “It’s a dream and this is a spin-off of that. I would love to play a regular on a video game. It would be great. It keeps it fresh. It keeps it interesting.”

IO Interactive hopes new fans will find Hitman: Absolution interesting when Square Enix launches the action adventure game next year.

:M

You don't get any prizes for guessing this was coming either.
 

Reject_666_6

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What kind of name is Blake Dexter? First of all it sounds like their secretary got it backwards and they just went with it. Second, it sounds like shit.

The game also sounds like shit.
:M
 

Fens

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Black

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The first four Hitman games from IO Interactive have sold approximately 10 million copies worldwide. But the Copenhagen-based game developer is targeting an even broader audience with its 2012 release, Hitman: Absolution.
Greeders gonna greed.
 

sea

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Hitman 2, Contracts and Blood Money were all excellent, but I can definitely understand the complaints about difficulty... as fun as they were, limiting save options is pretty much fake difficulty (a player-selected no-save option would be much better), and the games were almost a little too reliant on trial and error, not giving enough feedback, communicating options well enough, and sometimes simply having outright absurd solutions to objectives if you wanted to maintain stealth. It's a shame they seem to be going in a less interactive and cerebral direction, though, as most of the problems in Hitman could have been reconciled with better interface and doing a better job communicating options to the player.

I've been wondering why Kane & Lynch always ended up so mediocre/awful, yet the Hitman games have been consistently good. IO also made Freedom Fighters, which was a pretty decent console-style shooter. Have they just run out of steam, or talent, or was there some sort of internal change in their management that led to them prioritising trendy crap over good gameplay?
 

Angthoron

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Ugh, wasn't Hitman always a fairly niche series that had a lot of staying/selling power due to actually being good? Wouldn't "making it more accessible to the masses" be against the very reasons for which it became a success?
 

spectre

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Doesn't matter. They're targetan their lazors @ audience of over 9000 now.
Shit like that looks good on corporate meetings, so fuck you niche markets.
Do, yeah, I guess there's been a shift in the management along the way.

All that talk about cinematics, turning to hollywood is nauseating, to be honest, but reading between the lines, seems like the new hitman will be more sandboxy.

On the one hand, it's part of Hitman's appeal - detailed missions, or actually puzzles with multiple solutions.

One way to pull this off - you will move around in a sandboxy envorinment - a number of limited districts maybe, with main campaign missions that advance the plot and randomized side missions, and this could all work rather nicely - you'll get something close to Deadly Shadows meets Hitman.

Although it's getting harder and harder to remian optimistic these days.
 

Reject_666_6

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At least in Eastern Europe, the Hitman brand is very recognisable. Moreso than even the in-your-face Western brands like Halo or Gears of War. Not only is it a guaranteed moneymaker, the bar is set so high from previous games that they can gradually dumb it down more and more over 3-4 sequels. Milking was never made so easy.

I'm surprised they haven't done this already.
 

sgc_meltdown

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they probably took a look at asscreed and went 'no reason why we can't sell like that'
 

commie

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spectre said:
All that talk about cinematics, turning to hollywood is nauseating, to be honest, but reading between the lines, seems like the new hitman will be more sandboxy.

Cinematic storytelling and sandbox gameplay don't really go together. It'll be a linear thing similar to AP I'd guess: A hub, several mission locations you can tackle in any order(sandbox!) then a concluding mission.

Deadly Shadows wasn't sandboxy either. The town part was pretty unnecessary and added little.

Greeders will indeed greed: Hitman 2 sold almost 4 million, Hitman 3 and 4, a little less than 2 mil for the former and a bit more than 2 mil for the latter. Hitman 3 reused a lot of missions from the first one, so I can understand the backlash which was somewhat rectified by 4. There was no reason they wouldn't have been able to sell at least 2 million without needing to dumb the game down. For extra profit they could have ditched the 'hollywood' crap as most fans wouldn't have given a shit anyway; plot in Hitman has always been non-existent and it never bothered the game before.

Kane and Lynch sold less than Hitman 2, 3 and 4. So what does that tell you? That dumb shit automatically sells?
 

Antediluvian

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sea said:
Hitman 2, Contracts and Blood Money were all excellent, but I can definitely understand the complaints about difficulty... as fun as they were, limiting save options is pretty much fake difficulty (a player-selected no-save option would be much better), and the games were almost a little too reliant on trial and error, not giving enough feedback, communicating options well enough, and sometimes simply having outright absurd solutions to objectives if you wanted to maintain stealth
You're talking about Codename 47, surely, because sequels weren't ridiculously pseudo-challenging at all. There's a ton of info on the target, you can even see every NPC moving on the map if you choose an easier difficulty level for crying out loud. Gameplay is intuitive, even one save per 5-10 minute mission was enough
sea said:
Have they just run out of steam, or talent, or was there some sort of internal change in their management that led to them prioritising trendy crap over good gameplay?
Well, they are a subsidiary of Square Enix now plus they had staff redundancy last year afair
 

commie

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Retarded logic is retarded.

How does combating piracy by dumbing down games work?

"Let's make the game appeal to the console insta-win crowd...that will teach those pirates!"

:retarded:

Maybe the point is to make the game so unappealing that the pirates won't bother with it?

Philosoraptor.gif
 

sgc_meltdown

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unlike pc gamers console players are honest consumers and usually pay for their games
 

CrimsonAngel

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Okay her is a freebie for every one.

Instead of Broader Audience you say.

We Aim to make the game easier to understand while keeping the same dept that fans have come to love.

THERE use that instead.
 

CrimsonAngel

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Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong
sgc_meltdown said:
CrimsonAngel said:
THERE use that instead.



http://playstationlifestyle.net/2011/03 ... e-tracked/
Laidlaw says the purpose of moving more content to side quests is to make the game more accessible to newcomers; however, the game’s story will still retain the same level of depth and complexity.

The issue there is accessible also has a very negative connection with dumping down and especially the second part that says "the game’s story will still retain the same level of depth and complexity" the issue with that is that he is not reinforcing the idea that gameplay will keep the same dept, but only the story will have the same dept.

The thing is a story is easy to add. It is the underlying fundamentals of the gameplay you have the reinforce for people to believe you are not dumping it down.
 

RK47

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Well learning Square Enix...they'e probably going to nosedive...no doubt.

:( Good Bye 47.
 

zool

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commie said:
You don't get any prizes for guessing this was coming either.

Indeed. I just can't believe any one had any hope that this Hitman anomaly (i.e not dumbing down this game series) was going to last forever. It doesn't necessarily mean it will be complete and utter shit, but it will be dumbed down.
 
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But we really have no gameplay details yet guys. All we know is that they focus on talking about "cinematic" bullshit now. We can't even be sure of reasons for it just yet. Let's reserve the hate for more righteous moments maybe?
 
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Could be just a meaningless drunk derp, how are we to now? It sounds very dumb of course, no denying that. Especially since these "cinematic" games tend to be even more expensive to make.
I'm just saying, let's give them a small benefit of a doubt, they did manage to keep series good for four games. There will be plenty of time to rage once we get to see videos of actual gameplay.
 

commie

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Multidirectional said:
Could be just a meaningless drunk derp, how are we to now? It sounds very dumb of course, no denying that. Especially since these "cinematic" games tend to be even more expensive to make.
I'm just saying, let's give them a small benefit of a doubt, they did manage to keep series good for four games. There will be plenty of time to rage once we get to see videos of actual gameplay.

Maybe if it was still just Eidos then yeah...maybe. But with Square Enix running the show? Times also have changed since 2006.
 

J1M

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commie said:
Multidirectional said:
Could be just a meaningless drunk derp, how are we to now? It sounds very dumb of course, no denying that. Especially since these "cinematic" games tend to be even more expensive to make.
I'm just saying, let's give them a small benefit of a doubt, they did manage to keep series good for four games. There will be plenty of time to rage once we get to see videos of actual gameplay.

Maybe if it was still just Eidos then yeah...maybe. But with Square Enix running the show? Times also have changed since 2006.
SquareEnix are the kings of releasing sequels with no changes. You guys are better off with them than another big publisher for what you want to see.
 

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