First next-gen Hitman details revealed

Edelweiss

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In the next Hitman game, for PC, PlayStation 4 and Xbox One, you play a "globetrotting Agent 47 at the prime of his career", developer IO Interactive has revealed.

In an open letter to Hitman fans, the studio said we'll see Agent 47 "stalking his prey across the world" with the support of his long-term handler Diana Burnwood and the whole of the ICA.

The game revolves around the "core Hitman fantasy", the studio said, and is built on the Glacier 2 game engine, using "the best parts and what we have learnt through Hitman: Absolution and drawing inspiration from past titles like Contracts and Blood Money".

"That means we're packing in an extreme level of detail on the largest levels we have ever built for a Hitman game," the studio continued.

"We've adopted an open, non-linear level design approach to the game, ensuring the game will play out across huge, checkpoint-free, sandbox levels. Our aim is to create living, breathing and believable levels which will allow gamers to play around with the AI to create those unique moments every fan of the Hitman franchise loves."

Contracts Mode returns. In it you can create and build challenges and share them with others.

"You will also be glad to hear that we have removed 47's magic pockets," IO added. "We believe that's all we need to say about that subject."

source
 
but didn't he kill Diana in Absolution? i haven't finished the game so i don't know yet but i'm happy to see there is another one coming out
 
Keep it easy button free and I may look back at the series. The last one was a joke in terms of easiness and how short it was because of that easiness.
 
Keep it easy button free and I may look back at the series. The last one was a joke in terms of easiness and how short it was because of that easiness.

I agree. It was a huge step down compared to the previous iterations in my opinion. Let's hope they've listened to the fan feedback.
 
Sorry for the spoiler i though most of you on here already at least played the game a little. My bad soz guys
 
If they go back to the sandbox nature only style of the past games in the Glacier 2 engine then consider me interested.
 
This can be really cool, if done properly. Hitman's linear levels have always been really cool, but a sandbox might do wonders for 47. Maybe a quick sniper side-quest here and there, gun stores, safe houses, etc. That sounds exactly like GTA, but it can be made in a way that is unique to 47's seedy world.
 
This can be really cool, if done properly. Hitman's linear levels have always been really cool, but a sandbox might do wonders for 47. Maybe a quick sniper side-quest here and there, gun stores, safe houses, etc. That sounds exactly like GTA, but it can be made in a way that is unique to 47's seedy world.

I think you misunderstand. Hitman's levels were never linear, they were enclosed spaces with numerous ways to get trough and achieve your objective "sandbox".

Hitman Absolution consisted of mostly linear levels (i.e. very few ways to achieve your objective), this disappointed the fans, including myself.

Sandbox does not mean GTA scale of openness.
 
I think you misunderstand. Hitman's levels were never linear, they were enclosed spaces with numerous ways to get trough and achieve your objective "sandbox".

Hitman Absolution consisted of mostly linear levels (i.e. very few ways to achieve your objective), this disappointed the fans, including myself.

Sandbox does not mean GTA scale of openness.

I am referring specifically to Absolution when I say linear. Sure, there were numerous ways of doing things in there, but they had a start and an end point that was pretty much set in stone.

I mentioned GTA because after reading the description that I typed, that was strikingly similar to what is happening in GTA. Hence the quote
That sounds exactly like GTA

I am merely referring to the portion of the article where he mentions that they are
packing in an extreme level of detail on the largest levels we have ever built for a Hitman game
 
I am referring specifically to Absolution when I say linear. Sure, there were numerous ways of doing things in there, but they had a start and an end point that was pretty much set in stone.

I mentioned GTA because after reading the description that I typed, that was strikingly similar to what is happening in GTA. Hence the quote

I am merely referring to the portion of the article where he mentions that they are

Yeah, what I take from that quote is that we are gonna get levels like we got in Bloodmoney (medium sized open levels) but with a lot more detail, this suggests even more interesting ways to complete objectives.
 
Keep it easy button free and I may look back at the series. The last one was a joke in terms of easiness and how short it was because of that easiness.
Agreed , the one I really enjoyed was bloodlines , I remember killing the guy in the pool house over 20 times just to see how I could vary the kill
 
The best thing about the old Hitman games was that you could literally play the game 20 times and never repeat a kill... I love how in depth they went with each mission, and the game appealed to everyone, if you wanted to go in guns blazing you could, if you wanted to go with stealth and poison, awesome! Really a great concept, I never played the last one so i cant comment on the linear game play, but that doesnt sound at all like how Hitman should be to me...
 
I actually found it harder than the olders ones.

Yeah, me too, but not in a good way. That disguise system really ruined the game for me. It made the game unnecessarily difficult and forced you into a specific playstyle.

It's all well and good that they want to go back to large, non-linear levels, but I'm holding off my excitement until they say something about which disguise system they're using.
 
Yeah, me too, but not in a good way. That disguise system really ruined the game for me. It made the game unnecessarily difficult and forced you into a specific playstyle.

It's all well and good that they want to go back to large, non-linear levels, but I'm holding off my excitement until they say something about which disguise system they're using.

Yeah I was really disappointed in the disguise system, just didn't work.
 
Yeah, me too, but not in a good way. That disguise system really ruined the game for me. It made the game unnecessarily difficult and forced you into a specific playstyle.

It's all well and good that they want to go back to large, non-linear levels, but I'm holding off my excitement until they say something about which disguise system they're using.

You're quite right, I hope they do away with the new disguise system, it really broke the flow of the game.
 
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