The Hitman [official site] trailer shown at E3 gave a promising tease for a game which is provoking anxiety as well as anticipation. The sentiment I've heard echoing through editorials and comment sections boils down to "more Blood Money, less Absolution, please" but IO Interactive's creative director, Christian Elverdam hopes to marry the best of both games, distilling them to find the essence of Hitman. Eau d'Assassin, perhaps?
"We're trying to distil the essence of [Hitman]," Elverdam tells me. "We've been doing Hitman for fifteen years and we felt we had a chance now to try to build... I wouldn't say the perfect hitman game, but the aspiration is to build the perfect Hitman game."
He adds that in Absolution the studio felt they had good controls, a good core that they could use. "What we're basically saying is: imagine if you take the best parts of Absolution and marry them to the best parts of Blood Money. That's the essence of the game we are building [...] Mood-wise or tone-wise it's a bit more mature and a little more modern. We also talk about Agent 47 being in his absolute prime, hunting these high profile targets. really powerful targets, across the globe. We felt that, looking back, one of the beautiful things is the feeling you can go anywhere. The world is basically 47's oyster and he's just waiting for contracts on high profile targets to come in."
Novikov's public profile pegs him as an oligarch - the billionaire owner of a fashion label. But the contract you're taking care of relates to his behind-the-scenes activities as a part of the spy ring, IAGO. IAGO is about to compromise a number of covert operatives and thus you are tasked with taking out Novikov.
We glide inside and through the party crowd. There's a fabulously well-stocked bar on one side of the ballroom and I recall the conference footage from a previous day where an Agent 47 in a bartender outfit mixes and serves a lethal cocktail to the target before slipping away. An intentionally stark contrast to the axe to the stomach in full view of everyone which was also part of that footage.
The fashion show is in another large room, with a catwalk upon which the models will strut. A backstage area is peppered with stylists, models and other associated people. You can become a stylist, Elverdam point out, marking another potential disguise (alongside waiters, security guards, crew member and so on) to help you carry out your dastardly deeds.
You also can't impersonate your target despite your extensive dress-up skills. He's simply too well known. "Why is Viktor Novikov not blonde anymore? Why is he bald?" says Elverdam, doing an impression of the in-game party guests' potential reaction to 47 glamming it up as a famous Russian billionaire.
We only have a few minutes for this demo so we continue with the breakneck tour, past a speedboat which I earmark as a potential getaway route and a sniper vantage point in the gardens. Towards the foot of a staircase is a frisk zone where security will pat you down for weapons. You'll get arrested if you're caught carrying so you'll need to find a way to bypass security if you want to take your contraband upstairs. Or you could just get through unarmed and improvise.
Upstairs and away from the fashion show a secondary plot is unfolding. There's a clandestine auction involving Novikov's partner, Dahlia. Elverdam explains that the level felt big enough that it needed a secondary target, hence Dahlia. Secondary targets won't just be confined to the Parisian fashion show but will appear in other levels too.
I ask whether the Paris contract is one of the biggest levels, trying to get a sense of the scale of the game and its missions. "This is one of the bigger levels but all levels are going to be very big," says Elverdam. Later in the interview he mentions a play session in the studio's home city of Copenhagen. In four hours of Paris playtime the attendees only completed the mission once or twice and none managed to become silent assassins.
"They didn't find all the things they could do and none became silent assassins yet. There's a lot of stuff you can do within Paris and the big point of Hitman is not so much about taking out Novikov but how you do it and finding all the different ways of doing it. That's what I would say to people. It's going to be a big game."
One of the most intriguing aspects of this new Hitman game is the content delivery system. When we first heard about it Alice described it as sounding like a "strange mix of expansion, DLC, early access, and episodic ideas." I ask Elverdam to explain in a bit more detail.
"What we're basically saying at this point is we'll have this Paris mission that we have talked about and hinted that there is an Italian location and there is an African location in Morocco and more after that. We're obviously not talking about those yet."
"We could also have a secret target in [Paris] that only appears let's say in the weekend. The plan is at the moment to say the only thing you'll get is a portrait and you have to find him. It's not like everyone is competing against each other. He's live in your sandbox but the thing is he's going to be gone in 48 hours and will never come back. There are going to be some unique challenges.
So it's looking like a blend of solo and community play. The chance to discuss, to crib strategies, to learn from the failures of others and then, perhaps, attempt a silent assassination that culminates in a gory public blood bath disaster of your own.
Contract modes should also be live when the game ships and Elverdam adds that IO expect to find new ways to manipulate contracts and play with them. They want to listen to fans and keep a close eye on how they play as the game eolves - what they like and what they don't like, or what they find and what they don't find in the levels.
So will there be an early access element as part of that learning process? Elverdam is emphatic with his answer: No. When the game ships it will be the finished product. Well, as finished as you can get with an evolving, special event-peppered world...
The term sicario goes back to Roman Palestine, where a Jewish sect, the Sicarii, used concealed daggers (sicae) in their murders of Romans and their supporters. In modern language, a sicario is a professional killer or a hit man.
In an anonymous motel room on the U.S./Mexico border, a Ciudad Juarez hitman speaks. He has killed hundreds of people and is an expert in torture and kidnapping. He was simultaneously on the payroll of the Mexican drug cartels and a commander of the Chihuahua State Police. There is currently a $250,000 contract on his life and he lives as a fugitive, though he has never been charged with a crime in any country. With his face obscured by a black mesh hood, he tells his story to the camera inside the very motel room he once used to hold and torture kidnapped victims. Aided only by a magic marker and notepad, which he uses to illustrate and diagram his words, the sicario describes, in astounding detail, his life of crime, murder, abduction and torture.
BAFTA award-winning composer Jesper Kyd has been working in the games industry for almost 30 years. From Borderlands to Darksiders, Assassin's Creed to Hitman, Kyd has worked with iconic franchises from their beginnings, shaping sounds and worlds as he goes. This year was big for Kyd and his musical legacy; on the 10th anniversary of Assassin's Creed 2, the Assassin's Creed Symphony went on tour, and a Hitman legacy vinyl collection was compiled of all his work on the franchise. We talked to Kyd about his past work on Assassin's Creed, Hitman, and Borderlands, and asked what we could expect from the upcoming Borderlands 3.
For the first couple of games, they were looking for an atmospheric score that fit well with the desert setting of Pandora, with currents of anarchy and broken futuristic elements running through it. The games take place in its own distinctive universe so that gave us the inspiration to push things in a unique direction. The characters are really strong and over the top, mixed together with a lot of humor, which is also something we keep in mind for the music in the Borderlands series.
Well, The Pre-Sequel took place on the moon, so the music style needed to be infused with much more sci-fi. For The Pre-Sequel, the sci-fi synths of Borderlands stayed while all the acoustic instruments were put away. So I basically had to find the sound again. That was a fun score to write, and I got to perform all the instruments myself. For Borderlands 3, everything I learned from The Pre-Sequel as well as the Claptastic Voyage DLC was fused with the sound I came up with for Borderlands 1 and 2. So in a way, I would say it's the latest incarnation of my Borderlands sound.
One of the first times I noticed the theme starting to show up outside Assassin's Creed 2 was when Namco asked me to write a remix of Venice Rooftops (which includes the Ezio Family motif) for the Ezio character in Soul Calibur V. Later Ezio's Family was also featured in the Final Fantasy series. Another indicator is the overwhelming number and sheer variety of different fan remixes of Ezio's Family that have been uploaded to YouTube, so it seems to have really resonated with the fans and become a fan favorite.
Your work on the Hitman franchise is incredibly well known, and a legacy vinyl collection is on its way, one that you handpicked the tracks for. Did going through all these songs bring up any old memories?
Sure, one thing that's hard not to think about is how I would do this or that differently today when listening to some of my earlier music. What perhaps sticks out the most is the live orchestra and choir and my experience recording those scores. We used an 89-piece orchestra and 60-piece choir (Budapest Symphony Orchestra and Hungarian Radio Choir) to perform my music for Hitman: Blood Money, and that recording session in particular was an amazing experience. For Blood Money, we created a sound that is more like a classical opera for the world of Agent 47 mixed with electronics. His world is so stylish, elegant, and epic, yet modern and innovative. My music evolved with the franchise and with Hitman: Blood Money it was exciting to mix the classical-inspired sound for Hitman 2: Silent Assassin with the electronics of Hitman: Contracts. I was given the opportunity to play a huge role in defining the sound, feel, and atmosphere of Hitman. The team wanted something unique and trusted me to come up with that. IO made me feel that I was part of the development team and I believe one of the reasons the music is still popular today is that it fits those games really well. We went beyond what just happens on screen to a deeper level by focusing more on the interior mindset of Agent 47 and his world. The interactive music design was a not a main concern, but something we focused on after the music style was fleshed out.
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