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Posted by Kotaku Dec 27 2011 21:20 GMT
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At least a new Hitman trademark. Square Enix Europe recently trademarked "Hitman: Profession". Not to be confused with 2012's Hitman: Absolution, this could be either a new Hitman, DLC, or a port. [Siliconera via Multiplayer] More »

Posted by Joystiq Dec 26 2011 21:00 GMT
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Square Enix Europe has filed a trademark for Hitman: Profession. Siliconera dug up the paperwork, which gives us very little information beyond a name and the potential for hours of speculation on what it means.

The most obvious guess would be it's the name of the new Hitman game, in production under IO supervision at the Square Enix studio in Montreal. Considering Hitman: Absolution won't be ready until sometime in 2012, it'd be surprising if Square had already filed trademarks on the next installment.

Hitman: Profession could also be some kind of transmedia tie-in, mimicing Ubisoft's Assassin's Creed model and creating experiences -- loosely tied to the core game -- covering comics, iOS and Facebook. Like we said: speculation!

Posted by Rock, Paper, Shotgun Dec 12 2011 09:39 GMT
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The VGAs coughed up a new trailer for Hitman: Absolution, which is crammed with sneaking, stealthery and silence. Except for all the parts with windows exploding in slow motion and The Bald One murdering almost every single person in his path, which just happens to take him through a hospital ward. Those parts are quite noisy. There’s also a crying nun. She is crying because of the constant gunfire and images of men being shot through the abdomen at point blank range. Do you want to see such things? They are below.

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Posted by Kotaku Dec 11 2011 00:55 GMT
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#hitman The Spike VGAs aren't about awards. They're about trailers. Here's one for the new Hitman game, Absolution. More »

Posted by Rock, Paper, Shotgun Nov 04 2011 09:29 GMT
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When I witnessed a playthrough of Hitman: Absolution I expressed my concern that there was more murder than assassination and that the level shown looked rather linear. I was fully aware that what was on display may not be representative of the actual hits in the game, showing barcoded-billiard-bonce on the run rather than in his more usual mode of calmly calculated cash-for-cadaver commerce. Here then is another view of the same level, with commentary from game director Tore Blystad and gameplay director Christian Elverdam, as a counterpoint to some of my queries and doubts.

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Posted by PlayStation Blog Nov 03 2011 13:00 GMT
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IO Interactive has been on quite a ride with the first demo of Hitman: Absolution – touring the world with the code, showing it off to hundreds of thousands of excited people. The response was so overwhelming, we decided to release the full playthrough a few weeks ago. And now, after having captured two of the most busy gentlemen on the team, we are following up with a new video to ensure everyone gets the full experience.

Join Game Director Tore Blystad and Gameplay Director Christian Elverdam as they take us all behind-the-scenes of the award-winning Hitman: Absolution, with a full 17-minute commentary version of the “Run For Your Life” playthrough. The commentary will let you learn first-hand what it takes to create a living and breathing world. The aim is for the fans to gain new insight into the creation and ambition for the game and get a taste of what players can expect when they enter the mindset of the original assassin: Agent 47. We hope you will enjoy it!


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Posted by Kotaku Oct 10 2011 21:00 GMT
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#hitman Machinima's got the full playthrough of the Hitman: Absolution teased earlier today in all of its 17-minute glory. Those poor cops. That poor hippie. More »

Posted by IGN Oct 10 2011 18:55 GMT
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Square-Enix and IO Interactive have revealed a detailed look at their upcoming entry to the Hitman universe, Hitman: Absolution. The video showcases 17 minutes of gameplay footage, giving players a hefty look at some of the new features that players can expect from the game...

Posted by Rock, Paper, Shotgun Oct 10 2011 16:25 GMT
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Somehow, this is the first official in-game footage of Hitman: Subtitle which has been released to the hungry eyes of the public. Feast, feast!

As Adam worried in his preview t’other week, old 47 doesn’t appear to be quite so silent an assassin as he once was, but it’s good to see he’s still playing fancy dress in between punching people and shooting people and throwing people and choking people.(more…)


Posted by Kotaku Oct 10 2011 13:20 GMT
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#hitman After a long teaser campaign earlier this year, Square Enix and Eidos finally revealed that everyone's favorite bald, barcoded assassin would be making his debut on this generation of consoles in Hitman: Absolution. Now, we've got a first glimpse at series hero Agent 47 in action, as he infiltrates and eliminates Chicago policemen who are tracking him down. Think the hunters become the hunted? OF COURSE THEY DO. More »

Posted by Rock, Paper, Shotgun Sep 26 2011 13:47 GMT
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Hakan Abrak, lead producer of Hitman: Absolution, held a developer session at the Eurogamer Expo this weekend and I was there to see the game in action. The version we were shown was a pre-alpha build running on PS3 and only covered a single level but, notepad in hand, I managed to scribble down enough impressions to share the bits that made me excited and the other bits that made me raise an eyebrow in a quizzical fashion. Now I’m trying to work out if I’m any closer to understanding the game than I was before the session.

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Posted by Rock, Paper, Shotgun Sep 05 2011 11:14 GMT
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Perhaps not in person, but in spirit. IO Interactive are sending lead producer Hakan Abrak to give a presentation on Hitman: Absolution to the good people attending E2 this year. We’ve already had a sneaky peak at some early footage of Hitman 5 in action, but hopefully this will be a chance to see it being played properly, and prod at the mind of the bloke producing it.

We’ll be there, front row hopefully. Listen out for me asking Hakan how many guns are in his game.


Posted by Rock, Paper, Shotgun Jun 27 2011 11:13 GMT
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Ripten‘s only gone and harvested a entire picnic of Hitman: Absolution details from the latest issue of Edge, including the following bombshell- “47′s voice actor will not be returning.”

An era is over, my friends. A weird era, but one that did, at least, perfectly capture the voice of a psychotic man raised in a jar. 47′s agent and only friend, Diana, is being played be someone else too- Lost’s Marsha Thomason, aka Naomi Dorrit from Lost. But there’s lots, lots more after the jump.(more…)


Posted by IGN Jun 27 2011 01:29 GMT
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When IO Interactive took a break from its Hitman franchise after 2006's Blood Money, many gamers assumed that Ubisoft's Assassin's Creed would pick up where Agent 47 left off in terms of providing a satisfying simulation of being a cold-blooded killer. Yet while the Assassin's Creed games have been ...

Posted by IGN Jun 22 2011 16:58 GMT
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Square Enix Europe and IO Interactive have dropped some new avatar items onto PlayStation Network that allow for some smooth suiting-up...

Posted by PlayStation Blog Jun 21 2011 14:01 GMT
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Hitman: Absolution was one of the most talked about games at E3 earlier this month after an impressive behind closed doors showing and the release of this atmospheric trailer. There is still plenty of mystery around Agent 47′s upcoming mission so I recently caught up with Tore Blystad, game director and Christian Eleverdam, gamplay director at IO Interactive to get some further intel.

How does it feel to be bringing Hitman back after such a long time away?

TB: It feels super great. Part of time was spent building a brand new engine from scratch. We looked at all the previous Hitman titles and said, “Okay, there’s a lot of DNA here, what do we want to improve?” We looked at everything, from Agent 47 himself – how does he move? what can he do? – to the AI. We had quite a few binary reactions in the old games, where if you got discovered it turned into a bit of a clumsy combat situation. We wanted to widen that a lot. Obviously we still have a lot of stealth elements in the game.

Let’s say you get discovered by a police officer. He won’t immediately try to shoot you, he’ll attempt to arrest you. This means that in Hitman: Absolution we have a bit of rubber-banding, a bit of leeway to try things out. You can back away, find a dark corner or try to disarm him.

We created a lot of different scenarios. So for example there’s a kind of hippies’ apartment which Agent 47 enters disguised as a police officer. These guys don’t like cops, so this disguise is not a good idea in there. But they won’t just attack you without warning. They’ll want to know why you’re there and warn you off. Of course, they might try to attack you, but that’s probably not going to end well for them.

Now, if you go in there dressed as Agent 47, they probably would allow you to be there, even though you’re trespassing and would arouse suspicion. There’s a lot for us to play around with.

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So a lot of the experience will depend on you reacting to what’s going on around you?

CE: Yes, you need to play with your eyes open. Disguises play a big part here to alter how the game pans out in front of you. A lot of the disguises have their own attributes, and the Instinct system ties in there too. Instinct allows you to see potential challenges in real time. If you’re disguised and it’s cop versus cop then you can try to bluff them and sneak away to save ammo.

Is Instinct always available?

CE: No, Instinct is an economy. You have to earn it by doing the sorts of things a real hitman might do – by carrying out silent kills, successully concealing bodies and bluffing a large number of people, for example. You have to use it carefully on the most expert difficulty settings, while it’s more prevalent on the easier ones.

The demo we saw was set in a rain-lashed Chicago. Is the whole game set there?

TB: I can’t get into specifics there I’m afraid, but there are a lot of locations and Agent 47 will be collecting his air miles.

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What’s the nature of Agent 47′s assignment this time?

TB: It’s a much more personal journey for Agent 47. He’s completely invested in the story, and we see an interesting turning point where he gets betrayed. This sets him off on a hunt for the truth, but, of course, it’s still very much about finding people and killing them.

There’s a real sense of non-playable characters’ micro-dramas happening all around you.

CE: Well an open world game needs to feel alive, so that’s what we’ve gone for here. The characters can do so many different things according to the situation. Along with the cinematic sequences, this has been the toughest thing for us to get right, hence us having to build our own brand new tool set and basically attack it from any angle.

If you take out the guy that was supposed to turn on the lights in a room, it changes the situation completely. Every action, however small, has its own consequence.

TB: We have a rookie cop character who has been called out with his colleagues to a library which Agent 47 is stalking round. This new guy is always getting told off by his sergeant, and you can actually distract him. He will go off and investigate before carrying on with his own little story. If you take a different path through the library, you can see his story unfold from a different perspective.

This allows you to play with your morals – you can kill the rookie without a second thought, or isolate his sergeant and kill him instead, giving the new guy a bit of a break. We really wanted to include a lot of this kind of stuff. Imagine playing through this big, dark library without this and it’s just a normal stealth game. It loses a defining Hitman characteristic. Nothing else has that. Whichever way you play it, it should always be entertaining.

Do you create the characters first, then build the game around them?

CE: It goes into a big jumble. Often we think of a cool disguise then devise a way to get it into the game, like the chicken suit in Hitman: Blood Money.

We sometimes think of the situation first then devise the characters to populate that – like the library full of cops. Pacing is always top priority, so anything that can add variety is a good thing because it makes the player think differently.

Who dreams up the various ways to assassinate people?

TB: We had a base of mechanics from Hitman: Blood Money that we started off with, and we added to that whatever people could come up with. Plus, many of the improvised weapons are location specific, so you wouldn’t find too many heavy books outside of the library.

So does that mean people from IO Interactive go home at night and sit there thinking up ingenious ways to kill people?

TB: Yeah! People come in the next day and go, “Hey! I had this great idea last night about pushing a cop off a ledge”, or whatever. Everyone’s a closet hitman.


Posted by Rock, Paper, Shotgun Jun 13 2011 14:48 GMT
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Oof, there’s no telling how long this one will stay online, but some scamp has posted footage of the behind-closed-doors showing of Hitman: Absolution. According to our man John Walker, who actually saw the full demo, the following is an odd compilation of scenes from it, cut with scenes from the glossy, ambiguous cutscene that we did see. Odd.(more…)


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Posted by GameTrailers Jun 08 2011 21:11 GMT
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A steamy shower highlights this trailer from E3 2011.

Posted by Rock, Paper, Shotgun Jun 08 2011 20:30 GMT
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I say, those computer games people are getting rather good at making cinematic trailers! This one’s quite the thing.

The game is out some time next year.(more…)


Posted by PlayStation Blog Jun 08 2011 17:47 GMT
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At this very moment, an army of hard-working team members are into the second day of presenting what is a true labor of love for IO Interactive – Hitman: Absolution. The knowledge that millions of fans have been waiting for news on Hitman is making the guys give it everything they have to present a game that we’re extremely proud of at IO. Lifting the veil on the development of a new game is always fun but given the connection between the studio and Hitman, this time it’s more exciting than ever.

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And the debut trailer? Well, see for yourself. Agent 47, the world’s deadliest assassin, returns to take on his most dangerous contract ever. This time, he finds himself betrayed by the people he trusted and must use every skill and talent he has available to claw his way out of a dark conspiracy, which takes him through a corrupt world of twisted enemies. Thankfully, 47 is a resourceful individual and nothing will stand in his way for long.

When you’re creating a game with the scope of Hitman: Absolution, you don’t just have one finish line at the end of the race – you have lots. In fact, it can sometimes feel like you’re running a relay race all by yourself, constantly handing over and simultaneously receiving the baton to go another lap around the track. It’s exhausting, sure, but every time you complete a lap, a new surge of energy hits and you can run on that high for a long time.

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Coming to E3 and delivering this debut trailer for Hitman: Absolution, as well as the presentations on the floor, has provided us with a massive boost of energy, which will come in handy for the next months as we push to make the game the absolutely best it can be. IO and Hitman are intertwined on an almost cellular level and with this game, we’re taking everything to the next level. We trust you will all enjoy the experience.

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Posted by IGN Jun 07 2011 19:06 GMT
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In Hitman Absolution, Agent 47 is back, and he's on the run...

Posted by Rock, Paper, Shotgun Jun 06 2011 08:57 GMT
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Are they screens, or are they “target renders”? I’ve blatantly pinched them from Eurogamer and posted them below so that you can decide.(more…)


Posted by Joystiq Jun 05 2011 13:16 GMT
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We've spotted Agent 47, and he's over at the Eidos forums, officially outed in Hitman: Absolution by one Eidos moderator known as "Acid Burn," a la Hackers. There's only two shots, unfortunately, but we've dropped them into a gallery below for your perusal.

Posted by Rock, Paper, Shotgun May 16 2011 08:31 GMT
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Morning, giggles. How’s every little thing? To start you off for the new week, let’s have a good old belly-laugh at leaked marketing materials for the mysterious Hitman: Absolution. Or, as these presumably work in progress box covers (via Kotaku) claim it’s called, “Hitman: Subtitle.” Y’know what, I’d have bought extra copies if it really was called that. There’s an honesty to it. “The bit after the colon doesn’t mean anything but people expect it – just put any old melodramatic guff in there.” So Hitman: Subtitle it must officially remain on RPS, forever. Coming up next – Red Faction: Sequel.


Posted by Kotaku May 14 2011 23:00 GMT
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#truthinadvertising Evidently circulated before IO Interactive settled on Hitman: Absolution for the title of the latest sequel, a marketing survey asked respondents how they felt about three potential cover designs for the game. All featured the wonderfully ironic Hitman: Subtitle, the naming convention for the game since Hitman: Codename 47 in 2000. More »

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Posted by Kotaku May 12 2011 09:45 GMT
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#longrider The latest game in the Hitman series, Absolution, is taking the series in a slightly different direction than longtime fans may be used to, as publishers Square Enix seek to tie the games in with the upcoming movie. More »

Posted by Rock, Paper, Shotgun May 12 2011 09:22 GMT
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The Hollywood Reporter has written a big old bunch of information about Hitman: Absolution, because games are like totally mainstream. Also, it seems IO are taking a very Hollywood approach to the production, with its cast already being announced. Including Klundy!

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Posted by GameTrailers May 10 2011 18:19 GMT
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Agent 47 returns with this teaser for Hitman: Absolution!

Posted by IGN May 10 2011 17:32 GMT
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Square-Enix owned IO Interactive announced the fifth game in the Hitman series this morning. Titled Hitman Absolution, it finds the titular Agent 47 betrayed by his agency and on the run from international law enforcement. In a press release forwarded this morning, IO also announced that Hitman ...