Hitman: Absolution Message Board older than one year ago

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Posted by GameTrailers Jun 06 2012 01:51 GMT
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Camera footage of the Hitman: Absolution floor demo at E3 2012.

Posted by IGN Jun 06 2012 00:24 GMT
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Hide in a dumpster, hug a cop to death, the possibilities are endless.

Posted by IGN Jun 05 2012 23:53 GMT
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Need a hint?

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Posted by Kotaku Jun 02 2012 01:15 GMT
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#hitman When I read Stephen's written preview of Hitman: Absolution, many of my fears about the game were assuaged. More »

Posted by IGN Jun 01 2012 13:00 GMT
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Dont worry we played Hitman: Absolution, and its much better than expected.

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Posted by Giant Bomb May 30 2012 23:50 GMT
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Awesome, it's the new Saints Row: The Third DLC! Wait, what?

Posted by Rock, Paper, Shotgun May 30 2012 13:00 GMT
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A very CGI trailer for the new Hitman is, well, odd. It’s Agent 47 murdering a collection of scantily clad women, who were moments earlier dressed as nuns. It’s a trailer that is to feminism what cricket balls are to genitals. You can watch the Tarrantino wet dream below.

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Posted by Giant Bomb May 25 2012 17:35 GMT
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I'll never, ever get tired of seeing video games on stock cars.

Posted by Rock, Paper, Shotgun May 15 2012 15:00 GMT
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We mentioned Hitman’s pre-order oddity, Sniper Challenge, a few days back. It seems the PC version of the pre-order is now in alignment with the rest, and is yours today if you pre-order. On another note, pre-ordering is a ridiculous thing, paying money for a game before you know whether it’s any good or not. It’s mad. Why are you doing it? The game’s not out until November! And that’s the first release date, so the Walker Principle says it’ll be some time in space year 3059.

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Posted by Rock, Paper, Shotgun May 11 2012 11:00 GMT
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Hm, I’m not sure how to feel about this. I mean, I’m not usually a fan of pre-order bonuses – especially given how inconsequential they ultimately turn out to be relative to how frequently they’re paraded in front of us, bells jingling and doves emerging from places where doves shouldn’t be (sleeves, obviously). Also, there was a time when this would’ve been a free demo or teaser available to all. But, nowadays, those take extra time and money a lot of developers don’t have, so I suppose Hitman‘s upcoming Sniper Challenge is – at least, speculatively – justifiable.

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Posted by PlayStation Blog May 10 2012 13:02 GMT
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Excitement around Hitman: Absolution has been building at an impressive rate over the last year. In fact, today it’s exactly one year ago we came out and announced that we were working on Absolution and we’ve had a great ride. From sharing the first gameplay at E3 2011 and releasing the full 16 minutes for everyone to see afterwards to showing off the gorgeous orphanage level, revealing the fate of 47’s long-time handler Diana, showing off new features like Instinct and introducing exciting new gameplay series of videos called ‘Introducing’, we can safely say the fans have been with us through quite a ride thus far.

And now it’s time to kick it up another level. Today, we announce two new things. One is the Hitman: Sniper Challenge pre-order bonus and the other is the release date of Absolution. Let’s start with the release date – November 20th, 2012 is the day the game will hit PS3. So get your behind to Mars, er, GameStop and pre-order the game. Why? Well, that’s where this Sniper Challenge comes in.

You see, the Sniper Challenge is a way for us to say “thanks and we love you” to all the dedicated fans who have been waiting these last few years for a new Hitman experience. We’ve taken our time in creating a great game for fans, new and old alike, and we’ve tried out many different things in the process. One of those things was an early prototype for sniper gameplay in the game. It started out as two grey boxes with 47 on top of one and a target way off in the distance on the other. A few more items were added and the thing was shared internally to see if it worked. Pretty soon, it went viral at IO Interactive. Leaderboards were built, people started spending more and more time on it and we realized that this was something awesome. So we decided to expand upon it and make it into something that wasn’t Absolution – it was never going to go in the game as it just didn’t fit anywhere – but a few guys scrounged up some internal resources and started building the level out as a bonus to the fans that had been waiting for so long already.

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So, here’s the deal – the Hitman: Sniper Challenge is a standalone hit, only available for Hitman: Absolution pre-orders. As the original assassin, you’ll unpack your Agency Kazo TRG sniper rifle, scope out the penthouse balcony of one Mr. Richard Strong Jr., CEO of Stallion Armaments and soon-to-be dead guy. And here’s the great thing: you get to play it immediately upon pre-order starting May 15th! Take out Mr. Strong Jr. and his entire staff of bodyguards, score big on the leaderboards and you’ll unlock equipment upgrades that carry over to Hitman: Absolution when the game comes out on November 20th. All you need to do is pre-order the game with GameStop, obtain the redeem code, boot up your PS3 and grab the Sniper Challenge from PlayStation Store starting May 15th. That’s it!

We truly hope you’ll enjoy it as much as we have. And don’t forget – November 20th is the day of Absolution.


Posted by Joystiq May 08 2012 16:20 GMT
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A scan of a magazine ad reportedly from Game Informer reveals "Hitman: Sniper Challenge," a downloadable game featuring one "replayable sniper mission," with an emphasis on score. Those scores will likely tie into a contest, as the ad touts "Awesome Prize Packages for Top Snipers."

The game is advertised as a pre-order bonus for Hitman: Absolution at GameStop, where it will be handed out when you pre-order. It comes with a sniper rifle item for Absolution as well, the code for which will be given out when you pick up the retail game.

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Posted by Giant Bomb May 02 2012 15:43 GMT
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"Hey, anyone notice that cop over there with the barcode tattooed on his head? What's that abo--URK!"

Posted by Rock, Paper, Shotgun May 01 2012 18:30 GMT
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I doubt and pout a great deal whenever Hitman: Absolution is mentioned. Until I play it I’ll hold out hope that I can be a silent assassin, or at least a low-pitched liquidator, rather than the boisterous chap blasting his way through the majority of the footage I’ve seen. Let me play dress-up and put bodies in cupboards. Let me scope out an area and plan my path to the target rather than being constantly on the run or up against furious armies of gangsters, cops or soldiers. The new video made me smile when 47 placed a man in a closet but I frowned mightily every time an explosion occurred.

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Posted by Giant Bomb Apr 26 2012 19:30 GMT
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Since when has Ron Swanson been into espionage?

Posted by IGN Apr 11 2012 21:34 GMT
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Square Enix has announced the Professional Edition of Hitman: Absolution...

Posted by IGN Mar 06 2012 21:40 GMT
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Square Enix has revealed the box art for Hitman: Absolution...

Posted by Rock, Paper, Shotgun Feb 22 2012 09:02 GMT
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Hitman doesn’t just have subtitles, it also has people, and not just the sort that are like pinatas stuffed with money waiting to be popped open by an enterprising exterminator. The first in the “International Contract Agency Files” series gives the background detail on Diana Burnwood, the hairless one’s handler. The word is that Absolution is a more personal story, so maybe the Olyphant man will be finding out who his friends really are, or somesuch. I bet he doesn’t have any friends, because he’s a surly murderer who shows up at the pub in a tie and makes everyone feel comparitively underdressed. Way to go, Hitman.

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Posted by Joystiq Feb 22 2012 00:45 GMT
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Diana Burnwood is the female lead of the Hitman series, despite us rarely seeing her face. As Agent 47's handler, she's gone to great lengths to protect the hitman, going so far as to bring him back from the dead in a climactic act of vengeance. Now, she's the target. That's gratitude for you.

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Posted by Giant Bomb Feb 22 2012 00:18 GMT
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She's there for whenever Agent 47 wonders whether or not he should "shoot that guy".

Posted by Kotaku Jan 27 2012 14:00 GMT
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Agent 47 may just look like a bald guy in a suit from the front but that iconic barcode on the back of his neck lets you know that there's something different about him. Something deadly. More »

Posted by IGN Jan 26 2012 11:44 GMT
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Joni Mitchell once posited, "Don't it always seem to go that you don't know what you've got till it's gone?" Clearly, Mitchell has never asked this question of a gamer, many of whom believe they know exactly what it is they have and know perfectly well what it is that they want and most-certainly-do-not want next...

Posted by IGN Jan 26 2012 11:30 GMT
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Joni Mitchell once posited, "Don't it always seem to go that you don't know what you've got till it's gone?" Clearly, Mitchell has never asked this question of a gamer, many of whom believe they know exactly what it is they have and know perfectly well what it is that they want and most-certainly-do-not want next...

Posted by PlayStation Blog Jan 18 2012 16:00 GMT
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By valuing stealth, careful observation, and meticulous planning over the run-and-gun bulletstorms of its contemporaries, the Hitman series has earned a sizable fan base over its long and celebrated career. As coldblooded antihero Agent 47, the player quietly stalks his prey through a Kafka-esque maze of guards and security measures, donning disguises, blending in with the crowd, and evading or subduing threats in order to efficiently fulfill his latest contract kill. The key phrase here is blending in; in Hitman, to stand out is to be detected, and to be detected is to die in a hail of gunfire.

This tense, analytical formula has served Hitman well over many successful sequels. But the steep learning curve and unforgiving stealth segments have also proven polarizing, preventing some newcomers from embracing what is by all accounts a uniquely rewarding stealth-action title. Taking a cue from 2011’s successful launch of Deus Ex: Human Revolution — another stealth game that sought to broaden its appeal without betraying its roots — Hitman: Absolution seeks to have its bloody cake and eat it, too.

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To put it bluntly, Agent 47 no longer sucks in combat. In previous games, Agent 47 was a ghost, not a fighter. He stiffly plodded through the environments like an avenging automaton, poisoning donuts, setting up nasty “accidents,” always preferring to do his dirty deeds behind closed doors. In Hitman: Absolution, he’s capable of killing openly and gracefully, swapping lead with military precision and managing cover like a pro. But the classic stealth approach is fully supported, too. For the first time in Hitman history, you have a choice between two radically different but equally engaging interpretations of Hitman.

To prove this point, I sat in on a recent demo of the game running on PS3 — and looking mighty fine, may I add. A producer at developer IO Interactive played through a lengthy sequence using Agent 47’s time-tested skillset of distraction and deception. The result was a succession of nailbiting sequences in which Agent 47 narrowly avoided detection, weaving and rolling between cover, setting off small distractions in the environment to lure away and separate roaming guards, and donning disguises to penetrate deeper into the compound. Then the producer replayed the same scenario using Hitman: Absolution’s overhauled action gameplay. Instead of misdirecting his foes to avoid combat, Agent 47 brutally dispatched every poor sap he came across, hurling fire axes into craniums, bashing brains in with giant crucifixes, and double-tapping enemies at close range using a recovered pistol. The climax was a shootout against a mob of thugs using a room-clearing shotgun, cover-based shooting tactics, and a slow-mo burst of firepower called “Point Shooting.” And you know what? It looked like a helluva lot of fun.

Stealth or shooting: In Hitman: Absolution, the choice will be yours. To discuss the nitty gritty of this 2012 stealth-action title, I armed myself with questions submitted by @PlayStation followers and caught up with Lead Producer Hakan Abrak for an in-depth interview. If you have questions, leave them in the comments!

PlayStation.Blog: Is Hitman: Absolution a direct follow-up to Blood Money? (asked by @KnightAttack09 and @APakwashee)
Hakan Abrak, lead producer, Hitman: Absolution: It’s not set in a specific Hitman timeline. The setting is a bit different and we’re taking the story somewhere else — you start the game by killing Diana, the only truly human connection Agent 47 has ever had. And that changes the stakes immensely. In earlier games, Diana’s contracts set the tone and direction of the story. This time, Agent 47 is on his own. He must choose his next steps on his own.

PSB: Why does Agent 47 kill Diana?
HA: I don’t want to go into too many details, but something’s happening at the agency. Agent 47 suddenly receives a contract to kill Diana, and…well, he’s very professional! He kills her. Diana has been Agent 47’s connection for a long, long time, so when she makes a dying wish for him to seek out a girl named Victoria, he takes it on as a personal mission. There’s a strong connection to the the title of the game, Absolution. He’s seeking absolution for…something.

PSB: Is Hitman: Absolution a re-envisioning or reboot of the Hitman premise?
HA: I don’t know that I’d go that far, but we are exploring different aspects of Agent 47. The story is darker, more personal. You get to experience Agent 47 being placed in an unusual situation. He’s not just taking on contracts; he’s being hunted and he’s hunting for personal reasons. If you’re a longtime series fan, you know that’s very unusual for the cold, calculating Agent 47.

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PSB: What was your primary goal from a gameplay perspective?
HA: We’ve been developing this game for a long time, and it’s very much linked to the technology, especially creating more complex, more believable artificial intelligence. Early on, we knew we couldn’t achieve our ambitions with the older Glacier 1 engine, so we decided to create Glacier 2. It’s a huge challenge to create new game technology, but it brought a lot of benefits.

PSB: Such as? What does Glacier 2 enable you to do that you couldn’t do before?
HA: We wanted to bring more fidelity to everything, to expand this concept of a living, breathing world. The characters are less binary and react in a lot of new ways. But we also wanted to enhance Agent 47’s skills and abilities, so we’ve introduced this concept of Instinct — an umbrella feature that conveys his keen senses. Agent 47 was genetically engineered to be the ultimate assassin, and in the past we’ve had a hard time communicating that through game mechanics. But with Absolution, I think we’ve succeeded in integrating his keen senses into the moment-to-moment gameplay. The way he can sense others around him, see through walls, shoot multiple targets almost instantly with Point Shooting…

PSB: Hitman is much loved for its stealth gameplay. What have you done to enhance it?
HA: When you’re making a stealth game, it’s important to find new ways to build tension. We built a lot of prototypes for Hitman: Absolution, and we learned that creating a “Giger counter” effect was a very effective way to communicate that the player is about to get spotted — you’d better move! In earlier games, it could be frustrating because you didn’t know when an enemy was about to spot you. And that “Giger counter” effect has the bonus effect of making you squirm when you play, it builds more tension. I find myself saying “ooh! ooh! ooh!” when I’m sneaking around.

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PSB: Are you expanding on Agent 47’s use of disguises?
HA: Disguises are another area where we’ve added a lot more fidelity. If I’m wearing a guard outfit, guard characters will have an easy time seeing through my disguise…but other characters will be less likely to notice. Disguises have different ratings, too, and also different armour ratings: a SWAT disguise will give you far more protection than a doctor’s outfit.

When he’s disguised, Agent 47 can also act his way out of trouble when he has to walk near an enemy: he can scratch his head, pretend to speak into a radio to briefly deflect attention when he has to walk close to an enemy.

PSB: Is it fair to say that stealth and aggression are equally valid strategies in Hitman: Absolution?
HA: There are many more options for different emotional states and approaches to the gameplay. Some players do prefer a more violent approach; in earlier Hitman games, you were punished for that. If you screwed up, the entire level would come down on your head. But now, action is a more compelling option. But to our veteran fans, rest assured, the stealth is fully intact and better than ever!

Voyeurism has always been a key storytelling focus in Hitman, and we still have a lot of these small stories peppered throughout the game. It’s where a lot of the replayability comes in, actually. If you go into the game guns blazing, you’ll get a unique experience…but if you’re stealthy and explore more thoroughly, you’ll learn a lot more about the world and characters by overhearing conversations and the like.

PSB: Finally, do you think multiplayer is an important feature for a Hitman game? (asked by @yasemann)
HA: Agent 47 works alone.


Posted by Rock, Paper, Shotgun Jan 11 2012 14:05 GMT
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Just after seeing Agent 47 do his rather John Woo-like thing, our man Dan Gril sat down with Tore Blystad, game director for Hitman: Absolution aka Hitman 5 aka Hitman: Subtitle, and asked the most pressing of questions: whether we’ve lost the silent assassin to open action aimed at impatient console gamers, or if stealth and caution are still very much the order of the day. And also where 47 gets his suits from.(more…)


Posted by Kotaku Jan 11 2012 13:30 GMT
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#hitman Forget everything you know about Agent 47, the bald-headed, bar-coded contract killer of IO Interactive's Hitman franchise. He does not don disguises, creep in the shadows, or deliver death with surgical precision. He is not a professional. Well, at least he doesn't have to be. More »

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Posted by Rock, Paper, Shotgun Jan 11 2012 13:04 GMT
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Agent Grilipoulos was dispatched to see the game formerly known as Hitman: Subtitle for us. He returned bathed in blood, dressed as a sailor, and bearing these words. Note: we’re having to use old screenshots for now because we’re idiots, but new ones will be added shortly.

Oh, we are skeptical souls at RPS. Though we loved Hitman: Blood Money, we have been somewhat wary of Hitman: Absolution. Partially, because there are mild changes to something we loved (like when the X-Files replaced Mulder with T-1000) and partially because Kane & Lynch left us colder than Captain Oates. The new level we saw yesterday had the chance to allay our fears though, set as it was in a lovely orphanage. What can go wrong in a lovely orphanage?

Jumping back from the lovely orphanage for a second, we were given a quick rundown of the game’s backstory before Agent 47 got to meet all those lovely nuns.(more…)


Posted by IGN Jan 11 2012 13:00 GMT
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How do you feel when I tell you that one word Hitman: Absolution embodies is "accessibility?" Are you offended? Does your innate gamer rage come out and spur you to a message board, where you can properly lament the day games were challenging and worth playing? If it does, you're wrong. Really wr...