Hitman was a 2007 movie based on the videogame series by IO Interactive. It came and went quickly in U.S. theaters, and the people who saw it generally disliked it. (Movie review aggregator Rotten Tomatoes gave it a 3.7 out of 10.) But thanks to a strong international showing, it earned an impressive $100 million. Considering it had a budget of $24 million, this can only mean one thing: It’s reboot time.
2012 was a great year for videogames. After all, this is the year we saw the release of Guild Wars 2, Dishonored, Halo 4, Borderlands 2, and Assassin’s Creed III, not to mention some fantastic indie games like FTL and The Walking Dead.
Hitman: Absolution isn’t the only game to contain a scene in which our protagonist frequents a strip club for the purpose of tracking a target. But unlike the other games, IO Interactive paid serious attention to detail by motion capturing a pole dancing competition and using the dancers’ moves in-game. IO Interactive has taken this attention to detail one step further: According to an anonymous source, they recently held their launch party in a strip club.
A few months ago, I was so horrified at the science in Prometheus that I interviewed scientists, experts in the fields that were portrayed in the Ridley Scott film. After asking them some frankly leading questions, they confirmed that the science was deeply unscientific.
If you think Hitman: Absolution is a stealth-’em-up game, you’d be…not quite right. At its heart, Hitman: Absolution is a puzzle game, one that involves setting up multiple sequences of events with perfect timing. Like any puzzle, get one piece wrong, and your hard work falls into disarray. Get it right, and you’re a master of assassination, a puppeteer pulling multiple strings at once. At times I felt I had become death, destroyer of worlds (or at least South Dakota).
IO Interactive has released the last in a series of instructional videos for Hitman: Absolution. Here, we learn about the awesomeness of Agent 47’s “instinct mode,” a nifty little mechanic that gives you the edge over your enemies with a touch of a button.
Christian Elverdam, gameplay director of Hitman: Absolution, told me that in the upcoming IO Interactive game, there are over two thousand pages of non-player character dialog. Every NPC was chatty…and extremely informative. Listening in on their conversations not only gave us hints about gameplay—overhearing that an elevator needs repair cues you in to the fact that a repairman disguise might be in order—but also turned us into silent observers, removed from the world until we effect it with our deadly intentions.