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Next-Gen Hitman Has "Checkpoint-Free, Sandbox Levels"

IO Interactive is currently working on a next-gen Hitman, and the developer was recently good enough to share some pertinent information.

In an open letter to fans of the franchise, IO talked about their plans for the upcoming sequel, which will be coming to the PlayStation 4, Xbox One and PC. Currently untitled, the iconic protagonist Agent 47 will be at the "prime of his career," and long-time partner Diana Burnwood will be involved as well.

Perhaps most important for the fans, the designer says this fresh installment will be true to the core of the series. We'll have a "wide range" of tools that will render our opponents useless, and we'll be able to experiment with a variety of weapons and tactics. The game will utilize the Glazier 2 engine, which powered 2012's well-received Hitman: Absolution. Then came some interesting info concerning the environment and gameplay, which we weren't expecting:

"We're packing in an extreme level of detail on the largest levels we have ever built for a Hitman game. 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."

Checkpoint-free sandbox levels? Really? Wondering how that will work... Anyway, Contracts Mode will return, along with the mission editor feature that lets players create their own assassination scenarios. Lastly, IO says they've "removed 47's magic pockets" and series followers probably know exactly what that means. But to return to the game's overall structure, do you think a "checkpoint-free sandbox" format works for Hitman?

Tags: hitman sequel, hitman ps4, next gen hitman

1/16/2014 10:51:02 AM Ben Dutka

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Legacy Comment System (6 posts)

Thursday, January 16, 2014 @ 12:42:10 PM

Sandbox and open world is dooming us all.

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Friday, January 17, 2014 @ 1:17:06 AM

Do you realize that all the original Hitman games were in fact open ended sand box games? So complaining about that is actually the opposite of what people should be doing. The new Hitman was amazing, and it did a lot right. The one thing it did wrong was making the levels semi linear and segmented. This new one drops that.

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Thursday, January 16, 2014 @ 3:16:08 PM

Anything that involves stealth requires a certain level of openness, in my humble opinion. We need to be uncertain if we do the right thing, it adds to the tension.

It must also be said that at least the original Hitman games (I've not played the latest) had a good degree of openness over them, in that there were often more ways than one to do stuff, more ways than one to the goal. So as far as I can see this seem to only build upon that original formula.

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Thursday, January 16, 2014 @ 4:35:27 PM

Im loving the no checkpoint idea and the fact its more open also is making it sound like the old Hitman games :)

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Thursday, January 16, 2014 @ 5:26:29 PM

love it, BRING IT!

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Friday, January 17, 2014 @ 4:00:14 AM

really concerning me the obsession with open ended game design lately.
firstly you worry that its going to be half assed and not implemented properly ruining the game, cough killzone shadow fall.
secondly a open areas going to make it so much harder for spacial awareness and keeping track of your enemies keeping out of line of sight.
only so many areas you can look at once.
one reason why im really interested in MGSV, the openness of it and how thats going to change the game, but thats also why im really worried about it.

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