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