Wednesday, July 18, 2012

Hitman: Absolution preview Agent of Change

Hitman: Absolution preview
Luke Valentine: It is not quite that simple. The build is not playing you the latest. In addition, there will be some balancing, until we released the game.

The idea is that you get through the levels in 10 seconds. But depending on play style and skill and luck in games, some levels can be completed fairly quickly. And I guess your wish is to be repeated on the strength of the game. If you are fascinated by the challenges, for example, or guests, you might be inclined to reconsider level and see what else is there for you.

Is that part of the reason for the challenge they offer calls for things like Poison the coffee. Are they helping or encouraging play to the game in different ways.

Both. I mean, it's kind of a shame if it matters, it is not discovered. And we also want people to get much value out of the game. We know games are expensive, and we do not want people to feel that they fly only by them, with push forward to skip through cut scenes, oh-I-done-it experience somehow. Sun challenges are part of it.

We are also aware that it is easy enough now about hidden parts of the game. You just have to go online shortly after the game came out and someone will have put an FAQ. But yes, we want people to play the levels in any case. It is very deliberate part of the game design.

If you want to increase the difficulty level, do the notes and signs to change much? The level we played, there are lot of clues to tell you what to do.

The plane geometry does not change, but to do the innuendo. So the level we were from, you are completely out of that particular level. And that's normal. In the absence of tutorial at this level, we need to give the player some help. This level will be done not as if it is final. However, if you play on normal difficulty, you will receive tips and hints that can be reduced, as you will escalate to the levels of difficulty.

A lot of stealth franchises these days seem to go from the hunted to the hunter, but you're going in the opposite direction. What was the reason?

You have to remember that we do not have this reaction split second as you are in some other industries. Of course you did back in quite few years so that we respond not necessarily what is happening around us. At the same time we have made four Hetman games in one particular style.

So we wanted to change things up little too much to keep the mechanics and the things that make the previous games cool, and a rich history that we have not really in the previous games. This sense of vulnerability, which was under the Hetman connection away from the agency something that we thought, would be interesting for the player.

Does this affect his gadgets as you go on in the last game of the agency would only have lots of gadgets to throw you, so you had the tools available. How it works differently with absolution.

The E3 demo was rather disheveled looking for Hetman. He is not the $ 2,000-suited guy we saw in the previous games, he was little rough and was more of the stuff in the environment as weapon and not state-of-the-art weapons. So there's a lot more to the story that we cannot tell.

Would you say there is more action oriented than say Blood Money and the last three games?
It really depends on how you play the game. If you play with lot of cover-based game play and a lot of violence in the melee and prop attacks and so on want, you are free to do so. We know there are people who enjoy games in this way. But the same time you can play secretly and be rewarded.

We believe that the patient, stealthy players not only in the challenges and the score, which is pretty much immediately, will be rewarded, but also in moments - overheard conversations, dialogue experience that you do not, if you just shot all in sight. We think there is some reward in that, too.
Do you think that the action component of the game to be there to appeal to wider audience, as stealth is a niche genre has.

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