
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 2011ās 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.
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 āaccidents,ā always preferring to do his dirty deeds behind closed doors. In Hitman: Absolution, heās 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 47ās 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: Absolutionās 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 āPoint Shooting.ā 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: Itās not set in a specific Hitman timeline. The setting is a bit different and weāre 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, Dianaās 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 donāt want to go into too many details, but somethingās happening at the agency. Agent 47 suddenly receives a contract to kill Diana, and…well, heās very professional! He kills her. Diana has been Agent 47ās 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. Thereās a strong connection to the the title of the game, Absolution. Heās seeking absolution for…something.PSB: Is Hitman: Absolution a re-envisioning or reboot of the Hitman premise?
HA: I donāt know that Iād 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. Heās not just taking on contracts; heās being hunted and heās hunting for personal reasons. If youāre a longtime series fan, you know thatās very unusual for the cold, calculating Agent 47.
PSB: What was your primary goal from a gameplay perspective?
HA: Weāve been developing this game for a long time, and itās very much linked to the technology, especially creating more complex, more believable artificial intelligence. Early on, we knew we couldnāt achieve our ambitions with the older Glacier 1 engine, so we decided to create Glacier 2. Itās 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 couldnāt 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 47ās skills and abilities, so weāve 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 weāve had a hard time communicating that through game mechanics. But with Absolution, I think weāve 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 youāre making a stealth game, itās important to find new ways to build tension. We built a lot of prototypes for Hitman: Absolution, and we learned that creating a āGiger counterā effect was a very effective way to communicate that the player is about to get spotted — youād better move! In earlier games, it could be frustrating because you didnāt know when an enemy was about to spot you. And that āGiger counterā effect has the bonus effect of making you squirm when you play, it builds more tension. I find myself saying āooh! ooh! ooh!ā when Iām sneaking around.
PSB: Are you expanding on Agent 47ās use of disguises?
HA: Disguises are another area where weāve added a lot more fidelity. If Iām 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 doctorās outfit.When heās 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.
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. Itās where a lot of the replayability comes in, actually. If you go into the game guns blazing, youāll get a unique experience…but if youāre stealthy and explore more thoroughly, youāll 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.













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