Der Entwickler sagte nun, was die wichtigsten Ziele für die Entwicklung des Taktik-Shooters waren.
Lead Producer Hakan Abrak von IO Interactive sagte nun, dass eine verbesserte KI eine der Hauptprioriäten des kommenden Spiels war.
“We’ve been developing this game for a long time, and it’s very much linked to the technology, especially creating more complex, more believable artificial intelligence,” sagte Abrak auf dem US PS Blog. “Early on, we knew we couldn’t achieve our ambitions with the older Glacier 1 engine, so we decided to create Glacier 2. It’s a huge challenge to create new game technology, but it brought a lot of benefits.”
Ein weiteres Ziel des Entwicklers war außerdem der geschickte Mischung von Action- und von Stealth-Elementen. “Voyeurism has always been a key storytelling focus in Hitman, and we still have a lot of these small stories peppered throughout the game. It’s where a lot of the replayability comes in, actually,” fügte er hinzu. “If you go into the game guns blazing, you’ll get a unique experience…but if you’re stealthy and explore more thoroughly, you’ll learn a lot more about the world and characters by overhearing conversations and the like.”
Für das Stealth-Gameplay gibt es neue "Instinct abilities" und neue Skills, die Agent 47 nutzen kann, um noch leiser und geschickter vorzugehen. Dazu kommt ein System, was den Spieler warnt und ihm mitteilt, dass dieser gleich entdeckt wird.
“When you’re making a stealth game, it’s important to find new ways to build tension. We built a lot of prototypes for Hitman: Absolution, and we learned that creating a ‘Giger counter’ effect was a very effective way to communicate that the player is about to get spotted — you’d better move,” so Abrak. “In earlier games, it could be frustrating because you didn’t know when an enemy was about to spot you. And that ‘Giger counter’ effect has the bonus effect of making you squirm when you play, it builds more tension. I find myself saying ‘ooh! ooh! ooh!’ when I’m sneaking around.”
■ Jensen6