Hitman: Blood Money - contact@rockpapershotgun.com (John Walker)

And then suddenly Hitman: Blood Money was free to play in a web browser.

Core Online, Square Enix’s foray into the world of online gaming, is a system that lets you play ad-supported HD games in your browser, where you earn gaming time by watching ads. And they’re launching it with one of the more loved Hitman games, Blood Money, along with Mini Ninjas. I have taken a look, and it’s safe to say the system is in something of a mess at the moment. But it remains an interesting idea.

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Hitman: Blood Money
Hitman Blood Money - it wasn't me


Square Enix have announced that Hitman: Blood Money will be free to play through their Core Online browser gaming service. You bank free game time by watching adverts, but once that's expired, you'll have to watch more if you want to keep going. Alternatively, you can buy individual levels or the entire game and play free of interruptions. Individual Blood Money levels cost 49c, the entire game costs $4.99.

Core Online is in beta at the moment and only supports Hitman: Blood Money and Mini Ninjas but Lara Croft and the Guardian of Light is planned soon. Square Enix have put out a trailer showing how the whole thing works which contains an advert within an advert. If you really hate watching adverts, this might not be the service for you.



I've signed up to try it out, but it's hard to imagine the free to play version of Core Online not being incredibly annoying. Ad breaks are bad enough in TV shows, an interruption as you're sneaking up on a target would be even worse.

Still, perhaps it's possible to queue a few ads up and then make a cup of tea, earning a nice chunk of game time. In that case, this is a good way to check out Blood Money, the highlight of the Hitman series so far.
Hitman: Codename 47
Hitman Sniper Challenge


Lately all our console playing friends have been telling us about this 'Hitman Sniper Challenge' thing on the tellybox. We of course affected an air of practiced disdain at their preposterous claims that a game not on PC could be good. But now it's on PC. So it must be good. QED.

Sniper Challenge is a promotional game for Hitman Absolution, those who score highly at shooting men in the head will earn prizes. Not achievements you understand, real, physical prizes like iPads and Sennheiser headphones, which are being given away monthly to the top scorers.

But wait! There's more. Whoever eventually shoots best will be invited to the Golden Joysticks award ceremony, where they will be crowned 'The UK's Ultimate Assassin'. If I know my hollywood movies right, that coronation usually takes the form of an elaborate double cross in which hordes of disposable goons are sent to kill the assassin while they protect a small child/token love interest. So good fun all around. The winner will also appear in a future Hitman game. Letting you can brutally murder them in revenge for beating you to the goodies.

All the details can be found on the Hitman Sniper Challenge website. To enter, you'll first need to pre-order Hitman: Asbolution, then you'll get a code which you can enter into the website to download your headshot simulator. A whole extra game that gives away free prizes? That's the kind of pre-order bonus I can get behind.
Hitman: Blood Money - Valve
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Hitman: Blood Money
Hitman Absolution sniper
If you ever get a chance to poison a fish, do it. I learnt that during my Hitman Absolution hands on. Poisoning fish is super effective.

Chinatown is swarming with punters and washed with red lighting. As Agent 47, I’m squeezing through the crowd - suit and red tie intact - on the way to kill the king of Chinatown. He’s about to die, but there's two questions: whether I’ll make it out alive, and how I'll kill him.

Instinct mode is helping with my infiltration, making my target glow red and points of interest glow yellow, including the path of enemy NPCs. It’s a filter I can toggle, just like the one Batman uses in his most recent games. But, according to executive producer Luke Valentine, that isn’t IO's main point of influence: “instinct for us wasn’t about those games at all. It was a response to the mini map in the previous Hitman games where you - well I - would spend about 50% of the game watching green triangles move around the map.” Whether players love or hate the assistance will probably relate to their experience of Hitman. Exactly how you’re restricted will depend on your difficulty setting of choice. I’m playing on normal, but it goes all the way to Purist. Io are keeping the subtitles quiet, for now.



To be honest, It’s a silly place for the King of Chinatown to hang out. The place he eats, a hole in the ground he could feasibly fall through, the apartment block overlooking a pagoda - they’re all glowing politely when viewed through Agent 47's eyes. I make a mental note of each one, then wander towards his pagoda for for a close-up. I disable infiltration mode after a few steps: it makes the world saturated, so detail is lost. It seems a shame to waste Agent 47’s infamous pate: it’s never looked this shiny and high-res.

En route I poison some fish at a nearby stall. Why? Because I can’t resist on-screen prompts. Also: I’ve checked this level’s list of challenges; it’s taught me the King of Chinatown eats fish, drinks coffee, and walks near manholes. It’s also hinted at possible firearms somewhere in the level. Possible intel that he enjoys pina coladas and walks in the rain are yet to be confirmed by IO.



After pacing through the crowds I end up near the entrance to an apartment, guarded by a lonely cop watching TV. He’s distracted, but not distracted enough to let me past unmolested. I sabotage a nearby fusebox then edge past as he fiddles with his TV. It’s a simple, obvious solution, but this is only Act 2, and I get the feeling that IO are easing me the mechanics. I hope so; the apartment is unlocked, and a sniper rifle sits on a desk next to a security tape. It almost feels too convenient: surely a famous drug lord would be a little more worried about his own safety? Still, I'm not one to turn down a free lunch, especially when that lunch involves killing people. Both Agent 47 and I love security tapes and guns, so I pocket them both.

In the apartment up above the King of Chinatown's central square, someone’s left a window open. I’ve got access to two of Absolution's new mechanics: a cover system and slow mo. The cover system feels nice and light, and fortunately not overly spongey. Get into a crouch and walk behind cover, and 47 will cleverly keep his body out of sight: you won't need to wedge yourself against a wall to avoid detection when room-hopping. Combined with the sniper’s zoom, my mark is going to be hard to miss.



But the king has moved from his pagoda. Even with instinct mode enabled, I’m struggling to spot my target. But I needn't panic; after a few seconds of looking down the scope, an on-screen prompt congratulates me on a clean murder. The silly chap wandered off, ate my poisoned fish, and collapsed amid the crowd. And I haven’t even fired a shot, but my work here is done. It’s time to leave. Man, I am good.

By this point, Chinatown is in chaos. Cops are searching for suspicious-looking men, and I look remarkably suspicious. I flick back into instinct mode to detect their future paths and keep my head down. Instinct mode highlights a rope. Following it up, I spy some fortuitously-placed sacks of corn suspended on a pallet above a gaggle of cops. Ignoring obvious questions - who puts these things here? - I shoot the rope, dropping the heavy bags on the heads of the hapless police. They are knocked out of action, and I get the hell out. Now, it's time to check my score, which might be a bigger deal than you think. For more on that aspect, click here.
Hitman: Blood Money

Hitman 2: Silent Assassin - Valve
The Square Enix Publisher Weekend begins today with 50% off the entire Square Enix Catalog! Additionally, each day will bring a new Daily Deal with even deeper discounts!

Today only, take 75% off the entire Hitman franchise! You can also pick up the Square Enix Hit Collection to add all of your favorite titles to your Steam library for one low price!

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Hitman: Codename 47
Hitman Absolution preview
A hitman hits men for a living, but Agent 47’s enemies hit women. IO’s most recent showing of their next Hitman game opens with a scene of masked men shooting an unarmed nun as she lies crawling, bleeding and screaming on the floor of an invaded orphanage. It’s a nasty introduction to a game that’s got meaner and darker since its previous outing. Blood Money had moments of bleak humour and silliness; Absolution has detailed slowmotion shots of Agent 47 slamming a fire axe into the side of someone’s knee.

As well as bleaker, it also seems narrower. The two missions that developers IO have shown so far from the game feature wide corridors strung together. Where Absolution’s predecessor dropped Agent 47 into a wide open space that necessitated backtracking and planning, the new game’s library and orphanage come in bite sized chunks, each made up of spacious strips to be overcome before moving on to the next area. “We want a very cinematic experience,” says game director Tore Blystad. But Blood Money’s joy was in freedom – the ability to go anywhere, and to inject a horrible poisonous mixture into any neck you chose.

That change is enough to get Blood Money fans across the world nervously clutching their Silverballers. Blystad is at pains to tell us not to worry: “The Hitman games have always been about choice, and very much so with Absolution. Everything is designed with choice in mind. We’re not scripting things so you have to play through in a linear fashion.” The mission I saw reinforced this statement, with the man at Hitman’s helm showing two very different ways to approach the same section of game. Both begin with the dead nun.

The first victim is a nun because Agent 47 is in an orphanage and dressed as a priest, for reasons developers IO don’t properly explain. He’s halfway through a mission in said orphanage, infiltrating the building to extract a girl rather than to hit hitmen. But depending on how you play Hitman: Absolution, that second action can happily be a by-product of the first.



The first approach is psychotic, and involves the fire axe. The scene opens with the nun murder in the orphanage. Agent 47 is relaxing on the roof of an unpowered lift, the nun spluttering her bloody last as the perpetrators waltz off into the main building to find the girl. Hoisting himself up from the lift shaft to the corridor, 47 overhears whimpering from the next room. There’s a security guard being trussed up by stocking-headed thugs; he’s shot in the knees for not knowing where the girl is. See? Bleaker.

As six-year-old kids and people who kill people for a living know, the only way to stop violence is with more violence: 47 grabs a fire axe from the wall and wades into plain sight. He swings the axe towards the chest of his first victim, the game immediately popping into a slow-motion mode. Agent 47 has lost his innate clumsiness in Absolution – the developers repeatedly refer to him as “a weapon” – and his attacks are graceful and QTE-like. The first man falls when the axe is driven horrifically into the side of his leg; the second goes down after he stumbles and gets it embedded into the top of his skull.

Still 47 pushes on, bullets ripping through his purloined priest outfit as the last torturer standing opens fire on him. He ducks behind a piano for a second – showcasing the game’s new cover system – before popping out and twatting the guy in the chest with twelve inches of metal. The pop to cover feels natural for this approach: this is Hitman as darkly deranged thirdperson shooter. Captors offed, 47 speaks to the tied-up and bleeding security guard. Apparently he keeps a shotgun in the chapel downstairs. Guess where psycho-47 is going next?

The second approach is perfection. Starting in the same lift shaft with the same nun-ny death, the second Agent 47 creeps behind the murderers until he’s under a bookshelf. The cover system hides 47’s shiny pate behind convenient objects, and a standard crouch will put him at a similar height. Blystad mentions that players should feel comfortable moving around out of cover, knowing they’re out of sight even when they’re out of hard cover.



And when they are forced with their back to the wall, they’re not constrained by invisible barriers: Absolution’s bookshelves, sofas, and 3ft-high walls have ‘soft’ edges, letting 47 traverse their planes without stickiness, hopefully reducing the frustration of detection.

The sneaky version of 47 is either more callous or more sensible, depending on your viewpoint, leaving the orphanage’s torture victim to his eventual fate. The poor bastard screams his last as 47 opens the door and sneaks out of the room, closing it behind him as the room’s occupants are focused on their kill. He’s out and through in total silence.

This Agent 47 is able to make limited use of his environment to aid his stealthy cause. Where his maniacal alter-ego nabbed an axe from the wall, sneaky 47 picks up a vase from a table. Blystad argues that “previous Hitmans were very predictable for the player, and there was a very strongly directed way the levels were designed”. He wants Absolution to feel more organic, with 47 able to get out of trouble by using whatever he’s got to hand.

Now 47 is into the next area, semitrapped in cover. He’s not under immediate threat from the level’s guards, but their patrol routes have conspired to pin him in place. He can either wait for a fortuitous crossing of paths to create a convenient blind spot or, even better, heft the vase into a non-essential part of the room and scurry onwards while distracted guards investigate it. He does the latter, with the room’s occupants immediately directing their attentions vase-wards.



Detection is less binary than it was in previous Hitman games. Players are notified of guard suspicion by a circular splodge close to a shooter’s hit notifier. AI characters piqued by the presence of a crouching baldy in their midst cause spikes in the circle – let that spike grow too large and you’re busted. It feels more organic than Blood Money’s unpredictable suspicion bar, more analogue. And psycho-47 doesn’t care for it.

He’s too busy popping shotgun cartridges into the stomachs of his foes. After making his way down to the bloodsmeared chapel, psycho-47 finds himself behind a glass door, eavesdropping on the invading thugs’ leader’s briefing. They’re here to find the same girl as he is. IO wouldn’t explain exactly why she is important, but it’s likely to be something to do with Diana Burnwood.

Burnwood was Agent 47’s handler for his earlier career, and one of Absolution’s first targets – 47 doesn’t let something petty like years of friendship get in the way of his kills. The thugs seem to have another leader outside the orphanage, and the man berating his colleagues behind the glass door doesn’t seem to think he’ll be happy with their efforts.

Those efforts are diminished further by 47, who springs from behind the door with his shotgun spraying. I didn’t get to try out Absolution’s shooting, but it looks understandably similar in feel to IO’s Kane and Lynch series, the camera snapping to 47’s shoulder as his shots tear through soft thugflesh. The boom of the shotgun draws enemies from around the contained area, and corpses pile up in doorways as they come to investigate the noise.

Back on the more sensible side of the tactical divide, a sneakier 47 has to be more careful with his bodies. He catches one behind a thick bookcase, snuffling him to sleep with an insistent “shhh!” before nabbing his clothes, taking him gently by the wrist, and pulling him into a freezer. This is Absolution at its most Blood Moneyesque. Like that game, 47 is free to put on the clothes of most people he subdues, giving him some level of immunity when wandering around in the open.



Previously, donning an outfit would give you near-invisibility, with the game conveniently ignoring the fact that your peers would notice when Santa’ changes from a short fat man into a 6ft killing machine with a shiny head. Wander Absolution’s hallways in someone else’s clothes and people will squint at you, trying to work out if you’re actually meant to be there.

To counterbalance this, the game is seeded with interactions that let you hide in plain sight. 47 saunters into one of the orphanage’s larger rooms dressed in his new clothes. It’s stuffed with enemies: most are busy with their own concerns, but one’s wandering around. His eyes alight on 47’s hairless head, a spike appearing on the suspicion notifier. In response, 47 ducks his head down, suddenly extraordinarily interested in a leaflet stand. The guard walks past, happy to believe the new guy loves leaflets.

But sneakier assassins won’t always have leaflets to hand every time they need to avoid suspicion. Instead, they can dip in to 47’s new ‘Instinct’ bar – this resource is earned by doing good things like avoiding patrols, performing silent takedowns, or getting headshots. Using Instinct in the face of guard suspicion lets 47 cover his face for a second, affecting a stifled yawn or a head rub. It’s somewhat artificial, but it does offer a handful of escape opportunities to otherwise perfect players who’ve put a foot wrong. Harder difficulties shrink the amount of Instinct you gain, making such moves more difficult – especially when it can be used for other vital purposes.



For instance, 47 can use his spare Instinct to fuel a few seconds of Magic Vision, which lets him anticipate patrol routes, picked out on the floor in a line of flames. It’s a mechanic that turns Agent 47 from the superhuman to the supernatural, but it fits in well with his suite of abilities. Blood Money forced dedicated players to watch and wait to learn patrol routes, wasting time to hardwire movements into their brain. Absolution still has the space to let players on harder difficulty settings use this manual method, but those with less time to burn can spend some of their Instinct to preternaturally anticipate routes and come up with a plan.

IO demonstrated another Instinct usage during 47’s time in the orphanage – one that’s better suited to a less cautious playthrough. With his signature Silverballer pistol in hand, 47 pops into an occupied room and stops time for a moment. During this pause, he starts to queue up headshots, pumping a few spare bullets into exposed gas canisters in convenient locations around the room. As the shots rattle off into faces and necks the camera follows, giving a gorily cinematic viewpoint of each messy kill. Once the dust settles and the blood has finished spraying the walls, the room is clear and 47’s Instinct metre has been drained.

From what IO have shown so far, Absolution’s level design is sniper riflefocused rather than machine gunexpansive. That will scare fans of the previous game, but Blystad argues that as the game gets closer to launch, IO will start to show the open environments and inventive murder tools that the series is known for. Blystad assures us that there’s no need to worry, as he and his company know their audience: “Our hardcore fans, the first thing they do is turn around on the spot and go in the opposite direction to see if it’s possible. We’re trying our best to accommodate every conceivable way of playing the game.”

Even with such a tight play area, the range of choice open to the player’s own Agent 47 – be he careful, psychotic or any of the shades of grey in between – make Absolution look like a comfortingly professional job.
Hitman: Blood Money - contact@rockpapershotgun.com (Dan Griliopoulos)

Agent Griliopoulos was dispatched to see the game formerly known as Hitman: Subtitle for us. He returned bathed in blood, dressed as a sailor, and bearing these words. Update: now with brand new screenshots!>

Oh, we are skeptical souls at RPS. Though we loved Hitman: Blood Money, we have been somewhat wary of Hitman: Absolution. Partially, because there are mild changes to something we loved (like when the X-Files replaced Mulder with T-1000) and partially because Kane & Lynch left us colder than Captain Oates. The new level we saw yesterday had the chance to allay our fears though, set as it was in a lovely orphanage. What can go wrong in a lovely orphanage?

Jumping back from the lovely orphanage for a second, we were given a quick rundown of the game’s backstory before Agent 47 got to meet all those lovely nuns. (more…)

Hitman: Blood Money


Danish Hitman developer IO Interactive will work on new IP following the completion of Hitman Absolution.


That's what studio head Niels Sorensen is reported to have told Gamasutra.


There was, however, no mention of what this new IP will be.


Sorensen explained that after Hitman Absolution, released next year, part of IO will go on to collaborate with new studio Square Enix Montreal on a brand new next-gen Hitman game. The rest of IO, Sorensen said, will begin work on the new IP.


"When people work on the same IP for some time, I believe that there's a sort of creative drain," Sorensen told Gamasutra. "Thankfully we managed to make sure we keep focusing on different IPs and keeping people fresh."


"We've built an incubation department whose focus is work on new IP and prototypes, and all sorts of things for existing and new IP. And that's a really interesting sort of secret place where they cook up a lot of new things."


IO has tried new IP for much of this seventh generation of consoles. The last Hitman game released was Blood Money in 2006, which was a last-gen game tarted up for Xbox 360. And what fun it was.


After Blood Money, IO embarked on gritty new co-op shooter Kane & Lynch. The series started confidently in 2007 with Kane & Lynch: Dead Men, but plummeted below average with sequel Kane & Lynch 2: Dog Days in 2010.


In between the Kane & Lynch games, IO tried yet another new tack: kid-friendly action game Mini Ninjas, which was forgettable but enjoyable.


So, where will IO go next?

...