Hitman 2: Silent Assassin

IO Interactive has announced that it's releasing a special Hallowe'en-themed DLC pack for Hitman on PC, Xbox One, and PlayStation 4 - and it's completely free.

Hitman's free Hallowe'en DLC offering should already be available to download on all platforms, and brings with it a selection of somewhat seasonal tricks and treats. The game's Colorado location is unlocked for everyone, for a limited time, and there are ten new Featured Contracts that IO calls "spooky, creepy or otherwise frightening."

Some, it says, are focussed on disguises (including the sinister scarecrow seen in the trailer below) while others "tell spooky stories through the briefing" and others "are plain mayhem".

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Hitman 2: Silent Assassin

Everyone knows Sean Bean dies in (almost) every film he's in. But now you'll get to kill him yourself - as the first Elusive Target in Hitman 2.

Better known as Boromir, Sharpe or poor old Ned Stark, Sean Bean will appear in Hitman 2 as a former MI5 agent - in a very knowing nod to his classic role as 006 in GoldenEye. "I even managed to make them think I'd been blown up," Trevelyn - sorry, Bean - says in the trailer below:

Elusive Targets are live missions within Hitman only available for a limited amount of time. You can only take on each mission once, ever. If you fail, that's it. No pressure.

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Hitman 2: Silent Assassin

Hitman 2 will release with a brand new 1v1 competitive online multiplayer mode called Ghost Mode.

This is the first time that stealthy slaphead Agent 47 has indulged in any kind of competitive multiplayer, although the recent Sniper Assassin mini-game did offer a taste to series fans.

Ghost Mode pits two players against each other in a race to be the first to take out five targets undetected. Whilst players are given the same targets and are able to see each other in-game, they actually exist in separate instances. This means their actions will not affect the other player's world.

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Hitman 2: Silent Assassin

Not so long ago, IO Interactive unveiled a new location for Hitman 2 in the form of the lush jungles of Colombia. Now, the developer has showcased the area, and the possibilities it affords for stealthy slaughter, in more detail.

According to previous chatter from IO, Hitman 2 will launch will six distinct locations, and the Colombian jungle level, which features the village of Santa Fortuna as its focal point, is only the second to be revealed so far. As you might imagine, it's in sharp contrast to the tires and tarmac of the Miami racing circuit debuted earlier this year - and its dense foliage and shadowy pathways offer an entirely different range of possibilities compared to Miami's urban sprawl.

Santa Fortuna, according to the trailer, is ruled by an "iron-fisted Delgado cartel", and you'll need to penetrate the area's tight security in order to confront the three cartel leaders convening within the village for presumably nefarious purposes. And you can do it while sporting one of the most fetching plastic ponchos ever to grace a video game.

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Hitman 2: Silent Assassin

Not so long ago, IO Interactive unveiled a new location for Hitman 2 in the form of the of the lush Colombian jungle. Now, the developer has showcased the area, and the possibilities it affords for stealthy slaughter, in more detail.

According to previous chatter from IO, Hitman 2 will launch will six distinct locations, and the South American rainforest, which features the village of Santa Fortuna as its focal point, is only the second to be revealed so far. As you might imagine, it's in sharp contrast to the tires and tarmac of the Miami racing circuit debuted earlier this year - and its dense foliage and shadowy pathways offer an entirely different range of possibilities compared to Miami's urban sprawl.

Santa Fortuna, according to the trailer, is ruled by an "iron-fisted Delgado cartel", and you'll need to penetrate the area's tight security in order to confront the three cartel leaders convening within the village for presumably nefarious purposes. And you can do it while sporting one of the most fetching plastic ponchos ever to grace a video game.

Read more…

Hitman 2: Silent Assassin

Despite polarising its fanbase with a episodic release structure, Hitman 2016 was a huge favourite of mine. I loved the intricate detail of the environments and the freedom this gave you to experiment with your surroundings. That coupled with the unpredictable nature of the gameplay meant that pulling off elaborate hits was always heart-pounding stuff, especially when your well laid plans crumbled before your very eyes!

Most of all though I loved the elaborate challenges you could take on in order to dispatch your primary targets in weird and wonderful ways.

To that end, I decided to attempt something rather special during my hands-on time with Hitman 2 at this years Gamescom. The Chilli Immolation Challenge is a unique kill that (as far as I'm aware) has never before been captured on video and you can watch me attempt it in the player below.

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Hitman 2: Silent Assassin

IO Interactive has formally unveiled Hitman 2, and it's heading to Xbox One, PS4, and PC on November 13th.

Hitman 2 is a a direct sequel to the developer's 2016 Hitman game, and its story picks up directly where its predecessor left off, closing in on the mysterious Shadow Client. IO notes that Hitman 2 will launch as a complete story, ditching the episodic structure seen in 2016, but will also offer "tonnes and tons of post-launch content" - including the likes of new Escalation Contracts and Elusive Targets.

As is now tradition, Agent 47's latest adventure will take him all across the world (from "sun-drenched streets to dark and dangerous rainforests", says IO), with the developer showcasing a brand-new location as part of its announcement video. Hitman 2 includes a contract set across glorious sun-bleached Miami, which unfurls on the final day of the Global Innovation Race, with thousand of fans gathered to enjoy the show.

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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?

Deus Ex: Invisible War


As a hormonal and tone-deaf teen I went to see Megadeth live. Despite my unfathomable love for speed metal with Sylvester the Cat-style vocals, their support act Pantera stole the show. I could only pity Megadeth for having to follow Pantera's aural sledgehammer of a performance and I feel the exact same kind of pity for Deus Ex: Invisible War - for it had the unfortunate task of following up a game that would come to be seen as a classic at a time when the technology or budget couldn't match the team's vision.


By now you've probably read or heard all about the first Deus Ex countless times in the build up to the release of Human Revolution. How it's a masterpiece, how it changed gaming, how Human Revolution has a massive legacy to live up and how Eidos Montreal's game better not be another Invisible War.


These days it seems that no one has anything good to say about the black sheep of the Deus Ex family. The mention of its name brings back old wounds for those who worked on it. Human Revolution's developers talked of the 2003 sequel as "a cautionary tale", a what-not-to-do lesson for their reboot of the franchise. Every mention of it on discussion forum involves sage nodding of heads and plenty of backslapping chat about just how dreadfully disappointing it was.


And they're right. I'm not going to argue that Invisible War is a better game than Deus Ex. That kind of talk would only end with me being carted off in a straitjacket. But despite its many mistakes, Invisible War is nowhere near as bad as its reputation suggests. In fact, in a few ways it's actually better than the original (and now I think might be the time to install that flame-retardant biomod).


For a start it's a better shooter than Deus Ex. For a series that prides itself on player agency the tricky gun play of the first game nudged people towards creeping around rather than allowing them to choose between being a sneak or acting like RoboCop.


Then there's the universal ammo concept. No more messing around rearranging ammo in your inventory like an obsessive compulsive - just one clip to rule them all.


Sure the execution wasn't spot on as nothing told you how much ammo each weapon would drain, but the basic concept certainly didn't do Mass Effect 2 any harm. There were also some great biomods like the nanobot spy drone that you could use to scout an area before piloting it up a military bot's rear end and letting it dissipate in an EMP blast.


That said, for every decent addition Invisible War screwed up somewhere else. It reduced hacking to waiting for a bar to fill up. Even worse, it then rubbed that in by robbing us of the joy of playing a nosy parker who gets their kicks from reading emails that provide tiny insights into life as a bored office worker from the future. The scale of the areas in the game is another bugbear, each seemingly squashed down to the size of a bedsit to help Invisible War to fit on the Xbox.


But some of the other criticisms levelled at the game are really questions of design preferences, like the controversial decision to remove the mixing and matching of the skills and augmentations that let you mould a JC Denton of your own design in the original. Instead of this freedom, Invisible War gives you a miserly five biomod slots to fill.









After the freedom of Deus Ex it felt as confining as the game's bonsai maps, but this restriction also made each choice more meaningful and important. Do you sacrifice the ability to regenerate your health at will in order to have the spy drone option? Invisible War simply decided you couldn't have your cake and eat it. And that's kind of fitting because Invisible War's morally ambiguous tale is rather bleak.


The opening sets the tone with the destruction of Chicago by a suicide bomber who unleashes a nanotech bomb that turns the windy city and its citizens into grey goo. For a game released at the height of post-9/11 fears about dirty bombs and Islamist terrorism, the topicality can't be missed.


Later down the line - and once you leave Seattle the game really gets into its stride - there are plagues caused by nanotech pollution, exclusive enclaves where the rich enjoy a pampered life while the rest of the population lives in shanty towns, and genetic purists who think nothing of killing children to further their cause.


And then there's the Omar - a sinister group of hive-mind cyborgs that echo the cybermen off Doctor Who. Their creepy, barely human personalities make you almost feel sorry for the arrogant Leo Jankowski when they decide he should join them in their blue frog suit club. Almost but not quite. Hell, even Tracer Tong now regrets his actions in the first Deus Ex.


On top of that you're not even really the hero, but a cipher being played by vying factions who want to impose their vision on the world. As such the endings you can choose are really a choice between the lesser of four evils rather than any world-saving glory moment. Games don't usually do bleak; usually there's a pat on the back for being a winner. Invisible War instead simply makes you question whatever reasoning you use to justify your actions.


Still there's always the secret nightclub finale if that's all too much. Although that involves something about flushing an American flag down the loo, so you'd probably just cause the Tea Party to rise up and who knows what they would be capable of in an age of biomodification.


It's not all bad. There's the amusing tit-for-tat competition between the Pequod's and Queequeg's coffee shops with their nanotech coffees that whiten your teeth as well as wake you up. And who couldn't enjoy the chats with the holographic AI pop star NG Resonance who moonlights as a police informant - guess that's what happens in a future where no one pays for music.


That said Invisible War's overall attempt at creating a truly malleable story didn't really work. It's too easy to shift allegiance at any point, which undermines the meaning of your choices, and you can miss important parts of the story by sticking to one faction too much.


Invisible War is destined to spend its future living in the shadow of the game that came before it and, now, the game that came after it. But there's enough Deus Ex pixie dust within Invisible War for it to deserve a better fate than being remembered for what it is not rather than for what it is.

Deus Ex: Game of the Year Edition


Sheldon Pacotti, the video game developer who wrote the first two Deus Ex games, has revealed his indie game, Cell: emergence.


Cell: emergence, due out before the end of September on PC and the Xbox Live Indie Games platform, is based on voxels. You pilot a nanobot through the body of a sick little girl, melting infections with self-replicating colloids, building shields and pathways with buckyfibers, and shredding germs with monofilament daisycutter depth-charges. Or something.


"The visual style looks low-fi and even retro, but that is because the bulk of the processing is dedicated to a deep simulation that extends down to every voxel in the world," he told Eurogamer.


The game's mechanics are based on "dynamic voxels" - voxels which contain not just visual data but also game-state.


Arcade action is layered on top of a "cellular automata" simulation of the human body.


Pacotti's studio, New Life Interactive, has released a video that shows off the simulation. It's below.


"We assert that such 'massively reactive' mechanics could add life to the next generation of video games," he said.


"Massively reactive describes game mechanics that leverage massive processing power for game interactions, rather than just visuals," Pacotti continued.


Sheldon Pacotti is best known for co-writing the first two Deus Ex games – both won critical acclaim for their storytelling.

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