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Sapienza, the second level of Hitman, began as two words: Coastal Town. “This was the only direction we got,” says Torbjørn Christensen, lead level designer. “So we really had a lot of freedom to be creative.” That coastal town would become the game’s standout level, against which subsequent Hitman episodes are compared. For many, myself included, it was the level that proved IO knew what it was doing—that after Absolution, and despite a controversial episodic release plan, the studio was back to making quality assassination sandboxes.
Sapienza was developed in parallel with Paris, Hitman’s first level, and in part as a response to it. The Showstopper mission was built around exclusivity—the idea that 47 is able to infiltrate any location. “This night-time gala feeling was something that we felt was important to Paris,” says Christian Elverdam, creative director for Hitman. “I think the contrast to Sapienza, then, was obviously daytime; relaxed, casual and all that.” Where Paris is enclosed, with muted lighting and soft colours, Sapienza is bright, open and vibrant.
“The level was created by an environment artist and myself,” says Christensen, who spent two weeks mocking up a rough version during IO’s summer holiday. “During those weeks the good weather was definitely an inspiration, and we could work undisturbed because everyone else was on vacation.” He based the look on towns along Italy’s Amalfi coast, using both the colourful yellow buildings and the unusual topography. “We especially wanted to explore the verticality in coastal towns, and how streets and corridors connect everything.”
“If I say to you, ‘You’re going to infiltrate a palace,’ I think immediately your mind starts to imagine what that means,” says Elverdam. “You understand roughly what a palace is; it has different floors, it might have a basement, it might have an attic. It might have a main entrance, it might have a rear entrance, it might have a garden. You can mentally encompass it easily. Whereas with something like Sapienza, if we tell you you’re infiltrating an Italian coastal town, it’s much harder to guess where the level starts and stops, which makes the organic exploration of the level so satisfying, in my mind.”
For Elverdam, Sapienza represents the pinnacle of what he calls Swiss Cheese design. “We used this feeling that we built a volume filled with connections, and these connections mean that you will never get lost.” The idea is you should be able to go in any direction—through a different hole in the cheese—and, when you come out at the other end, find a new way to progress. “You don’t have to backtrack necessarily, if you don’t want to.”
As the theme and layout took shape, IO needed a target to fill it. The Italian setting offered an obvious solution. “We quickly decided that the target should be a mafia boss living in a huge mansion,” says Christensen. “The mafia idea spawned the secret cave under the mansion, where various illegal activities could take place. One idea was that Silvio used his seaplane to get rid of enemies out at sea—a rather extreme version of ‘sleeping with the fishes’.”
In the end, Silvio Caruso’s profession was altered from gangster to scientist. But the team still wanted him to feel like a stereotypical Italian. “He was very attached to his mother, still lived at home, likes his mother’s spaghetti, has a temper, etc.” The underground hideout became the obvious location for a laboratory.
I was surprised to learn the story could have such an effect on the design of a level, especially as Hitman’s plot had, until the last few episodes, seemed inconsequential to the action. I ask Elverdam to elaborate on how the designers work with the writing team. “It’s a back and forth all the time. In this case I think story reasons is maybe a simplification—it was also a thematic thing.” For Elverdam, contrast is a key tool in creating atmosphere and adding environmental context. “In Hokkaido, as an example, we have the super beautiful but very raw nature, in stark contrast to this high-tech facility and very pleasant interior of the hospital. It’s an interesting thing, and you feel a little bit like a prisoner looking out at this wide mountain range.”
Contrast can add depth to character, too. In Marrakesh, banker Claus Strandberg is hiding out in the Swedish consulate. “It’s almost meant to build up Strandberg’s arrogance,” says Elverdam. “The whole building is an affront to the Moroccan culture, in the sense that it’s air conditioned, and completely Scandinavian in its outlook. There’s a certain arrogance there that they’re not even trying to assimilate.”
The most obvious contrast in Sapienza is between the idyllic setting and Caruso’s own internal turmoil. Opportunities are story driven threads that 47 can use to manipulate and kill targets, and those designed for Caruso often lean upon his relationship with his mother. Created as a collaboration between writers and designers, for Elverdam Opportunities are a way for IO to push the fantasy of the Hitman experience. “I think some of the powerful moments are obviously when I enter the Moroccan Embassy and, dressed as a cameraman, I feel almost like I’m part of a spy thriller,” he says. “Or when I’m sitting, waiting for Caruso as a psychiatrist, it feels like the chessmaster version of Agent 47—this feeling that he’s one step ahead.”
Some Opportunities are complex design tasks, such as the chandelier that can be made to crash down onto the stage in Paris. Others are subtler, but just as memorable. “The psychiatrist moment is actually very downplayed, and it’s still pretty powerful,” says Elverdam. “They also allow us to do some meaningful banter with Agent 47, where he’s actually talking to the different targets or sometimes just introducing himself.” The double meaning when Agent 47, dressed as a psychiatrist, reassures a member of Caruso’s household “I’m the best”, is a way to add a touch of personality to the character.
Delving further into the backstory of the targets has some interesting effects. While Christensen seems disappointed he didn’t get to create the full mafia fantasy, Elverdam seems happy with Caruso’s final form. “When I look at the feedback from Sapienza, a lot of people for the first time said they didn’t feel necessarily comfortable killing Silvio,” he says. “The fact that he’s just a mamma’s boy, and he’s been bullied and downtrodden throughout his life, makes him more interesting as a character than if he was sort of a top gangster boss.” For Elverdam, the moral ambiguity is a sign of a character with a little more complexity. “It felt a little bit like a deeper target than maybe what we’ve done before.”
Opportunities can lead to some showpiece moments, but each level must also support more player-driven solutions. “When you take the role of a hitman, it should feel like the world is full of ways to kill people,” Christensen says. “In addition to the more custom setups, we try to have many other possible ways to kill targets. Accidental death should lurk around every corner in the world of assassination.” The challenge is filling the world with ways to kill a target, but not make the act itself trivial to perform. Hence the civilians and guards, who will notice if you do anything suspicious.
NPCs are added early to the level, and refined from there. “We try to make every NPC have a purpose, and only place them where it makes sense,” says Christensen. “The ‘enforcers’ that can see through disguises are often added later, once we start playtesting the mission in depth. Their exact placement, or the direction they look, will be tweaked numerous times to make sure it feels difficult in a fun way.”
IO had never before created a level on this scale. They were attempting to create environments much larger than Blood Money, but with the NPC density of Absolution. “We were building some very large levels, and we had some fundamental questions,” says Elverdam. “How do you navigate? How much traversal is acceptable? How much do people like it?”
Playtesting was invaluable, and helped IO refine many aspects. One of the big changes of this period was to target loops—the route a target will travel and repeat. Initially, Francesca De Santis, Sapienza’s secondary target, would wander around the town. “She went to the church and the cave during her main loop,” says Christensen. “Because of the very long travel times between those locations, we decided to not do this, as it wasn’t fun to wait that long for her to do her loop. Silvio had similar issues, so in order to fix this, both targets’ main loops were shortened.” For both, Opportunities were implemented that let the player trigger events to lure out their targets—furthering the Hitman fantasy of manipulating your quarry.
With both targets confined to the mansion, the town feels quiet and peaceful. Crucially, it still has a purpose. This is one of Sapienza’s most distinctive features—containing the main challenge in the mansion, but filling the town with weapons, secret routes and Opportunities. “Making the town free to explore was a deliberate choice,” says Christensen, “and Sapienza was not filled with busy crowds on purpose, as we wanted a more relaxed ‘siesta’ feel.”
Nevertheless, it was something of a bold departure from previous games. “We were a little bit afraid of the density in small pockets,” says Elverdam, “but I also think that’s one of the things that actually turned out very nicely with Sapienza. It has some space in there and you can actually breathe.”
Each episode is designed to be played many times, in multiple configurations. Where the World of Tomorrow mission keeps things centred around Caruso’s mansion, the Escalation and Elusive Target missions take place all across the town. These alternate missions focus on different targets, often with extra complications for 47 to consider. But while both were part of Hitman’s development plan, neither had an effect on the way Sapienza was designed. “Elusive Targets are not thought of as part of how we build the levels,” says Elverdam, “because the complexity of the sandbox really should dictate that if we build a swiss cheese from the get go, and on an organic level where you can move around, then there should be room for an Elusive Target.”
According to Elverdam, the team responsible for creating Elusive Targets use heatmap data to see where players spend the majority of their time. “If we see that a lot of people don’t necessarily spend a lot of time in the gardens of Paris, then we’ll put in a little garden party and so forth.”
You might assume the same holds true of Contracts—custom missions that players can create and share. Apparently, that’s not the case. “Contracts mode is a little bit more embedded in the early thought process of the level,” says Elverdam, “in the sense that, while Contracts mode does not dictate what a level looks like and how it’s built, there is a pass where we make sure we put in enough patrolling NPCs that they can become interesting targets.” Too many generic NPCs would restrict a Contract creator’s options. “We need to make sure that there are enough small characters and moments and identifiable targets on a level that Contracts mode feels it could take off.”
A more substantial Sapienza remix happened over summer, with the release of Hitman’s bonus episode. It centred the action on the town, turning it into a film set. “It allowed us to use the town square as a trespassing zone, which is something you would almost never do otherwise,” says Elverdam. “The town square and the streets are typically—obviously—for the public, right?” The film set also allowed the team to do something surprising. “I think the idea for a robot invasion in Italy is as far from what people would expect as can come.”
Sapienza has clearly been a success, but not every aspect works as well. 47’s final objective is to destroy Caruso’s virus. “The first time you find the secret cave, and have to find a way to destroy the virus, it works pretty well,” says Christensen. “Playing Hitman can be somewhat of a Groundhog Day experience, and, in that perspective, the virus doesn’t work quite so well ... it quickly becomes a rather annoying thing you have to do, especially considering mission replay value.”
This was something I brought up in my Sapienza review, and clearly something IO has learned from. “I think that has affected how we think about these objectives,” says Elverdam. “I don’t think it’s a bad thing doing them, but we need to be mindful on how, and can we be even more creative in how you accomplish them.” Elverdam stresses that this was their first time building around an objective that wasn’t a target. “I think it’s down to the fact that the way you destroyed the virus maybe doesn’t feel like a ‘hit’. It doesn’t feel like as gratifying or as much of a conclusion ... That’s probably the angle I would attack it from.”
It sounds as if Sapienza’s success has helped build IO’s confidence. “When I look at the willingness to experiment on Colorado and Hokkaido, I don’t think any of us would have been as willing if it hadn’t been for that,” says Elverdam. It’s easy to forget that it’s been ten years since Blood Money. IO wasn’t sure there was still an audience for this style of Hitman design.
“When I look at where IO is today,” says Elverdam, “it’s pretty clear to me that one of the biggest things we’ve achieved is this belief in the Hitman sandbox. Both how to build it, and that there are people who actually like to play it. It might sound straightforward now, but it might not have been as straightforward back then.” Sapienza didn’t just reassure Hitman’s fans. It helped convince IO as well.
The final Hitman Elusive Target for 2016 is not a mass murderer, or an internationally-wanted thief, or even Gary Busey. In fact, he's almost entirely unremarkable. His name is Wen Ts'ai, and he's really just kind of a jerk.
Wen Ts'ai is a food critic with a "sadistic" attention to detail, as the briefing trailer explains, who appears to take a particular joy in lobbing devastatingly bad reviews at restaurants. Restaurateurs loathe him, and it's easy to see why: Describing his experience at one eatery, he said, "There are monkeys that drink their own effluence. They have a better experience than I did at The Singapore Food Market."
You might think at attitude like that rates maybe a punch in the mouth, tops, but somebody, somewhere, has decided he needs to die for it, and they're paying good money to make it happen. And you, as the professional with a gun and a bar code tattooed onto your head, don't get to decide the merits of the job. Your only role is to get it done.
The Food Critic is in play now in Bangkok, where he'll be for the next seven days. After that, he's gone for good. Details are up at hitman.com, and you can read some year-end thoughts about the game—Andy Kelly chose Hitman as his personal favorite for 2016 right here.
New Hitman is my favourite Hitman. Its levels are some of the most intricate, well-designed puzzle-boxes on PC, with countless entertaining ways to solve them. I love those early moments where you're wandering the level in disguise, learning its patterns and mechanisms, working out how to complete your objective. Then attempting something, inevitably screwing it up, and improvising to dig yourself out of a hole.
My favourite games are the kind that encourage and reward creative thinking, and that's something Hitman does brilliantly. If you have an absurd idea, the game will almost always accommodate and react to it. And even if your plan is hopeless, it's still fun to experiment, poking and prodding at the systems until they fall apart.
And the levels look beautiful. IO Interactive has some of the most talented environment artists in the business, and Agent 47's world tour in Hitman takes him to some amazing places. There's Sapienza, of course, which sees him travelling to Italy's sun-soaked Amalfi Coast. I love the upmarket spa and high-end hospital combo in Hokkaido too, and the jarring presence of the ultra-modern Swedish embassy in Marrakech. The variety of countries and locations you visit to cause trouble is very James Bond.
It's a game with a sense of humour, and there are numerous cruel and ironic ways to deal with your targets.
I wouldn't say the AI is smart exactly, but IO has definitely done a better job of making them feel like people. So if you get caught trespassing in a restricted area, you won't be immediately shot on the spot. A guard will warn you to leave, then guide you patiently to the exit if you refuse. It’s more forgiving in general, and the optional ‘opportunities’ to point out possible ways to complete the mission are a welcome addition.
These little AI touches make the NPCs around you feel a lot more organic and reactive. Although they are a little too eager to drop whatever they're doing, no matter how important, to follow the sound of a thrown coin. There's a cyclist in the Sapienza level writhing on the ground after an accident who will suddenly stand bolt upright, miraculously healed, if you drop a coin nearby.
But quirks like this are, weirdly, a part of Hitman's charm. It's a game with a sense of humour, and there are numerous cruel and ironic ways to deal with your targets. The forgettable storyline is told through cinematic, self-serious cut-scenes, but then you get into the game and suddenly you're killing people with explosive golf balls and dressing up in silly outfits. Hitman is at its best when it embraces the absurdity of its assassinations—especially in the brilliant bonus missions, which cleverly remix a few levels, including turning Sapienza into a B-movie set.
Hitman's level setups aren't quite as imaginative as those in Blood Money. That game still has the new one beat in terms of interesting premises. But in every other respect it's a much better game. The systems are richer, the AI is sharper, the controls are more refined, and the addition of side missions like elusive targets and escalations keeps you coming back for more long after finishing it.After the disappointing Absolution (which had some great levels hidden among all the forced cinematic nonsense, to be fair), it's great to see IO Interactive realising and doubling down on what people really love about their most famous series: namely big, open sandboxes full of possibilities, amusing ways to kill people, and a variety of ludicrous costumes to wear while doing it. I can't wait for the next season.
A good sandbox is defined by the options it gives you to explore, experiment and discover your own solutions to problems. Day fifteen of The RPS Advent Calendar, which highlights our favourite games of the year, brings the best sandbox of 2016…
It’s Hitman!
We’ve been playing stealth games for decades now, infiltrating military bases undetected, choking henchmen from behind and packing ventilation shafts with their naked unconscious bodies. But making sneaking fun isn’t easy. Full spatial awareness, how to communicate your visibility, and reliability of tools and AI behaviors are a hard thing to pin down. Luckily, these games pull it off without disturbing a single dust mote. They’re the best stealth games you can play on the PC right now, and what we recommend for players looking to get their super quiet feet wet.
Deus Ex' sandbox structure made it a landmark study in open-ended design. The large environments and varied upgrade tree are designed to give you ways to solve tasks expressively, using imagination and forethought instead of a big gun. Nearly every stealth game on this list borrows something from Deus Ex, and it’s easy to see why.
Deus Ex pulled off experimental, player-driven stealth design in huge, tiered environments. It was the cyberpunk espionage dream, and for many modern developers, it still is. The last two entries in the series, Human Revolution and Mankind Divided, play with similar, more streamlined design, and while we recommend them as well, they still can’t brush with the complexity and novelty of the original. If you’re not big on playing old games, install some mods like Deus Ex Revision, and give it a shot.
After Hitman: Absolution, it seemed that Blood Money would stay the golden standard for silly stealth sandbox shenanigans indefinitely, but IO Interactive surprised us all with Hitman’s new episodic format. For the better part of 2016, we were treated with a new level every month, each featuring a different setting, layout, and pocket universe of NPCs going about their clockwork lives. Agent 47 is the screwdriver you get to jam in wherever you choose. Watching the mechanism break around you (and reacting to it when things go wrong) is central to Hitman’s charm.I like the way Phil put it in his season review: “Strip away the theme and fantasy, and you're left with a diorama of moving parts—a seemingly perfect system of loops, each intersecting to create a complex scene. It's left to you to decide how you want to break it—whether it's by surgically removing key actors, or by violently smashing it all up with guns, bombs and a stuffed moose.”
Supported with a steady stream of updates, including temporary Elusive Targets and remixed levels, it’s still possible to play the entirety of season one in new ways (and season two is already in development). We might be getting a steady stream of Hitman forever, and videogames are better for it.
In the years since Chaos Theory, Splinter Cell and the majority of stealth games have veered from a focus on purely covert scenarios, and it’s easy to see why. Chaos Theory is a complex, punishing stealth game whose gratification is severely delayed (for the better). Getting through an area without a soul knowing takes pounds of patience and observation, and getting caught is not easy to recover from. It was a slow, arduous crawl, but a crawl unlike any other in the genre, with a level of realism we haven’t seen since.
Accompanied by a Sam Fisher at peak Jerk Cowboy, as difficult as it was, we laughed through the pain. The multiplayer was also a bold experiment in asymmetry at the time, pitting Sam-Fishery spies against first-person shooting soldiers in a tense game of hide and seek.
Alongside Deus Ex, the Thief series introduced new variables to stealth games that have since been adopted as a standard nearly across the board. Using light and shadow as central to your visibility, Thief made stealth much more than the visible-or-not dichotomy of implied vision cones.
The Thief series is still unparalleled in the subtlety of its narrative and environmental design. Jody Macgregor sums it up in a piece on the very subject: “Thief II ramps up the number of secrets within each level, but even with as many as a dozen hidden rooms and stashes to discover their placement is always just as subtle. A shooting range conceals a lever among the arrows embedded in the wall behind the targets, a bookshelf is slightly out of alignment, a glint of light pokes through the edge of a stone in a wall. Compare that to Deus Ex: Human Revolution, which sometimes hides one of the many ducts you can climb into behind a crate but more often plonks them into the corner of rooms beside a neon sculpture.”
The first two Thief games are interchangeable as the ‘best’ for most players, so be sure to play them both, but the second takes the cake as a best-of recommendation for working out some UI and AI kinks from the original. But with both games, install a few mods and it’s fairly simple to make them easier on the eyes and our modern design sensibilities.
The biggest challenge facing stealth games has always been how to communicate whether or not you’re visible to enemies. While we’re still working out the kinks in 3D games, Mark of the Ninja solved just about every problem with two dimensions.
Through clear UI cues, it’s easy to tell how much noise you’re making, whether or not a guard can hear it, and what spaces in the environment are completely safe to hide. There’s almost no room for error, at least in how you interpret the environment and your stealthy (or not) status within it. Accompanied by swift, springy platforming control and a robust ninja ability upgrade tree, by the end of Mark of the Ninja the challenge reaches high, but so too does your skill.
What surprised me most about Dishonored 2 is the density of its level design. Like other stealthy immersive sims, it features huge levels with any number of potential routes for getting through, but Dishonored 2 is the first to make me want to see every inconsequential alleyway. Nearly every space is as detailed as a room in Gone Home, decorated with natural props and people that tell a specific story.
There are more systems and choices than ever, and while you explore, how you dispose of or sneak by guards is a playful exercise in self-expression and experimentation. Emily and Corvo have their own unique abilities, and a single playthrough won’t get you all their powers. Summon eldritch tentacle arms to fling psychically chained enemies into the sea, or freeze time and possess a corpse during for a particularly, uh, daring escape. Just make sure not to miss Sokolov’s adventure journals, they’re a treat.
I think The Phantom Pain’s appeal is best summarized by how everything going wrong typically means everything is actually going well. Samuel’s anecdote from his review is a perfect example: “I forfeited a perfect kill-free stealth run of one mission because I couldn’t get a good enough sniper angle on my target before he took off in a chopper. Sprinting up flights of stairs to the helipad, my victim spotted me just in time for me to throw every grenade in my inventory under the chopper, destroying it, vanquishing him and knocking me over, before I made a ludicrously frantic escape on horseback. It was amazing, and I’m not sure it would’ve been vastly improved had I silently shot the guy and snuck out.” Wish I could’ve seen it, Sam.
For a series to go from weighed down by cutscenes, spouting nonsense about nuclear war and secret Cold War contracts with a few simple stealth sequences to a full blown open world stealth sandbox masterpiece (and on the PC too) was quite the surprise. As a silent Big Boss, there are hundreds of hours of wide open stealth scenarios to tackle in MGS5, despite its thinner second chapter. Systemically, this is one of the most surprising stealth games ever made, and as bittersweet a swan song as Kojima could leave us with before departing Konami for good.
It took me six months to finish Amnesia. It doesn’t allow you to play stealth games the way you’re used to, and by removing old habits, so goes your sense of security. The sanity mechanic intentionally denies you your habits by distorting your view and slowing down your character while looking at a patrolling enemy monster. Lovely, beautiful, safe, warm light also plays a part. The darker an environment, the sooner you’ll lose sanity, but if you whip out a lantern, guess who’s going to spot it? That gross bag of skin patrolling the halls. The enemy AI isn’t particularly smart or surprising, but in an atmosphere as rich as Amnesia’s you’ll think they were put on this earth to hunt you down, specifically. If you can stomach the scares, it’s a must.
More than an incredible homage to ‘70s futuretech and the world of Ridley Scott’s masterpiece in horror, Alien: Isolation’s chief antagonist is a major step forward in first-person stealth horror design. The alien is a constant, erratic threat. It actively hunts you, listening for every small noise and clue of your presence, hiding in wait above for a sneak attack or—what’s that sprouting from your chest? Nice try. But besides the accomplished alien AI, Isolation makes good on its 25-hour playtime by constantly switching things up.
As Andy Kelly wrote in his review, “In one level you might lose the use of your motion tracker. In another, the alien won't be around so you can merrily shotgun androids like it's Doom 3. Then your weapons will be taken away, forcing you to make smart use of your gadgets. It does this all the way through, forcing you to adapt and readapt to different circumstances, using all the tools at your disposal.” Alien: Isolation is both a striking, authentic homage to the films, and a consistently creative stealth gauntlet. If you don’t mind getting spooked, don’t miss it.
Invisible, Inc nails the slow tension and tactical consideration of XCOM, but places an emphasis on subversion of enemies and security placements rather than direct confrontation. You’re not an overwhelming offensive force, and getting spotted almost always spells your doom.
Chris puts it well in our Best Design award from 2015: “To the stealth sim, it introduces completely transparent rules. You always know what your options are, what the likely results of your actions will be, and your choices are always mitigated by resources that you have complete control over. There’s no chance failure, and very little trial and error. You either learn to make all of these totally-fair systems dance, or you fail.”
The turned based format means you get unlimited time to make a decision that would take a split second in a real time stealth game, but because of the extra space for consideration, Invisible Inc. piles on the systems, making every infiltration a true challenge, but one comprised of fair, transparent rule sets. Dishonored may test your sneaking reflexes, but do you have the deep smarts to be a spy? Invisible, Inc will let you know one way or the other.
Io Interactive announced last week that Hitman would have its very own Christmas mission, called "Holiday Hoarders," in which Agent 47 would set off to deliver the gift of an untimely demise to a pair of thieves running loose in Paris. That mission went live today, and it turns out the thieves in question are actually a very familiar duo by the name of Harry and Marv.
The mission is "a bit of an odd one," according to the briefing, an image of which was tweeted by @countzio. "Your targets are Harry 'Smokey' Bagnato and Marv 'Slick' Gonif, a pair of professional thieves currently breaking into the Palais De Walewska. Bagnato and Gonif are both American nationals now living in Paris after a series of botched break-ins and related violent crimes forced them to leave their home country."
The last names are different, but the first names—not to mention their images and rap sheet—are clearly references to Harry and Marv of Home Alone, the bungling crooks who suffered so greatly at the hands of a young Macaulay Culkin. It's cute and clever, and should be a fairly straightforward job: You can kill them in any way you like, wearing any costume you like. (Although if you don't do while dressed up as Santa, you're clearly not trying hard enough.)
The December update includes a new "Secret Santa" challenge pack, the "Santa 47" suit, three holiday-themed items, and "a holiday-appropriate way to exit the 'Holiday Hoarders' mission." It also fixes a few bugs, improves the supersampling filter, and disables the broken "pull an enemy" function. The update is free for all players, but Io Interactive is asking that players make a donation to the World Cancer Research Fund in return.
“Cancer is something that affects everyone in one way or another at some point in their lives," studio head Hannes Seifert said. "We’re giving away some fun, free holiday content to all Hitman players and we ask in return that if you want to donate to a great cause, please give whatever you can.”
Even many Hitmaniacs are unaware of the untrue story of the series’ origins as a Home Alone> game. IO Interactive built a prototype including a boy sneaking around his house, creating distractions with a Talkboy, and a ragdoll physics Joe Pesci tumbling down stairs after being clocked with a can of paint. “That’s nice,” said one Eidos executive, “but what if the man died?” So Kevin McCallister became Ian Hitman and a legend was born. This lie will come full circle next week with the Hitman [official site] December update, which will add a mission to thwart two dastardly thieves in Christmassy Paris. … [visit site to read more]
Ho! Ho! And, indeed, ho. IO Interactive has a festive treat for Hitman fans: a new mission set in a Christmassy Paris that will let you dress up as a murderous Saint Nick. It's coming next week, on Tuesday December 13, and without further ado, here's the fun trailer:
"The 'Holiday Hoarders' mission," the official site reveals, "gives a festive feeling to the existing Paris location with snow, decorations and even presents, which have been scattered all around the palace. Unfortunately, not everyone in attendance at the fashion show is there to spread festive joy. Two thieves have gained entrance to the fashion show event and are stealing the presents. As Agent 47, it's your job to stop them, for good. If you are able to get to the presents first, feel free to open them and use whatever you find inside to help eliminate these two sticky bandits..."
IO/Square Enix say they're releasing the mission in support of the World Cancer Research Fund; they're asking players for a voluntary donation to the charity.
However, the Holiday Hoarders mission isn't all that's coming to Hitman this festive period: there's going to be a new thing every week until the end of the year. Thing The First, arriving this week, is the Master Sniper Challenge Pack, which adds five new Sapienza challenges. Meanwhile, next week brings the aforementioned festive assassination mission, along with a game update and a new elusive target. Week 3 brings an escalation contract in Sapienza, on the other hand, and there'll be a new Bangkok elusive target at around Christmas time.
Have a read of this post on the Hitman site for a bit more info.