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You are here: Home / How Hitman 2’s developers turned its gigantic levels into ever-evolving playgrounds

How Hitman 2’s developers turned its gigantic levels into ever-evolving playgrounds

2016’s Hitman reboot was a fascinating experiment in reviving a classic formula with a new twist. IO Interactive, the developer behind the assassination sandbox series, decided to combine the best efforts of 2012’s more linear but highly polished Hitman: Absolution with the open-world spirit and heavy experimentation of the series’ first three major entries. The result was one game with just six levels and a loosely woven story linking them together. But each one of those levels, released in episodic installments over the course of many months, was a staggering achievement in scale and realism, sending players everywhere from a complex re-creation of a Paris art museum to a seaside Italian town housing an underground bioweapon plant. Each level contained a multitude of locations to explore, algorithmic systems to memorize, and elaborate cause and effect mechanisms to discover. It didn’t really matter that each new locale arrived one month after the last; these levels were so large and complex that you could spend 10 hours or so just knocking out the easy challenges before moving onto the hard-to-find and more difficult ones. With Hitman 2, which launches on November 13th, IO Interactive finally has all the pieces in place to… Read full this story

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How Hitman 2’s developers turned its gigantic levels into ever-evolving playgrounds have 334 words, post on www.theverge.com at October 18, 2018. This is cached page on Konitono. If you want remove this page, please contact us.

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