‘Hitman: Absolution’ dev diary focuses on storytelling

 ‘Hitman: Absolution’ dev diary focuses on storytelling

No one with any sense of reality would call the making of a video game “easy.” With an almost infinite number of factors to consider throughout the whole production process, it’s no wonder that some games come out a little lopsided. The team at IO Interactive hopes to avoid this problem with Hitman: Absolution, as explained in their latest developer diary.

Thus far, we’ve seen Agent 47 in some kickass situations with an impressive armory of weapons and tactics. Still, IO Interactive knows that’s not enough to satisfy fans. Past Hitman games have had the same unique style of choose-your-own-assassination gameplay, though their stories have not always been the most enticing. Instead of focusing all their firepower on 47’s license to kill, IO Interactive has put a lot of time into the story of Absolution and the way it’s told.

[youtube id=”f6qA8FjbiLA” width=”620″ height=”360″]

“The mission with the cutscenes is to make every single scene interesting enough, in itself, as something that the player would want to see,” says game director Tore Blystad.

As we see in some of the cutscenes included in this diary, the cinematic moments really do look beautiful

“It’s all well and good to be given a task… you have to go in and take out a certain target, but if you can apply an emotional reason or a really solid motivation to do that, it just makes it more enjoyable,” says Simon Unger, Absolution’s animation director.

Hitman: Absolution drops everywhere November 20 on PS3, Xbox 360, and PC.

Related Posts

Notify of
Inline Feedbacks
View all comments