1 00:00:00,160 --> 00:00:03,200 If there’s one thing you can say about Hitman 3, 2 00:00:03,200 --> 00:00:07,040 it’s that it’s not afraid to mess with  the franchise’s established formula. 3 00:00:07,040 --> 00:00:14,000 In Dartmoor, you swap from assassin to detective,  in an Agatha Christie-inspired murder mystery. 4 00:00:14,000 --> 00:00:18,320 In Mendoza, you need to take care  not to harm your handler, Diana. 5 00:00:18,320 --> 00:00:22,400 And Dubai really amps up the  Bond-style cinematic flair. 6 00:00:23,120 --> 00:00:28,640 But another level has, I think, the  most daring twist in the entire trilogy. 7 00:00:28,640 --> 00:00:33,680 So, welcome back to On the Level: a  series about gaming’s greatest stages. 8 00:00:34,320 --> 00:00:39,120 And this time, we’re looking  at Apex Predator, aka Berlin. 9 00:00:39,120 --> 00:00:43,018 ♫ Dance Music ♫ 10 00:00:43,600 --> 00:00:49,680 So this level takes place in a nightclub, hidden  in the depths of an abandoned nuclear power plant. 11 00:00:49,680 --> 00:00:53,840 If you manage to get inside, you can  strut across a packed dance floor. 12 00:00:53,840 --> 00:00:58,560 Or, you can sneak behind the scenes to  find a secret biker hangout and drug lab. 13 00:00:59,120 --> 00:01:05,440 And, okay so far, so Hitman. But it’s the targets  that make this one different. Instead of having 14 00:01:05,440 --> 00:01:08,960 one, two, or even three targets… there’s 15 00:01:08,960 --> 00:01:15,360 eleven. That’s right, in this one, eleven ICA  agents are tasked with hunting down Agent 47, 16 00:01:15,360 --> 00:01:20,320 and are dotted in and around the club. And so  it’s up to you to find them, and take them out. 17 00:01:20,960 --> 00:01:24,880 This ends up giving the level  a completely unique feel. 18 00:01:24,880 --> 00:01:29,040 Like, typically, you know everything  about the targets in a Hitman level. 19 00:01:29,040 --> 00:01:32,880 You’re given a glitzy mission briefing  about them, and their exact location 20 00:01:32,880 --> 00:01:36,160 is shown on your map. As if you’ve  dropped an AirTag in their pocket. 21 00:01:36,160 --> 00:01:40,560 But Berlin is very different: on your first  playthrough, at least, the targets are not 22 00:01:40,560 --> 00:01:45,600 initially identified, and not highlighted  on your map or in your instinct vision. 23 00:01:45,600 --> 00:01:48,880 So you need to scope out the level,  look for suspicious characters, 24 00:01:48,880 --> 00:01:53,145 and wait for them to call into their  handler to confirm they are an agent. 25 00:01:53,145 --> 00:01:55,811 AGENT THAMES: "Thames here, no update. 26 00:01:55,811 --> 00:01:57,840 Target probably bailed". 27 00:01:57,840 --> 00:02:01,360 Okay, so the fact they’re all enforcers -  you know, the guys with white dots over their 28 00:02:01,360 --> 00:02:06,080 heads - does give the game away a bit. But  it’s still an excellent twist on the formula 29 00:02:06,080 --> 00:02:11,680 that prizes careful observation. We first saw  something like this as one of the objectives in Hitman 30 00:02:11,680 --> 00:02:17,200 2’s Mumbai level - but expanding it to cover  every single target makes it even more exciting. 31 00:02:17,200 --> 00:02:22,400 Also, it’s usually your job, in Hitman levels,  to work your way through tiers of escalating 32 00:02:22,400 --> 00:02:27,440 security… until you breach the level’s inner  sanctum, and find a way to dispatch your target 33 00:02:27,440 --> 00:02:33,040 from within their tightly-locked fortress. But  Berlin is different - the agents are tourists 34 00:02:33,040 --> 00:02:39,280 there, just like you. So every part of the stage,  from highly public areas to secure back rooms, 35 00:02:39,280 --> 00:02:43,920 could potentially hold a target. This  really rewards thorough exploration of 36 00:02:43,920 --> 00:02:47,600 the entire level, because you never  know where you might find a target. 37 00:02:47,600 --> 00:02:51,520 Another big change for Berlin is  a move away from mission stories 38 00:02:51,520 --> 00:02:56,400 and highly scripted assassinations. Sure, one  of the targets - Agent Montgomery - does have 39 00:02:56,400 --> 00:03:00,960 a small storyline that ends in a shootout.  And there are some of the excepted scripted 40 00:03:00,960 --> 00:03:05,040 kills - like electrifying Agent  Banner with dodgy DJ equipment. 41 00:03:05,040 --> 00:03:11,280 But most of the guys are more low-key affairs.  Which is cool: there’s plenty of elaborate, 42 00:03:11,280 --> 00:03:17,360 point-and-click-style puzzle kills in Hitman, but  Berlin’s agents put a stronger focus on 47’s more 43 00:03:17,360 --> 00:03:24,080 routine tools, and the systemic sandbox that  underlies every Hitman level. Things like guns, 44 00:03:24,080 --> 00:03:30,400 distractions, poisons, and traps. Offing  these dudes feels less like solving a puzzle, 45 00:03:30,400 --> 00:03:32,560 and more like solving a problem. 46 00:03:32,560 --> 00:03:37,280 Another big change for Berlin is  just how open-ended the level is. Hitman 47 00:03:37,280 --> 00:03:41,760 always puts a huge focus on replay-ability and  player expression, but you’re still having to 48 00:03:41,760 --> 00:03:47,520 kill the same targets every time you play. In  Apex Predator, though, you only need to kill 49 00:03:47,520 --> 00:03:52,080 five of the eleven targets  in one go. Making for, what, 50 00:03:52,080 --> 00:03:57,440 over 400 different combinations? So, the level  is going to be different, every time you play. 51 00:03:57,440 --> 00:04:00,160 Plus, after taking feedback from Hitman 1 52 00:04:00,160 --> 00:04:05,520 and 2, IO Interactive lets you skip the linear  story section after your first playthrough. 53 00:04:05,520 --> 00:04:09,120 You can also pick different targets  for different playstyles. So, 54 00:04:09,120 --> 00:04:12,960 five are well-placed for the sniper  assassin mission. Another five might 55 00:04:12,960 --> 00:04:17,440 be best suited for suit-only. A further  five might be great for speed-running. 56 00:04:17,440 --> 00:04:23,200 An extra wrinkle is the way each target drops a  useful item - like Agent Tremaine, who drops a key 57 00:04:23,200 --> 00:04:28,000 for the radio tower. This can make certain targets  more useful than others, depending on your goals. 58 00:04:28,720 --> 00:04:34,320 Finally, this set-up changes the way Hitman  feels. Typically, the targets are unaware of 59 00:04:34,320 --> 00:04:39,280 your presence, as you slip through security  unnoticed and then leave without a trace. 60 00:04:39,280 --> 00:04:44,480 But in Berlin, they’re actively hunting for  you. And as members of your old organisation, 61 00:04:44,480 --> 00:04:48,720 they’re... somewhat formidable foes.  They’re all enforcers, they’re all armed, 62 00:04:48,720 --> 00:04:55,280 and - like mini Agent 47s, they’re disguised  as bikers, club technicians, and party goers. 63 00:04:55,280 --> 00:04:58,960 This cat and mouse game puts  you on your toes - and makes it 64 00:04:58,960 --> 00:05:02,560 even more satisfying when you  show them who the real agent is. 65 00:05:04,640 --> 00:05:09,920 Now, it turns out that changing the Hitman formula  so dramatically wasn’t an easy thing to pull off. 66 00:05:09,920 --> 00:05:15,440 For this video, I spoke to two level designers on  Berlin - Bjarne Kristiansen and Håkan Almer - who 67 00:05:15,440 --> 00:05:20,240 talked me through the many iterations and design  decisions they made on the way to the final stage. 68 00:05:20,800 --> 00:05:25,680 So, for starters, the level was originally  supposed to be more like a typical Hitman stage. 69 00:05:25,680 --> 00:05:31,040 Håkan: “In the beginning, we were aiming to  have a primary target as always. Montgomery, 70 00:05:31,040 --> 00:05:34,720 the only one with a body guard in this  level. And then having the other as 71 00:05:34,720 --> 00:05:38,640 optional. But then in the end we kind of  found that… let’s just make everything 72 00:05:38,640 --> 00:05:42,800 optional so you have more freedom as you  explore and do the level as you wish”. 73 00:05:42,800 --> 00:05:46,907 They also wanted to have all the targets show  up in your instinct vision from the drop. 74 00:05:46,907 --> 00:05:50,000 Bjarne: “We tried out earlier where all of  the targets were marked from the beginning, 75 00:05:50,000 --> 00:05:53,280 but the first time you ever played the level it  could actually feel really overwhelming. Like 76 00:05:53,280 --> 00:05:57,920 you had this big level, and you could see ten  marked NPCs that were several floors below you, 77 00:05:57,920 --> 00:06:01,600 they were several floors above you. So you’d  come out in this area and just be like ‘okay, 78 00:06:01,600 --> 00:06:04,960 there’s so much going on’. It felt  really overwhelming. So that’s why 79 00:06:04,960 --> 00:06:08,160 we also wanted to go with this you  have to find them and identify them”. 80 00:06:08,160 --> 00:06:10,080 The designers also had to figure out how to 81 00:06:10,080 --> 00:06:12,720 introduce more dangerous targets  than we’re normally used to. 82 00:06:12,720 --> 00:06:16,400 Bjarne: “I think Berlin is actually the first  level that tried working with armed targets 83 00:06:16,400 --> 00:06:20,960 that would fight back. Which was also a big  thing to figure out: how would we make that 84 00:06:20,960 --> 00:06:24,720 work and how would we design for that? You  wouldn’t have them running into lockdown, 85 00:06:24,720 --> 00:06:29,120 right? They wouldn’t have bodyguards as such. They  would just immediately start trying to kill you”. 86 00:06:29,120 --> 00:06:33,040 Håkan: “We tried out at one point, as well, to  have them very aggressive. When they saw you, 87 00:06:33,040 --> 00:06:37,440 just pull out their gun and instantly shoot  you. But that was not great. Super punishing”. 88 00:06:37,440 --> 00:06:41,760 Bjarne: “It was just so difficult, like they  spotted you once and you were just dead”. 89 00:06:41,760 --> 00:06:44,960 “In early versions, I think they were  walking around in pairs, as well, 90 00:06:44,960 --> 00:06:48,960 trying to protect each other so you had to  deal with two targets at any given time. 91 00:06:48,960 --> 00:06:52,880 But I think that felt like it was a bit too  much. Right? You got busted by two people…” 92 00:06:52,880 --> 00:06:57,440 Håkan: “And you got two targets, almost always,  at the same time. They didn’t protect each other.” 93 00:06:57,440 --> 00:07:01,920 Bjarne: “You might also expect that if  one target starts engaging with you, 94 00:07:01,920 --> 00:07:05,360 that he would call all the other targets to  come to one place. I think we prototyped that 95 00:07:05,360 --> 00:07:08,320 as well at some point. But that was just  like, well, one target sees you and then 96 00:07:08,320 --> 00:07:11,440 suddenly you have all the targets in the same  location and you’re done with the mission”. 97 00:07:11,440 --> 00:07:13,840 Håkan: “It kinda comes back to that stealth trope, 98 00:07:13,840 --> 00:07:17,600 in a way. Like, that guards stand down.  Feels silly on paper but it kinda works”. 99 00:07:17,600 --> 00:07:21,200 Bjarne: “Because there’s also one of those  blueprints for a Hitman level is that there 100 00:07:21,200 --> 00:07:26,640 are many ways that everything can break. But the  level always needs to be able to find its way back 101 00:07:26,640 --> 00:07:31,200 to being functional. The machine needs to be  able to keep running, no matter what happens”. 102 00:07:31,200 --> 00:07:35,840 The team also needed to figure out how to  introduce players to this new concept - which 103 00:07:35,840 --> 00:07:40,960 was partly the reason for this introductory  sequence where you get to kill one agent for free. 104 00:07:40,960 --> 00:07:46,560 The designers describe him as a “snack target”  intended to tutorialise the concept. And then, how 105 00:07:46,560 --> 00:07:52,640 to update the player with information in a level  with no handler? Well, you pinch the first goon’s 106 00:07:52,640 --> 00:07:57,840 earpiece, and can listen in on their handler. Good work, 47. 107 00:07:58,720 --> 00:08:03,840 So, there we have it. In the first two games,  Hitman had some incredibly memorable levels. 108 00:08:03,840 --> 00:08:07,360 I highlighted my favourites from  those first two games - Sapienza 109 00:08:07,360 --> 00:08:12,160 and Miami - in videos on this channel.  But rather than just dropping in a bunch 110 00:08:12,160 --> 00:08:16,640 more standard stages, IO Interactive  decided to mix things up for Hitman 3, 111 00:08:16,640 --> 00:08:22,240 with twists and escalations on the formula.  It didn’t always work - but when it did, 112 00:08:22,240 --> 00:08:28,880 we got some of the best stages in the trilogy. Like  my favourite level from Hitman 3, Apex Predator. 113 00:08:28,880 --> 00:08:29,600 Thanks for watching. 114 00:08:30,960 --> 00:08:35,840 This video contained just a small snippet of  my conversation with Bjarne and Håkan - we 115 00:08:35,840 --> 00:08:39,200 actually played through the whole level  together, and chatted about everything from 116 00:08:39,200 --> 00:08:44,480 crowd technology to cut content. GMTK  Patrons on the video tier can check it out, 117 00:08:44,480 --> 00:08:50,195 right now. Thanks so much for  supporting what I do here.