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Hitman, and the Art of Repetition | Game Maker's Toolkit

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    Hey, this is Game Maker's
    Toolkit. I'm Mark Brown.
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    My first attempt at Hitman 2016's Sapienza
    mission was a disaster.
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    My mission was to kill two people - Silvo
    Caruso and Francesca De Santis - and destroy
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    a virus. But I ended up killing this security
    guard. And this woman who saw the body. And
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    this guy. And this guy. And this guy. I dropped
    a church bell on a priest. I killed this woman.
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    I got arrested. And I got shot.
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    I did finish the mission, after loading a
    previous save. So don't worry, the world is
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    now a safer place. But I wouldn't exactly
    call my performance "slick". I didn't feel
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    like the meticulous killer seen in Hitman's
    flashy CGI trailers.
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    And this is a challenge that plenty of game
    designers face: if the main character in a game is supposed
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    to be an expert in something, or supernaturally
    skilled, how do you make sure the player feels
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    as smart or as fast or as strong as the hero
    on screen?
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    One solution can be found in the Arkham games,
    where the detective mode, which lets you see
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    through walls, is supposed to give you the
    same powers of observation as Batman.
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    In Mirror's Edge you get runner's vision to
    highlight interactive objects in red - which
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    is designed to mimic the way parkour
    expert Faith reads the world.
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    And in Red Dead Redemption, John Marston can
    slow down time to make the player feel like
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    a gunslinging cowboy badass.
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    But Hitman achieves this in a slightly different
    way. Using something that's usually seen as
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    a negative in game design. It makes you feel
    like Agent 47 through repetition.
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    During your clumsy first attempt at the mission,
    you will inevitably stumble upon opportunities
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    and ideas that you didn't take advantage of
    - and these will encourage you to try the
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    mission again.
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    And iO Interactive makes sure this happens in
    a number of ways.
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    For one, it lets you see which props can be
    used - even if you're not currently carrying
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    the right tool. So if you walk up to Caruso's
    golf balls you'll see "place golf ball, missing
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    explosive golf ball". No one could avoid the
    temptation of coming back on a second playthrough
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    to try that kill.
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    While there's only one explosive golf ball
    in Sapienza, other items have duplicates to
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    boost the chances of you stumbling upon them.
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    You can find expired spaghetti sauce in at
    least two locations, and they both hint at the possibility
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    of poisoning someone.
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    And this gunpowder in the observatory is just
    to nudge you to check out the antique cannons
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    at the fort. There's a bag of gunpowder right
    next to the cannons at the fort, so the first one
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    isn't actually needed. It just nudges you in the right direction.
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    And opportunities can expire. The ability
    to ambush someone by hiding as a dead body
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    in the morgue will pass if you're not quick
    enough - but you'll know what to do next time.
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    So all of these things - these opportunities,
    props, tools, and accidents - encourage you
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    to play the level again. And again. And again.
    And you'll want to finish the mission in a
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    unique way each time because not only is it
    boring to do the same kill twice, but you
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    also unlock new toys, starting locations,
    and places to sneak in weapons by completing
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    different objectives.
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    All this time, with each attempt, each creative
    assassination, and each unique exit, you're
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    learning.
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    You're learning the level. You know that you
    can get into the mansion by dropping down
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    here or climbing over here or popping in this
    window or going up from the pier or using a
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    keycard, or blowing up this wall, or just walking in the front door.
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    You're learning the schedule of your targets.
    You know that Francesca will come down to
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    the lab on her own if the virus is destroyed,
    or that Caruso will come to the observatory
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    if the roof is opened up.
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    You're learning which disguises will let you
    into which parts of the mansion, ways to separate
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    the targets from their guards, where to get
    keys and key cards, and which exits you can
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    take.
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    Your extensive knowledge of how the level works may
    come from an unrealistic, Groundhog Day-style
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    repetition of the events, but this advanced
    knowledge helps close the skill gap between
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    you and Agent 47, and turns you into a scheming
    agent of death, capable of doing perfectly
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    silent kills or making murder look like an
    accident.
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    So eventually, after you've exhausted most
    of the options in the level, you might turn
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    your attention to the challenges. Like sniper
    assassin, where you have to kill the targets
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    with a sniper rifle. Or silent assassin, where
    you can only kill the targets, have to hide
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    their bodies, and can't be seen doing either.
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    These turn the game into a mad, complicated
    puzzle of trying to figure out which signature
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    kills, which routes, and which disguises you
    could use to pull off these bonkers bonus challenges.
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    So on my sixth or seventh attempt at the level, I went for a silent assassin run and fared a lot better.
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    I pinched a guy's work uniform, poisoned Caruso with expired spaghetti, and then strangled him and dumped
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    the body. I switched Francesca's smokes with
    some cannabis, and then drowned her in the
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    toilet when she went to throw up. And then
    I distracted the technicians in the bio lab
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    and overheated the virus to destroy it.
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    This slick, silent assassination felt fantastic.
    And I got a great score to back it up. And
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    it was only possible because I had built up
    enough knowledge about Sapienza by playing
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    it so many times.
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    Not failing at it - I might add. In games
    like Dark Souls you fail at a section, then
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    repeat it until you succeed. In Hitman, you
    succeed at a mission, but then repeat it until
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    you finish in the most satisfying way possible.
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    So my first time in Sapienza was a disaster
    but I still finished the mission and had a
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    lot of fun doing so. And every go after that
    was just as much fun as I tried crazy ways
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    to kill my targets, pushed the boundaries
    of the AI, and improvised new ways to get
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    away with murder.
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    Some players go even further, coming up with
    their own challenges like this guy who killed
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    both targets with an absolutely ridiculous
    chain of explosions.
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    And then, when you know the level so perfectly
    that you could kill the targets with your
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    eyes closed, iO Interactive mixes it up further.
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    The elusive targets, which show up for 48
    hours and give you just one chance to assassinate
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    them, heighten the stakes which were lost
    as you got comfortable at playing the level.
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    And other bonus missions, like the five-step
    escalation challenge and the player-made contracts,
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    are set in those same locations you now know so
    well, but feature new and unpredictable targets.
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    Which means you feel like a scheming, silent
    assassin with a supernatural ability to see
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    opportunities for murder in every corner of
    the world - but you still need to improvise
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    and think on your feet and there are high stakes if you fail. Which makes you feel like, you know...
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    This guy.
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    Hey there, thanks for watching. Game Maker's Toolkit
    is funded entirely through Patreon, where
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    supporters get sneak peeks at future episodes, recommended content, and even bonus videos.
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Title:
Hitman, and the Art of Repetition | Game Maker's Toolkit
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Video Language:
English
Duration:
07:49

English, British subtitles

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