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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
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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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