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Making Hitman 3's Best Level

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

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Video Language:
English
Duration:
09:01

English subtitles

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