It seems good old Freddy Wong decided it was time to do a Hitman flick. Needless to say, we love it!
There will be no demo pre-launch, no.
November 20th. In three weeks. Worldwide.
|—||Says German games magazine PCGames, giving Hitman Absolution an 88% score as well as both GOLD and EDITOR’S CHOICE awards.|
Get a closer look at HITMAN: ABSOLUTION’s sound department. Join Audio Director Thomas Bärtschi and the rest of the team, as they explain the importance of immersive and dynamic audio in order to create a believable world.
OXM UK and OPM UK both score Hitman Absolution 9 out of 10. We’re truly humbled and excited by this!
Official Xbox Magazine writes that Absolution is ”slick, thrilling and well paced with jet-black humour" and that "Absolution genuinely makes you feel like the most dangerous man in the world”. Read more here: http://bit.ly/RjyB77
Official PlayStation Mangazine writes: “Here [Hitman has] finally been perfected in what is probably a peak for the series so far. It takes the ideas that made the original games so great and presents them in a modern context of checkpoints, hints and forgiveness but without sacrificing any of the challenge, excitement or shivery-skinned thrill of pulling off some impossibly and beautifully planned hit”. Read more here: http://bit.ly/S37aki.
On October 30th, one week from today, Hitman Damnation, the new novel and prequel to Hitman Absolution will be out. Check out a preview of the book here: http://bit.ly/TDymC9
|—||Says IGN, looking at the dark humor in Hitman.|
IO Interactive presents “INTRODUCING: DISGUISES,” the fifth gameplay trailer in the original INTRODUCING series!
Wearing disguises allows Agent 47 to infiltrate his surroundings and blend in with the crowd, while waiting for the perfect m
VG24/7 sit down with Roberto Marchesi, art director on Hitman Absolution, for a talk about guns, garrottes and gowns. It’s all a little crazy and very funny.
We want to make a game that is both beautiful to look at, but also that feels responsive when you’re playing it. This is a balancing act that we have to go through every time we decided what he should be doing on screen. Every time he picks up an object, he goes into cover, he aims his gun, changes his clothes. We have to make a judgment call on what would work best in the given situation. Yes, the clothes do appear on him the way they do, but on a gameplay level I do believe that is the best compromise, to have a smooth experience.