![]() IO Interactive are masters of crafting living, breathing worlds of immersive storytelling." Working with partners at EON and the talented team of IO Interactive, we plan to bring a new take on this legendary franchise to gamers and Bond fans around the world. MGM Executive Vice President of Global Products and Experiences Robert Marick adds, "James Bond has a strong legacy in the video games space, with some of the most iconic games of all-time based on the character. He adds, "Our passionate team is excited to unleash their creativity into the iconic James Bond universe and craft the most ambitious game in the history of the studio." "Creating an original Bond game is a monumental undertaking and I truly believe that IO Interactive working closely with our creative partners at EON and MGM can deliver something extremely special for our players and communities." Hopefully, IO Interactive can prove to be as innovative as it is iterative."It's true that once in awhile, the stars do align in our industry," CEO of IO Interactive Hakan Abrak tells press. Hitman 3 created the groundwork for the ultimate Bond game, but its formula will require to be shaken, not stirred, in order to achieve that aspiration. IO Interactive should think of some of the wilder tools in Bond’s arsenal and run with them. Shock mines and rubber duck explosives feel like the work of Q, MI6’s purveyor of gadgets, in his early days. ![]() Those gadgets should be far more interesting than the pretty vanilla tech that Agent 47 is equipped with. They should also serve multiple purposes, as the gadgets Bond brings onto a mission often do. If the Bond game changes up the formula in terms of Hitman’s modular locations, the objects 007 utilizes should be more specific to each scenario, while still being as abundant. Project 007 should dial the interactivity up to 11, adding more unique elements than the Hitman games, which tend to sort their objects into one of three buckets: Something to kill with, something to distract with, something to unlock with. Part of the delight of playing Hitman is discovering which items can be picked up and potentially turned into deadly weapons, or what environmental elements can be used as a distraction. Have it be just as interactiveīond might never need more than his Walther PPK handgun to take out a room of enemies, but that doesn’t mean that should be the case. The playable Bond will need to be a far more fluid character than Agent 47, and just as capable in hand-to-hand combat and gunfights as he is at garroting an enemy in a dark corner. Project 007 will require set pieces similar to the action-heavy sequences of an Uncharted title, and they’ll need a James Bond to rise to those occasions. That’s fine, as Hitman is designed for as sneaky and untraceable an experience as possible. ![]() The moment an operation goes south in Hitman 3, having the assassin face off against a horde of enemies in a firefight usually results in a clunky experience that ends with 47’s death. Agent 47 excels in picking up objects, stabbing enemies in the back, and very little else. With new traversal elements in mind, the entire action design of Hitman needs to be reworked. ![]() We’ve yet to see how IO tackles more mechanical forms of movement, so that’s something to keep an eye on. James Bond will need to run, jump, drive, fly, and maybe even ski, where Agent 47 might have simply walked. There are also elements to 007 that aren’t touched in the Hitman trilogy, namely driving and car chases. IO will need to figure out a way to move the action from one location to the next rather than just dropping James Bond on the doorstep of a new environment. Project 007 will require a more linear and directed experience, with set pieces that organically flow from one to the other, which could clash with the level design strengths previously mentioned. ![]() Instead, the games wisely make their sandboxes the defining feature. While Hitman 3 continues and concludes a story told over the entire trilogy, it’s far from the focus of the series. Hitman 3 is a modular experience where players pick and choose a location, and then adjust Agent 47’s starting area, along with his gear loadout. It’s this delicate balance of level design and attention to environmental detail that will be most crucial to translate to Project 007. Every nook and cranny has a purpose, which either helps or hinders Agent 47 in enacting his assassination. Even after several replays, I’m still finding new areas in these locations, despite feeling like I had thoroughly explored each destination in past playthroughs. Each level, from Dubai to the Carpathian Mountains, offers varied and thrilling espionage adventures. The most important attribute that will make Project 007 shine is, thankfully, the element IO absolutely nailed in Hitman 3. ![]()
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