Hitman team taking an “open, non-linear level design” approach to next iteration

Thursday, 16th January 2014 13:40 GMT By Stephany Nunneley

IO Interactive has posted details on the Hitman website regarding the next installation in the franchise.

In an open letter to fans on the website, IO states the game is currently in development for PC and next-gen consoles, and players will don the suit of a “globetrotting Agent 47″ in the prime of his career.

“In the next game you will experience a globetrotting Agent 47 at the prime of his career – the apex predator stalking his prey across the world, with the support of his long-term handler Diana Burnwood and the whole of the ICA,” reads the letter. “The game concentrates on the core Hitman fantasy of using a wide range of tools to take out a diverse group of targets across expansive, exotic locations around the world.

“We are building this game on the backbone of the Glacier 2 engine, using the best parts and what we have learnt through Hitman: Absolution and drawing inspiration from past titles like Contracts and Blood Money to fulfill the core Hitman fantasy. That means we’re packing in an extreme level of detail on the largest levels we have ever built for a Hitman game.

“We’ve adopted an open, non-linear level design approach to the game, ensuring the game will play out across huge, checkpoint-free, sandbox levels. Our aim is to create living, breathing and believable levels which will allow gamers to play around with the AI to create those unique moments every fan of the Hitman franchise loves.”

IO goes on state that Contracts Mode is back, allowing players to create and build challenges “by experimenting with the large levels and possibilities within them.” These can be shared and friends can be challenged to complete you list of hits.

The team has also removed “47’s magic pockets.”

More details will be revealed further into 2014.

Hit up the link for more.



  1. YoungZer0

    Back to the roots then. Glad to hear it.


    Music to my ears. Really, really hated the checkpoint-system in Absolution. Didn’t allow for as much experimentation as the other games did.

    #1 11 months ago
  2. domnage

    Thank God. This is great news.

    #2 11 months ago
  3. Luciferous

    Sounding pretty sweet… wonder where in the overarching narrative this one will sit.

    #3 11 months ago
  4. Kieran

    Yea I hope the accident kills arnt as obvious as they were in absolution and the disguise system what were they thinking lol

    #4 11 months ago
  5. Stardog

    Good to hear. Stealth games are some of my favourites, but I found Absolution unplayable trash.

    #5 11 months ago
  6. Moonwalker1982

    Awesome news. I assume not enough newcomers bought the game for IO to listen to their loyal fanbase?

    Checkpoints greatly ruined the Hitman experience, it just didn’t feel like Hitman at all because of that. If it can be even remotely similar to Blood Money, i am happy.

    #6 11 months ago
  7. Phoenixblight

    That was one of the weaknesses of the last hitman but not the weakness. It was the fact that game now utilized trigger volumes instead of using flocking and pathing AI. All you had to do was exploit the knowledge of where the triggers are located and you can kill anyone quite easily instead of watching and observing patterns within the level to know when your window was open to go after your target.

    #7 11 months ago
  8. Jerykk

    Yeah, the trigger-based scripting of the NPCs was a pretty big issue, although it did allow the developers to give them more personality and use them to provide backstory. It’ll be interesting to see how well they can pull that off in a traditional sandbox environment.

    #8 11 months ago

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