Tag Archives: Tore Blystad
Thu, Nov 22, 2012 | 16:17 GMT
Hitman: Absolution only just came out this week, but developer IO Interactive is already talking about the next game in its series, currently in development at new studio Square-Enix Montreal, leaving IO free to pursue a mysterious new project. Get the chatter below.
Fri, Aug 31, 2012 | 15:59 BST
Hitman: Absolution’s protagonist Agent 47 used to have regenerative health in an early build of the game, IO interactive’s director Tore Blystad has revealed. The feature was implemented to make the game accessible for everyone, but was since scrapped. Blystad has revealed more secrets in a new interview.
Thu, Aug 16, 2012 | 16:49 BST
The Hitman: Absolution level with the sexy, PVC-clad nuns has been tweaked after the controversy the trailer depicting the level caused earlier in this summer.
Sat, Jul 28, 2012 | 21:18 BST
Hitman: Absolution director Tore Blystad has said killing Agent 47′s handler Diana Burnwood was a “really big,” and “tough” decision for the team to make and it required a lot of going back and forth.
Tue, Jun 26, 2012 | 18:15 BST
IO Interactive’s Tore Blystad has said metrics compiled by the firm have revealed many Hitman: Absolution players won’t see the last level of the game.
Thu, Jun 07, 2012 | 03:45 BST
Thu, Jun 07, 2012 | 12:23 BST
The action shooting may be fun, but Dave Oshry takes the stealth approach to Hitman: Absolution and comes away far better pleased with himself than on his “screw up” guns-blazing playthrough.
Sat, Aug 20, 2011 | 13:23 BST
Square Enix isn’t having a very big gamescom, but it does have a small presence, notably featuring Hitman: Absolution. Johnny Cullen speaks to game director Tore Blystad.
Tue, Jun 21, 2011 | 23:37 BST
IO Interactive’s Tore Blystad has said Hitman Absolution won’t exactly be easier than its precursors, but it will be more flexible, and take a different approach to teaching the player.
Tue, Jun 21, 2011 | 17:59 BST
Hitman: Absolution’s game director Tore Blystad and gameplay director Christian Eleverdam, have said that when it comes to an open world game, the atmosphere and non-playable characters need to “feel alive.”