Dev Game Club 009: Hitman 2 (part 4) episode artwork

EPISODE · Apr 27, 2016 · 1H 29M

Dev Game Club 009: Hitman 2 (part 4)

from Dev Game Club

In this fourth episode of discussing Hitman 2: Silent Assassin on Dev Game Club, we wrap up our play-through, and then turn to a discussion of what we feel are the game's pillars, discuss iterating on a series, and announce both a guest and our next game! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary. Sections played: Temple City Ambush Death Of Hannelore Terminal Hospitality St. Petersburg Revisited Redemption At Gontranno Podcast breakdown: 0:24        Intro 4:38        Segment 1: Discussion of final five levels 1:00:45   Break 1:01:26   Segment 2: Pillars, series iteration, guest, next game Issues covered: professional vs silent assassin rating, level clockwork vs more open plans, limitations on character models, padding for length and content, voice acting and the strength of the LucasArts voice department, voice talent in European vs Japanese games, evolution of localization, Brett's personal story arc with Hitman 2, cinematic set-up and production scheduling, when timing looks like scripting, reading designer intent, when the series really shines, competence wish fulfillment, heist planning, planning out how to pace missions over the course of a game, story arc construction and story influences, "Hitmen don't take the bus," artistic moments vs the "bro" aesthetic, wishing for an opposite and equivalent enemy, making last level something different from the rest of the game, MDA framework, iteration on smaller scale and behind closed doors vs in public, supporting a feature fully, full support of player intent, the limitations of direct combat as a basis for games, sanding away rough edges, usability testing. Specific links: Philippa Warr, Rock Paper Shotgun: <a href= "https://www.rockpapershotgun.com/2016/04/20/the-witness-island-design/">The Great Outdoors: The Witness Stephen Totilo, Kotaku: <a href= "http://kotaku.com/what-a-fan-learned-about-game-development-by-making-his-1772325300">What A Fan Learned About Game Development By Making His Own Star Wars Games Games, people, and influences mentioned or discussed: Philippa Warr, The Witness, Jedi Starfighter, Charlie Rocket, Sterling James, David Cage, Ellen Page, Willem Dafoe, Beyond: Two Souls, Life Is Strange, Quantum Break, Fallout 4, FX, Bryan Brown, Brian Dennehy, Hitman: Blood Money, Clue, House of Cards, Kevin Spacey, Robin Wright, Pulp Fiction, Quentin Tarantino, Starfighter, TIE Fighter, Aliens, Blade Runner, Star Wars, In the Line of Fire, Clint Eastwood, Assassin's Creed, Doom, Quake, Half-Life 2, Timothy Olyphant, Hitman (2007 film), Lara Croft, Hitman (2016), Hitman: Absolution, Project: Spark, Half-Life, Uncharted 4, Ratchet & Clank series, Republic Commando, Tomb Raider, Square Enix, Eidos, IO Interactive, Ken Levine, Final Fantasy (VII, XV, Tactics, and of course, IX), Baldur's Gate, The Witcher III, Metal Gear Solid. Next time: Interview with Janos Flosser Next game: Final Fantasy IX! Play up through Beatrix and ensuing cutscene. @brett_douville, @timlongojr, and @devgameclub [email protected]

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Dev Game Club 009: Hitman 2 (part 4)

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This episode was published on April 27, 2016.

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In this fourth episode of discussing Hitman 2: Silent Assassin on Dev Game Club, we wrap up our play-through, and then turn to a discussion of what we feel are the game's pillars, discuss iterating on a series, and announce both a guest and our next...

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