IO's Hannes Seifert taler med os om det kommende Hitman, og diskuterer alt fra episodisk indhold til de forskellige mekanikker som spilleren skal benytte.
Her uddyber Seifert udviklerens designfilosofi:
"We have a design dogma I would say that gives you no dead ends. So when you play, we call it our Swiss cheese game design,"
"When you go in, there is always a way in or out around the corner. So that say something, you wanna break a line of sight, that you can disappear, walk around the corner. You go down the wrong path, you don't have to go all the way back; you could go through a window, or use a drainpipe, or a ledge or something like that to get out, or find a disguise that allows you to walk a different way, or unlock a door. So that is actually a level design dogma, that we don't have funnels and very linear sections in the game, that it's always interesting to walk around and find a different way in or out."
Du kan se hele interviewet herunder.
