The story follows the life of professional hitman, Agent 47, as narrated in cutscenes by a former director of the FBI to a journalist who is interviewing him. The wheelchair-bound ex-director recounts how his agency tracked 47 over a two-year period.
The game also marks 47's arrival to the United States, and differs from the original three in that several contracts are carried out in civilian areas, as opposed to the 'covert ops' settings of Codename 47 , Silent Assassin , and Contracts. A sequel has been to be in the works by Eidos Interactive. The basics of Blood Money are similar to past entries in the series; each mission is framed around the killings of one or more individuals, which the main protagonist Agent 47 must accomplish.
The player guides 47 through the game's levels with the help of a satellite which can be accessed at any time. The map indicates the layout of each topographical area of the level, the whereabouts of 47's main targets, and other CPU-controlled characters.
In order to carry out his mission, 47 may use any method at his disposal to eliminate his targets, regardless of witnesses or excessive violence done to bystanders. From pulling himself up through roof access panels in lifts, jumping from ledge to ledge and sliding along narrow walkways, the bald one's new moves are a match for Sam Fisher well, almost.
More exciting by far though are the close combat moves, from headbutting an opponent to stripping an enemy of their gun and turning it back on them in retribution. An especially handy technique is the ability to use unsuspecting passers-by as human shields, thus providing you with some much-welcomed cover when things really start to go tits-up.
Blood Money's Al is also much improved, with nosy civilians and guards alike following blood stains and investigating items that you've dropped, some even utilising them for their own purposes. All of the characters in the game will have various jobs and routines to give a sense of life," explains Hojengaard.
The previous outing's combat Al saw guards simply rushing at you, shooting rather than using cover - but Io assures us that it's putting its experience to good use.
We haven't made a tactical shooter, but we had experience of combat when making Freedom Fighters , so we've put a lot of that into the game. You're able to pin down characters who'll use different kinds of cover. Although Hitman was always intended to be open to different styles of play, the ability to simply run rampage through the level killing every person who dared to get in the way without suffering any real form of penalty except for the guilt-inducing Mass Murderer' rank negated some of the desire to stay stealthy.
Far from removing this way of playing altogether, lo's inserting its own form of rough justice. It's our way of saying you can choose to butcher everyone, but you'll pay for it and get really bad publicity. And what if you do end up with a high notoriety? You'll just have to mercilessly kill your way through the level," says Hojengaard, reassuringly. If your notoriety's at maximum, then there's a great chance that everyone will recognise you straight away and just alert the guards.
The way to fix that, of course, is with your money. Ah yes, the blood money of the title. Of course, loveable old 47 doesn't just throttle people for kicks - at the end of each mission you're rewarded with a payout. How much depends on a number of factors including your rating, and now with a massive of them up for grabs compared to the previous title's 30 , there's real incentive to experiment.
Hojengaard: Each of these ratings either adds to or subtracts from your score. This is totalled up from each hit, which gives you a certain amount of money, and each objective of retrieving something gives you money and then your rating is factored in. Of course, getting the Silent Assassin rating gives you a huge amount of money. Ways to splash your cash are set to include bribing officials to reduce your notoriety, buying hints for the forthcoming level or upgrading your arsenal of deadly weapons.
Yep, that s right - Agent 47's already impressive weapon-set can now be tweaked to your heart's delight, from different silencers and better scopes to double magazines and weapons that can't be scanned by metal detectors. Io Interactive has definitely been hard at work since Contracts and there's a strong chance this will be the Hitman title that pushes 47 into the A-list of gaming stealth killers, sharing the blood red carpet with Sam Fisher and Solid Snake.
That's if he doesn't garrotte them both and leave their corpses in a rubbish bin first He Might Have been last in the queue when god was dishing out hair, but Hitman's Agent 47 is one of the most ruthless assassins around - and after his fourth and best outing, we decided to find out more about him. After taking out a security guard and making our way into Io Interactive's offices, we cornered game designer Rasmus Hojengaard, held a syringe to his neck and threatened to steal his clothes to get him to explain some of the finer points behind Hitman: Blood Money.
He took it surprisingly well Then came the thought-provoking idea of trying to fulfil the fantasy of being an assassin which was a really cool thing, but on top of that it's something that's hard to admit that you think is cool because it's basically about being evil. The inspiration was from a lot of things - Hong Kong movies, comic books and all kinds of stuff.
I guess there was just something cool about him not having any roots, so by being a clone, he can be shaped into any form by the people who made him; they decide everything about his future fate, so making an assassin a clone would seem like the ultimate way to make the ultimate assassin.
It evolved with the character before the first Hitman was even done. It's something we have to be careful with because there are certain boundaries that you shouldn't cross, and also it's one of those locations that everybody has seen-but-not-seen, if you know what I mean. You've seen it 10, times in movies and stuff like that, but you still haven't really seen it because that's now a staging as well; it's just a set that resembles the real thing.
We can build something and make people believe it and still morph it to fit into the game without anybody really noticing. So it's a really cool thing, because we can make it feel totally real, make the gameplay fun and provoke people a little with a location like that.
What's more, most of the game was in the States, so doing the White House was a no-brainer. The people who work on these games are very visually creative people, so when you put a bunch of people like that together, you're just going to have ideas like this swilling around; it's inevitable.
The only difference between us and other people is that we can actually use these ideas. If you put a bunch of year-olds together and ask them to brainstorm on crazy stuff, they're going to come up with the same things but they just don't have any concrete use for it, so it just becomes these thoughts.
We can actually put it into a product and sell it, so I guess that makes the situation different more than the ideas. As far as I can remember, he wasn't really planned to be in the game at all because everybody hates him a little bit because he's just so lame, but he pops in there anyway. I think if we're going to use him again, we'll probably use him in a more serious way -if he's going to pop in, he'll need more gravity next time. For Blood Money, we wanted to do more picture-postcard locations because it just works more efficiently if you do some really cool stuff in a location that's the opposite.
So if you take a peaceful suburb with sprinklers, barbecues and Martini-soaked housewives going about their business and you put a guy into a garbage truck and crush him to pieces, it's going to work a lot better than if you do it in a location such as a dark and abandoned warehouse which just screams horror.
We wanted the game to be a little more hardcore too, and you can see this in the training level when you have to execute a guy who's actually begging for his life. We wanted to see if we could do this on PS2 because at that point, everyone was hyping crowds on the next-gen consoles, so we knew that if we cduld get in and make a pretty decent crowd system on PS2 it would provoke a reaction.
So we decided to put the crowds in, and it actually turned out a lot better than we'd hoped for. Realising it on PC and Xbox is a bit of a no-brainer, but realising it on the lower-end platforms at almost the same quality was something that I'm really proud of - and I know that the same goes for a lot of the programmers who worked on this thing.
It's a fine line you've got to walk, but I don't think they were that horrific; when you compare them to what movies are doing nowadays, it's nothing. New pathfinder engine provides improved tracking and movement with realistic enemy behaviour and interaction. See all. Customer reviews. Overall Reviews:. Review Type. All 9, Positive 9, Negative All 9, Steam Purchasers 8, Other 1, All Languages 9, Your Languages 5, Customize.
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