Contract Terminated.

In an unexpected move publisher Square Enix have decided to end their involvement with developers IO Interactive, the studio best known for their work on the Hitman franchise.
In a short statement Square Enix sighted the need to focus all resources on key franchises and studios alone going forward & the fact that IO Interactive’s had underperformed leading to a substantial loss of “intangible assets”.
The statement went on to state that while Square Enix would be seeking out new investors to take IO Interactive on, they could not say at this point in time how successful any such negotiations would be & were they not, liquidation of the studio would fallow.
What lies ahead for the likes of the Hitman or the Kane & Lynch franchises will be up for debate but unless Square Enix chooses to offload the IPs alongside IO Interactive, the Final Fantasy factory will remain in control of them.

Hit Postponed.


IO Interactive have announced that Agent 47’s latest outing, simply titled Hitman, is to miss it’s planned December 2015 release in favour of a March 2016 one.
The team, who are also responsible for the Kane & Lynch series sighted the need for more time to “add content” to the core game while at the same time admitting they had greatly underestimated the sheer scope of the game which is, they claim, the biggest game they’ve ever made.
Hitman is schedule to appear on PC, playstation 4 and the XBox One next year.

Hit Postponed.



There has been some very loud rumblings of late surrounding the next instalment of the Hitman series, some going as far as to claim that the next gen game had been cancelled all together. Thankfully reports of 47’s death have been greatly exaggerated and while the next Hitman remains unseen (IO Interactive have promised to demonstrate the game later in the year) developer
IO have released an open letter to the fans teasing what they can expect from 47’s next outing.

“The game’s concentrated 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 fulfil 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.”
So there you have it, the next gen Hitman is not only on track but sounding better than ever, Playstation 4, XBox One and PC owners are in for a real treat.


Hitman Absolution.

In the all inclusive world of video ganes today many developers sacrifice challenge for accessibility and game overs for infinite retries all in the name of catering to the casual and the core. However IO Interactive have decided to tackle the, games should be played by everyone culture by harping back to ideas from the past, i.e. multiple difficulty levels. But not just easy, medium and hard oh no, IO Interactive’s Hitman Absolution will feature five  difficulty structures which publisher Square Enix have been kind enough to detail before the games November 20th release.

Enhanced: Medium: You can rely on Agent 47’s superior training and instinct. Remaining completely unnoticed can be a challenge, but you can always rely on your guns to get you out of trouble.
Players can activate additional checkpoints.
Instinct does not regenerate.
Instinct will provide hints.
Normal enemy presence with normal reaction times.

Professional: Hard: You like a challenge and your enemies will provide you with just that. They will be more numerous and with faster reactions. Evading your enemies will be difficult and you must strike with flawless timing.
Players can activate additional checkpoints.
Instinct depletes when used and does not regenerate.
No instinct hints.
Additional enemies with improved reaction time.

Professional: Expert: You fight for every inch of progress, often without firing a single bullet. You don’t rely on any help and accept trying many times before reaching your target…and perfection.
No player-activated checkpoints.
Instinct depletes when used and does not regenerate.
No instinct hints.
Maximum number of enemies with fastest reaction.

Professional: Purist: This is a challenge for a true perfectionist. You know every rule, every detail, and all environments by heart. Even then you will die trying.
No Help.
No guides.
No Interface.
Only a crosshair.