In this second episode of discussing Hitman 2: Silent Assassin on Dev Game Club, we talk about the next six missions in the game in-depth, touching mostly on different approaches to the same material but also discussing the ups and downs in our opinion. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Invitation to a Party
At the Gates
1:55 Tubeway Torpedo and Invitation to a Party
42:34 Break 1
42:50 Tracking Hayamoto through Shogun Showdown
1:16:32 Break 2
1:17:05 Next time, design thoughts about procedural generation
Issues covered: The value of planted caches in the game and of definitive statements, the limits of scripting (whether or not intentional), intentional use of lighting as a mechanic, tension and inflection of musical score, the balance and appeal of the game's systems vs its scripting, the thin hotspot, presence or absence of cutscenes, systemic AI, achieving the Silent Assassin rank, HUD support and systems feedback, map as declaration of intent: pattern recognition and puzzle solving, vs. moment to moment stealth, level randomization, improvisation, the enemy agent, narrative nuggets, patience simulation, melancholy cutscene with good characterization, palate cleansing levels, line of sight and awareness, level design constraints and guiding the player, linearity and level contrast, possibility of procedural generation, user-generated content.
Games, people, and influences mentioned or discussed: Jesper Kyd, Thief, Metal Gear Solid, Mark of the Ninja, Noah Hughes, No More Heroes, Jedi Starfighter, Tetris, Octopussy, Spy vs Spy, Monaco, The Swindle.
The Jacuzzi Job
Murder At The Bazaar
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