Info

Dev Game Club

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.
RSS Feed
Dev Game Club
2024
April
March
February
January


2023
December
November
October
September
August
July
June
May
April
March
February
January


2022
December
November
October
September
August
July
June
May
April
March
February
January


2021
December
November
October
September
August
July
June
May
April
March
February
January


2020
December
November
October
September
August
July
June
May
April
March
February
January


2019
December
November
October
September
August
July
June
May
April
March
February
January


2018
December
November
October
September
August
July
June
May
April
March
February
January


2017
December
November
October
September
August
July
June
May
April
March
February
January


2016
December
November
October
September
August
July
June
May
April
March


Categories

All Episodes
Archives
Categories
Now displaying: Page 1
Apr 6, 2016

In this second series of the Dev Game Club, we talk about the relevance and place in history of Hitman 2: Silent Assassin, talk a bit about its stealth contemporaries and its descendants, before diving into the first few missions of the game. Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.

Sections played:

Gontranno Sanctuary

Anathema

St. Petersburg Stakeout

Kirov Park Meeting

 

Podcast breakdown:

0:33       Intro

2:11       Hitman 2: Silent Assassin relevance, history, context

32:11     Break 1

32:35     The first four missions

1:21:10  Break 2

1:21:32  Story expectations, what we’re playing, next time

 

Issues covered: Hitman episodic reboot, play style and discovery, stealth genre, handling of action and sandboxes in other stealth games, punishment for failure in genre, lethality and non-lethality, available rankings of playstyle, disguises, the game landscape in 2002, story stage-setting (Hitman: Codename 47 recap), technical stuff, character design (solid colors, no muddy textures), visual language for characters, character categories, torturing Brett, “patience simulators” vs. wish fulfillment, European espionage mood and tone, tutorial shallowness, Brett’s bashing up against the mailman, game pacing, aggression vs stealth, competence fantasy, lack of feedback or planning support, boiling frogs, possibility space exploration, save limitations, “murder puzzles,” clarity (or lack thereof), Tim’s pro tips, running through sewers, free guard’s uniform!, map utility, mechanics discovery, persistent AI state and information propagation, Hitman community division over usability, Brett’s story prediction.

Games, people, and influences mentioned or discussed: Hitman: GO, Hitman (2016), System Shock 2, BioShock, Thief, Metal Gear Solid, Hitman: Codename 47, Leon: The Professional, IO Interactive, Eidos, Square Enix, Freedom Fighters, Republic Commando, Kane & Lynch, Mini Ninjas, Warcraft 3, Battlefield: 1942, Animal Crossing, Sly Cooper, Spyro 2, Baldur’s Gate: Dark Alliance, Jedi Starfighter, Metroid Prime, Legend of Zelda: Wind Waker, Medal of Honor: Allied Assault, Peter Hirschmann, Deus Ex, Morrowind, Max Payne, Rambo, Elder Scrolls series, The Darkness, Dead Space 2, Frankenstein, Hitman: Blood Money, Hitman: Contracts, NOLF 2, Final Fantasy, John Le Carré, Crystal Dynamics, Mission: Impossible, Bridge of Spies, Assassin’s Creed, Jean Reno, The Three Stooges, Far Cry series, Guacamelee, Noah Hughes, Spy Party, Idle Thumbs, Twin Peaks.

What we’ve been playing:

Brett: work, movies, and books :)

Tim: The Witcher 3, WoW

Next time:

Levels 5-10: Tubeway Torpedo through Shogun Showdown

 

@brett_douville, @timlongojr, and @devgameclub

DevGameClub@gmail.com

 

0 Comments
Adding comments is not available at this time.