Looks like they've kept the rights for more than Hitman. They seem to retain the rights for all their IP's (not that they are too many or too succesful)
This is an interesting development. I'm not sure it will lead to the desired results, but having the studio free to operate without the constraints and anti-consumerisms coming from an objectively awful publisher could be a step into a potentially positive direction. We shall see I guess, as it's too early to tell.
blackdochia wrote:
Looks like they've kept the rights for more than Hitman. They seem to retain the rights for all their IP's (not that they are too many or too succesful)
@IOInteractive
Congrats! Welcome back and good luck. Please reach out when you need publishing support and want a private, not publicly traded partner.
Play everything in the first location from the game. Experiment, Improvise, try things and have fun: Welcome to The Playground
Anyone who downloads the game for free will have full access to everything included in the ‘ICA Facility’ location;
- 2 Story missions, including all cut-scenes
- 2 Escalations Contracts
- 40+ Challenges
- 17 Achievements/trophies
Nice, having it removed it better than having it bypassed plus it helps with update compatibility although some features will not be available without a net connection but the main game should be fully playable, just not the challenges.
Yea hopefully, because I've missed 4 SA ratings. And I'm still dreaming for all Season 1 challenges completed save. At the end will have all unlocks, but those 4 nasty missing challenges will always irritate me.
There will be 2 more ET's and hopefully some day after all are out they release all at once for some time
AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
I've managed to catch one in april and messed it up at the end (pressed the wrong key and raised hell right at the exfil and died, which resulted in failed)...I hope that they will rotate them again and give us the chance to redo them, too.
Had the game since launch from that Amazon "discount", but my old PC could not run it and i've upgraded in april.
I do confess that the game is definitely better in some respects than Absolution.
I hope IO can remove the restrictions that come with the online play. That could have a great effect for Season 2's sales and it will be quite a slap for SE.
The complete first season bundle is really cheap in India and now with the summer sale discount its perfect time to finally get it all. After playing 190h with Intro pack + wrapper
AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
They are hiring for multiplayer specialist engineers...
"What if we made Hitman a open-world, seamless online experience you guys ?"
Let's hope I'm entirely wrong
F2P World of Hitmen. Non-paying players have access only to a 9mm handgun and a piano cord but they can "rent" better guns for a limited amount of time using in-game currency. So that the game is fair for everyone
They are hiring for multiplayer specialist engineers...
"What if we made Hitman a open-world, seamless online experience you guys ?"
Let's hope I'm entirely wrong
F2P World of Hitmen. Non-paying players have access only to a 9mm handgun and a piano cord but they can "rent" better guns for a limited amount of time using in-game currency. So that the game is fair for everyone
Haha we joke about it, but that wouldn't surprise me at all. I mean, this one is already an online game in disguise, no matter how the developers/marketing men spin it, it just needs...a little push et voilà, all aboard the semenless cloud-powered volkswagon of shame!
(they really are serious about it)
One can hope that it's not related to the Hitman franchise, but that's a bad news regardless of the context
They could make it like Dead By Daylight. One person takes the role of 47 while two or three others play as targets who have to perform a series of tasks and escape the level before they are assassinated.
I don't know how else multiplayer would work in this game.
We designed the online systems to give us the possibility to build innovative features: scoring is traditionally built offline, progression as well of course, and we did make that weird choice of moving them to an online profile.
The reason we took that direction was never to implement an "Online DRM" though, we moved scoring to the cloud to give us tools to prevent cheating from destroying leaderboards (I can't say we are very successful on that yet on PC, but at least we have a chance to improve the situation, which we did not have on Absolution), and we moved progression because we want player profiles to be meaningful, to be a building stone for our community.
I started at IOI by working with Torben and the established online team on generalizing Absolution's Contracts mode to make it far more flexible, making it a core system to the game. Game development is a creative process, and by building flexible systems and evolving them over time you are able to come up with ideas. Choosing to focus our time on building these online systems ultimately led to Escalation mode, Elusive Targets and all the rest the content we can deliver without patching the game. When we started, none of that was in the plans, but through iterations it eventually came to life.
Looking in retrospect, it would have been technically possible to build all of these in a more offline-friendly way, but I would argue if we did follow that more traditional approach, we might not even have though of some of these, or dismissed them because of not having the required systems to implement them.
Many features we thought of during development also did not materialize, which makes the online requirement look still a bit silly at this point. But as I state in that video, we established a platform on which to build more Hitman, and I trust that at some point we will add enough value that our choices become more understandable.
When it comes to Offline mode, it is a question of time and priority. Supporting features offline is additional work, arguably because we did build these features to be online first and foremost. At the end of the day, when we have to chose between supporting building more features for offline mode, supporting the many releases, or building / evolving systems to back exciting new ideas, offline mode is not often on the top of the list. That being said, after focusing very hard on reducing disconnections, improving contract mode, supporting the release of the episodes and live content, we did take some time to add the missing item synchronization in a safe and proper way, so we are not completely ignoring Offline either.
The HITMAN July Update improves current loading times on Xbox One, introduces some changes to combat and invites more players to try Professional Difficulty.
July Update Release Timings
The HITMAN July Update releases worldwide across PlayStation 4, Xbox One and Windows PC, Linux and Mac on July 13th 2017.
The update will arrive for all players between 11am and 1pm UTC. There will be a short period of server maintenance, starting at 10:30 UTC and expected to end before 14:00 UTC. We expect the download size for the July Update to be 550 MB (PS4), 950 MB (Xbox One) and 1.2GB (PC). We will post updates about the maintenance on the IOI Twitter account.
Here are the release notes for our July Update, also known as 1.12.1 as per the in-game menu.
July Update Release Notes
Xbox One Loading Times
After a recent update, Xbox One users reported to us that the game was taking longer to load than usual, especially when restarting a contract.
We've looked into this and now have the Xbox One loading times back to where they should be. Thanks to our Xbox One players who reported this.
Combat Changes
We've made some changes to combat across the game. The intended result of these changes is to make combat more satisfying and viable for all players.
Specifically, we have reduced the fire rate of NPC pistols, slightly increased how quickly 47 can 'snap' to the target NPC when 'aim assist' is toggled on, reduced the damage that 47 takes at mid to long distances and increased the speed that 47's health regenerates. We are continuing to monitor and adjust these values based on our own impressions and we're looking forward to feedback from our players when these changes go live. Please note that Professional Difficulty is not affected by these changes and still offers the 'Lethal Combat' that was promised.
Backstory: With an earlier update on June 23rd, the first iteration of our internal combat changes was unintentionally released. That first iteration simply reduced the damage output of NPC weapons and resulted in what some of our community have lovingly described as 'Tank 47'. The changes that we mention above (and will introduce with 1.12.1) are based on the combat values before the June 23rd update. This is important to mention because we want to be clear that we haven't made 47 more of a tank. Instead, we've looked at the combat experience that we've had in the game since launch and made the above changes to the long-standing values.
Professional Difficulty
We've changed the unlock criteria for Professional Difficulty from Mastery level 20 to Mastery level 5. All players that currently have Mastery level 5-19 on each location will automatically unlock Professional Difficulty after updating their game to 1.12.1 (July Update). There are no changes to Professional Difficulty other than the unlock criteria.
Excuse me, I found a weapon
We've fixed an issue that could cause guards to repeatedly drop weapons that they discovered on the ground. This issue was prominent on The Icon mission.
Bathroom Break
We've fixed an issue that could cause the toilet in the Marrakesh school to behave erratically after 47 kicks it onto Zaydan. This could occasionally result in 47's death. Seriously.
Cancelling Connecting
We've fixed an issue that could cause players to inadvertently cancel the 'connecting' prompt and enter 'Offline Mode'.
Opportunity Lost After Loading
We've fixed an issue that could cause the Opportunity Marker (the little light bulb) to disappear after a save/load cycle.
Trespassing vs Hostile Area
We've implemented a fix for a Known Issue from our June Update. The 'Trespassing' and 'Hostile Area' status messages on the mini-map now display correctly.
Maximum Mastery
We heard that some players have had issues unlocking the trophies/achievements associated with reaching Mastery level 20 in various locations. We've implemented a change so that the game will re-check whether you have reached level 20 when you launch the game and award the appropriate trophies/achievements.
Trophy Typography
We've made some necessary updates to the trophy descriptions on PS4; corrected a few typos and mistakes.
Unconscious Witness
We've also implemented a fix for the other Known Issue from our June Update. The 'Unconscious Witness' status on the mini-map is know displayed correctly.
Miscellaneous Fixes
We've fixed other minor issues across the board to keep the game in fantastic shape.
What's Next?
the Final Elusive Target will arrive in-game on Friday 14th July. Looking further ahead, we'll have an August Content Schedule set and ready with new challenges for the first week in August.
[Note that these are the full release notes, including updates and improvements for other platforms.]
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