00:00Peggy 18
00:25I recall Tua and I when we were getting to the hotel here, we were looking at the plans
00:30for the day and we saw that there was a carpeter, there were guys doing walls and all these
00:35weird things happening and we were like what's that all about and then when we came we could
00:39see that they did the cinema in the basement with the new carpets, new floors, a very beautiful
00:44printout of Hitman obviously of 1847 and then obviously when we go here to the suites there
00:50we have a red suite and a black suite and it's super stylish with the bathtubs and the rubber
00:55dogs and everything, it's really a big effort there.
00:58It's really the best kind of event we've had so far, it's looking extremely promising,
01:03I think they did a great job, John and the guys, to dress the whole thing up and make
01:07it look, it's very classy and it fits the game very well with everything, all the imagery
01:14and I think the feeling you get from this venue, I hope the journalists will really pick up
01:20on that and kind of be excited and kind of feel that it's somehow part of the game world.
01:32It's a big day for us, we are coming back after our E3 presentations and now we're in London showing
01:37off the orphanage code to a lot of people from the press and we are obviously very excited
01:42about this, hoping for them to really see that the cinematic opening we showed back in Los
01:47Angeles is not just a fluke, it's actually how the game is, it's very cinematic right
01:51and it's full of choice, so that's what we're hoping they take away from this, that it's
01:55reaffirming the abilities of 47 and that it's a very cinematic game we're building.
01:59Absolution has a far more personal story than the previous games, so, and this is something
02:04that's been, it's been tough for us to work with because it's a different way of telling
02:08a story than we classically did, so also the team has been learning a lot during the years
02:14to how to kind of integrate the story within the levels without compromising the player choice.
02:21For me it's really important that they see just how much you can do as 1847 this time around,
02:25which is why we built a playthrough that is actually two playthroughs, first one where we play a
02:31more professional style and then one where we play a more free style where we end up killing
02:34quite a few people and it's all kind of to show that the arsenal is now kind of full circle,
02:39it's well rounded, I think we are this time able to cater for all sorts of play styles
02:44and then make it the player's choice when to change it, or if you screw up a little bit
02:49and you have to change your gear, you can do that and clean up your mess.
03:08It's been the backbone of IO ever since it started. It was the technology that was made for the first
03:13Hitman game
03:14also laid the foundation for every other game we did up until this point, so it's only now that we
03:20actually got
03:20the opportunity to make completely new technology from scratch, which is called Glacier 2,
03:24which is what's powering Absolution and it's made completely in fusion with the game design,
03:30so everything that the mechanics needs and the art direction and sound needs, it's been made custom for this game,
03:36so we're very excited about that.
03:38I mean for us working at IO, working on a Hitman game is obviously quite an honor,
03:43it's the franchise that started out the studio and Absolution is going to be the biggest Hitman title yet,
03:49it's going to be the biggest title we ever produced at IO, so obviously on a personal level it's a
03:54thrill to work on,
03:55and a lot of people are very excited about this.
04:21It's been very exciting, very many people to meet and it seems like we have a good bus.
04:28It's been fantastic, I think the journalists, they're generally interested and they come up and they're very excited.
04:36I'm very happy with the day, but I think everyone is, it seems like it paid off, all the hard
04:42work.
05:06I think they might be a little bit
Commenti