
DGC Ep 6: Hitman 2
04/06/16 • 88 min
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
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
Previous Episode

DGC Episode 5 Beta with guest Ken Levine
This week, the Dev Game Club podcast welcomes special guest Ken Levine, founder of Irrational Games and designer/writer of System Shock 2! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.
Podcast breakdown:0:33 Intro1:50 Early days of SS2 and Irrational31:33 Break 131:57 SS2 World-building, design, future1:17:16 Break 21:17:29 Quick note about next episode
Issues covered: "Shock" prototype, Looking Glass relationship and Ken's early career there, Irrational Games beginning, business structure, imagining your audience and what you'd like to make, fingering .plan files, emergence and immersion, simulation, persistent world, personal ownership of experience, engine strengths and weaknesses, making fish stew, the benefits of constraints and happy accidents, polish, sense of place, naturalism in a science fiction setting, making the most of minimalism, turning a weakness into a strength, economical design, race track design/nooks and crannies, lack of time for level review, "spreading the butter thinner over the bread," elevator as storage chest, balancing, player skill vs. character skill, the "genius of the novice," story influences and groundedness, leaning on the audio space, writing towards the voices you have, bringing everything you have to the party, single-player squad shooters, letting people figure things out, crunchier design, the pendulum of accessibility, dealing with player frustration as a resource, what next
Games, people, and influences mentioned or discussed: Paul Neurath, Looking Glass, Jon Chey, Rob Fermier, Apocalypse Now, Dark Engine, Thief, EA, Origin, Se7en, Doug Church, The Magnificent Seven, Star Trek: Voyager, Hideo Kojima, Eric Brosius, Dorian Hart, Insomniac Games, Naughty Dog, Star Wars, System Shock 1, John Carmack, Ultima Underworld, Choplifter, Defender, Asteroids, Space Invaders, Might and Magic series, Doom, Warren Spector, Bethesda Game Studios, Quake, Todd Howard, Fallout 3, Skyrim, The Division, Republic Commando, GTA series, Starfighter, Terra Nova, Roberta Williams, Alien/Aliens, Kemal Amarasingham, Stephen Russell, Terry Brosius, Courtnee Draper, Sean Vanaman/Jake Rodkin, Firewatch/Campo Santo, Bioshock, Freedom Force, SWAT 4, Tribes Ascend, The Lost, Firaxis Games, Minecraft, Dark Souls, Don't Starve, Fallout 4, Left 4 Dead, Battlezone, Austin Grossman.
Next time:Hitman 2: Beginning through level 4
@IGLevine, @brett_douville, @timlongojr, and @[email protected]
Next Episode

DGC Ep 7: Hitman 2 (part 2)
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.
Sections played:Tubeway TorpedoInvitation to a PartyTracking HayamotoHidden ValleyAt the GatesShogun Showdown
Podcast breakdown:0:30 Intro1:55 Tubeway Torpedo and Invitation to a Party42:34 Break 142:50 Tracking Hayamoto through Shogun Showdown1:16:32 Break 21:17:05 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.
Next time:Basement KillingGraveyard ShiftThe Jacuzzi JobMurder At The BazaarMotorcade InterceptionTunnel Rat
@brett_douville, @timlongojr, and @[email protected]
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