What Hitman 3 Might Tell Us About IO Interactive’s James Bond Game

Hitman 3 stands as the culmination of IO Interactive’s reboot of the series, which took stealth and assassinations into a bunch of intricate, elaborate sandboxes. Though the Hitman series is done (for now), we know IOI’s next move: a James Bond game, tentatively titled Project 007. The details on what exactly that game will entail are pretty thin at the moment, but with its three most recent Hitman games essentially forming one big, expansive package, we have a lot of material through which to search for clues as to what the developer might have in mind for an interactive take on 007.

We’ve played a ton of the World of Assassination series, and some aspects of its levels seem like they could work pretty well in a 007 game. At the very least, we’ve got some ideas about which we can speculate wildly. Take a look below at our notions of how Hitman might inform James Bond when players turn in their ICA 19 for a Walther PPK.

Unconventional Solutions (To The Problem Of Killing Guys)

Most Bond adventures start with 007 visiting Q to pick up whatever new gadgets the scientists working for MI-6 have devised. So we always see Bond heading into a mission with things like a watch that hides a cutting laser or a car with an ejector seat. The thing is, those items rarely get used in a straightforward way. The ejector seat isn’t to save Bond from a wreck but to get rid of a henchman who has Bond at gunpoint.

IO’s Hitman games are all about finding unconventional ways to kill your targets, like electrocuting them with frayed wires or tricking them into leaning against faulty railings. Those intricate and interesting dispatches would be perfect if combined with Bond’s various gadgets. We know IOI is great at coming up with creative assassination scenarios, so it’s not a stretch to expect them to offer players a handful of Bond gadgets that allow for some out-of-the-box thinking for their uses.

No Caption Provided

Real Secret Agent Work

Most James Bond games have largely followed movies, and therefore, feature levels built around each one’s various action set pieces. But in reality, a lot of Bond’s work is done undercover–he’s a spy, after all. When Bond isn’t chasing down, beating up, and shooting bad guys, he’s sneaking around, locating key incriminating clues, and having cryptic conversations with super-rich villains. The middle part of most James Bond stories is the bit where he uncovers the villain’s vast plot with his unique brand of spy skills.

That’s already a lot of what happens in a Hitman mission. You know your assassination target, and you can see where they are at any given moment–but you don’t know how to get to them or how you might dispatch them without getting caught. Hitman missions are replayable to give you a chance to learn all their secrets, track where your targets go and what they do, and uncover a variety of vulnerabilities and options. IOI could put a lot of that sort of game design into the Bond format, encouraging you to use stealth, misdirection, and charm to get into high-security areas and learn important information. Hitman’s missions are extremely nonlinear in this way, so we could be looking at a non-linear Bond game as well–at least in moment-to-moment gameplay. Imagine your mission parameters and targets changing and being dictated by how good a spy you actually are.

No Caption Provided

A Secret Agent Take On Action

Hitman 3’s last mission does something pretty interesting. After three games of big missions in which it’s almost always better to avoid a fight than get trapped in one, the last level of Hitman 3 takes the restrictions off and lets you go wild with weapons. As Agent 47 makes his way to the front of a train, he’s constantly constrained in tight locations where stealth is tough, and options are few. But as always, firing weapons can be extremely dangerous since it doesn’t take much force to take 47 down. That means that, even though you’re fighting a lot more enemies than you normally would in this last level, you still need to be smart.

The final mission, Untouchable, balances sneaking, fighting, and planning in a way that shakes up the formula you’ve been dealing with for 20 missions, and it feels like something that would be right at home in a Bond game. This isn’t just a level where you shoot your way through everyone you see (although you can, in fact, do so). Some train cars are filled guards in numbers that will overwhelm you; others are patrolling in places that make them inopportune to eliminate or dispose of without getting caught. If you want to take out everyone, you have to use various tools like flashbangs, grenades, and even soda cans. Untouchable is a mission that feels like a perfect mix of Agent 47’s preternatural powers for murder and his status as a real person who must protect himself–making it seem like something that would translate extremely well into a Bond game. IOI could be testing how it’ll hit the Bond set pieces while still making him feel human (as opposed to some unstoppable super-soldier) and encourage players to rely on dealing with enemies in clever ways as well as with straight-up shooter skill.

No Caption Provided

More Story-Related Events Within Missions

In most of the Hitman missions, Agent 47 works alone. He gets tips on how to approach a mission over the radio from handler Diana Burnwood and a few others, but that’s about it. That changes in Hitman 3’s Mendoza mission, “The Farewell.” In that mission, Diana is on-site at the same party 47 is trying to infiltrate, and she’s even hanging around with one of his assassination targets. Diana can operate as a sort of partner if you choose to rely on her presence to get to your targets.

Bond movies aren’t just about Bond–he interacts with other agents, finds allies, and relies on others to help him over the course of a mission. So it’s not much of a stretch to see how The Farewell might show us what IOI is thinking in having a secret agent working with other secret agents mid-mission. Finding Diana at key moments (and in particular disguises) gives you opportunities to enlist her help to maneuver your assassination target to a particular location and set up possible kills. And if you follow through with the Mission Story called “The Tour” and the hidden follow-up one, you can see instances where there’s more of a reliance on carefully scripted events, rather than the interactions of metaphorical cogs in the larger mechanism of the entire level. The combination of a larger scripted set piece, other characters and their actions, and the opportunity to work with other agents or assets on the ground feels like a perfect mixture for a larger design philosophy for 007.

No Caption Provided

Getting Close To The Villain

As mentioned, a lot of Hitman is preparation. You can just walk up and shoot your target out in the open, but most of the time, that’s your worst possible option, and doing so will probably get you killed. Instead, you need to spend some time getting to know your target’s patterns and routines or eavesdropping on other characters to learn about the targets to try to anticipate and manipulate their actions. Hitman actually lets you learn quite a bit about the people you’re targeting through this method, fleshing out the characters to create small-scale stories within missions before you complete your objectives and carry out your assassinations.

Bond movies aren’t just about Bond–they’re also about villains who are often over-the-top in their evil schemes and brilliant machinations. Hitman has demonstrated its ability to add nuance and dimension to characters who exist for one level, just to be shot in the head (or crushed, electrocuted, thrown off a roof, and so on)–some of those characters are extremely interesting and their stories are pretty damn detailed. It seems very likely that we can expect to see IOI deploy this sort of approach (and solid writing skill) on a much larger scale on a Bond villain. With, say, 10 hours of game length, IOI has the opportunity to give us a lot more time to learn about its antagonist villain through spying, overhearing info, talking to other characters, and spending time with the villain in particular. That could mean that we could see one of the most fascinating, fleshed-out villains in the Bond pantheon.

Now Playing: Top 007 Things We Want From The IO Interactive Bond Game

Warner Bros. Now Has A Patent For Shadow of Mordor’s Nemesis System

The Nemesis System used in the games Middle-earth: Shadow of Mordor and Middle-earth: Shadow of War is one of the coolest open-world gameplay hooks we’ve ever seen, letting you form rivalries against non-player characters based on your previous actions. If you were hoping other games would implement it, however, that will be a lot harder to do now, as Warner Bros. has patented it.

As spotted by IGN, this week the US Patent and Trademark Office announced that a patent for the Nemesis System would be valid as of February 23. However, the page listing the issuing date is not available online at the moment.

This followed years of attempting to patent the system that went back to shortly after the release of Shadow of Mordor. A filing from 2016 described a system “for managing non-player characters and power centers in a computer game [that] are based on character hierarchies and individualized correspondences between each character’s traits or rank and events that involve other non-player characters or objects.”

In other words, it’s for the way the world reacts to your own actions. The “hierarchies” mentioned correspond to the pyramid of targets, including captains, you could kill or enslave in Shadow of Mordor and Shadow of War. This created a story that would effectively be different for each player, as the characters you chose to kill or spare could have an impact on your next mission–either helping or hindering you.

It’s unclear if Warner Bros. will use this in a future game. The story of the Shadow of Mordor and Shadow of War wrapped up pretty cleanly in the second game. However, it’s always possible it could be used for a completely different project.

Now Playing: Shadow Of War: Definitive Edition – Official Trailer

GameSpot may get a commission from retail offers.

Firearms Expert Reacts To Red Dead Redemption 2’s Guns

Red Dead Redemption 2 saw Rockstar return to the frontiers of the Wild West for a prequel to the seminal Red Dead Redemption, and as a result, it includes a range of period weaponry from 1899 such as the Smith & Wesson Volcanic Pistol, the Remington Rolling Block Rifle, and the Norwegian 1894 Krag-Jørgensen rifle.

In the above video, Jonathan Ferguson–a weapons expert and Keeper of Firearms & Artillery at the Royal Armouries–breaks down the guns of Red Dead Redemption 2 and compares them to their real-world counterparts.

If you’re interested in seeing more of Jonathan, you can check out more from the Royal Armouries right here. –https://www.youtube.com/user/RoyalArmouries

If you would like to support the Royal Armouries, you can make a charitable donation to the museum here. –https://royalarmouries.org/support-us/donations/

And if you would like to become a member of the Royal Armouries, you can get membership here. –https://royalarmouries.org/support-us/membership/

Grandmother And Grandson Use Xbox To Finally Connect

It’s never too late to learn how to play video games–or connect with family you’ve never truly gotten to know. That was the case for Mary, a woman from Bolton, England who finally began to learn about her grandson Jason via Xbox Live.

In a video posted by Xbox on February 5, grandmother Mary and grandson Jason–who live hours apart and have never really known each other–finally get to learn about each other through gaming. Mary received an Xbox Series S so she could play Minecraft with Jason, who ran her through how to use the controller and play the game over voice chat.

Over the course of several weeks, Jason learned about Mary’s life, including her large family that included five siblings. Meanwhile, Mary learned how to race across the English countryside in Forza Horizon 4, and she also explored the wide-open water with Jason in Sea of Thieves. It seemed to help her fend off loneliness during the ongoing pandemic. With lockdown in various parts of the world approaching 12 months now, that human connection is extremely important.

“I enjoy his company and I’m just happy that he wants to be with me, Mary said.”

Jason was happy to finally learn about his grandmother, too.

“I’ve talked to her more in this timeframe than I have … ever,” Jason added.

GameSpot may get a commission from retail offers.

Nintendo Documentary Series Reportedly Set To Air March 1

If you were worried you’d have to go more than a few months without a new video game documentary, worry no longer. A new five-part Nintendo documentary is reportedly planned for a March 1 premiere date, and it will be free for everyone to watch.

According to Deadline, Playing with Power: The Nintendo Story will premiere on Crackle, the ad-supported streaming service previously owned by Sony. Written and directed by Jeremy Snead and narrated by Sean Astin, who previously worked together on Video Games: The Movie, the series will tackle over a century of Nintendo’s history and it was developed over the course of four years.

The series includes interviews with a number of industry figures, including former Nintendo of America president Reggie Fils-Aime and head of Xbox Phil Spencer, as well as celebrities like Wil Wheaton.

We’ve seen no shortage of video game documentaries recently, including the Netflix series High Score, which chronicles video games up through the mid-’90s. The film Console Wars, which is based on the book of the same name by Blake J. Harris (he co-directed the film) focuses on the rivalry between Nintendo and Sega during the 16-bit era.

We’ll have to wait and see if Playing with Power is a success, but Video Games: The Movie was pretty critically derided when it released in 2014. It was called “unfocused” and took a pretty surface-level look at the subject matter, but with the new project being a five-part series, instead, there’s a chance it can go deeper into what made Nintendo what it is today.

Now Playing: Super Mario 3D World + Bowser’s Fury – Official Overview Gameplay Trailer

PS5 Version Of Final Fantasy 14 Revealed, PS4 Owners Upgrade For Free

The Final Fantasy XIV announcement showcase provided a wealth of new information for players of Square Enix’s MMORPG, including details on the upcoming Endwalker expansion set to launch in Fall 2021. Toward the end of the presentation, it was also revealed that a full PlayStation 5 version of FFXIV is in the works. It will take advantage of the new generation of hardware and it’ll hit open beta on April 13 this year.

Although the PS4 version of FFXIV can be played on PS5 through backwards compatibility, this new version features performance and graphical perks. You’ll be able to choose between two graphics options–a full native 4K resolution mode and a frame rate priority mode that uses 1440p resolution. Either way, the PS5 version will benefit from much faster loading speeds, performance stability, and overall visual enhancements.

Continual improvements to graphics and performance are planned to be rolled out in subsequent updates and patches. No official release date was given, although it was said that full service will begin after open beta ends.

As it was explained during the presentation, owners of the PS4 version of FFXIV will be able to upgrade and access the PS5-specific version of the game for free. There weren’t many details on exactly how process will work or if there will be any specific restrictions, however.

No Caption Provided

Gallery

For more on the game, be sure to read our full breakdown on everything we know about FFXIV Endwalker so far to see what’s in store for the MMORPG’s next expansion and 6.0 update–this includes details on the story, the new Jobs, and what kind of content to expect.

Now Playing: Final Fantasy XIV Online PS5 Full Reveal

GameSpot may get a commission from retail offers.

Final Fantasy 14 Patch 5.5 Detailed, A Two-Part Update Leading Into Endwalker

Final Fantasy XIV: Endwalker was revealed during the FFXIV announcement showcase–it’s the next expansion for the MMORPG, and it came with a teaser trailer and several details outlined by director and producer Naoki Yoshida. While there are wild implications for where the story is going next, that wasn’t all that the FFXIV team had in store. A new Live Letter from the Producer stream followed the showcase to detail FFXIV patch 5.5, which will lead into the Endwalker expansion.

It’s a two-part update that called Death Unto Dawn and will set players up for the Endwalker story. The first part will go live on April 13, which lines up with the PlayStation 5 open beta for FFXIV, and the second part is set for the end of May, which comes after the digital FFXIV Fan Fest event (scheduled for May 15 and 16). The following details may contain spoilers for those not caught up in FFXIV’s main story.

Screenshots shared in the Live Letter stream show a gathering of several major characters who represent the various regions across FFXIV’s world, and this is likely about the events that happened at the very end of the 5.4 storyline. The new main story dungeon was also teased–it’s called Palgth’an and looks like it could be the beginning of destruction across Eorzea. Palgth’an is compatible with the Trust system so you can take AI characters with you.

No Caption Provided

Patch 5.5 will feature the conclusion to the Sorrow of Werlyt optional questline. This also comes with a new trial boss fight called The Cloud Deck and it’ll pit 8-player parties against Diamond Weapon–an Extreme difficulty version will also be available.

As expected, the third part to the 24-player Nier Automata crossover alliance raid series will be included in patch 5.5. The subtitle to this part is being held as a secret, and Yoshida-san teased that Nier series creator Yoko Taro (who’s been working on the raids) might have surprises in store. He also mentioned that they’re calling this a third chapter to the raid series and not the final chapter–we’re not sure what this could mean or if it hints at future content. We did get a teaser screenshot with what looks a lot like the a Seed of Destruction from Drakengard.

No Caption Provided

This story is developing.

Now Playing: Final Fantasy XIV Endwalker Teaser Trailer

GameSpot may get a commission from retail offers.

Marvel’s Blade Movie Reboot Starring Mahershala Ali Gets A Writer

Marvel has a huge slate of movies on the way over the next few years, but one of the most anticipated movies on the list is the upcoming Blade film. Blade is still a ways out, but Marvel has settled on a writer for the superhero horror film.

Stacy Osei-Kuffour will write Blade for Marvel Studios, according to The Hollywood Reporter. Osei-Kuffour worked previously as a writer and story editor on HBO’s critically-acclaimed Watchmen and Amazon Prime’s Nazi-hunting series Hunters. Marvel first revealed the project at San Diego Comic-Con 2019, where it also revealed that actor Mahershala Ali (Luke Cage, House of Cards, Moonlight) will step into the role once occupied by Wesley Snipes.

THR reports that Marvel spent the last six month searching for a writer before tapping Osei-Kuffour, and that Ali was directly involved. The team seriously considered only Black writers, focusing on diversity and representation. Osei-Kuffour becomes the first Black woman to write a Marvel film (Nia DaCosta will be the studio’s first Black woman director with Captain Marvel 2.)

Along with Blade, Marvel’s upcoming slate includes the much-delayed Black Widow (completed), The Eternals (completed), Spider-Man 3 (still untitled, currently filming), Shang-Chi and the Legend of the Ten Rings (completed), Thor: Love and Thunder (currently filming), Doctor Strange in the Multiverse of Madness (pre-production/filming), Captain Marvel 2 (pre-production), Guardians of the Galaxy Vol. 3 (pre-production), Black Panther 2 (pre-production), and eventually films for Fantastic Four and X-Men. Blade does not yet have a release window.

Razer Raptor 27 Gaming Monitor Review — Apple-Like Design, PC Gaming Power

If it doesn’t have RGB lighting, is it really a Razer product? Razer’s tendency to equip its products with rainbow LEDs has become the subject of jokes, though the company seems to take it with pride, even equipping its first-ever gaming monitor, the Razer Raptor 27, with an RGB stand. It might seem a little silly at first, but once you delve past the Raptor’s colorful gimmick and dive deeper into its specs, build, and performance, you’ll find that Razer’s first gaming monitor is another exceptional example of the company’s ability to deliver a quality product.

Display and performance

Adorned with an RGB-lit base, the Razer Raptor 27 provides a gorgeous, vivid image on its 27-inch IPS display, which looks doubly nice with its thin bezel. Games look sharp at the screen’s native resolution of 1440p, and the change in color tone between Valorant and Call of Duty: Warzone demonstrates the Raptor’s adept range. Bright sunny days in games like Saints Row: The Third Remastered and Metro Exodus are exceptional–the sun peeking through an overpass or set of buildings in Saints Row looks beautiful. Darker scenes, however, is where the Raptor struggles a little. Testing with the most recent Resident Evil games, dark hallways can look more gray than black. While these black levels leave us wanting, with the right settings, the Raptor is still capable of producing a good-looking image.

Razer Raptor 27
Razer Raptor 27

The Razer Raptor boasts a 144Hz refresh rate and G-Sync compatibility via FreeSync, both of which help it run and perform wonderfully. This provides a real advantage for competitive games like Rainbow Six Siege, Valorant, and Call of Duty: Warzone, where going from a low refresh rate monitor to a high one could make for a substantial improvement in your K/D ratio. In addition to much smoother gameplay over your typical 60Hz, the Raptor’s 144Hz refresh rate contributes to quicker reactions to movement and better precision aiming on the screen. For example, this makes sniping that enemy who pops into view much easier, dropping them before they can duck back into cover.

The image quality and fast refresh rate combine to make for one of the better 1440p gaming monitor experiences out there today, though the display is not without its downsides. The HDR400 support doesn’t output enough nits of brightness to achieve the desired baseline of HDR10, making the HDR support less than desirable. It’s still capable of providing a great image with HDR disabled, but the Raptor’s HDR doesn’t deliver the improvement one would hope for.

Razer Raptor 27 specs

Display: 27-inch IPS
Resolution: 2560×1440 (1440p)
Refresh Rate: 144Hz
HDR: HDR400
Contrast Ratio: 1000:1
Bezel size: 2.3mm
Adaptive sync: FreeSync, G-Sync Compatible
Ports: HDMI 2.0b, DisplayPort 1.4, USB-C, two USB 3.2

Build quality

The Raptor is built quite well, feeling much sturdier than other monitors with similar specs. The actual display is thick, with a more substantial body than monitors typically have. It’s attached to an all-metal stand that makes the whole monitor feel secure. This stand allows the display to be tilted up and down, which you’ll definitely need to do when setting up the monitor and plugging in your cables. If you don’t have enough room to tilt it all the way up, it can be quite cumbersome to plug in your DisplayPort and HDMI cables. Additionally, running the cables through the stand’s built-in cable jockeys can take some time. While this process can prove frustrating, once everything is set up, it provides you with clean cable management and a mess-free look.

The Razer Raptor can be tiled 90 degrees and comes with built-in cord management.
The Razer Raptor can be tiled 90 degrees and comes with built-in cord management.

Navigating the Raptor’s menus and changing your settings is handled exclusively by a tiny joystick on the back of the monitor. You can use this plastic nub to access various menus by pushing up, down, left, and right as well as clicking in to confirm your selection. It’s certainly serviceable, but as is the case with most monitor controls, it’s not intuitive–at times, I found myself pushing in the wrong direction by accident.

Value

The Razer Raptor’s display is beautiful, and its chassis is among the best we’ve tested. Like the company’s gaming laptops, it feels almost Apple-like in its construction. However, that brings with it a particularly demanding price tag. At $700 USD, it falls on the expensive side of 1440p gaming monitors. A comparable monitor, LG’s 27-inch GL850-B, features almost the exact same specs as the Razer Raptor 27 and a similarly gorgeous display, but it costs $500. Comparing side-by-side, the Raptor’s display looks slightly brighter than the GL850-B in addition to its heavier RGB-lit stand and sturdier build. The Raptor edges the GL850-B out, but other than these small cosmetic differences, it’s a very similar experience between both monitors.

The bottom line

Despite its similarities to cheaper alternatives, the experience afforded by the Razer Raptor 27 is an excellent one, propped up by a design that rivals Apple and specs that can serve the most dedicated of PC gamers. Its fast refresh rate helps it excel in competitive settings, while its vibrant image quality makes it a great choice for those who enjoy detail-heavy single-player games as well. The Raptor is expensive, but supplementary features like its RGB lighting and cable management help make this monitor unique, and its premium build quality is befitting of its premium price tag.

The Good:

  • Fast refresh rate and 1440p resolution pair nicely
  • Superb build quality rivals Apple’s designs
  • Vibrant colors
  • Ability to tilt 90 degrees allows easy access to ports
  • Bright settings look gorgeous…

The Bad:

  • …though darker scenes look more gray than black
  • Expensive

About the author: Mat Paget tested the Razer Raptor 27 as his main daily monitor for about two months, and while he could live without RGB lighting, he misses the cable management and clean look. Razer loaned the Raptor 27 for review purposes.