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Hitman Freelancer Q&A – IOI Devs Talk About Designing the Game Mode, Its Reception Upon Release and More
Hitman Freelancer Q&A – IOI Devs Talk About Designing the Game Mode, Its Reception Upon Release and More-September 2024
Sep 22, 2024 4:33 PM

  Quite recently, we talked about the recently added Freelancer mode for Hitman: World of Assassination. While the game mode offers a great concept for players, it definitely has some glaring flaws that some players might not expect. Still, it's hard to deny that the playerbase has had its share of fun (and frustration) with the newly implemented mode that's sure to bring a refreshing step in the World of Assassination trilogy.

  Recently, Wccftech had the chance to speak to IO Interactive about their thoughts on the recent developments after the release of the game mode that's been making the rounds in the community with countless memes and memorable moments. We had the chance to ask the developers about what they think regarding the player reception and whether we'll see more content added to the game in the future.

  The interview features answers from Freelancer Co-Directors Jonas Breum Jensen (JBJ) and Torbjorn Vinther Christensen (TVC). As always, our questions will be highlighted with bold text.

  Are you satisfied with the execution of Freelancer's release, bugs notwithstanding?

  TVC: To get the best possible Freelancer launch, we had a Closed Technical Test before release, both to find and fix bugs but also to balance the game mode based on input from the players. Because of this, combined with the team doing anything possible to make Freelancer as good as possible, I believe the release went very well, and the game mode was well received.

  JBJ: I’m also very happy about how the release went. The Closed Technical Test was extremely valuable for qualitative input but also to ensure that our server bandwidth could handle the audience we hoped for. As a live game mode, Freelancer is completely reliant on that.

  Are you satisfied with the customization players have with what's essentially 47's home?

  TVC: The cosmetics in the safehouse have evolved immensely during development, and I’m very pleased with the amount of customization players can choose from in the safehouse. We’ve tried to get a lot of variation in there, so there’s something for everyone to choose while also adding references to previous Hitman games.

  JBJ: We also made sure to add some surprises and unexpected unlocks. Some of them have already been found, and it’s fun for us to follow the reactions.

  Speaking of the safehouse, do you plan on adding more customizable features to the house or its exterior?

  TVC: We have a lot of ideas for additional customizable cosmetics in the safehouse, so there’s a potential for more to come. But until we have evaluated the launch of Freelancer, we don’t know what the future will bring.

  What else are you planning to add to the mode down the line?

  TVC: Currently, we closely follow how Freelancer is received by the players. We want to evaluate this information first before we decide on the future of the game mode down the line.

  What was the reason behind the roguelike approach with this mode?

  JBJ: We see Freelancer as a gift for our fans. We wanted to offer a game mode that adds as much replayability as possible, which led to exploring randomizable content. At the same time, we wanted an experience that would extend beyond some of the more arcadey game modes we already have. We wanted something that would allow players to build a personal career and portray their own version of a hitman within that.

  We felt that there was an opportunity to build gameplay around the more pragmatic areas of being a hitman – earning money, buying gear, expanding an arsenal, and doing the grunt work of planning a contract yourself. But above all, we wanted to ensure a high-risk/high-reward type of gameplay that would keep even the most experienced players on their toes and bring tension into the game.

  Rogue-lite elements seemed to be a good combination to make these goals meet. But we spent a lot of energy on making sure that they were adapted into the HITMAN universe and felt like they were integrated organically.

  What does the development team think of how players have approached missions in both the normal game and Freelancer?

  TVC: I have watched hundreds of hours of Hitman gameplay over the years, and missions never play the same. There’s always something new and exciting to see, both as a viewer and developer. Recently I’ve watched a lot of Freelancer gameplay, and I’ve been amazed by the players' creative approach when solving randomized challenges in the Freelancer missions.

  JBJ: At IOI, we enjoy watching the crazy challenges that the community impose on themselves, speed running challenges being one example, and creative solutions to hits that we never even thought of when we designed them. With Freelancer, we tried to ensure that the game mode itself would offer intrinsic challenges and would listen to and acknowledge when players pull these off – we wanted to fully incentivize an improvisational and creative playstyle. Hopefully, it feels like the game offers and recognises that so that the challenges don’t have to be something players bring of their own free will as an external layer.

  Did you take any cues from previous Hitman games before the World of Assassination trilogy for Freelancer?

  TVC: As our lifelong fans might have noticed, we’ve added many cues to previous Hitman games in the safehouse. One example is the birdcage in the bedroom, which references Agent 47's safehouse in Hitman Blood Money.

  For the Hardcore mode in Freelancer, the rewards don't seem to be scaled appropriately for the increased amount of challenge. Do you have any comment on this or any plans to make Hardcore more rewarding to compensate for the increased difficulty?

  JBJ: In hardcore mode, the player will earn more XP for completing the missions, and there’s a higher chance that gear with higher rarity will drop in the reward crate. It’s true that the perceived value of these rewards might not match just how insanely hard the hardcore mode is.

  We realized we have quite a few talented HITMAN players out there who would appreciate much harder objectives. I’d say that the hardcore mode is intended for those players who really want a challenge. Especially the rule that you have to complete a Prestige Objective is punishing. The intention is that it really forces players to think outside the box both when planning and improvising. We’ll admit that the mode is extremely hard.

  Thank you for your time.

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