Agent 47 is about to dial up his lethality a notch. With the release of Hitman World of Assassination on PS VR2 scheduled for March 27, Senior Game Designer Eskil Mohl and Lead & Senior Technical Designer Toke Krainert have shared some juicy details on what players can expect.
What are some exciting new features in VR?
Eskil: We’ve introduced a whole bunch of new interactions. There’s a moment in the game where you get a safe combination, and you can actually read it off a note in your hand. That tactile experience is incredible. Previously, little set pieces in the game required just a button press, but now you’re reaching out and physically interacting with the world. We were initially concerned about how they’d hold up visually and audibly, so the result was a pleasant surprise. Plus, you can look away or shield your eyes from flashbang grenades using your arm.
Toke: The game’s versatility really shines in VR, offering even more ways to play than before.
Eskil: Just the other day, I watched Toke juggle two items, one in each hand, and then he wondered if he could manage juggling three. It’s technically possible, right?
How has VR changed combat?
Eskil: Combat’s vastly improved. You now have a weapon wheel at your disposal, eliminating the need to pause the game. Weapons in VR make you feel more badass, whereas before, engaging in combat often felt like a death sentence. Now, it’s pure fun. You can holster your gun on your back, eject the magazine manually, grab a new one, insert it, and ready your weapon. It took some time to perfect, but it’s totally worth it.
Was there a temptation to use first-person throughout the game?
Eskil: Definitely. We tried a first-person prototype for a soup-stirring scene, but it felt awkward and a bit disorienting. Sometimes you need a broader view, especially to keep tabs on enemies, making certain scenes more strategic in third-person.
Did VR push you to make the game world more interactive?
Eskil: Absolutely. Being in first-person alters both your perception and the tactile feel of game interactions. We had to strike a balance, though.
Toke: We borrowed elements from the original game. As a former Level Designer, I’d ornamented locations with items, trying to maintain a balance. Not everything could be interactive, though, or you’d just end up with a room full of playthings. It would be excessive.
Did the tactile controls necessitate tweaks to difficulty?
Eskil: I worried about that. Players can now dual-wield and the quick throw feature adds to their agility and lethality.
Toke: With added freedom comes greater responsibility. Aiming demands more precision, reloading takes time, and you need to keep track of items physically.
Eskil: Those elements eventually helped balance things out.
Any memorable ‘Eureka’ moments during VR development?
Toke: Early on, we tested prying a door open with a crowbar, and the physical feedback was a revelation. It truly felt like a VR game at that point.
Eskil: That was indeed a special moment. We initially had keys that automatically unlocked doors. Then Toke suggested inserting and turning the key for a realistic touch, which was amazing.
Have your favorite missions evolved in VR?
Toke: The train level comes to mind. It used to feel rather linear, and I had mixed feelings about it. But now, with all these VR weapons, it’s become a playground. With armoured enemies to fend off, you get to really hone your skills.
Eskil: That level wasn’t typical of Hitman – more action-oriented. But in VR, it rocks. I had a similar revelation with the Colorado mission. Although it’s not the most popular, the chaos is exhilarating in VR.
Hitman World of Assassination hits PS VR2 on March 27.