Nobody has done it before - especially not in the AAA gaming space. "I know it's daring and controversial, because it's something new. Ultimately, Seifert realizes that he's making a bold move, but it's one he feels is absolutely the right step for the series. We wondered for the longest time why you couldn't combine that." Other episodic games add content, but don't do much to improve the experience. We can now do this on a level we were never able to before… many have improved themselves over time, but haven't added a lot of content at least, not for free. Then players play the game, we listen to what they say about it, but we also observe what they do in the game. "We make a game, we make our creative decisions. Seifert hinted that the time between episodes would be used to help make adjustments to the game, as well. That's something we want to do with the game."
#HOW LONG IS HITMAN 2 TV#
" and it'll just be a typical hit, and you'll see the story cutscene once it's done… but once the season and the story is complete, we expect people to go back and play from a different perspective… It uses an episodic narrative like your favorite TV shows, where when you've seen the finale, maybe there's an episode you want to see again, just to get a different perspective on it. He explained how the format would play into Hitman's narrative. "It's a vision of more games to come in the future featuring a multi-season, multi-game storyline." "It's the starting point for what we call our 'World of Assassination,'" Seifert continued. The end result of the studio's soul-searching was the new content format. " inspiration: How can we make Hitman better? How can we add content to it? Can we make it a game where we interact with our fans as well?"
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"We also saw that games were more and more connected," Seifert said.
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"What do we do about the fact that it took us six years from Hitman: Absolution, and the game before that, Hitman: Blood Money?'" "After we shipped Hitman: Absolution, we had to look back and think, 'honestly, we're not the biggest development studio out there," Hitman developer IO Interactive's studio head Hannes Seifert told me. Hitman, on the other hand, is a big, expensive action game, which takes years to prototype and develop. It's a format that works for narrative-heavy games, and with developers like Telltale Games, where the production pipeline is incredibly efficient at pushing out a very specific, and relatively limited type of game. Usually that process hasn't turned out so well: Half-Life 2: Episode 2 was released in 2007, and Episode 3 has now been delayed to the point of being vaporware. Other AAA games have attempted episodic expansions, most notably Half-Life 2. The episodic format isn't an entirely new concept-critically acclaimed games like The Walking Dead and Life is Strange have worked with the format before, though they usually sell each episode individually (and package them together as a full-priced collection at a later date). It's a major change to an established method of packaging a game: Rather than paying for and getting the whole game right away or doling out episodes piecemeal for smaller fees, you'll be paying upfront for a base game and getting new areas and missions regularly as time goes by.