
Games, people, and influences mentioned or discussed: Philippa Warr, The Witness, Jedi Starfighter, Charlie Rocket, Sterling James, David Cage, Ellen Page, Willem Dafoe, Beyond: Two Souls, Life Is Strange, Quantum Break, Fallout 4, FX, Bryan Brown, Brian Dennehy, Hitman: Blood Money, Clue, House of Cards, Kevin Spacey, Robin Wright, Pulp Fiction, Quentin Tarantino, Starfighter, TIE Fighter, Aliens, Blade Runner, Star Wars, In the Line of Fire, Clint Eastwood, Assassin's Creed, Doom, Quake, Half-Life 2, Timothy Olyphant, Hitman (2007 film), Lara Croft, Hitman (2016), Hitman: Absolution, Project: Spark, Half-Life, Uncharted 4, Ratchet & Clank series, Republic Commando, Tomb Raider, Square Enix, Eidos, IO Interactive, Ken Levine, Final Fantasy ( VII, XV, Tactics, and of course, IX), Baldur's Gate, The Witcher III, Metal Gear Solid. Stephen Totilo, Kotaku: What A Fan Learned About Game Development By Making His Own Star Wars Games Philippa Warr, Rock Paper Shotgun: The Great Outdoors: The Witness
#HITMAN 2 SILENT ASSASSIN VOICE ACTOR HOW TO#
Issues covered: professional vs silent assassin rating, level clockwork vs more open plans, limitations on character models, padding for length and content, voice acting and the strength of the LucasArts voice department, voice talent in European vs Japanese games, evolution of localization, Brett's personal story arc with Hitman 2, cinematic set-up and production scheduling, when timing looks like scripting, reading designer intent, when the series really shines, competence wish fulfillment, heist planning, planning out how to pace missions over the course of a game, story arc construction and story influences, "Hitmen don't take the bus," artistic moments vs the "bro" aesthetic, wishing for an opposite and equivalent enemy, making last level something different from the rest of the game, MDA framework, iteration on smaller scale and behind closed doors vs in public, supporting a feature fully, full support of player intent, the limitations of direct combat as a basis for games, sanding away rough edges, usability testing. You may be a hired killer but you still have a sense of loyalty and justice. She is a disguise super-enforcer, just like Silvio Caruso, since she could see through almost any hotel employee's disguise Agent 47 wears such as the Waiter, Kitchen Staff, Hotel Staff, Hotel Security, and Groundskeeper disguises.In this fourth episode of discussing Hitman 2: Silent Assassin on Dev Game Club, we wrap up our play-through, and then turn to a discussion of what we feel are the game's pillars, discuss iterating on a series, and announce both a guest and our next game! Dev Game Club looks at classic video games and plays through them over several episodes, providing commentary.Ĥ:38 Segment 1: Discussion of final five levelsġ:01:26 Segment 2: Pillars, series iteration, guest, next game Enter the realm of a retired assassin, forced back into action by treason.


Pacifying her will make her drop the master key card, which is a hotel keycard that can be used on any door that opens using a hotel key. She spoke highly of Thomas and Jordan Cross, but unlike most of his father’s business partners, Jordan Cross was very friendly to her. She has also left a note outside Room 205 to not disturb 47 while he is staying at the hotel for his vacation-assassination scenario.


It can be seen from some notes across the hierarchy that if employees make mistakes, they threaten to fire them. Employees often mentioned her strict professional ethics and macro-management. People usually find her hanging out in a hotel or office in the east wing. Mookjai, is the official general manager of Himmapan Hotel.
