{"id":81138,"date":"2025-09-10T12:54:43","date_gmt":"2025-09-10T12:54:43","guid":{"rendered":"https:\/\/arcader.org\/hitman-3s-developers-share-what-makes-its-berlin-level-special\/"},"modified":"2025-09-10T12:54:43","modified_gmt":"2025-09-10T12:54:43","slug":"hitman-3s-developers-share-what-makes-its-berlin-level-special","status":"publish","type":"post","link":"https:\/\/arcader.org\/news\/hitman-3s-developers-share-what-makes-its-berlin-level-special\/","title":{"rendered":"Hitman 3\u2019s Developers Share What Makes Its Berlin Level Special"},"content":{"rendered":"\n<p> <img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/01\/hitman-3s-developers-share-what-makes-its-berlin-level-special.jpg\" width=\"800\" height=\"450\" alt=\"\" typeof=\"Image\" class=\"image-style-body-default\" \/> <\/p>\n<p>Agent 47 may be the playable avatar and box-art star of the Hitman series, but I\u2019d argue that he\u2019s not the main draw. That distinction has to go to the meticulously crafted levels that IO Interactive has delivered for years. They\u2019re sandboxes in the best sense of the term, providing interesting, beautiful, and varied backdrops for players to ply their grim trade. Each level is purposely built for replayability, rewarding players who fully explore each setting with not only unlocks but a greater vision of the myriad little stories that populate each place. One of Hitman 3\u2019s standout locations is its Berlin mission, which severs Agent 47 from the resources that he\u2019s relied on up until this point in the trilogy. It\u2019s a disconcerting change of pace, and there are some interesting stories behind its development.<\/p>\n<p>We spoke to several members of the development team during our <a href=\"http:\/\/gameinformer.com\/hitman3\">Hitman 3 cover story<\/a>, and we were able to play our way through the game\u2019s first three missions. We wrote at length about the Dubai and Dartmoor levels, but much about Berlin was off-limits for our pre-launch coverage. Now that the game is out, we\u2019re ready to share some of the behind-the-scenes insights about the mission.<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/01\/hitman-3s-developers-share-what-makes-its-berlin-level-special-1.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p><strong>First a quick spoiler warning: <\/strong>If you\u2019re planning on playing Hitman 3, I\u2019d recommend coming back to this after you\u2019ve played through this particular mission. There are some surprising things about it, and much of its impact could be lost if you read too much beforehand. I went into it without any knowledge about what was coming, and I think the experience was stronger for it. Your mileage may vary, of course, but I wanted to bring it up sooner than later.<\/p>\n<p>By the time you begin the game\u2019s third mission, Apex Predator, you\u2019ve probably already developed a sense that IO Interactive is moving out of its comfort zone with these levels. The first mission features a lot of verticality and a pair of targets who can be drawn close together for a memorable double kill. The second mission, Dartmoor, lets players try their hand at being a detective instead of their usual role as a freelance executioner. The optional murder mystery is a complete change of pace, with optional interrogations and investigations that can occur right out in the open.<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/01\/hitman-3s-developers-share-what-makes-its-berlin-level-special-2.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p>At IO Interactive, every mission begins with the team nailing down some key thematic words and phrases. For Dubai, game director Mattias Engstrom gave the level designers and artists a few short terms including \u201con top of the world,\u201d \u201copen and airy,\u201d and \u201can inviting beginning.\u201d Dartmoor\u2019s thematic direction included the phrase \u201ca house filled with secrets\u201d and the words \u201cominous\u201d and \u201cvulnerable.\u201d By the time the third mission rolls around, players are dropped into a place where the words \u201cloneliness\u201d and \u201cisolation\u201d were used as creative springboards. Once you\u2019ve played through it, the significance is clear.<\/p>\n<p>Midway through Hitman 3\u2019s narrative arc, Agent 47 finds himself alone. His former colleagues are dead or working against him. What was supposed to be a meeting has transformed into a slaughter. There\u2019s no friend on the other side of an earpiece. Players don\u2019t even know who their targets are as they emerge from a wooded area to find a sprawling club built within a decommissioned power plant. \u201cIt was always supposed to be a cold open and a bit surreal with what\u2019s going on,\u201d Engstrom says. \u201cYou don\u2019t really have anything or anyone here, and 47 is defining his own mission for the first time.\u201d<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/01\/hitman-3s-developers-share-what-makes-its-berlin-level-special-3.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p>Even though Agent 47 doesn\u2019t have any tactical support, he\u2019s far from alone. As you work your way into the facility, you start to appreciate just how many people have packed themselves into the place. \u201cThis is our event location,\u201d Engstrom says. \u201cLike, Paris has a fashion show, this is the rave event.\u201d Music can be heard upon approach, with bass reverberating off the concrete. When you descend into the actual club, it\u2019s a nearly overwhelming sensation. The music is loud, and it\u2019s accompanied by a syncopated light show.<\/p>\n<p>\u201cWe put a lot of effort into making it an authentic rave in Berlin, and a lot of effort into the music, and we spent a lot of effort into making that crowd,\u201d Engstrom says. Players have to observe NPCs to determine who the targets are, which can be tricky considering the overall density. Of course, Agent 47 can use that to his advantage as well, slipping amid the crowd to conceal himself if a guard notices the suspicious-acting bald guy.<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/01\/hitman-3s-developers-share-what-makes-its-berlin-level-special-4.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p>Executive producer Forest Swartout Large says that seeing the content-complete version of the rave for the first time was a career highlight. \u201cI feel like it\u2019s so much, that experience up to that reveal. And then you get inside and you\u2019re like, \u2018Oh my god! Mind blown!\u2019\u201d She adds that she felt like seeing it all working together was something special. \u201cI cried when I saw the rave, and when I had the \u2018I have arrived\u2019 moment. It was totally emotional. It hit me like a ton of bricks.\u201d<\/p>\n<p>In a first for the series, Hitman 3\u2019s composer, Niels Bye Nielsen, also wrote all of the other music for the game instead of incorporating tracks from other sources. One of the easy-to-miss details about the rave is how the NPCs react to his work. As the music builds and explodes, the crowd will adjust their moves to simulate, well, dancing. Their moves are fairly convincing, though Swartout Large recalls that it wasn\u2019t always quite that way. \u201cWe have this very tall Viking\/Norwegian animator named Morten [Helgeland], and he did the initial blocking-animation mocap \u2013 and it was hilarious.\u201d<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/01\/hitman-3s-developers-share-what-makes-its-berlin-level-special-5.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p>That placeholder animation \u2013 which, to be clear, was never intended to be included in the game \u2013 made it look as though the dance floor was populated by \u201cf&#8212;ing dads,\u201d Engstrom says, laughing, as he mimes some decidedly uncool maneuvers.<\/p>\n<p>Dancing dads notwithstanding, the rave sequence is impressive on traditional displays, but the team says it shines even brighter in PlayStation VR. \u201cWithout a doubt, that rave level is something where we grab people and say, \u2018Can you please come over and just go down on the dance floor?\u2019\u201d says senior game designer Eksil Mohl. \u201cBecause you can [make a fist], everybody has just been standing there [mimes pumping a fist to the music]. And they\u2019re saying \u2018This is insane. This is insane.\u2019\u201d<\/p>\n<article class=\"embedded-entity\"> <img decoding=\"async\" src=\"https:\/\/arcader.org\/wp-content\/uploads\/2021\/01\/hitman-3s-developers-share-what-makes-its-berlin-level-special-6.jpg\" typeof=\"Image\" alt=\"\" class=\"image-style-body-default\" \/> <\/article>\n<p>Lead game designer Sidsel Hermansen adds that being able to experience the club in VR is a nice reminder of how things used to be before the Covid-19 pandemic. \u201cI haven\u2019t been to a rave for a long time, I haven\u2019t been to a party, I haven\u2019t been to a concert, and I usually do that a lot,\u201d she says. \u201cIt\u2019s actually been kind of a reminder. It\u2019s been a beautiful thing to be able to go there.\u201d<\/p>\n<\/p>\n<p> <a href=\"https:\/\/www.gameinformer.com\/2021\/01\/22\/hitman-3s-developers-share-what-makes-its-berlin-level-special\">Source<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Agent 47 may be the playable avatar and box-art star of the Hitman series, but I\u2019d argue that he\u2019s not the main draw. That distinction has to go to the meticulously crafted levels that IO Interactive has delivered for years. They\u2019re sandboxes in the best sense of the term, providing interesting, beautiful, and varied backdrops for players to ply their grim trade. Each level is purposely built for replayability, rewarding players who fully explore each setting with not only unlocks but a greater vision of the myriad little stories that populate each place. One of Hitman 3\u2019s standout locations is its Berlin mission, which severs Agent 47 from the resources that he\u2019s relied on up until this point in the trilogy. It\u2019s a disconcerting change&hellip;<\/p>\n<p class=\"excerpt-more\"><a class=\"blog-excerpt button\" href=\"https:\/\/arcader.org\/news\/hitman-3s-developers-share-what-makes-its-berlin-level-special\/\">Read More&#8230;<\/a><\/p>\n","protected":false},"author":1,"featured_media":81139,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-81138","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-informer"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Hitman 3\u2019s Developers Share What Makes Its Berlin Level Special | Arcader News<\/title>\n<meta name=\"description\" content=\"Agent 47 may be the playable avatar and box-art star of the Hitman series, but I\u2019d argue that he\u2019s not the main draw. 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