IO Interactive, study behind the historic series of Hitman (here the history of this twenty-year brand, and here that of the evolution of its gameplay), the moment seems to be truly golden. After a lucky launch of the third episode of the reboot of the adventures of 47 (here the review by our Michele), the Danish studio has launched a real bombshell, the development of a game dedicated to the most famous secret agent in the history of entertainment, mr. James Bond (here the news).
The latest rumors (reported by DualShockers) speak of an ambitious project, structured on an unreleased version of Bond, a fact that heralds a game with considerable potential.
But how could a 007 game be in the skilled hands of IO Interactive?
Here are some ideas / hopes, from a Hitman fan who is also accidentally a decent fan of 007.
1) Cinematic and spectacular action scenes
Whether it is daring flight escapes from remote bases in the mountains of the former Soviet Union (Goldeneye) or motorbike rides on the rooftops of Istanbul (Skyfall) 007's films always prove to be spectacular, adrenaline-pumping and absolutely unrealistic, so the first idea that can come to our mind can only be the presence of action scenes really in step with the level reached by the films.
A feature that certainly has never been lacking in the video games of the series, but that in the skilled hands of IO Interactive could have a pretty good level-up: the ability of the Danish team of build engaging and choral action moments, able to put the player at the center of complex situations, has always been his trademark (let's just think about the management of the masses in some levels of Hitman).
For example, it would be nice to see the distinctive stealth realism shown in the 47 series with more over the top features such as a kind of bullet-time that allows us to face the most frenetic and spectacular shootings with a tactical and "ingenious" attitude.
On the other hand, we can imagine a more arcade and immediate combat system, which allows the player not to be afraid to draw their gun at all times. From IO we can therefore expect very rewarding action moments, using their skills on the pitch level design.
2) A sandbox, but different from Hitman's
The Hitman saga was one of those always capable of combine vast, articulated sandbox levels capable of giving the player more and more path to completion with an impactful narrative, but are we sure that this feature can be revived in 007?
If we think about it, since its most "ancient" videogame incarnations, the spy stories of James Bond have helped us to frenetic events (see above) rather than truly “stealth” situations typical of 47's stories, therefore, expecting a simple transposition of the Hitman model into the 007 universe would appear unrealistic and perhaps even nonsense.
As much as they have undeniable points of contact, just one run at Hitman is enough to reveal that his mood and that of 007 are distant and hardly really superimposable.
We must therefore expect a completely different gameplay between Hitman and 007?
Maybe not.
All in all, Bond's stories also have a delightfully "strategic" side, as the British spy uses gadgets of all kinds to trick his enemies and get to his goals in the best possible way. It would therefore be interesting to see 007 at the center of levels yes based on action and shootings (see above), but still equipped with situations that can be solved in several ways, all able to offer the player fun and spectacle.
For example, already just equip the levels of highly destructible objects could allow us to find so many different ways of wiping out threats, from blowing up crates of explosives to creating deadly traps for our enemies using the elements at our disposal.
3) The use of opportunities and gadgets in synergy
Still on the subject of gadgets, if there is a dynamic of the latest Hitman saga that deserves a real transposition in 007 is that of Opportunity.
In the second Hitman trilogy, Opportunities are particular events that occur during a mission and which can be used by 47 to gain a tactical advantage for the purpose of the transaction. For example, an Opportunity is the presence in the level of a particular NPC who must meet our target and who, if knocked out and robbed, could offer us the perfect disguise to go on a date with the target.
If IO Interactive kept the sandbox setting, this mechanic could be reintroduced in the form of perfect occasions to use gadgets in order to trigger "advantages" during a shooting. We could use our frequency jammer to blow up all the cameras in the location we are acting in, or a jetpack to reach an elevated position, and so on.
The same formula as Hitman, but with the focus on changing the game world to our advantage, even at the center of the most action phases.
4) Levels in the car: how to manage them?
If there is one feature that undeniably differentiates a 007 story from a 47 story, it is the presence of spectacular chase scenes aboard modified racing cars like James Bond's splendid Aston Martins.
In previous 007 games these scenes were usually transposed in dedicated levels, structured on arcade driving simulator gameplay, a solution that works well.
Are there ways IO could evolve the formula?
Maybe yes.
For example, the Danish team could opt for large semi-open world levels, in which Bond could move in search of clues and news about the next missions. Of course the dangers would not be lacking, and we could fall victim to attacks by enemy patrols or hit men.
This setting would allow you to to combine a certain freedom of approach and movement (a concept as it is known very dear to the creators of Hitman) with a strongly cinematic and spectacular nature of chases.
A compromise that could lead the videogame version of the brand at a new, interesting level of intensity and perhaps lay the foundations for a future semi-open structure for subsequent chapters.
If we think about it, after all, in his Bond films he tends to explore not only the location of his mission, but also the city or region in which he is called to act, studying his enemies and infiltrating the folds of the local fabric.
That the 007 of IO are destined to become real open-worlds in the future?
5) The creation of a series that rivals the cinematic 007
Beyond all this nice bucket list, however, the final hope for a 007 of IO is another.
According to the first news released in recent days, the studio could decide to treat the franchise in a completely different way from its past videogame incarnations (have you recovered our special on the history of 007 video games?), For at least two reasons:
- The breezy will of exploit the license through a real organic trilogy, a fact that would allow developers to create a wide-ranging storyline.
- The choice to represent Bond in a physical form completely detached from that of Daniel Craig or the actor chosen for the next 007 (we remember in fact that No Time to Die, out this year pandemic permitting, will be the last film with Craig).
What can these choices mean?
Probably one creative freedom very large for one of the best contemporary development teams, which may have huge useful resources not only to build one of the best video game incarnations of 007, but also to equip the franchise with a great new season that can compete with those of the best cinematic Bonds.
Do you think about it? If up to now the 007 videogame has in fact been a tie-in with fluctuating results (including a few episodes from the very interesting original script), we may soon find ourselves in front of it a completely new, autonomous and original version of the character.
And this could be the most interesting outcome of the whole operation.
The 007 project of IO is still in its very early stages and the water that will flow under the bridges until the release could be a lot, however over the years IO Interactive has accustomed us very well and various of the hypotheses made could prove to be well founded.
One thing is sure: it won't be the usual 007, and could possibly become one of the best 007 video games ever.
What do you expect? Does the idea tickle you?
We await your comments.
>> Read also: 5 things I would like from a Star Wars open-world <