Velvet Assassin

The lead designer on Velvet Assassin, Sascha Jungnickel, was previously at IO Interactive working on the Hitman series. This will also be a third-person stealth assassination game, but more story-driven and narrowly focused. You play a British Special Operations agent during WWII, carrying out missions based on real events deep within Nazi territory. Jungnickel wearied of the manpower-intensive approach to game design IO had moved towards with Hitman: Blood Money. It took a team of 180 people to make that game. Sascha wanted to work in a smaller team, and focus on mechanics that would work throughout the game rather than coding level-specific ones.

Atmosphere is Velvet Assassin’s main appeal. Jungnickel worked on Blood Money’s superb lighting and filter effects, and here they’re used to evoke a more resonant darkness. Ourappreciation of that was interrupted by a few mechanical limitations, though. The binary stealth system means that if you stumble into a shaft of light you didn’t see, or an area you thought would count as darkness, you’re revealed to nearby guards very suddenly. And strangely for a game that encourages you to circumnavigate your opponents, you can neither jump nor drop down from the ledges and rooftops you climb, except at a few predefined points. If Replay want to prove the virtue of a small team working on a tightly focused game, the story will need to carry Velvet Assassin. For highly flexible mechanics and emergent strategies, Blood Money is a tough act to follow.

Aug 12, 2008