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Why Hitman Isn't A Stealth Game

Published on Tue, Feb 23rd 2021 Gaming Rectangular HD

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Hitman is a hell of a franchise. It's been around for just over two decades and it's been rebooted and overhauled more times than anyone can count (3), and over its many iterations, the team behind it have learned some very interesting lessons about how to get people to play a certain way, and about what kind of game they were actually making.

With Hitman 3 marking the end of Agent 47's career for the time being, The Architect - a fellow master of disguise - has taken it upon themselves to look back at Hitman's history and run through how the game earned its by now legendary reputation, as well as how the developers created it.

Hitmaps: https://www.hitmaps.com/

Dungeons and Daddies: https://www.dungeonsanddaddies.com/

You Saw:

Hitman: Codename 47: 2000
Hitman: Blood Money: 2006
HITMAN: 2016
HITMAN 2: 2018
HITMAN 3: 2021
Factorio: 2020
Polybridge: 2015
Opus Magnum: 2017
Dishonored 2: 2016
Deus Ex: Human Revolution: 2011
Metal Gear Solid 5: 2015
THE GAME OF WHICH WE DO NOT SPEAK (Hitman: Absolution): 2012
Fling To The Finish: Not Out Yet

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Automatic summary
The channel focuses on analyzing and reflecting on various aspects of video games, ranging from theoretical discussions on game design and mechanics to commentaries on specific titles. Viewers can anticipate thought-provoking analyses, recommendations, and explorations of diverse gaming topics, inviting them to reassess and appreciate their favorite games in new lights.
Description
Games are fun, so games criticism should be too! This channel is dedicated to exploring game design, critique and thematic exploration in a laid back, occasionally funny style. Hosted by The Architect, the psychologically-questionable manifestation of wannabe games writer Adam Millard's inner monologue, The Architect of Games seeks to answer long-standing gaming questions, give insight into your favourite titles and maybe even teach you something new about how we analyse media.

Whether it's unpicking the reasons why a game works so well, or analysing what caused the industry's biggest flops, The Architect will be talking about all this and more two times a month... probably.