I saw a video where someone was using the keypad in Chongqing. I knew this but figured maybe other people didn’t… You can be on the top row and press up to get to the bottom, or if on 1 - press left to get to 3 (etc.). You can essentially wrap around the keypad instead of going over every key on the face of the pad like it were a confined area.
Yeah. Watching it worked up my OCD/Backseat Gamer.
The Police deputy in Whittleton Creek who stashes the explosives. (The “Stay calm, Demolition Man!!” guy) and the gardener mention YouTube. Yes, the video hosting platform, in that exact capitalization (in subtitles).
@Screaming_Meat you’re kind of a pro on advertising, right? Im pretty sure we’ve covered a similar debate in another thread, but do you think YouTube had any input in including this?
Because this strikes me as pretty darn weird. IOI has crafted a game that embraces its fiction, with tons of fake brands and companies, even some locations. Even Sean Bean was fictionalized as an Assassin character. We came really close to a Predator-film challenge pack, but that never came to pass.
So I find it pretty odd that this is the basically the only real-world mention of a company, even just in dialogue.
i prefer grizzled survivor (call me ‘punished meat’). yeah, we were chatting about the rise in product placement in film and tv a while back. game advertising isn’t my strong suit - i wish i could’ve been involved - but i can hazard some guesses.
i know it’s a huge market, what with gun licenses, captive audiences and - of course - fortnite, which is less a massively online multiplayer and more a massively online marketing platform.
in any case, that’s an interesting example you have there.
on one hand, i’m inclined to think youtube haven’t paid io for the placement (or vice versa) given the relatively small reach hitman has and the small benefit it provides either party, but i’d be surprised if io’s legal team hadn’t at least checked if it were okay to use to ensure they avoid potential litigation down the road.
on the other, products like youtube and google are so ubiquitous that they’re (almost) beyond advertising at this point and have become part of everyday language (like hoover or heroin).
what’s the context of the mention: is it a guaranteed listen or a bit buried? is it a positive, benign or negative mention? etc.
i doubt they’d be able to talk about it, but we could always ask @Travis_IOI or @Clemens_IOI if they could shed some light on it. i’d be interested to know.
From what I remember,a video was shared a while ago with some hidden dialogue in Mendoza.This dialogue was triggered by killing Yates before the intro cutscene at the viewing platform.The video was this one:
The person who found this dialogue wasn’t able to trigger the dialogue for killing both targets before this cutscene though.However,someone else has recently managed to trigger it,so here it is:
If you only want to hear the secret dialogue,skip to 6:30.
Yeah, it’s something that maybe 0.001% of players would ever see in their own playthroughs, so it’s really super cool that the team at IOI (including David Bateson and Jane Perry) took a little bit of extra time to add something to the game that they knew wouldn’t be seen by the vast majority.
One of those times where I’d feel comfortable tagging in @Travis_IOI and @Clemens_IOI into a post so that they can see how much we as a community appreciate the extra unseen little details like this, and how much we love IOI for this kind of attention to detail. Please pass on our thanks to all of the people involved in making this awesome Mendoza edge-case response, chaps!
There’s a battery (for electric accident kills) outside the Sushi bar area where that one guard makes a call talking about Nails. I don’t know if that was there before or not.
Also. I’m sure this could be a bug, but IO should NEVER fix it. It’s pretty bad-assed.
Edit: Maybe not a bug since it does make sense.
Not from either of them, but when the first half of the dialogue was found last year one of the level designers (user name martinansdal, so I presume Martin Skov Ansdal, the Farewell track owner) saw it and brought some insights.
Early in development Diana would stay at the viewing platform until you talked to her, which allowed the player to kill Yates and Vidal before starting the scene.
We recorded all versions of the dialogue, the “both targets already dead” was pretty funny. However as many events in the level became tied to Dianas presence (Vidals entire loop, The Tour and Closing Statement, Tango Exit) we decided we would rather send her to those events rather than have her wait for the player.
Awesome job on still being able to trigger them “both dead” is probably still in the game, but it can never play because Diana heads to the Tango as soon as both targets are dead.