Augmented reality (AR) is a term for a live direct or indirect view of a physical real-world environment whose elements are augmented by virtual computer-generated sensory input such as sound or graphics. It is related to a more general concept called mediated reality in which a view of reality is modified (possibly even diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.
In the case of Augmented Reality, the augmentation is conventionally in real-time and in semantic context with environmental elements, such as sports scores on TV during a match. With the help of advanced AR technology (e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally usable. Artificial information about the environment and the objects in it can be stored and retrieved as an information layer on top of the real world view. The term augmented reality is believed to have been coined in 1990 by Thomas Caudell, an employee of Boeing at the time.
Augmented reality research explores the application of computer-generated imagery in live-video streams as a way to expand the real-world. Advanced research includes use of head-mounted displays and virtual retinal displays for visualization purposes, and construction of controlled environments containing any number of sensors and actuators.
Definition
There are two commonly accepted definitions of Augmented Reality today. One was given by Ronald Azuma in 1997 [2]. Azuma's definition says that Augmented Reality
combines real and virtual
is interactive in real time
is registered in 3D
Additionally Paul Milgram and Fumio Kishino defined Milgram's Reality-Virtuality Continuum in 1994 [3]. They describe a continuum that spans from the real environment to a pure virtual environment. In between there are Augmented Reality (closer to the real environment) and Augmented Virtuality (is closer to the virtual environment).
This continuum has been extended into a two-dimensional plane of "Virtuality" and "Mediality". Taxonomy of Reality, Virtuality, Mediality. The origin R denotes unmodified reality. A continuum across the Virtuality axis V includes reality augmented with graphics (Augmented Reality), as well as graphics augmented by reality (Augmented Virtuality). However, the taxonomy also includes modification of reality or virtuality or any combination of these. The modification is denoted by moving up the mediality axis. Further up this axis, for example, we can find mediated reality, mediated virtuality, or any combination of these. Further up and to the right we have virtual worlds that are responsive to a severely modified version of reality. (at right) Mediated reality generalizes the concepts of mixed reality, etc.. It includes the virtuality reality continuum (mixing) but also, in addition to additive effects, also includes multiplicative effects (modulation) of (sometimes deliberately) diminished reality. Moreover, it considers, more generally, that reality may be modified in various ways. The mediated reality framework describes devices that deliberately modify reality, as well as devices that accidentally modify it.
More recently, the term augmented reality has been blurred a bit due to the increased interest of the general public in AR.
Examples
Commonly known examples of AR are the yellow "first down" lines seen in television broadcasts of American football games using the 1st & Ten system, and the colored trail showing location and direction of the puck in TV broadcasts of ice hockey games. The real-world elements are the football field and players, and the virtual element is the yellow line, which is drawn over the image by computers in real time. Similarly, rugby fields and cricket pitches are branded by their sponsors using Augmented Reality; giant logos are inserted onto the fields when viewed on television. In some cases, the modification of reality goes beyond mere augmentation. For example, advertisements may be blocked out (partially or wholly diminished) and replaced with different advertisements. Such replacement is an example of Mediated reality, a more general concept than AR.
Television telecasts of swimming events also often have a virtual line which indicates the position of the current world record holder at that time.
Another type of AR application uses projectors and screens to insert objects into the real environment, enhancing museum exhibitions for example. The difference from a simple TV screen for example, is that these objects are related to the environment of the screen or display, and that they often are interactive as well.
Many first-person shooter video games simulate the viewpoint of someone using AR systems. In these games the AR can be used to give visual directions to a location, mark the direction and distance of another person who is not in line of sight, give information about equipment such as remaining bullets in a gun, and display a myriad of other images based on whatever the game designers intend. This is also called the head-up display.
In some current applications like in cars or airplanes, this is usually a head-up display integrated into the windshield.
The F-35 Lightning II has no head-up display. This is because all targets are tracked by the aircraft's situational awareness and the sensor fusion is presented in the pilot's helmet mounted display. The helmet mounted display provides an augmented reality system that allows the pilot to look through his own aircraft as if it wasn't there.
Wednesday, November 10, 2010
Tuesday, November 2, 2010
Mortal Kombat (Game)
Mortal Kombat, commonly abbreviated MK, is a series of fighting games created by Ed Boon and John Tobias. The first four renditions and their updates were developed by Midway Games and initially released on arcade machines. The arcade titles were later picked up by Acclaim Entertainment for the home console conversions. Beginning with Mortal Kombat: Deadly Alliance, Midway Games exclusively created home versions of Mortal Kombat up until Mortal Kombat vs. DC Universe. Following Midway's bankruptcy, the franchise was picked up by Warner Bros. in July 2009 and became a part of the Warner Bros. Interactive Entertainment Branch.
The series began originally as a game based on the popular actor martial artist, Jean-Claude Van Damme. The idea fell through and Mortal Kombat was born instead. As a result of its success, Mortal Kombat has spawned many sequels and has been spun off into several adventure games, films (animated and live-action with its own sequel), and television series (animated and live-action). Other spin-offs include various comic book series, a card game and a live-action tour.
The original three games and their updates, Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, Ultimate Mortal Kombat 3, and Mortal Kombat Trilogy, were styled in a 2-D fighting fashion with gameplay consisting of six buttons that were high punch, low punch, high kick, low kick, block, and run (run was added in "Mortal Kombat 3"). Reviewers have stated that because of this the characters are only differentiated by their special moves. In fact, some reviewers have criticized that the "bewildering array" of special moves in comparison to other fighting games has resulted in too little focus on regular moves.
The series is especially noted for its realistic digitized sprites (which differentiated it from its contemporaries' hand-drawn sprites), and its high levels of blood and gore, including, most notably, its graphic Fatalities—finishing moves, requiring a sequence of buttons to perform, which, in part, led to the creation of the ESRB. The series name itself is also known for using the letter "K" in place of "C" for the hard C sound, thus intentionally misspelling the word "combat," as well as other words with the hard C sound within later games in the series. Early games in the series were infamous for the prominent use of palette swapping to create new character sprites.
Gameplay
According to 1UP.com, the early Mortal Kombat characters played virtually identical to one another with the only major differences being special moves. In an interview with Computer and Video Games, Ed Boon stated, "[...] since the beginning, one of the things that's separated us from other fighting games is the crazy moves we've put in it, like fireballs and all the magic moves, so to speak." When asked if Street Fighter and Mortal Kombat would do a crossover, Street Fighter producer, Yoshinori Ono, called Mortal Kombat a very different game from Street Fighter. The Capcom Senior Director of communications compared Street Fighter and Mortal Kombat in an interview with Gamasutra by asking if the interviewer preferred the "precision and depth" of Street Fighter or the "gore and comedy" of Mortal Kombat; he also stated that the Street Fighter and Mortal Kombat rivalry was considered similar to the Coke and Pepsi rivalry in the 1990s. In an interview with Video Games Daily, Senior Producer of Mortal Kombat vs. DC Universe, Hans Lo, called Street Fighter a little more technical fighter in comparison to Mortal Kombat.
Midway would keep their single styled fighting moves with four attack buttons which were a different array of punches and kicks and block until they changed this in Mortal Kombat: Deadly Alliance by differentiating characters normal moves and even giving them multiple fighting styles. Beginning in Mortal Kombat: Deadly Alliance and until Mortal Kombat: Deception, the characters would have three fighting styles per character: two unarmed styles, and one weapon style. Few exceptions to this arose in Mortal Kombat: Armageddon, such as monster-like characters like Onaga and Moloch who would have only one fighting style. Most of the fighting styles featured are based on real martial arts, though a few of them are not. Goro's fighting styles, for example, are designed to take advantage of the fact that he has four arms. For Mortal Kombat: Armageddon, fighting styles were reduced to a maximum of two per character (generally one hand-to-hand combat style and one weapon style) due to the sheer number of playable characters.
Mortal Kombat vs. DC Universe dropped the multiple fighting style trend altogether in favor of giving each character a much wider variety of special moves, however some characters still had multiple fighting styles Baraka, utilizing the retractable blades in his arms (called the "Blade Stance"), and Deathstroke who also possessed the ability to use another fighting style in the form of a sword (called the "Sword Stance").
Finishing Moves
Mortal Kombat introduced Fatalities, finishing moves that allow players to end a fight by killing their opponent in a gruesome manner. It was developed in order to give gamers a free hit at the end of the fight. Finishing moves in later games included:
Friendship, in Mortal Kombat II, "which includes giving opponents a present or a bouquet of flowers, instead of killing them",
Animality, in Mortal Kombat 3: turning into an animal to violently finish off the opponent,
Mercy, where the victor gives a little health to the opponent,
Brutality, in Mortal Kombat Trilogy: bashing an opponent into pieces with a long combination of hits or combo
Babality "[where] your opponent turns into a baby."
Deception added the Hara-Kiri (as described by GameSpot, "[...] the hara-kiri, or self-fatality. Basically, players who have lost a match have the ability to punch in a command to perform a self-fatality"), to allow the losers to engage in a suicide-based finishing move, creating a race between both players to see if the winning player can finish off the losing player before the losing player can kill himself.
The Babality and Friendship moves were created as a satirical non-violent finishing move, a sarcastic swipe at the U.S. congressional Investigation for Violence in Videogames who came down harshly on the Mortal Kombat games.
Graphics
The original Mortal Kombat was developed with digitized sprites based on actors, as opposed to animated cartoon graphics. Mortal Kombat 4 brought the series into 3D, replacing the digitized fighters of previous games with polygon models.
More so than other fighting games at the time, Mortal Kombat was famous for re-coloring certain sprites to appear as different characters. This was most prominent with the series' various ninja/assassin characters. Many of the more popular characters were spawned from these palette swaps.
In the very first game, Scorpion, Sub-Zero, and Reptile were essentially the same character. The colors of their attire, fighting stance, and special techniques indicated the difference. Sub-Zero wore blue attire, Scorpion wore yellow, and Reptile wore green. Later games added other ninjas based on the same model: Noob Saibot (fully black), Smoke (gray with an attire that emitted clouds of smoke), Ermac (red), and Rain (purple). Chameleon was a hidden character who would cycle the palette colors of the other ninja.
Development
Mortal Kombat started development in 1991 with only four people; Ed Boon, John Tobias, John Vogel, and Dan Forden. As Ed Boon stated in an interview with Major Nelson "The first Mortal Kombat game was 4 guys, literally, one programmer, myself (Boon), two graphics guys (Tobias and Vogel), and a sound guy (Forden) was the entire team, literally" Originally, Boon and Tobias wanted to create a video game starring Jean-Claude Van Damme, with a digitized version of the action star fighting villains. In a podcast interview with the Official Xbox Magazine, Ed Boon stated for six out of the eight months while they were in production of Mortal Kombat, "...nobody could come up with a name nobody didn't hate." Some of the names suggested were Kumite, Dragon Attack, Death Blow, and even at one point, Fatality. Someone had written down "combat" on the drawing board for the names in Ed Boon's office and someone wrote a K over the C, according to Ed Boon, "...just to be kind of weird..." Steve Ritchie, a pinball designer at that time, was sitting in Ed Boon's office and saw the word "Kombat" and said to Ed Boon, 'Why don't you name it Mortal Kombat?' and according to Ed Boon, that name "just stuck."
The series itself commonly uses the letter "K" in place of "C" for words containing the hard C sound, thus misspelling them. According to an interview with CraveOnline, Ed Boon stated that during game development they usually spell the words correctly and change them later when the developers recognize an opportunity.
As outlined in an article by TIME in 2001, the team switched from digitized actors to motion capture technology stating, "To make the characters in video games more realistic, actors are being recruited to serve as models. Acclaim, the video-game company that made Mortal Kombat, has created a special 'motion capture studio' for this purpose. A martial-arts expert with as many as 100 electronic sensors taped to his body sends precise readings to a camera as he goes through his moves—running, jumping, kicking, punching. The action is captured, digitized and synthesized into a 'naked' wire-frame model stored in a computer. Those models can then be 'dressed' with clothing, facial expressions and other characteristics by means of a computer technique called texture mapping."
Easter Eggs and Secrets
Mortal Kombat included secret characters, secret games, and other Easter eggs. Mortal Kombat 3, for example, included a hidden game of Galaga as well a hidden game of Pong in Mortal Kombat II. Many extras in the series have only been accessible through very challenging, demanding, and sometimes coincidental requirements.
The Sega Mega Drive/Genesis versions had some unique eggs: in Mortal Kombat, a head shot of the President of Probe Software, Fergus McGovern, flew in front of the moon in the Pit stage, while in Mortal Kombat II, Raiden could perform a "Fergality" on the Armory stage.
In the 1992 arcade original when fighting on The Pit stage, the player can qualify for a fight at the bottom of The Pit with the hidden character Reptile, who has the powers of Scorpion and Sub-Zero.
Some Easter eggs originated from in-jokes between members of the development team. One example is "Toasty", which found its way into the game in the form of a small image of sound designer Dan Forden, who would appear in the corner of the screen during gameplay (after performing an uppercut) and yell the word "Toasty". This egg was also the key to unlocking the hidden character Smoke when it happened in the Portal stage. Another note of interest is in Mortal Kombat 4, Forden would say "Toasty! 3D!" after Scorpion did his burn fatality, a reference to the fact that it is the first 3D game of the series.
"Toasty" is also found in Mortal Kombat: Shaolin Monks, appearing randomly after the character pulls off a chain of hits, though the picture of Forden was removed for that version.
Yet another private joke was the hidden character "Noob Saibot", who appeared in various versions of the game. The character's name derived from two of the series' creators' surnames, Ed Boon, and John Tobias, spelled backwards. In addition, the character Ermac's name came from the first Mortal Kombat, which had "ERMAC5" on its diagnostics screen; players presumed this dealt with some secret character. The development team decided to turn this rumor into an actual character, who was introduced in Ultimate Mortal Kombat 3. The character Mokap is based upon Carlos Pesina who leads the motion capture team for modern MK games (and previously played Raiden in the first and second games).
The series began originally as a game based on the popular actor martial artist, Jean-Claude Van Damme. The idea fell through and Mortal Kombat was born instead. As a result of its success, Mortal Kombat has spawned many sequels and has been spun off into several adventure games, films (animated and live-action with its own sequel), and television series (animated and live-action). Other spin-offs include various comic book series, a card game and a live-action tour.
The original three games and their updates, Mortal Kombat, Mortal Kombat II, Mortal Kombat 3, Ultimate Mortal Kombat 3, and Mortal Kombat Trilogy, were styled in a 2-D fighting fashion with gameplay consisting of six buttons that were high punch, low punch, high kick, low kick, block, and run (run was added in "Mortal Kombat 3"). Reviewers have stated that because of this the characters are only differentiated by their special moves. In fact, some reviewers have criticized that the "bewildering array" of special moves in comparison to other fighting games has resulted in too little focus on regular moves.
The series is especially noted for its realistic digitized sprites (which differentiated it from its contemporaries' hand-drawn sprites), and its high levels of blood and gore, including, most notably, its graphic Fatalities—finishing moves, requiring a sequence of buttons to perform, which, in part, led to the creation of the ESRB. The series name itself is also known for using the letter "K" in place of "C" for the hard C sound, thus intentionally misspelling the word "combat," as well as other words with the hard C sound within later games in the series. Early games in the series were infamous for the prominent use of palette swapping to create new character sprites.
Gameplay
According to 1UP.com, the early Mortal Kombat characters played virtually identical to one another with the only major differences being special moves. In an interview with Computer and Video Games, Ed Boon stated, "[...] since the beginning, one of the things that's separated us from other fighting games is the crazy moves we've put in it, like fireballs and all the magic moves, so to speak." When asked if Street Fighter and Mortal Kombat would do a crossover, Street Fighter producer, Yoshinori Ono, called Mortal Kombat a very different game from Street Fighter. The Capcom Senior Director of communications compared Street Fighter and Mortal Kombat in an interview with Gamasutra by asking if the interviewer preferred the "precision and depth" of Street Fighter or the "gore and comedy" of Mortal Kombat; he also stated that the Street Fighter and Mortal Kombat rivalry was considered similar to the Coke and Pepsi rivalry in the 1990s. In an interview with Video Games Daily, Senior Producer of Mortal Kombat vs. DC Universe, Hans Lo, called Street Fighter a little more technical fighter in comparison to Mortal Kombat.
Midway would keep their single styled fighting moves with four attack buttons which were a different array of punches and kicks and block until they changed this in Mortal Kombat: Deadly Alliance by differentiating characters normal moves and even giving them multiple fighting styles. Beginning in Mortal Kombat: Deadly Alliance and until Mortal Kombat: Deception, the characters would have three fighting styles per character: two unarmed styles, and one weapon style. Few exceptions to this arose in Mortal Kombat: Armageddon, such as monster-like characters like Onaga and Moloch who would have only one fighting style. Most of the fighting styles featured are based on real martial arts, though a few of them are not. Goro's fighting styles, for example, are designed to take advantage of the fact that he has four arms. For Mortal Kombat: Armageddon, fighting styles were reduced to a maximum of two per character (generally one hand-to-hand combat style and one weapon style) due to the sheer number of playable characters.
Mortal Kombat vs. DC Universe dropped the multiple fighting style trend altogether in favor of giving each character a much wider variety of special moves, however some characters still had multiple fighting styles Baraka, utilizing the retractable blades in his arms (called the "Blade Stance"), and Deathstroke who also possessed the ability to use another fighting style in the form of a sword (called the "Sword Stance").
Finishing Moves
Mortal Kombat introduced Fatalities, finishing moves that allow players to end a fight by killing their opponent in a gruesome manner. It was developed in order to give gamers a free hit at the end of the fight. Finishing moves in later games included:
Friendship, in Mortal Kombat II, "which includes giving opponents a present or a bouquet of flowers, instead of killing them",
Animality, in Mortal Kombat 3: turning into an animal to violently finish off the opponent,
Mercy, where the victor gives a little health to the opponent,
Brutality, in Mortal Kombat Trilogy: bashing an opponent into pieces with a long combination of hits or combo
Babality "[where] your opponent turns into a baby."
Deception added the Hara-Kiri (as described by GameSpot, "[...] the hara-kiri, or self-fatality. Basically, players who have lost a match have the ability to punch in a command to perform a self-fatality"), to allow the losers to engage in a suicide-based finishing move, creating a race between both players to see if the winning player can finish off the losing player before the losing player can kill himself.
The Babality and Friendship moves were created as a satirical non-violent finishing move, a sarcastic swipe at the U.S. congressional Investigation for Violence in Videogames who came down harshly on the Mortal Kombat games.
Graphics
The original Mortal Kombat was developed with digitized sprites based on actors, as opposed to animated cartoon graphics. Mortal Kombat 4 brought the series into 3D, replacing the digitized fighters of previous games with polygon models.
More so than other fighting games at the time, Mortal Kombat was famous for re-coloring certain sprites to appear as different characters. This was most prominent with the series' various ninja/assassin characters. Many of the more popular characters were spawned from these palette swaps.
In the very first game, Scorpion, Sub-Zero, and Reptile were essentially the same character. The colors of their attire, fighting stance, and special techniques indicated the difference. Sub-Zero wore blue attire, Scorpion wore yellow, and Reptile wore green. Later games added other ninjas based on the same model: Noob Saibot (fully black), Smoke (gray with an attire that emitted clouds of smoke), Ermac (red), and Rain (purple). Chameleon was a hidden character who would cycle the palette colors of the other ninja.
Development
Mortal Kombat started development in 1991 with only four people; Ed Boon, John Tobias, John Vogel, and Dan Forden. As Ed Boon stated in an interview with Major Nelson "The first Mortal Kombat game was 4 guys, literally, one programmer, myself (Boon), two graphics guys (Tobias and Vogel), and a sound guy (Forden) was the entire team, literally" Originally, Boon and Tobias wanted to create a video game starring Jean-Claude Van Damme, with a digitized version of the action star fighting villains. In a podcast interview with the Official Xbox Magazine, Ed Boon stated for six out of the eight months while they were in production of Mortal Kombat, "...nobody could come up with a name nobody didn't hate." Some of the names suggested were Kumite, Dragon Attack, Death Blow, and even at one point, Fatality. Someone had written down "combat" on the drawing board for the names in Ed Boon's office and someone wrote a K over the C, according to Ed Boon, "...just to be kind of weird..." Steve Ritchie, a pinball designer at that time, was sitting in Ed Boon's office and saw the word "Kombat" and said to Ed Boon, 'Why don't you name it Mortal Kombat?' and according to Ed Boon, that name "just stuck."
The series itself commonly uses the letter "K" in place of "C" for words containing the hard C sound, thus misspelling them. According to an interview with CraveOnline, Ed Boon stated that during game development they usually spell the words correctly and change them later when the developers recognize an opportunity.
As outlined in an article by TIME in 2001, the team switched from digitized actors to motion capture technology stating, "To make the characters in video games more realistic, actors are being recruited to serve as models. Acclaim, the video-game company that made Mortal Kombat, has created a special 'motion capture studio' for this purpose. A martial-arts expert with as many as 100 electronic sensors taped to his body sends precise readings to a camera as he goes through his moves—running, jumping, kicking, punching. The action is captured, digitized and synthesized into a 'naked' wire-frame model stored in a computer. Those models can then be 'dressed' with clothing, facial expressions and other characteristics by means of a computer technique called texture mapping."
Easter Eggs and Secrets
Mortal Kombat included secret characters, secret games, and other Easter eggs. Mortal Kombat 3, for example, included a hidden game of Galaga as well a hidden game of Pong in Mortal Kombat II. Many extras in the series have only been accessible through very challenging, demanding, and sometimes coincidental requirements.
The Sega Mega Drive/Genesis versions had some unique eggs: in Mortal Kombat, a head shot of the President of Probe Software, Fergus McGovern, flew in front of the moon in the Pit stage, while in Mortal Kombat II, Raiden could perform a "Fergality" on the Armory stage.
In the 1992 arcade original when fighting on The Pit stage, the player can qualify for a fight at the bottom of The Pit with the hidden character Reptile, who has the powers of Scorpion and Sub-Zero.
Some Easter eggs originated from in-jokes between members of the development team. One example is "Toasty", which found its way into the game in the form of a small image of sound designer Dan Forden, who would appear in the corner of the screen during gameplay (after performing an uppercut) and yell the word "Toasty". This egg was also the key to unlocking the hidden character Smoke when it happened in the Portal stage. Another note of interest is in Mortal Kombat 4, Forden would say "Toasty! 3D!" after Scorpion did his burn fatality, a reference to the fact that it is the first 3D game of the series.
"Toasty" is also found in Mortal Kombat: Shaolin Monks, appearing randomly after the character pulls off a chain of hits, though the picture of Forden was removed for that version.
Yet another private joke was the hidden character "Noob Saibot", who appeared in various versions of the game. The character's name derived from two of the series' creators' surnames, Ed Boon, and John Tobias, spelled backwards. In addition, the character Ermac's name came from the first Mortal Kombat, which had "ERMAC5" on its diagnostics screen; players presumed this dealt with some secret character. The development team decided to turn this rumor into an actual character, who was introduced in Ultimate Mortal Kombat 3. The character Mokap is based upon Carlos Pesina who leads the motion capture team for modern MK games (and previously played Raiden in the first and second games).
Friday, October 22, 2010
Hitman Characters (Game)
Agent 47
A genetically-engineered assassin created from the recombinant DNA of five of the world's most dangerous criminals. The fact that the DNA came from multiple ethnicities allows 47 to blend in to a certain degree in most places in the world, or at least not look immediately suspicious and out-of-place. His name comes from the last two digits of a bar code on the back of his head – 640509-040147. He is a tall, bald, blue-eyed, no-nonsense individual and usually wears a suit with black leather gloves and a red tie and is known to disguise himself. Engineered from conception to be the perfect killer, 47's strength, speed, and intellect are above the human norm. According to Jacob Andersen, lead designer of Hitman 2: Silent Assassin, Agent 47 went from being "a mean old hairy guy" to having "hi-tech glasses" before getting to his current design. More inspiration came from "comic books, Hong Kong movies," and other similar media. According to Game Director Rasmus Højengaard (Hoejengaard), the idea of a clone whose future is decided by the people that created him, intrigued the Hitman team. Hojengaard felt the idea of creating the "ultimate assassin" by cloning "evolved with the character before the first Hitman game was done". 47 is modeled after David Bateson, the veteran actor who has voiced 47 in every Hitman game.
Diana Burnwood
47's handler at the Agency. Diana briefs 47 on his assignments, oversees his progress, and serves as his guide over the radio. For the vast majority of the series, 47 never sees Diana, recognizing her only by voice, however, they do come face-to-face at the conclusion of Hitman: Blood Money and Hitman: Contracts. Diana has an upper-class English accent and a business-like demeanor. Although Diana usually handles 47's affairs from afar, she turns out to be a major character in Hitman: Blood Money; serving as a double agent, faking 47's death, saving the Agency from liquidation, and dodging death herself a few times. In the end, her efforts pay off when the Agency is brought back online, although it is left unmentioned if Diana has been promoted to a higher position. Diana is voiced by Vivienne McKee. In the Hitman film, Diana's only form of contact with 47 is through a synthesized voice via laptop. However, she does directly call 47 by phone in order to warn him that the Organization has targeted him.
Agent Smith
A fairly inept American CIA agent with ties to the Agency. He has a tendency to be captured and tortured by the people he has been assigned to spy on. As a result, the Agency has sent 47 to rescue him on a number of occasions. His torture experiences have caused him to take up drinking on the job, making him even more ineffective. Like 47, Agent Smith dons a variety of disguises, but most often he's seen beaten and stripped down to his American Flag boxer shorts. He seems to regard 47 as a friend, no doubt because 47 has rescued him so many times. The feeling is not mutual. 47 initially treats his relationship with Agent Smith as detached and professional, but as he is forced to rescue Smith again and again he increasingly sees Smith as an ineffective hindrance. In Hitman: Blood Money, 47 puts a gun to Smith's head and threatens to kill him. Smith's appearance changes somewhat in Hitman: Blood Money, having lost most of his hair through long term alcoholism and depression. In the Hitman film, Smith is instead portrayed as a very competent and dutiful CIA agent. In return for assassinating a high priority CIA target (Udre Belicoff, the brother of 47's original target), Smith helps 47 elude arrest by Interpol.
Mei-Ling
A young woman from the Chinese mainland, abducted and recruited into the brothel of Hong Kong crime lord Lee Hong. 47 rescues her in exchange for information about her employer in preparation for assassinating him. After escaping from Lee Hong, Mei-Ling is later revealed to be prostituting herself to Hayamoto, another Asian crime lord. 47 ends up rescuing her again (much to his consternation). Lei-Ling is apparently the first woman who has ever kissed 47; his reaction is different in the original game from the remake. In the original Hitman, 47 reacts with significant revulsion. In the remake Hitman: Contracts, his reaction is one of detached bemusement. She was known as Lei Ling in the original Hitman.
Dr. Otto Wolfgang Ort-Meyer
47's creator and the ultimate villain of Hitman: Codename 47. A brilliant but dangerous individual. Ostracized by the scientific community for his radical theories on genetic manipulation, Ort-Meyer ran a sophisticated lab hidden beneath a Romanian asylum. There he labored on DNA splicing in an effort to create a flawless human being. He took a great part in raising and indoctrinating 47 at the asylum, where 47 was kept a prisoner until he matured. Ort-Meyer eventually engineered 47's "escape" from the asylum in order to test his performance in the real world. The consummate megalomaniac, Ort-Meyer contracted with the Agency to have 47 kill the other 4 men behind the Hitman Project (47's "fathers"), so that Ort-Meyer could enjoy the fruits of his labor by himself. Ort-Meyer then attempted to lure 47 to his death, having perfected "Mr. 48", an improved, mindlessly loyal series of clones. Ort-Meyer underestimated how far 47 had advanced, and in the final showdown, 47 slaughtered the 48s and then killed Ort-Meyer himself by snapping his neck.
A genetically-engineered assassin created from the recombinant DNA of five of the world's most dangerous criminals. The fact that the DNA came from multiple ethnicities allows 47 to blend in to a certain degree in most places in the world, or at least not look immediately suspicious and out-of-place. His name comes from the last two digits of a bar code on the back of his head – 640509-040147. He is a tall, bald, blue-eyed, no-nonsense individual and usually wears a suit with black leather gloves and a red tie and is known to disguise himself. Engineered from conception to be the perfect killer, 47's strength, speed, and intellect are above the human norm. According to Jacob Andersen, lead designer of Hitman 2: Silent Assassin, Agent 47 went from being "a mean old hairy guy" to having "hi-tech glasses" before getting to his current design. More inspiration came from "comic books, Hong Kong movies," and other similar media. According to Game Director Rasmus Højengaard (Hoejengaard), the idea of a clone whose future is decided by the people that created him, intrigued the Hitman team. Hojengaard felt the idea of creating the "ultimate assassin" by cloning "evolved with the character before the first Hitman game was done". 47 is modeled after David Bateson, the veteran actor who has voiced 47 in every Hitman game.
Diana Burnwood
47's handler at the Agency. Diana briefs 47 on his assignments, oversees his progress, and serves as his guide over the radio. For the vast majority of the series, 47 never sees Diana, recognizing her only by voice, however, they do come face-to-face at the conclusion of Hitman: Blood Money and Hitman: Contracts. Diana has an upper-class English accent and a business-like demeanor. Although Diana usually handles 47's affairs from afar, she turns out to be a major character in Hitman: Blood Money; serving as a double agent, faking 47's death, saving the Agency from liquidation, and dodging death herself a few times. In the end, her efforts pay off when the Agency is brought back online, although it is left unmentioned if Diana has been promoted to a higher position. Diana is voiced by Vivienne McKee. In the Hitman film, Diana's only form of contact with 47 is through a synthesized voice via laptop. However, she does directly call 47 by phone in order to warn him that the Organization has targeted him.
Agent Smith
A fairly inept American CIA agent with ties to the Agency. He has a tendency to be captured and tortured by the people he has been assigned to spy on. As a result, the Agency has sent 47 to rescue him on a number of occasions. His torture experiences have caused him to take up drinking on the job, making him even more ineffective. Like 47, Agent Smith dons a variety of disguises, but most often he's seen beaten and stripped down to his American Flag boxer shorts. He seems to regard 47 as a friend, no doubt because 47 has rescued him so many times. The feeling is not mutual. 47 initially treats his relationship with Agent Smith as detached and professional, but as he is forced to rescue Smith again and again he increasingly sees Smith as an ineffective hindrance. In Hitman: Blood Money, 47 puts a gun to Smith's head and threatens to kill him. Smith's appearance changes somewhat in Hitman: Blood Money, having lost most of his hair through long term alcoholism and depression. In the Hitman film, Smith is instead portrayed as a very competent and dutiful CIA agent. In return for assassinating a high priority CIA target (Udre Belicoff, the brother of 47's original target), Smith helps 47 elude arrest by Interpol.
Mei-Ling
A young woman from the Chinese mainland, abducted and recruited into the brothel of Hong Kong crime lord Lee Hong. 47 rescues her in exchange for information about her employer in preparation for assassinating him. After escaping from Lee Hong, Mei-Ling is later revealed to be prostituting herself to Hayamoto, another Asian crime lord. 47 ends up rescuing her again (much to his consternation). Lei-Ling is apparently the first woman who has ever kissed 47; his reaction is different in the original game from the remake. In the original Hitman, 47 reacts with significant revulsion. In the remake Hitman: Contracts, his reaction is one of detached bemusement. She was known as Lei Ling in the original Hitman.
Dr. Otto Wolfgang Ort-Meyer
47's creator and the ultimate villain of Hitman: Codename 47. A brilliant but dangerous individual. Ostracized by the scientific community for his radical theories on genetic manipulation, Ort-Meyer ran a sophisticated lab hidden beneath a Romanian asylum. There he labored on DNA splicing in an effort to create a flawless human being. He took a great part in raising and indoctrinating 47 at the asylum, where 47 was kept a prisoner until he matured. Ort-Meyer eventually engineered 47's "escape" from the asylum in order to test his performance in the real world. The consummate megalomaniac, Ort-Meyer contracted with the Agency to have 47 kill the other 4 men behind the Hitman Project (47's "fathers"), so that Ort-Meyer could enjoy the fruits of his labor by himself. Ort-Meyer then attempted to lure 47 to his death, having perfected "Mr. 48", an improved, mindlessly loyal series of clones. Ort-Meyer underestimated how far 47 had advanced, and in the final showdown, 47 slaughtered the 48s and then killed Ort-Meyer himself by snapping his neck.
Thursday, October 21, 2010
Hitman (Game)
Hitman is a stealth game series developed by the Danish company IO Interactive. The series is available on PC as well as several video game consoles, including the Nintendo GameCube, PlayStation 2, Xbox, and Xbox 360. The game series has since expanded into a novel, Hitman: Enemy Within written by William C. Dietz, and a Hitman film adaptation which is loosely based on the storyline of the games.
The series revolves around Agent 47 (usually simply referred to as "47" or "Mr. 47"), an assassin-for-hire, whose flawless record places him in high demand among the wealthy and elite. The games feature a mix of orchestral and electronica musical scores, composed by Jesper Kyd. A fifth installment of the series is in the works; according to the IO Interactive team and it was due for release late in the fourth quarter of 2010. It has since been confirmed that Hitman 5 has now been delayed until Christmas 2011 "at the earliest". Certain websites are advising that the game will be released for sale in late November 2011.
Games
To date, four games have been released with a fifth title in development by IO Interactive for the Xbox 360, PlayStation 3 and Windows. The fifth title has been officially announced by Square Enix, though no further information has been released. The games contain violence and blood and are rated Mature (17+) by the Entertainment Software Rating Board. All games are third-person stealth-based, although it is possible to switch between third-person and first-person perspective in all versions except in the first, which offers an optional camera angle comparable to one used in fixed-camera adventure games.
Hitman Triple Pack
A Hitman compilation was released for the PC and PlayStation 2 containing the last three games of the series; Hitman 2: Silent Assassin, Hitman: Contracts, and Hitman: Blood Money. The compilation is called Hitman The Triple Hit Pack in Europe and Hitman Trilogy in North America. It was released for the North American market on June 20, 2007 and for the European market on June 22, 2007.
The purpose for this new release of the three latest Hitman-games is to introduce new players to the series as well as giving old players one Hitman-package. The compilation also includes a Kane & Lynch: Dead Men bonus disc with some special features.
Included games are:
Hitman 2: Silent Assassin
Hitman: Contracts
Hitman: Blood Money
Note that Hitman: Codename 47 is the first game of the series and follows a slightly different game mechanic from its sequels. It has been omitted most likely due to the fact that it was only released for PC, as the trilogy pack was released for the PlayStation 2 as well. Furthermore, Hitman: Contracts includes some levels remade from Hitman: Codename 47. Hitman: Ultimate Contract, a PC-only compilation of all four games, was released on 17 Jul 2009.
Games by Year
Hitman: Codename 47 released in 2000
Hitman 2: Silent Assassin released in 2002
Hitman: Contracts released in 2004
Hitman: Blood Money released in 2006
Hitman 5 due for release in 2011
Gameplay
The core objective in each level is to kill assigned targets (usually multiple and sometimes additional targets as an optional bonus). In most cases, 'Hitman' allows the player different options to accomplish this task. Players can perform precise assassinations or slaughter indiscriminately in order to achieve the mission goals; however, the games reward a subtle approach by awarding special weapons or cash bonuses if players earn a favourable rank (usually achievable by eliminating only the assigned target, and without raising the alarm doing so). 47 can also wear a variety of disguises (such as repairmen, police officers and waiters) to fool enemies and gain access to restricted areas. The focus of 'Hitman' is not hiding in the shadows from the enemy, but rather blending in amongst them. It is up to the player to initiate the violence, since guards do not usually open fire unless provoked.
In every game, the player character, 'Agent 47', has limited maneuverability; he cannot jump, scale walls, or mantle up ledges (there are a few pre-scripted places where he can jump from one balcony to another, but these are very rare). This generally limits the player to a single plane of movement, although he is often presented the opportunity to move to higher or lower areas through the use of ladders, stairs, elevators, or hills.
47 is given the ability to hop over minor obstructions in Blood Money, and can also climb up certain edifices (such as fencing, vines, loose bricks, crates etc.). There is also the option of climbing onto the top of elevators through the hatch, allowing the player to strangle a victim from above. This is thought to be a homage to the Luc Besson hitman film Léon, in which the title character kills in this way in an early scene.
A major feature in the game is the 'tension' meter, detailing how much attention the player is receiving from the public or guards and is dependent on many things. For example, walking around in a guard's uniform with the correct corresponding gun won't gather much notice, whereas running around in a waiter's uniform in a restricted area while carrying a visible weapon instead of an appetizer tray will result in an unwanted confrontation with the guards.
In most cases, 47 is required to hide any dead bodies, to prevent alarm. As introduced in Hitman Blood Money, 47 can hide a body in a place such as a garbage dump/rubbish bin. Many targets in the Hitman games can be assassinated without firing a single shot; this style of gameplay became more prevalent in 'Blood Money', where the focus was to make 47's hits look like accidents. Accidents can be caused remotely with RU-AP mines acting on some (usually heavy and suspended) object, directly by pushing someone over a railing, and by other, more elaborate methods such as:
Replacing a World War II Replica Gun to be used in the opera 'Tosca' with a real World War II era pistol (Hitman Blood Money, the fourth game of the series).
Crushing a man's neck using weights during his morning workout (Hitman Blood Money, the fourth game of the series).
Rigging a grill to set a victim on fire (Hitman Blood Money, the fourth game of the series).
The second game of the series, 'Silent Assassin', enforced the concept of kills without firing more than a single shot. As per the number of gun shots fired and stealth used, ratings were given after every mission. The best of these was Silent Assassin indicating no more than 1 gunshot per target (and a guard) with no alerts raised.
Hitman Insignia
The 'Hitman' insignia appears in 'Hitman: Codename 47' on the gates of Prof. Dr. Otto Wolfgang Ort-Meyer's asylum, throughout his laboratory and is formed by Prof. Dr. Otto Wolfgang Ort-Meyer's pool of blood when 47 kills him at the end of the game. It also appears in 'Hitman: Contracts' on the floor of the cloning lab, this time as though it is the actual floor design, as well as on Ort-Meyer's belt buckle.
The symbol is engraved on the handles of his custom 'AMT Hardballer' (called: 'Silverballer' in 'Hitman: Contracts', the third game and 'Hitman: Blood Money', the fourth game of the 'Hitman' series), pistols. After 'Hitman: Contracts', the symbol is on the slides as well. It is also found on 47's equipment such as his laptop, his briefcase and cell phone. In the film, 47 wears a pair of silver cufflinks with his insignia enamelled in red.
Methods of Assassination
The Hitman series permits the player to kill targets (or non-targets) in a variety of ways, using firearms, melee weapons, or even conventional objects that 47 picks up (such as shovels, fireplace pokers, pool cues, etc.). In Hitman: 'Contracts', melee weapons such as knives can be used to kill in more than one method, including forward stabs, horizontal throat slitting, frontal slashes, repeated stabs under the ribcage, or thrusting the blade into the carotid artery.
47 also has a 'Garrote wire', or 'Fiber strangulation wire'. Unlike conventional piano wire, the fiber wire is specially made for strangulation, with reinforced handles so 47 can use his maximum grip to choke and break the windpipe of his target. He carries it with him on every mission, even those in which he is stripped of all other weaponry. It is also one of the few weapons (along with the syringe, .22 SD and plastic explosives) which can bypass metal detectors.
To achieve the ideal 'Silent Assassin' rank, it is recommended that 47 only kill his assigned targets, and no one else. The sedative syringes, or chloroform in 'Hitman 2: Silent Assassin' (which only has a temporary, dose-dependent effect, unlike syringes), exist for this purpose, so that 47 may incapacitate an innocent person to take items or clothing from their body without harming them at all (so it does not count against the player in the final ranking). In 'Hitman: Blood Money', the ability to add sedative to food and drink was added, to avoid direct confrontation. Hitman: Blood Money also introduced the option to hold any player hostage using smaller arms and use them as a human shield, and allows the player to knock the hostage unconscious with the gun, saving the player much needed sedatives for food items or any impeding characters that are seated in chairs. In some missions, if a murder can be made to look like accidental death (using the accident system first introduced in Blood Money), some kills will not be counted as hits, but as accidents. Any civilians or armed personnel who witness a kill (even from afar) will count as witnesses, and will harm the player's rank if they remain alive or alert nearby guards. If however, someone (target or civilian) dies because of an accident, it will not matter if there are witnesses. 47 has the option of killing witnesses before they reach a guard, but the unnecessary murder will still count against his rank (unless he kills them with an accident). Witnesses also include anybody who sees 47 changing disguises or holding a weapon. In the games prior to 'Blood Money', the only consequence of having witnesses to a crime is that they will seek out police/guards and trigger an alert.
There are mission-specific options for killing a target in certain levels. Notable examples include locking a target in a sauna to stimulate a heart condition and cause cardiac arrest, poisoning a target's meal (this becomes more widespread in Blood Money, with meals or drinks that can be poisoned in almost every level), disguising 47 as a doctor and sabotaging a surgical operation, replacing a prop Mauser C96 handgun with a real one at an opera rehearsal, causing an actor to unwillingly kill the target, and causing stage pyrotechnics to explode and set the target on fire.
In most cases, it is required that 47 also hide the body of killed or unconscious victims, in order to avoid any unwanted alarm or if this is the desired effect 47 can leave the victims body in a wide open space for all to see.
The series revolves around Agent 47 (usually simply referred to as "47" or "Mr. 47"), an assassin-for-hire, whose flawless record places him in high demand among the wealthy and elite. The games feature a mix of orchestral and electronica musical scores, composed by Jesper Kyd. A fifth installment of the series is in the works; according to the IO Interactive team and it was due for release late in the fourth quarter of 2010. It has since been confirmed that Hitman 5 has now been delayed until Christmas 2011 "at the earliest". Certain websites are advising that the game will be released for sale in late November 2011.
Games
To date, four games have been released with a fifth title in development by IO Interactive for the Xbox 360, PlayStation 3 and Windows. The fifth title has been officially announced by Square Enix, though no further information has been released. The games contain violence and blood and are rated Mature (17+) by the Entertainment Software Rating Board. All games are third-person stealth-based, although it is possible to switch between third-person and first-person perspective in all versions except in the first, which offers an optional camera angle comparable to one used in fixed-camera adventure games.
Hitman Triple Pack
A Hitman compilation was released for the PC and PlayStation 2 containing the last three games of the series; Hitman 2: Silent Assassin, Hitman: Contracts, and Hitman: Blood Money. The compilation is called Hitman The Triple Hit Pack in Europe and Hitman Trilogy in North America. It was released for the North American market on June 20, 2007 and for the European market on June 22, 2007.
The purpose for this new release of the three latest Hitman-games is to introduce new players to the series as well as giving old players one Hitman-package. The compilation also includes a Kane & Lynch: Dead Men bonus disc with some special features.
Included games are:
Hitman 2: Silent Assassin
Hitman: Contracts
Hitman: Blood Money
Note that Hitman: Codename 47 is the first game of the series and follows a slightly different game mechanic from its sequels. It has been omitted most likely due to the fact that it was only released for PC, as the trilogy pack was released for the PlayStation 2 as well. Furthermore, Hitman: Contracts includes some levels remade from Hitman: Codename 47. Hitman: Ultimate Contract, a PC-only compilation of all four games, was released on 17 Jul 2009.
Games by Year
Hitman: Codename 47 released in 2000
Hitman 2: Silent Assassin released in 2002
Hitman: Contracts released in 2004
Hitman: Blood Money released in 2006
Hitman 5 due for release in 2011
Gameplay
The core objective in each level is to kill assigned targets (usually multiple and sometimes additional targets as an optional bonus). In most cases, 'Hitman' allows the player different options to accomplish this task. Players can perform precise assassinations or slaughter indiscriminately in order to achieve the mission goals; however, the games reward a subtle approach by awarding special weapons or cash bonuses if players earn a favourable rank (usually achievable by eliminating only the assigned target, and without raising the alarm doing so). 47 can also wear a variety of disguises (such as repairmen, police officers and waiters) to fool enemies and gain access to restricted areas. The focus of 'Hitman' is not hiding in the shadows from the enemy, but rather blending in amongst them. It is up to the player to initiate the violence, since guards do not usually open fire unless provoked.
In every game, the player character, 'Agent 47', has limited maneuverability; he cannot jump, scale walls, or mantle up ledges (there are a few pre-scripted places where he can jump from one balcony to another, but these are very rare). This generally limits the player to a single plane of movement, although he is often presented the opportunity to move to higher or lower areas through the use of ladders, stairs, elevators, or hills.
47 is given the ability to hop over minor obstructions in Blood Money, and can also climb up certain edifices (such as fencing, vines, loose bricks, crates etc.). There is also the option of climbing onto the top of elevators through the hatch, allowing the player to strangle a victim from above. This is thought to be a homage to the Luc Besson hitman film Léon, in which the title character kills in this way in an early scene.
A major feature in the game is the 'tension' meter, detailing how much attention the player is receiving from the public or guards and is dependent on many things. For example, walking around in a guard's uniform with the correct corresponding gun won't gather much notice, whereas running around in a waiter's uniform in a restricted area while carrying a visible weapon instead of an appetizer tray will result in an unwanted confrontation with the guards.
In most cases, 47 is required to hide any dead bodies, to prevent alarm. As introduced in Hitman Blood Money, 47 can hide a body in a place such as a garbage dump/rubbish bin. Many targets in the Hitman games can be assassinated without firing a single shot; this style of gameplay became more prevalent in 'Blood Money', where the focus was to make 47's hits look like accidents. Accidents can be caused remotely with RU-AP mines acting on some (usually heavy and suspended) object, directly by pushing someone over a railing, and by other, more elaborate methods such as:
Replacing a World War II Replica Gun to be used in the opera 'Tosca' with a real World War II era pistol (Hitman Blood Money, the fourth game of the series).
Crushing a man's neck using weights during his morning workout (Hitman Blood Money, the fourth game of the series).
Rigging a grill to set a victim on fire (Hitman Blood Money, the fourth game of the series).
The second game of the series, 'Silent Assassin', enforced the concept of kills without firing more than a single shot. As per the number of gun shots fired and stealth used, ratings were given after every mission. The best of these was Silent Assassin indicating no more than 1 gunshot per target (and a guard) with no alerts raised.
Hitman Insignia
The 'Hitman' insignia appears in 'Hitman: Codename 47' on the gates of Prof. Dr. Otto Wolfgang Ort-Meyer's asylum, throughout his laboratory and is formed by Prof. Dr. Otto Wolfgang Ort-Meyer's pool of blood when 47 kills him at the end of the game. It also appears in 'Hitman: Contracts' on the floor of the cloning lab, this time as though it is the actual floor design, as well as on Ort-Meyer's belt buckle.
The symbol is engraved on the handles of his custom 'AMT Hardballer' (called: 'Silverballer' in 'Hitman: Contracts', the third game and 'Hitman: Blood Money', the fourth game of the 'Hitman' series), pistols. After 'Hitman: Contracts', the symbol is on the slides as well. It is also found on 47's equipment such as his laptop, his briefcase and cell phone. In the film, 47 wears a pair of silver cufflinks with his insignia enamelled in red.
Methods of Assassination
The Hitman series permits the player to kill targets (or non-targets) in a variety of ways, using firearms, melee weapons, or even conventional objects that 47 picks up (such as shovels, fireplace pokers, pool cues, etc.). In Hitman: 'Contracts', melee weapons such as knives can be used to kill in more than one method, including forward stabs, horizontal throat slitting, frontal slashes, repeated stabs under the ribcage, or thrusting the blade into the carotid artery.
47 also has a 'Garrote wire', or 'Fiber strangulation wire'. Unlike conventional piano wire, the fiber wire is specially made for strangulation, with reinforced handles so 47 can use his maximum grip to choke and break the windpipe of his target. He carries it with him on every mission, even those in which he is stripped of all other weaponry. It is also one of the few weapons (along with the syringe, .22 SD and plastic explosives) which can bypass metal detectors.
To achieve the ideal 'Silent Assassin' rank, it is recommended that 47 only kill his assigned targets, and no one else. The sedative syringes, or chloroform in 'Hitman 2: Silent Assassin' (which only has a temporary, dose-dependent effect, unlike syringes), exist for this purpose, so that 47 may incapacitate an innocent person to take items or clothing from their body without harming them at all (so it does not count against the player in the final ranking). In 'Hitman: Blood Money', the ability to add sedative to food and drink was added, to avoid direct confrontation. Hitman: Blood Money also introduced the option to hold any player hostage using smaller arms and use them as a human shield, and allows the player to knock the hostage unconscious with the gun, saving the player much needed sedatives for food items or any impeding characters that are seated in chairs. In some missions, if a murder can be made to look like accidental death (using the accident system first introduced in Blood Money), some kills will not be counted as hits, but as accidents. Any civilians or armed personnel who witness a kill (even from afar) will count as witnesses, and will harm the player's rank if they remain alive or alert nearby guards. If however, someone (target or civilian) dies because of an accident, it will not matter if there are witnesses. 47 has the option of killing witnesses before they reach a guard, but the unnecessary murder will still count against his rank (unless he kills them with an accident). Witnesses also include anybody who sees 47 changing disguises or holding a weapon. In the games prior to 'Blood Money', the only consequence of having witnesses to a crime is that they will seek out police/guards and trigger an alert.
There are mission-specific options for killing a target in certain levels. Notable examples include locking a target in a sauna to stimulate a heart condition and cause cardiac arrest, poisoning a target's meal (this becomes more widespread in Blood Money, with meals or drinks that can be poisoned in almost every level), disguising 47 as a doctor and sabotaging a surgical operation, replacing a prop Mauser C96 handgun with a real one at an opera rehearsal, causing an actor to unwillingly kill the target, and causing stage pyrotechnics to explode and set the target on fire.
In most cases, it is required that 47 also hide the body of killed or unconscious victims, in order to avoid any unwanted alarm or if this is the desired effect 47 can leave the victims body in a wide open space for all to see.