that it's another way of showing a map, which means that the player is more engrossed in the environment and we aren't taking you out of the 3D world you're in. We want to keep players focused and flowing inside the game world. The point is, if you play with Instinct and you try it, you can actually see what it's doing, but on the outside it's very easy to interpret it as some external element, if you will. When you play it, you might be a little bit sceptical at first, but you'll find it's actually a cool mechanic that helps you look at the game. One of the things we're really happy with in Absolution is the fact that we never force the payer out of the world, you are always inside it and if things screw up a little bit, you're still able to navigate and try to figure out who's coming, where they are, what am I going to do, what do they know. We're constantly keeping you in the flow of the game. How hard is the hardest difficulty setting? Christian Elverdam:  In general raw terms, if you take the normal difficulty level for instance, that's much more approachable than ever before, but I also think the Purist difficulty is harder than it has been in any other Hitman. In one way we've broadened the spectrum, but on Purist it's pretty hardcore. Why not make a standard Deathmatch multiplayer? Christian Elverdam: We knew we wanted