how we communicated what actually happened. If you think about it, and when you play Absolution there is a lot of communication to the player, especially vocally from the AI about what they know, where they are going, what they are going to do. Are they getting help, did they see you, do they know who you are, do they buy your disguise? It sounds simple in a way, but it took a huge effort to make sure we had an AI that was able to express what it is actually thinking and part of that also meant the AI needed to scale. Obviously, an AI in a game always knows everything, but we needed to limit it in a way so that it could spread more organically from person to person, which also fits very well with the fact that if you have a civilian and you pull out your weapon, they will see it and run for help. You will hear them talking to an armed NPC and he'll come to your location. If you hide, they'll the talk about how they can't find you. You'll constantly be able to gauge roughly where things are headed. Is there an element of hand-holding in Hitman Absolution? Christian Elverdam: I actually don't think we have that much hand-holding. It's more in terms of communication. If you think about the Instinct mode, a lot of up-front worries were to do with too much hand-holding. And what we really we feel is