Velvet Assassin Preview
Smooth criminal.
There can't be many games where the lead character is lying unconscious in bed, drugged up to the eyeballs. As idyllic as this scenario sounds, there is more to it than sheer indolence: it's World War II, it's a hospital bed, and you are Violette Summer, a British spy loosely inspired by the tragic real-life story of special operative Violette Szabo.
Providing the inspiration for a stealth-action game was possibly the furthest thing from Szabo's mind when she was skulking behind enemy lines during her all-too-short life, and we can only speculate as to her reaction to the game being unveiled in a monolithic wartime bunker in Hamburg. Publisher Gamecock is adamant that the female character hasn't been employed for titillation purposes - a claim that is somewhat undermined when they flash up artwork of her in both a leather catsuit and a skimpy night-dress.
It's all apparently in context though, as the nightie is representative of her hospital attire, as she lies injured, enduring fevered flashbacks of her wartime missions. This is where the player takes over, as you are essentially playing through Violette's memories, a concept that gives developer Replay Studios a certain amount of leeway in terms of authenticity.
As creative director Sascha Jungnickel explains, "We took this method of storytelling in order to be able to bend the scenarios a little bit more, because it takes you away from the realism approach. It doesn't need to be totally realistic. A game that's fun normally isn't realistic. It's easier to have a strange story that takes it away from the realism without any excuses afterwards.
"When you play Call Of Duty of course it looks realistic but it's not at all. The people, how they run, they're coming the same way always. In the end the game looks realistic but it is not realistic. I think when you don't claim to be realistic, then you cannot be judged for not being. It also gives you more of a chance to work artistically, especially in terms of lighting and so on."

They won't know what's hit them. Or at least that's the idea.
That lighting provides a key gameplay element, as when the on-screen Violette is shrouded in a violet (geddit?) hue, she is effectively invisible to nearby enemies, free to continue her skulking in the shadows in the manner of a fairly conventional stealth game, or as the Germans charmingly refer to it, a 'sneaking' game.
That sneaking takes place in the traditional World War II settings of France, Germany and Poland, and our brief demo finds young Violette knee-deep in the sewer network of Warsaw. Charged with the task of finding three British agents who have important information, she has to lead them to safety, or, somewhat brutally, provide them with a cyanide pill to ensure that the information goes no further.
Emerging blinking into the daylight, evidence of the Nazi purge is everywhere, with the streets strewn with furniture ala Schindler's List, and the flash of gunfire from the windows indicating a systematic extermination of the local populace. Despite the seemingly insurmountable odds, Violette has a few tricks up her leather sleeve, including around 15 different close kills, a sniper rifle, and, in a showcase move, pulling the pin out of a soldier's waist-mounted grenade with such timing that when he walks past his mate it blows them both up.
It's all good stuff, but the ingenious methods of meting out death all take a back seat to the extraordinary Morphine Mode. If it all gets too much, Violette can inject herself with morphine, at which point the action slows down, the screen goes wibbly-wobbly and she appears in the aforementioned skimpy nightie, swiftly despatching nearby Nazis. Medal of Honor it isn't, and the best explanation we managed to garner is that when Violette is dreaming about moments of extreme peril, she starts bucking in her hospital bed and the medics have to pump her with morphine to calm her down.
Either way, it's as unusual approach, and one that probably wouldn't have worked with a male character - the nightie wouldn't fit, for starters.
"For a sneaking game I think a female lead is quite a good idea," says Jungnickel, "because - mostly male - players I think will care more for a female character that he likes. She's more fragile, easier to hurt, you don't want her to die. I'd take much more care than I would of Sam Fisher, because I don't care if he dies."
One of the main criticisms of stealth games is that once your cover is blown, it ceases to be a stealth game. As the saying goes, you can't put toothpaste back in the tube. However, in Velvet Assassin, seemingly you can.
"You can re-hide," confirms Jungnickel. "You can reset every situation by running away and waiting for everyone to calm down. That's basically the mechanic that we loved in the Manhunt game, which I think is still the best sneaking mechanic of all the games. It takes a while but people will definitely calm down and you can have a retry."

This gives us an idea for a film that crosses The Great Escape with St. Trinian's.
As for other 'sneaking' games that Replay respect, Jungnickel says, "The Hitman game had some mechanics that I liked, especially the camouflage. In this you can take an SS uniform and run around undetected."
It's a further reminder of the political implications of developing a World War II game in Germany. However, Replay MD Marc Möhring doesn't see any conflict.
"I think we have grown up with it," he says. "If you're going to movies, if you're reading books, the historical shadow you see it every time. You see great pictures but in the end we are losing so from the political and educational aspect, we are very liberal and open here. We know what we did, and we have no problem with it, my generation and the generation after. And we're sitting on one of the buildings that was used in the Second World War. They tried to bomb this down but it was too strong."
Perversely, World War II was concluded quicker than the development of Velvet Assassin, which began in 2000 as Resistance, then Sabotage, accompanied by a litany of bankrupt publishers, and "a long story of disaster." It's finally shaping up though, and is promised for the end of this year. Morphine at the ready.
Velvet Assassin will be released in late 2008 on PC and 360.
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Comments (28) Latest comment 4 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Still, stealth and WWII might work. We'll see.
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The BBFC is NOT going to like that. 18 certificate right there.
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we'll see about the execution.
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""Morphine Mode" - Rewarding drug use?
The BBFC is NOT going to like that. 18 certificate right there."
They'll like it a hell of a lot more than the Aussies censors will. The poor bastids down there will probably have to import this one and risk being sentenced to death if they get caught, or something.
Amusing how Morphine apparently has magical powers. Looking forward to hearing more about this one.
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Or maybe I just want another No-One Leves Forever.
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I'm so bored of killing Nazi's.
Maybe they should do a WW2 racing game to just cap it all off
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"Ven you play Call Of Duty of course it looks realistic but it's not at all. Ze people, how zey run, zey're coming ze same vay always. In ze end ze game looks realistic but it is not realistic. I zink ven you don't claim to be realistic, zen you cannot be judged for not being"
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Ze bunker vill last for a sousand years!!!!
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but as this is set in WWII, i'm still definiately not going to buy it, i'm bored of that. oversaturation
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Such harsh words.
Yeah, this game is probably going to be rank.
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Basing a character on Szabo and sticking her in a "leather catsuit" or a "skimpy night-dress" strikes me as being in very poor taste and really disrespectful. I'm not offended by the GTAs or Manhunts this industry churns out: I find this concept much more offensive!
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Same, although the prospect of dressing her up in skimpy catsuits doesn't offend me much. What I find uncomfortable is actually playing someone who
a) was real
b) was killed because of the events depicted in the game
c) was far braver, and achieved far more, than I have and probably ever will.
I just don't feel like anyone has the 'right' to 'control' even a loose likeness of her, even if the missions are only loosely based on their real-life counterparts. Somehow it feels like grave-robbing - uncomfortable, inappropriate and possibly messy.
...which is a strange feeling considering that I have no moral compass.
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And Violette Summer is a pornstar name if I ever heard one...
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I thought they had those stick-things where you had to twist it or whack it or whatever.
Undecided... sounds like Second Sight in its lookback precept, but I too am not sure about it being based on a real character. I mean, whatever next, a game based on the 'intelligence officer' Sarah Bryant, killed recently in Afghanistan - would it be acceptable to dress her up in catsuits and nighties as some sort of narrative tool?
Raises some interesting questions, anyway - like GenghisNaan says, perhaps we should also be questioning mowing down endless waves of people in games because they happened to be fighting for the side that lost?
I'm sure if we were all living in 'The Reich' now, playing Ze call off duty, we'd be merrily mowing down peasant Polish partisan troops in the early levels and working up to British Commandos defending Churchills secret underground bunker beneath the houses of Parliament for the big finale.
How refreshing that might be.
Not sure how you can do justice to the memory of a real person with something so fantastical.
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a) was real
b) was killed because of the events depicted in the game
c) was far braver, and achieved far more, than I have and probably ever will.
Well you can play Julius Caesar and Gandhi in Civilization, that applies to both of them. I'm sure there are plenty of others, Chopin for one, although Eternal Sonata happens in a dream. Nobody bats an eye for the purposes of literature, film or TV, why should video games be any different?
and on the other question, isn't there a German campaign in Company of Heroes?
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"You can re-hide," confirms Jungnickel. "You can reset every situation by running away and waiting for everyone to calm down. That's basically the mechanic that we loved in the Manhunt game, which I think is still the best sneaking mechanic of all the games. It takes a while but people will definitely calm down and you can have a retry."
"
Er... what????? You mean exactly like in Metal gear Solid, Thief, Splinter Cell and about a hundred million other stealth games???
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Heh.
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You know what? I'm backing this.
The setting, the sneaking, the fevered dreams in a hospital bed . . it all sounds awesome. I clicked the preview not knowing anything about this title, and now, well, I'm interested.
As always, the proof is in the pudding however, so I just hope the finished game turns out good, and not - ya know - bad
Because the morphine mode and the nightie sound fantastic..
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YOU FUCKING INTERRUPTED KEN LEVINE'S AWARD YOU FUCKS
Learn some FUCKING MANNERS.
Ahem.
Bioshock ftw.
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"Ze bunker vill last for a sousand years!!!! "
lol
'"I'm so bored of killing Nazi's. "
I don't mind killing Nazi's, but I'm definitely bored of killing German slaves (ie the fodder you usually kill in WW2 games). Not all Germans were sodding Nazi's, not all of them were behind Hitler 100% I'm tired of patronising WW2 games that show the Germans as two-dimensional cartoons every time. It's truly insulting to everyone on the planet.'
A very educated post.
P.S.:
Some of the best, most mature, comments I've read on a video game site. Kudos.
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