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As ‘Hitman’ Turns 25, IO Interactive CEO Talks Eminem-Slim Shady Collab, ‘007 First Light’ Inspiration and Future of the Video Game Franchise: ‘Of Course There’s Going to Be’ a ‘Hitman 4’

IO Interactive is celebrating a landmark 25th anniversary for its flagship "Hitman" franchise while riding a wave of momentum. The studio's upcoming James Bond title, "Project 007," recently secured a nomination at The Game Awards, and a high-profile crossover event featuring rap icon Eminem launched this week within "Hitman: World of Assassination." Looking ahead, the developer's ambitious roadmap includes a targeted 2026 release for the Bond game, an in-development cooperative mode for "Hitman," and a major new internal venture, "Project Fantasy."

In an interview, CEO Hakan Abrak emphasized the studio's core philosophy of building original worlds. He made a clear distinction regarding the high-profile 007 license, which is being developed under the working title "Project 007." "Bond is actually the only external, licensed IP we're working on," Abrak stated, adding, "And I would say that's probably the only external IP we will ever work on." He explained that for a team with 25 years of experience perfecting the secret agent fantasy, crafting a definitive Bond experience was a unique and logical exception. However, he left no doubt about the series that built the company's identity: "There's no doubt 'Hitman' has been our flagship and our enduring passion since IO Interactive began." This passion is currently channeled into "Hitman: World of Assassination" (WOA), the unified platform for the series that began with 2000's "Hitman: Codename 47." Abrak confirmed that Agent 47's story will continue, with plans for a new major installment to be discussed following the release of the upcoming co-op mode.

The studio's current confidence stems from a willingness to learn from past experiments. Reflecting on 2012's "Hitman: Absolution," a title that divided fans with its more linear structure, lead level designer Jacob Mikkelsen acknowledged its mixed reception but underscored its technical importance. "That period of experimentation was essential," Mikkelsen explained. "It taught us how to build better mechanics, AI, and controls." The subsequent challenge was merging those technical lessons with the beloved, open-ended "sandbox" design philosophy of 2006's critically acclaimed "Hitman: Blood Money." This synthesis ultimately created the foundation for the successful "World of Assassination" trilogy, a model now being adapted for the more narrative-focused "Project 007." Industry analysts often point to this evolution as a case study in how studios can recover from a divisive entry by listening to core community feedback while retaining valuable technological advancements.

Players can now experience the studio's inventive spirit firsthand through the limited-time Eminem Elusive Target mission, running from December 1st to the 31st. Set in a surreal version of the Hokkaido map renamed "Popsomp Hills Asylum," the objective is to eliminate the rapper's notorious alter ego, Slim Shady. This continues a tradition of pop-culture integrations, following missions based on martial arts legend Bruce Lee and actor Mads Mikkelsen's Bond villain, Le Chiffre. The development team worked directly with Eminem to craft a narrative that separates the artist from his persona. "The way we solved it is by having Eminem in your ear as the client, while Slim Shady is the target in the level," detailed senior level designer Håkan Almer. Writer Jen Simpkins noted the mission's themes draw from Eminem's recent album 'The Death of Slim Shady,' exploring a confrontation with one's own legacy, and encouraged players to "expect the unexpected" from the environmental storytelling.

For a studio balancing three major projects, including the enigmatic "Project Fantasy," these creative collaborations demonstrate the vibrant, living ecosystem of WOA. Chief creative officer Christian Elverdam likened the game's intricate design to a playground of endless possibilities. "We build this Rube Goldberg machine of a game... That architecture lets us be incredibly playful. Each new target is a drop in the ocean, and we get to see all the ripples created by the community's creativity." This approach has cultivated a massive and dedicated audience. As CEO Hakan Abrak highlighted, the player base remains profoundly engaged: "We have more than 85 million gamers who have played WOA. Every month, over a million people consistently play 'Hitman.'" This sustained activity provides a robust foundation for the studio's ambitious multi-project future, proving that its signature blend of meticulous world-building and playful experimentation continues to resonate on a global scale.

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