Hitman: World of Assassination Lead Designer Reveals Why Milla Jovovich Was Perfect For Elusive Target And Teases The Depth Of The Mission

Players of the Hitman series have been enjoying the Elusive Targets missions, which have featured challenges based on famous figures like Slim Shady, James Bond villains, and even Bruce Lee. The newest mission, “Patient Zero: Requiem,” introduces a darker tone, sending Agent 47 to a secluded English mansion to eliminate the future CEO of a secretive organization.

Milla Jovovich’s character, Lilith, in Hitman: World of Assassination is surprisingly complex and promises a huge experience for fans. Martin Ansale, Lead Designer, recently spoke with egmr.ru about what Jovovich brought to the role of Lilith Devereux as an Elusive Target, how much fun it is to explore new genres with these limited-time missions, and hinted that IOI Interactive has even bigger plans for future content. They plan to continually increase the scale and ambition of their releases.

Bringing Milla Jovovich Into Agent 47’s World

Adding Milla Jovovich to the Hitman: World of Assassination game presented a fun challenge for Lead Designer Martin Ansale, as it brought a fresh feel to the Hitman experience. Previous limited-time targets have included musician Eminem, UFC fighter Conor McGregor, and action star Jean-Claude Van Damme. The newest target is Lilith Devereux, played by Milla Jovovich of Resident Evil fame, and she’s the focus of the “Patient Zero: Requiem” mission.

Considering Milla Jovovich’s career and famous roles, it makes sense that her character in the game would fit the action and horror genres. According to Ansale, tailoring missions to match the talents of the celebrity involved is key to their success. “We thoroughly research everything a celebrity has done when considering them as a target,” he explains. “We want the mission to feel natural for them, and that’s what fans expect. With Milla, her fans know they’ll get something they’ll love, and that’s how ‘Patient Zero’ came about. Because she’s known for action and horror films, the mission reflects those same themes.”

Although the “Patient Zero” mission includes elements of horror similar to games like Resident Evil, it was essential for IOI to ensure it still felt like a natural part of the Hitman universe. They couldn’t have found a better collaborator than Milla Jovovich, who greatly impressed the team throughout the mission’s development.

Writing the Elusive Target missions is always enjoyable because the targets are, naturally, people who deserve to be eliminated – which makes the assassinations satisfying for players. Milla really excelled with the Lilith Devereux mission; it has the longest script we’ve ever created, and she was fantastic throughout the recording process. She was deeply committed to delivering a great performance, and I think that speaks volumes about the depth of the character and the overall mission.

This character is complex and reveals themselves gradually. At first, you meet a driven professional on the verge of becoming CEO of Ether Corp, a bioengineering company. But beneath the surface is a hidden life – secrets and private moments you’ll discover as you progress. You won’t uncover everything in a single playthrough; what you initially see is just a small part of who they truly are.

The Craft And Future Behind Elusive Missions

The Elusive Missions are among the most enjoyable additions to the Hitman series, offering creative and darkly humorous scenarios the game is famous for. These missions range from classic spy thrillers, imagining a James Bond villain’s lair, to bizarre situations – like when Eminem asks Agent 47 to eliminate his persona, Slim Shady. This variety is key to the success of “Patient Zero: Requiem,” and a defining characteristic of all recent Elusive Target missions.

Ansale shared that one of the best parts of creating Elusive Targets is the ability to place Agent 47 in diverse and unexpected scenarios. He pointed out that a recent target took place within a classic murder mystery in a mansion – a departure from typical Hitman gameplay. This flexibility is key; Agent 47 is adaptable and can convincingly take on any role, and the more unusual the setting, the more enjoyable it becomes. This approach also allows the design team to explore new ideas and techniques in level creation.

We’re passionate about creating detailed and engaging levels. What I especially enjoy is being able to build unique experiences for players, offering something fresh compared to the original game. Many games invest heavily in environments, but they often lack a sense of depth. We believe there’s real value in creating levels that feel lived-in and meaningful. The goal is for players to truly embody their character, becoming a skilled and resourceful Hitman who can explore levels from every angle, uncover hidden secrets, and experience a different story with each playthrough. That sense of discovery and mastery is what makes World of Assassination special.

As a huge Hitman fan, I was really hoping to get some hints about future Elusive Targets, but Ansale wouldn’t spill the beans! He said they’re in talks about some cool stuff and doesn’t want to ruin the surprise. He did say that when they choose new targets, they’re looking for people who will really shake things up and add something fresh to the gameplay. It sounds like they’re focused on making each mission unique and exciting, which is awesome!

We’re always looking for collaborators who can bring fresh, unique ideas to the Hitman world. For example, working with Mads Mikkelsen allowed us to create an entire casino environment for a mission – something you wouldn’t find in any other game. That’s the kind of collaboration we love. And our future projects are even more ambitious. We’re increasing the scope of everything – playtime, dialogue, set pieces, and animation – and we have a lot more exciting content planned.

Ansale, the game’s creator, finds the most joy in designing its missions and watching players react to the unexpected events within them. This feedback is a key reason why the work is so rewarding. He describes a particularly complex mission, playfully calling it the “rabbit hole.” This mission features a major turning point that completely alters the behavior of every character in the level. After this shift, each section of the game feels distinct and unique, creating a really engaging experience. Ansale admits it’s a bit of a developer’s quirk, but he was fortunate to have extra help planning and executing this ambitious design.

The game mission often shifts in style, which I think is great – I really enjoy when movies do that too. However, it’s important that players always feel in control. They have complete freedom to approach the mission however they want, even eliminating the target before certain key events occur, or even skipping those events entirely! As a designer, I’ve learned to embrace this. It’s what makes the game replayable. I don’t worry if players don’t experience every single detail on their first playthrough. I like including lots of different elements and trusting players to uncover them at their own pace.

“Patient Zero: Requiem” is now available to play for Hitman III.

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2026-02-25 22:14