• Hitman Absolution - Ultimate Assassin Trailer
    37 replies, posted
[video=youtube;OJUM8VJi8_o]http://www.youtube.com/watch?v=OJUM8VJi8_o[/video] I really can't wait for this game to come out.
Thanks, just what I need, MORE hype.
Seeing through walls? Line that shows enemy's movement? Not sure how to feel about that Still seems fun though.
[QUOTE=Blueplastic;38382978]Seeing through walls? Line that shows enemy's movement? Not sure how to feel about that[/QUOTE] Turn it off then
[QUOTE=Blueplastic;38382978]Seeing through walls? Line that shows enemy's movement? Not sure how to feel about that[/QUOTE] Then don't feel anything about it, don't play on those difficulties. SOLVED. Oh Simkas, you so fast.
[QUOTE=Blueplastic;38382978]Seeing through walls? Line that shows enemy's movement? Not sure how to feel about that Still seems fun though.[/QUOTE] "Try Agent 47 in his purest form... Don't think you can handle it? Well, don't come crying."
[QUOTE=Blueplastic;38382978]Seeing through walls? Line that shows enemy's movement? Not sure how to feel about that Still seems fun though.[/QUOTE] Blood money had a minimap that did more or less all the same shit
If you played Blood Money on Professional, highest difficulty, the only thing the map showed you was the layout and your targets whereabouts - that was it. I hope there's something similar here on Purist but from the sound of things, there won't be. I'll be trying out Purist, it might be too tough for me on my first playthrough though.
Remember when everyone hated this game? Funny now Square Enix works. It'll probably be really fun.
Pre ordered :v: Seriously cannot wait for this, every Hitman game dominates my life for at least a week or two
[QUOTE=simkas;38382981]Turn it off then[/QUOTE] I'm not on the "Duh, the game sucks because of this" side of this argument, but from a design perspective, this is a painfully stupid argument. The thing is, the game is built around these mechanics. It's how they make games these days, developers are not that flexible anymore. It's not like you toggle between "Enable Wallhack/Show AI nodes" and "PDA minimap" in the options. The game is designed to be played with these mechanics, the layout, the movement scheme, it all goes hand in hand as a whole. Taking one gameplay element out is, in the eyes of a developer, a gameplay changing thing, so you can either play it like it is or go fuck yourself. Putting in a difficulty setting that removes a core mechanic is like a COD game with a skill setting without regenerating health. Point is, they don't design games to be flexible anymore, they are very, very static in this manner. No modding, no alternative gameplay options, nothing. But that's the cost of modern gaming, you put more effort into making everything streamlined at the cost of everything being a lot less flexible. Now the hitman series was a series of very organic games, building the gameplay too solid is troublesome in my eyes. And I know that It won't feel like any of the old hitman games, it's a new generation now. Games are supposed to be more accessible now, the learning of walking paths and NPC routines, the careful trial and error that always made me so interested in these games is not wanted anymore, it puts potential buyers off. It's the same thing with Dishonored and giving you infinite teleport and the equivalent of a wallhack. it's just an entire aspect of the game missing, you can just pop in, safe the trying, failing, the intrigue of not knowing what's behind the next corner, the hesitation of making a move into your doom and get instant success. These things just feel way more rewarding when you have to wait for then, work for them, actually achieve them. But this also means frustration. I can see why many people haven't enjoyed hitman before, for this reason. But adjusting the game to the masses, to satisfy all sorts of players just isn't the way for me. A game should stay true to it's premise and not to the marked. I know, there's the ' well games have grown up and people want to make bucks for their creation' argument, but this is squeenix we're talking about, come on. If they really wanted to make a real hitman game, they would have included a wallhack cheat and called a day with the sillyness but that's never going to happen because you want players to feel satisfied with their achievement and not rub it in their faces, that the core gameplay is built for someone who can just pick up a controller, play for 1 hour and leave with a feeling of instant gratification
[QUOTE=minilandstan;38385852]Remember when everyone hated this game? Funny now Square Enix works. It'll probably be really fun.[/QUOTE] I think that was more because everyone had this feeling it'd be to the series what Splinter Cell: Conviction was to the SC series. I think this ad campaign really struck home that it really is a Hitman game and is sticking to its roots.
Lol you guys seriously care about some fucking features to assist players that you can most likely deactivate waah i wanted my sandwich in triangles i got it in squares
[QUOTE=Dead Madman;38386252]Lol you guys seriously care about some fucking features to assist players that you can most likely deactivate waah i wanted my sandwich in triangles i got it in squares[/QUOTE] You should read H4ngman's post for the reason why people care
[QUOTE=H4ngman;38386197]I'm not on the "Duh, the game sucks because of this" side of this argument, but from a design perspective, this is a painfully stupid argument. The thing is, the game is built around these mechanics. It's how they make games these days, developers are not that flexible anymore. It's not like you toggle between "Enable Wallhack/Show AI nodes" and "PDA minimap" in the options. The game is designed to be played with these mechanics, the layout, the movement scheme, it all goes hand in hand as a whole. Taking one gameplay element out is, in the eyes of a developer, a gameplay changing thing, so you can either play it like it is or go fuck yourself. Putting in a difficulty setting that removes a core mechanic is like a COD game with a skill setting without regenerating health. Point is, they don't design games to be flexible anymore, they are very, very static in this manner. No modding, no alternative gameplay options, nothing. But that's the cost of modern gaming, you put more effort into making everything streamlined at the cost of everything being a lot less flexible. Now the hitman series was a series of very organic games, building the gameplay too solid is troublesome in my eyes. And I know that It won't feel like any of the old hitman games, it's a new generation now. Games are supposed to be more accessible now, the learning of walking paths and NPC routines, the careful trial and error that always made me so interested in these games is not wanted anymore, it puts potential buyers off. It's the same thing with Dishonored and giving you infinite teleport and the equivalent of a wallhack. it's just an entire aspect of the game missing, you can just pop in, safe the trying, failing, the intrigue of not knowing what's behind the next corner, the hesitation of making a move into your doom and get instant success. These things just feel way more rewarding when you have to wait for then, work for them, actually achieve them. But this also means frustration. I can see why many people haven't enjoyed hitman before, for this reason. But adjusting the game to the masses, to satisfy all sorts of players just isn't the way for me. A game should stay true to it's premise and not to the marked. I know, there's the ' well games have grown up and people want to make bucks for their creation' argument, but this is squeenix we're talking about, come on. If they really wanted to make a real hitman game, they would have included a wallhack cheat and called a day with the sillyness but that's never going to happen because you want players to feel satisfied with their achievement and not rub it in their faces, that the core gameplay is built for someone who can just pick up a controller, play for 1 hour and leave with a feeling of instant gratification[/QUOTE] Core feature or not, you can still disable it and still enjoy the game without it. For a lot of people even more so than with it enabled.
Replaying Hitman 2 and Blood Money just for this occasion. The difficulty drop between the two is amazing.
[QUOTE=H4ngman;38386197]I'm not on the "Duh, the game sucks because of this" side of this argument, but from a design perspective, this is a painfully stupid argument. The thing is, the game is built around these mechanics. It's how they make games these days, developers are not that flexible anymore. It's not like you toggle between "Enable Wallhack/Show AI nodes" and "PDA minimap" in the options. The game is designed to be played with these mechanics, the layout, the movement scheme, it all goes hand in hand as a whole. Taking one gameplay element out is, in the eyes of a developer, a gameplay changing thing, so you can either play it like it is or go fuck yourself. Putting in a difficulty setting that removes a core mechanic is like a COD game with a skill setting without regenerating health. Point is, they don't design games to be flexible anymore, they are very, very static in this manner. No modding, no alternative gameplay options, nothing. But that's the cost of modern gaming, you put more effort into making everything streamlined at the cost of everything being a lot less flexible. Now the hitman series was a series of very organic games, building the gameplay too solid is troublesome in my eyes. And I know that It won't feel like any of the old hitman games, it's a new generation now. Games are supposed to be more accessible now, the learning of walking paths and NPC routines, the careful trial and error that always made me so interested in these games is not wanted anymore, it puts potential buyers off. It's the same thing with Dishonored and giving you infinite teleport and the equivalent of a wallhack. it's just an entire aspect of the game missing, you can just pop in, safe the trying, failing, the intrigue of not knowing what's behind the next corner, the hesitation of making a move into your doom and get instant success. These things just feel way more rewarding when you have to wait for then, work for them, actually achieve them. But this also means frustration. I can see why many people haven't enjoyed hitman before, for this reason. But adjusting the game to the masses, to satisfy all sorts of players just isn't the way for me. A game should stay true to it's premise and not to the marked. I know, there's the ' well games have grown up and people want to make bucks for their creation' argument, but this is squeenix we're talking about, come on. If they really wanted to make a real hitman game, they would have included a wallhack cheat and called a day with the sillyness but that's never going to happen because you want players to feel satisfied with their achievement and not rub it in their faces, that the core gameplay is built for someone who can just pick up a controller, play for 1 hour and leave with a feeling of instant gratification[/QUOTE] I understand where you are you going with this but there is the "purist" difficulty where you don't have any of that, which you're probably going to enjoy. So will I. And I really doubt it's going to be "impossible to beat because you don't have core features". Regenerating health was essential in CoD because you would get shot no matter what you did, so at some point you'd inevitably die. Here I feel like it's going to be really hard and frustrating, but so fucking rewarding when you beat it. Not for everyone of course. I think this game has a wide audience. Both for casuals and for people who want to really struggle with it. Overall you are right, but in this case you are complaining (I hate that word) about easy difficulty being too easy for you.
[QUOTE=H4ngman;38386197]Putting in a difficulty setting that removes a core mechanic is like a COD game with a skill setting without regenerating health.[/QUOTE] COD hardcore modes threw out a bunch of unnecessary features and ended up being better because of it, in fact they were probably the best modes in mw1. I played through 2/3 of Blood Money without ever realizing there was a map with the location of your targets. The gameplay wasn't diminished because of that.
Fucking sold
I like how they had to justify instinct mode, due to the endless crying ever since it was announced.
[QUOTE=The very best;38383060]Blood money had a minimap that did more or less all the same shit[/QUOTE] Only if you played on scrub difficulty.
I for a fact don't care about instinct mode. The game looks great and I can't wait for it. The instinct mode is an insignificant addition that does not ruin anything unless you're nitpicking about some bullshit.
[QUOTE=itisjuly;38401158]I for a fact don't care about instinct mode. The game looks great and I can't wait for it. The instinct mode is an insignificant addition that does not ruin anything unless you're nitpicking about some bullshit.[/QUOTE] You're right, it doesn't ruin anything unless you turn it on.
Those soldiers are really good at synchronizing their gunshots. That's some great military training.
[QUOTE=Mr.Cookie;38403713]You're right, it doesn't ruin anything unless you turn it on.[/QUOTE] And what does it ruin when you do? Oh right, fucking nothing.
[QUOTE=Mr.Cookie;38403713]You're right, it doesn't ruin anything unless you turn it on.[/QUOTE] Doesn't ruin shit when its on either
BWAAAAAAAM
[QUOTE=Mr.Cookie;38391094]Core feature or not, you can still disable it and still enjoy the game without it. For a lot of people even more so than with it enabled.[/QUOTE] No, that is exactly what I meant. It's not about a single feature, it's about the game design as a whole. It doesn't matter if you take out a single feature, the game is still designed to be streamlined, for it all to go hand in hand so you might aswell leave it on. It creates a useless and forced challenge, like, as I mentioned, playing A modern FPS without regenerating health. There's just no way it'll play like any previous hitman game, because it is designed for a whole different target audience that isn't expected to enjoy the same challenges as the established fanbase. Different generation, different game.
[QUOTE=H4ngman;38407191]No, that is exactly what I meant. It's not about a single feature, it's about the game design as a whole. It doesn't matter if you take out a single feature, the game is still designed to be streamlined, for it all to go hand in hand so you might aswell leave it on. It creates a useless and forced challenge, like, as I mentioned, playing A modern FPS without regenerating health. There's just no way it'll play like any previous hitman game, because it is designed for a whole different target audience that isn't expected to enjoy the same challenges as the established fanbase. Different generation, different game.[/QUOTE] Stuff like the instinct stuff isn't really something that changes the core design, it'll work just as well whether it's on or off.
[QUOTE=H4ngman;38407191]No, that is exactly what I meant. It's not about a single feature, it's about the game design as a whole. It doesn't matter if you take out a single feature, the game is still designed to be streamlined, for it all to go hand in hand so you might aswell leave it on. It creates a useless and forced challenge, like, as I mentioned, playing A modern FPS without regenerating health. There's just no way it'll play like any previous hitman game, because it is designed for a whole different target audience that isn't expected to enjoy the same challenges as the established fanbase. Different generation, different game.[/QUOTE] Read this post. [url]http://www.facepunch.com/showthread.php?t=1224658&p=38395789&viewfull=1#post38395789[/url]
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