Hitman series Megathread - "Names are for friends, so i don't need one"
3,786 replies, posted
dude, talk about increasing replay value by a nearly infinite amount.
they actually took the custom missions concept from hitman forum and turned it into a fucking gameplay mechanic.
IO had me skeptical at first but i can tell this game will be the biggest deal hitman-game wise to ever come out.
[QUOTE=FoodStuffs;37835135]dude, talk about increasing replay value by a nearly infinite amount.
they actually took the custom missions concept from hitman forum and turned it into a fucking gameplay mechanic.
IO had me skeptical at first but i can tell this game will be the biggest deal hitman-game wise to ever come out.[/QUOTE]
After watching some gameplay videos I actually really like Hitman: Subtitle, the only thing that's still pisses me off is the handholding but there's a Purist difficulty for people like me.
Also, I [B]really[/B] don't like Execution mechanics from Splinter Cell: Cinviction and Detective Vision from Batman games but they seem to be available only for very limited use and maybe even disabled at higher difficulty settings so I'm cool with it.
but you guys cannot say they have improved the ragdolls at all, they look pretty much the same, maybe a tiny bit more rigid but mostly the same.
and i have yet to see a screenshot of these improved damage decals and models
-snip merge break-
[QUOTE=Jack Trades;37835154]Also, I [B]really[/B] don't like Execution mechanics from Splinter Cell: Cinviction and Detective Vision from Batman games but they seem to be available only for very limited use and maybe even disabled at higher difficulty settings so I'm cool with it.[/QUOTE]
But the executions are way better than we had, it makes it possible to take someone out from way more positions, not to mention you don't end up in a situation where you're fucked because of lack of gameplay mechanics. In the previous games it was like, you have a knife and someone walks up to you face to face? Well you're fucked, you can't do shit about him.
the one thing this game brings to the front though is making 47 out to be a ruthless top notch thug.
in all the previous games i always felt like some swanky, slightly eccentric well dressed hollywood hitman.
in this game it feels much more real and visceral. like in previous games he wasn't pulling out all stops by even a margin. but in this game it seems like he's capable of pulling tricks out of his sleeve we wouldn't have imagined him stooping to or simply didn't seem to be in his modus operandi.
[editline]28th September 2012[/editline]
also point shooting was probably a concept for the game ever since its inception.
there's just something so timelessly badass about a lone gunman taking down 5 people in a few seconds with a single semi automatic. it's been around long before hitman and splinter cell, just not in games.
i like to think of it less as a mechanic and more of like an ability that hitman just has.
[editline]28th September 2012[/editline]
also point shooting in splinter cell is dumb, you simply mark targets.
in hitman you mark EXACTLY where you want to shoot.
[editline]28th September 2012[/editline]
first thing i'm going to do is run around point shooting the shit out of people, like marking as many spots as possible on a single person and shooting the fuck out of them.
[QUOTE=FoodStuffs;37835168]but you guys cannot say they have improved the ragdolls at all, they look pretty much the same, maybe a tiny bit more rigid but mostly the same.
and i have yet to see a screenshot of these improved damage decals and models[/QUOTE]
The ragdolls are hugely improved.
They can now lay on their side without spasming the fuck out.
they still have that terrible rubbery feeling. i think all along that was sort of the problem.
they still are slippery and spaz the fuck out randomly sometimes, plus the bodies seem to carry very little weight as a headshot from a big gun sends them flying spastically with all limbs flailing just like it unrealistically does in every other game.
then again this is just from watching a trailer, not fooling around with it myself. and it's not like it's really a big deal anyways.
i'm just glad this game is shaping up to be pure sex. cause it was pure sex at first, then they hinted at shit and even showed us some shit that made us want to disown it like an unwanted child, now it's just pure sex again.
they even got the old VA back.
[QUOTE=FoodStuffs;37835218]the one thing this game brings to the front though is making 47 out to be a ruthless top notch thug.
in all the previous games i always felt like some swanky, slightly eccentric well dressed hollywood hitman.
in this game it feels much more real and visceral. like in previous games he wasn't pulling out all stops by even a margin. but in this game it seems like he's capable of pulling tricks out of his sleeve we wouldn't have imagined him stooping to or simply didn't seem to be in his modus operandi.
[/QUOTE]
I don't have Contracts, but from what I've heard of it, it was very dark and visceral, with Hitman being pretty damn ruthless in it. I can vouch for his ruthlessness in 1 & 2, it's just BM was a bit more comical with dark undertones, which made it a great game.
I'm really looking forwards to Absolution.
i mean if you shoot someone in the face with a magnum their whole body won't go flying back. their head will probably violently jolt in the direction you shot them in and then their body would slump down, probably kind of also in the direction you shot them in.
[QUOTE=Terminutter;37835933]I don't have Contracts, but from what I've heard of it, it was very dark and visceral, with Hitman being pretty damn ruthless in it. I can vouch for his ruthlessness in 1 & 2, it's just BM was a bit more comical with dark undertones, which made it a great game.
I'm really looking forwards to Absolution.[/QUOTE]
I'm talking about hitman's increased ease of movement and interactions.
2 months man.
2 months, can't wait.
The Contracts thing seems really cool.
I didn't get how you set up your contract at first but then it made sense after it was explained, seeing as it reads what you've done in the mission and sets that as the objectives for the contract
[QUOTE=Jackald;37836710]I did a pretty extensive playthrough of the chinatown level, trying to explore all of the possibilities and so forth, so if you wanna know anything feel free to ask me.[/QUOTE]
what did you think of the gameplay in general compared to blood money
was it akin to that?
so it's essentially bloodmoney+?
[editline]28th September 2012[/editline]
as in bloodmoney plus/new-and-improved/etc
So the subdue thing is non-lethal, like an infinite supply of slow sedative syringes? :V
[b]The achievement list for Hitman Absolution[/b]
[url]http://www.xbox360achievements.org/game/hitman-absolution/achievements/[/url]
If anyone is wondering, there are no spoilers in that achievement list.
hitman didn't have non linearity.
hitman is more like a sandbox game than a standard sneaker or shooter. in fact if you think about it it always has been even if there were some parts to certain games where it was more like a standard shooter layout, level wise anyway.
like in metal gear solid or splinter cell you're dropped into a level and even though there are multiple paths the level itself isn't open completely at all.
in fact it's quite linear and personally i think the whole "multiple paths" through a linear level is not non linearity by any means.
whereas in hitman you're dropped into a level and most of the time you can go where ever you want. the level itself is completely open even if there are restricted areas.
hitman is in essence a dynamic game. pretty much any other game near hitman's ballpark is completely linear. once again, just because you can climb a pipe or through a duct instead of sneaking past people doesn't make it non linear. when you're going from room to room no matter how many ways there are it's still a god damned linear game because there's already a set path and no way around it. take any hitman level and most of them lack that "room by room" progression all other series seems to have.
Why do you break paragraphs
Like this
Your posts dont have to take up an entire page.
[editline]29th September 2012[/editline]
Oh and
Most of your posts contain edit lines like these.
[editline]29th September 2012[/editline]
Are you trying to create an [I]illusion.[/I]
that you actually made a big post with lots of stuff to say?
[editline]29th September 2012[/editline]
Because they are indeed quite
contentless.
[editline]29th September 2012[/editline]
And you pretty much can't compare Hitman with MGS anyways.
fuck it
"LETS TAKE THE PISS OUT OF THIS POOR SOD AND DERAIL THE SHIT OUT OF THIS MOTHERFUCKER"
[QUOTE=FoodStuffs;37835887]they even got the old VA back.[/QUOTE]
THEY DID!!?!?!?
I CAN'T STOP CRYING TEARS OF JOY.
[QUOTE=UntouchedShadow;37847490]THEY DID!!?!?!?
I CAN'T STOP CRYING TEARS OF JOY.[/QUOTE]
Yup, Bateson's back on board. Shame they couldn't get Kyd back, though.
I don't blame them for that, Kyd declined working for them himself. He wanted to focus more on Assassin's Creed.
[QUOTE=FoodStuffs;37845775]hitman didn't have non linearity.
hitman is more like a sandbox game than a standard sneaker or shooter. in fact if you think about it it always has been even if there were some parts to certain games where it was more like a standard shooter layout, level wise anyway.
like in metal gear solid or splinter cell you're dropped into a level and even though there are multiple paths the level itself isn't open completely at all.
in fact it's quite linear and personally i think the whole "multiple paths" through a linear level is not non linearity by any means.
whereas in hitman you're dropped into a level and most of the time you can go where ever you want. the level itself is completely open even if there are restricted areas.
hitman is in essence a dynamic game. pretty much any other game near hitman's ballpark is completely linear. once again, just because you can climb a pipe or through a duct instead of sneaking past people doesn't make it non linear. when you're going from room to room no matter how many ways there are it's still a god damned linear game because there's already a set path and no way around it. take any hitman level and most of them lack that "room by room" progression all other series seems to have.[/QUOTE]
Every game is linear TO A POINT. You go from A to B but how you get there can be changed in such a way that isn't very linear at all which this and many other games have done. It's the first basic lesson anyone will teach you about level/game design.
Definitely picking up Absolution on release day.
[QUOTE=G-Strogg;37847771]I don't blame them for that, Kyd declined working for them himself. He wanted to focus more on Assassin's Creed.[/QUOTE]
This isn't the case.
Kyd isn't doing III or Liberation.
I think it was because of Darksiders II and Borderlands 2.
Then I was mis-informed, but i'm still quite sure he was asked but declined.
[QUOTE=G-Strogg;37863072]Then I was mis-informed, but i'm still quite sure he was asked but declined.[/QUOTE]
I honestly have no idea.
At least Lorne Balfe has some Assassin's Creed experience after Revelations. As long as he doesn't slip into Media Venture's usual tendencies. He did good with MW2 and Revelations.
But with this game, I have never heard of the composer, so it could go anyway.