• Hitman series Megathread - "Names are for friends, so i don't need one"
    3,786 replies, posted
[QUOTE=Dark RaveN;38576507]My only complain with this game is disguise system. I agree, someone should one way or another recognize that you might not be one of them. BUT REALLY, FROM 30 METERS THROUGH A LITTLE HOLE IN THE WALL WHILE IM NOT EVEN FACING THEM?[/QUOTE] Yea I think the general consensus is that the game is good but the disguise/spotted system needs to be tweaked. Which probably won't happen.
[QUOTE=Jojje;38576496][t]http://horobox.reager.org/u/Jojje_1353824139.jpg[/t] [B]CLOSE ENOUGH[/B][/QUOTE] terrible
[QUOTE=bobsynergy;38576435]I can still get silent assassin by subduing guards correct?[/QUOTE] A few times i'd subdue guards and the game would bug out or something it'd always count as being spotted the guard ever seeing my face so i'd be careful and just avoid them if possible.
[QUOTE=Soleeedus;38576531]terrible[/QUOTE] guards kept noticing me i didn't like that
[QUOTE=Jordax;38576021]It is so much more sastifying to poison one of his edibles through.[/QUOTE] Grab fugu, poison drugs, wait. Silent Assassin. [editline]24th November 2012[/editline] [QUOTE=darth-veger;38576452]Yeah, kill a guard silently without being seen and put him away in a body container Doing the math it would be like - 125 for killing non-target and + 125 for putting him in a body container Killing the enemy silently gets you a few points extra i believe[/QUOTE] Just tested this out. Scores are based on Expert difficulty so they should scale down for lower levels, up for Purist: Garrotte got -575 for a non-target kill, +345 for silent kill. Hiding the body got +230, evening the score to 0. Snapping his neck got -575 for non-target kill. I [i]didn't[/i] get the silent kill bonus. Hiding the body got me +230 points, bringing the score to -345. Subduing the enemy got me -230 for pacification and +230 for hiding the body, evening it to 0. So garrotte or subdue your enemies, save neck snapping for extreme occasions.
I think the disguise system would be more alright if it took longer for guards to notice you. Like, if you're standing still near them for too long, they see you doing something suspicious, or the crew you're disguising of is very small so it makes sense that they all know eachother. However when every fucking cop in the whole city, and every goddamn vendor in the market, and every goddamn hired guard all know eachother in person and can tell if someone is an impostor after looking at them for 5 seconds... that's just fucking bullshit.
Are there any sniping missions like the Sniper Challenge? Currently on 14/20 chapters.
[QUOTE=ForgotPassword;38576927]Finished the game last night and I have to say the dialogue is hilarious. Also some of the stuff in the game like that orphanage makes it really hard to just sneak past them without unloading on them or killing them in some other gruesome way. Difficulty isn't the problem, it's the games way of screwing with your humanity to see if you'll avenge/help these innocent people.[/QUOTE] Also making some easy targets you can pull out of windows sympathetic... Like the guard realizing he doesn't have prostate cancer, or the trucker who says he got a baby girl last week despite his old age.
[img]http://cloud-2.steampowered.com/ugc/1136293535431554562/A63D7FE4A56742F1E773667A1BF4279DC7B276CB/[/img] He wants Agent 47 bad.
[QUOTE=Simski;38576988]Also making some easy targets you can pull out of windows sympathetic... Like the guard realizing he doesn't have prostate cancer, or the trucker who says he got a baby girl last week despite his old age.[/QUOTE] The guy who is trying to explain to someone at home how to fix a simple router problem, and they don't understand. I feel his pain.
So what difficulty you play on when you have trouble with disguise/detection? On easy they are pretty blind, but other than that I guess it would come down to not being in the line of sight of anyone. When not disguised, that is. With disguise, it should be easy to blend in on any difficulty? At least with the help of Instinct-mode (disabled on Hard I know)
[QUOTE=Soleeedus;38576488]disguises that never work: the game[/QUOTE] I think you don't know how disguises work. If you need to get passed some place while in disguise you hold Alt so you go in Instinct and you can get past them. Better is that you take someone else's clothing from a different profession so they don't notice you. [editline]24th November 2012[/editline] [QUOTE=Gekkosan;38577036]So what difficulty you play on when you have trouble with disguise/detection? On easy they are pretty blind, but other than that I guess it would come down to not being in the line of sight of anyone. When not disguised, that is. With disguise, it should be easy to blend in on any difficulty? At least with the help of Instinct-mode (disabled on Hard I know)[/QUOTE] I have seen some reviews about the disguises and it was cringe worthy They take a guards outfit and get 1 meter in front of him and go "Well look see its broken and its bad it should be fixed!!!" If he knows how the disguises work he should know that you need to go into instinct mode to get passed by or just take a distance and work your way around without being in the direct line of sight or to close Its not hard ya know
Gotta say there's a feeling of freedom that I miss in this game that was very prevelant in Blood Money. I hope next time they take that game's direction a little more and lose the linearity route they went for the casuals. Like, the best way to describe it is this. In Absolution, you have maybe a few linear corridor type areas you manage to get through in (usually) one of 3 ways. Sneaking (with the conveniently placed vents and obstacles etc), guns blazing Rambo, or silently picking them off (and some sub categories with in that). After, you enter the big, centralized hub for the level, which is sort of the "playground" in which you figure out how to dispose of enemies. Then leave through the "designated" linear exit. But even then, this part of the levels also feels limited. Once you know all little quirks, it just feels a little....I dunno, not as fun. You're truly limited by what was programmed into the level. Blood Money was set up so that basically each level was a playground from the very start, with an endless array of ways for you to eliminate enemies and your target. I remember how mind boggling the sheer amount of options were for every level and the ways in which you could pull something off seemed truly only limited by your imagination. This was helped in part by the fact you could bring weapons with you from pre-mission briefing and equipment setup areas as well. I still really like the game, I just hope this creative team goes back into Blood Money territory more after this game. For me, it was the highest point in the series thus far and probably one of the best games I've ever played (with some of the fondest memories I've had playing a game too).
[QUOTE=darth-veger;38577047]I think you don't know how disguises work. If you need to get passed some place while in disguise you hold Alt so you go in Instinct and you can get past them. Better is that you take someone else's clothing from a different profession so they don't notice you. [editline]24th November 2012[/editline] I have seen some reviews about the disguises and it was cringe worthy The take a guards outfit and get 1 meter in front of him and go "Well look see its broken and its bad it should be fixed!!!" If he knows how the disguises work he should know that you need to go into instinct mode to get passed by or just take a distance and work your way around without being in the direct line of sight or to close Its not hard ya know[/QUOTE] Yeah the disguise system really has grown on me, like I just beat the Terminus Hotel mission without being caught once on Purist and damn it was pretty fun, this way really makes you think about which disguise you should get, makes you think quickly and move quickly, and makes you pay attention to which way is best to go and which disguise is the best way to going through and makes you pay attention to the level and how the people move around. If it was like Blood Money then it would of been pretty easy as on the 8th floor you would just take someone's uniform and walk to the end. Really enjoyable and difficult, purist all the way, like it's still pretty easy once you know what to do, I can't imagine it even easier.
[QUOTE=Nemisis116;38576219]I decided to take the bar fight route to this level on the second go It was way more fun than sneaking through everybody [IMG]http://puu.sh/1tFJ3[/IMG][/QUOTE] I accidentally did this shit. Was sneaking behind some innocent guy, decided to use my scroll wheel to switch to my '2', garrote wire, and then left clicked so I'd pull it out and hold it. Bam, 47 gets pissed, breaks the guys knee and judo throws him into a railing. I was so pissed until some guy went, 'BBBBBBBBAAARRRFIII - *fist*'
Just one the king of chinatown mission, are the other missions simmilar as in there are a number of assassination challenges? was really fun figuring things out, in the end i put a bomb by the car, set the alarm off then exploded it when he went to investigate
[QUOTE=ItchyBarracuda;38577155]Gotta say there's a feeling of freedom that I miss in this game that was very prevelant in Blood Money. I hope next time they take that game's direction a little more and lose the linearity route they went for the casuals. Like, the best way to describe it is this. In Absolution, you have maybe a few linear corridor type areas you manage to get through in (usually) one of 3 ways. Sneaking (with the conveniently placed vents and obstacles etc), guns blazing Rambo, or silently picking them off (and some sub categories with in that). After, you enter the big, centralized hub for the level, which is sort of the "playground" in which you figure out how to dispose of enemies. Then leave through the "designated" linear exit. But even then, this part of the levels also feels limited. Once you know all little quirks, it just feels a little....I dunno, not as fun. You're truly limited by what was programmed into the level. Blood Money was set up so that basically each level was a playground from the very start, with an endless array of ways for you to eliminate enemies and your target. I remember how mind boggling the sheer amount of options were for every level and the ways in which you could pull something off seemed truly only limited by your imagination. This was helped in part by the fact you could bring weapons with you from pre-mission briefing and equipment setup areas as well. I still really like the game, I just hope this creative team goes back into Blood Money territory more after this game. For me, it was the highest point in the series thus far and probably one of the best games I've ever played (with some of the fondest memories I've had playing a game too).[/QUOTE] Having played Blood Money the week before Absolution was released (so, last week-ish) I can say the game isn't nearly as open and freeform as you make it out to be. There aremany levels where the target is in a small area, surrounded by guards and only a small handful of ways to kill them. Take the riverboat level. Sure it's fairly large, but Skip Muldoon doesn't leave his heavily protected cabin, the only real ways to kill him are to sneak in, poison the cake, or pretend to be a cabin boy. Or the Suburbs, where Vinnie Sinistra only watched TV and went to his room. There were only a couple of ways to take him out too. You silently kill him in his room, silently kill him while he watches TV or you mess with the phone and snipe him. The same is true for the Opera, the White House, the Wedding, the Christmas party, and half of the Vineyard. Half because Delgado Sr. only has 2 ways of silently killing him (choke him while he practices the violin or push him off the balcony), where Delgado Jr. has much more freedom in his death. Sure there are the cool free missions like the rehab clinic, the cassino and the Heaven and Hell party, but they weren't the only thing in the game. I'd argue they didn't even make up the majority of the game. People say many missions in Absolution don't have a target, this is entirely wrong. Almost every mission in Absolution has at least 1 target, it's just that people are counting every section as a seperate level when they're not. In every Hitman game you have 3 phases, get to the target, scope out the area, execute the hit. Absolution still has this, it's just that now the different parts are given their own longer sections than in previous games. There's also way more variety in the hits than people say. Remember back when Blood Money came out and people thought there was only a few ways to kill everyone? That's because some of the more creative kills aren't obvious. The same is true in absolution, the game has been out for less than a week there's no way every possible technique is known by the majority of people. Take Chinatown for example. You can set off the car alarm, then you choose to choke him out, shoot him, blow up the car. Or you could push him down a steam vent as he walks by. You could take the poisonus fugu and you open up more option, do you poison the drugs? His coffee? His food? Do you knock out the dealer and take his place? Do you follow the King until he's out of the way and strangle him? There are plenty of missions like that. Just because you choose to take the most obvious route doesn't mean the game is dumbed down, and just because the infiltration and exfiltration elements have been expanded doesn't diminish the sandbox style areas the hits take place in. Absolution has 20 levels broken into 2-4 sections each. Blood Money had 13, which were roughly the same size as the sections of Absolutions missions. People should really go back and play Blood Money again, then they would realise that it's much smaller, shorter, and more limited than they remember. It's still a fantastic game, but it's not as impressive as it seemed 6 years ago.
holy christ we get it, some of you are sourly disappointed with the game. posting about how you think the game sucks on here won't make a bit of difference.
[QUOTE=Skellyhell;38577548]Just one the king of chinatown mission, are the other missions simmilar as in there are a number of assassination challenges? was really fun figuring things out, in the end i put a bomb by the car, set the alarm off then exploded it when he went to investigate[/QUOTE] There's only a few really 'open' levels like that unfortunately, which is a major complaint about the game compared to the previous ones, where all of them were like that. (With a few exceptions, which were widely regarded as some of the worst levels in their respective games). Streets of Hope is open, which funnily enough is one of the other ones they previewed to death. A good deal of Death Factory is open or open-ish, same with Blackwater Tower. The actual strip club part of the strib club level too I suppose. [quote]Absolution has 20 levels broken into 2-4 sections each. Blood Money had 13, which were roughly the same size as the sections of Absolutions missions.[/quote] This is completely untrue. In fact, having replayed most of Blood Money a few weeks ago, what the hell are you on about.
[QUOTE=NeoSeeker;38577602]holy christ we get it, some of you are sourly disappointed with the game. posting about how you think the game sucks on here won't make a bit of difference.[/QUOTE] I was actually posting about how [i]good[/i] the game is and how people should take off their rose-tinted glasses when they look back at Blood Money.
I dunno but i enjoy small levels just as much as big levels. The smaller ones are some relief to the bigger once that require more thinking.
[QUOTE=ItchyBarracuda;38577155]Gotta say there's a feeling of freedom that I miss in this game that was very prevelant in Blood Money. I hope next time they take that game's direction a little more and lose the linearity route they went for the casuals. Like, the best way to describe it is this. In Absolution, you have maybe a few linear corridor type areas you manage to get through in (usually) one of 3 ways. Sneaking (with the conveniently placed vents and obstacles etc), guns blazing Rambo, or silently picking them off (and some sub categories with in that). After, you enter the big, centralized hub for the level, which is sort of the "playground" in which you figure out how to dispose of enemies. Then leave through the "designated" linear exit. But even then, this part of the levels also feels limited. Once you know all little quirks, it just feels a little....I dunno, not as fun. You're truly limited by what was programmed into the level. Blood Money was set up so that basically each level was a playground from the very start, with an endless array of ways for you to eliminate enemies and your target. I remember how mind boggling the sheer amount of options were for every level and the ways in which you could pull something off seemed truly only limited by your imagination. This was helped in part by the fact you could bring weapons with you from pre-mission briefing and equipment setup areas as well. I still really like the game, I just hope this creative team goes back into Blood Money territory more after this game. For me, it was the highest point in the series thus far and probably one of the best games I've ever played (with some of the fondest memories I've had playing a game too).[/QUOTE] Yeah, I was replaying Blood Money yesterday and I legitimately found all new ways to beat some of the levels that I'd never done before, which was amazing to me cause I've been playing the game on and off for years. In fact in the Christmas Party level I found an entire section of the level that I'd never used before. This game does have a lot of great ideas on a mechanical level (more realistic disguises, fake surrendering, blending) but for the next game they need to change their design philosophy. Ditch the story focus, ditch the small levels and corridors, and focus entirely on massive levels that aren't constrained by anything. Luckily I have high hopes that this could happen since A) the ending implies that [sp]47 could go back to working for Diana and the Agency again, since Diana's last line is very evocative of Blood Money[/sp] and B) it's a new design team making the next game who should hopefully be smart enough to know what the franchise really needs to thrive (not to mention the negative reviews for this game should set them on the right path)
the smaller ones i think are genius. they kinda show hitman's entrance and exit to a target location in most cases. like in most games you just started right in the area of the target and there'd be an exit and that would be the mission. in this game it's like they have an exposition level then a post climax level.
[QUOTE=darth-veger;38577660]I dunno but i enjoy small levels just as much as big levels. The smaller ones are some relief to the bigger once that require more thinking.[/QUOTE] I never said they were a bad thing. It's just that people go on and on about how huge the levels in Blood Money were and how you had complete freedom on how to carry out the hit. That's simply not the case, most missions were smaller, with more limited ways to do them. It just annoys the shit out of me when people bitch about Absolution's levels being small when the smallest levels in Absolution are larger than most of Blood Money's levels. Hitman Contracts had big levels, and they were mostly empty with a few places worth investigating.
[QUOTE=Janus Vesta;38577756]I never said they were a bad thing. It's just that people go on and on about how huge the levels in Blood Money were and how you had complete freedom on how to carry out the hit. That's simply not the case, most missions were smaller, with more limited ways to do them. It just annoys the shit out of me when people bitch about Absolution's levels being small when the smallest levels in Absolution are larger than most of Blood Money's levels. Hitman Contracts had big levels, and they were mostly empty with a few places worth investigating.[/QUOTE] My post wasn't really a reply to yours, just a thought :v:
[QUOTE=Janus Vesta;38577756]I never said they were a bad thing. It's just that people go on and on about how huge the levels in Blood Money were and how you had complete freedom on how to carry out the hit. That's simply not the case, most missions were smaller, with more limited ways to do them. It just annoys the shit out of me when people bitch about Absolution's levels being small [B]when the smallest levels in Absolution are larger than most of Blood Money's levels.[/B] Hitman Contracts had big levels, and they were mostly empty with a few places worth investigating.[/QUOTE] lol what? that's just not true. Even the Chinatown level (which is one of the open ones) is smaller then a lot of Blood Money levels. Keep in mind that Absolution's levels may feel bigger while playing them because the camera is a lot more zoomed in on 47, and there's no map, so it's hard to gauge the scale of it while you're in it. But they really are quite small for the most part
you know why the levels are small? the Devs took out all that useless space noone ever uses in those levels. they simply optimized the level design. the only thing that made those levels bigger were the areas practically noone would even have a reason to be.
There's a lot of Hitman Sniper Challenges on SteamGifts from some "german site", where do people get them?
The levels feel really, really alive in Absolution, one of its greatest strong points imo
[QUOTE=Demeschik;38577862]There's a lot of Hitman Sniper Challenges on SteamGifts from some "german site", where do people get them?[/QUOTE] I got it from pre-ordering
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