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Hitman on PSP


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#21 Sam the Spy

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Posted 30 September 2007 - 01:04 AM

ive never played it for ps2... enlighten us with the scheme you'll like... i call mine the x-scheme(lol)
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#22 Cold Shadow

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Posted 30 September 2007 - 03:25 AM

square=hostler/bring out last selected weapon,hold to select inventory.
triangle=drop weapon or body
X=pick lock/(hold when having multiple options),open door.close door
O=pick weapons and other disguises
select=map
start=pause
L=sneak
R=shoot
analog=move
up=scope view
down=first person

Simple don't you think.That's how it is on ps2.Not all of it though.
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#23 Mikhail Touraeg

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Posted 30 September 2007 - 03:33 AM

Which inventory would be best?
C47 - use the up + down D-pad buttons (in CS's layout) for scrolling through the inventory, and use left and right for first person and scope.
SA - press inventory and use the analog stick to choose between item and weapon, and which item or weapon.
BM C - Press inventory and scroll left and right using the analog stick.
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#24 Cold Shadow

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Posted 30 September 2007 - 10:36 AM

I prefer the Bm inventory.It's simpler to use.
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#25 Sam the Spy

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Posted 30 September 2007 - 12:20 PM

@cold shadow:well the problem with the ps2 layout is the R button to shoot... its harder with the PSP... it doesnt feel natural like a trigger button... so i think it'll be easier to stick to holding R and L for sneaking and running...

@mikhail touraeg: ummm... well it doesnt matter, it can be a new layout for all i care like a list bar on the side and picture on the right
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#26 Blood

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Posted 30 September 2007 - 10:50 PM

The way you can see everything is limited. It wont fit the surrounding world all into the screen unlike the Xbox 360, ps2 and comp because of the bigger screens, which would suck for the psp. the graphics would be pretty low on account of the big world fitting it in. They can make it for psp if you are ready to waste $70+ on bad quality and slipery controls.
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#27 Mikhail Touraeg

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Posted 30 September 2007 - 10:58 PM

Fitting a big world onto a UMD is a problem? First, define what you mean by big. Compare the size of several Hitman levels to Liberty City in GTA LCS. Furthermore, were there any display problems in that game? Look at Syphon Filter: Dark Mirror. That didn't have slippery controls. Did GTA:VCS put in PS1 level graphics on account of the large world and content size? No.
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#28 Cold Shadow

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Posted 30 September 2007 - 11:48 PM

@cold shadow:well the problem with the ps2 layout is the R button to shoot... its harder with the PSP... it doesnt feel natural like a trigger button... so i think it'll be easier to stick to holding R and L for sneaking and running...

@mikhail touraeg: ummm... well it doesnt matter, it can be a new layout for all i care like a list bar on the side and picture on the right

But all hitman games on ps2 are with r as trigger so I am a pro at using it by now.
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#29 Sam the Spy

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Posted 01 October 2007 - 05:21 AM

@cold shadow:well the problem with the ps2 layout is the R button to shoot... its harder with the PSP... it doesnt feel natural like a trigger button... so i think it'll be easier to stick to holding R and L for sneaking and running...

@mikhail touraeg: ummm... well it doesnt matter, it can be a new layout for all i care like a list bar on the side and picture on the right

But all hitman games on ps2 are with r as trigger so I am a pro at using it by now.

have you ever touched a PSP?... R is not a trigger... it doesnt feel like a trigger, its basicly exactly like the R on a gameboy, its not good for shooting, i think its only good for holding down... most psp games have it for locking on targets or strafing... etc...
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#30 Mikhail Touraeg

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Posted 01 October 2007 - 06:23 AM

I agree that the L button should be used for sneaking, and the R button for running. Does anyone want to discuss storyline options?
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#31 Cold Shadow

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Posted 01 October 2007 - 07:30 AM

@cold shadow:well the problem with the ps2 layout is the R button to shoot... its harder with the PSP... it doesnt feel natural like a trigger button... so i think it'll be easier to stick to holding R and L for sneaking and running...

@mikhail touraeg: ummm... well it doesnt matter, it can be a new layout for all i care like a list bar on the side and picture on the right

But all hitman games on ps2 are with r as trigger so I am a pro at using it by now.

have you ever touched a PSP?... R is not a trigger... it doesnt feel like a trigger, its basicly exactly like the R on a gameboy, its not good for shooting, i think its only good for holding down... most psp games have it for locking on targets or strafing... etc...

No but I know how a psp looks like.
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#32 Foofighter

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Posted 01 October 2007 - 10:40 AM

But I think the PSP-gamers wouldn't be happy since the PSP graphics aren't great...


You don't sound like a PSP gamer.

The way you can see everything is limited. It wont fit the surrounding world all into the screen unlike the Xbox 360, ps2 and comp because of the bigger screens, which would suck for the psp. the graphics would be pretty low on account of the big world fitting it in. They can make it for psp if you are ready to waste $70+ on bad quality and slipery controls.


$70+ for a game? :laugh: It's got a wide screen for God sake how is sight limited?

Anyway about the controls. I think something new would have to be implemented since Hitman has free aim. I was thinking:

L-Sneak/Crouch
R-Shoot/attack/push
Analogue Stick-Move
Face buttons-Aim (like in GUN: Showdown and Syphon Filter: Dark Mirror)
X button When near interactive object-Action
Down on D-pad-drop item
Up on D-pad-First Person/push again for Sniper view/then again for zoom levels
Left on D-pad+R-Throw object
Right on D-pad-Inventory
(EDIT) Right on D-pad+R-Manual Reload
Start-Pause
Select-Map/Briefing screen (like in Hitman 2: Silent Assassin)

Edited by Foofighter06, 01 October 2007 - 01:22 PM.

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#33 Sam the Spy

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Posted 01 October 2007 - 01:15 PM

what you name your control scheme?...

my HITMAN PSP story: (i'll call it "HITMAN:mobile assassin")

-starts where your captured(wake up in cell) and you escape and kill target which we find out we were sent to kill before being captured

-the target is leader of pvt military company which is hunting the agency

-after the campany is still hunting we find out theres another leader so we go to kill him but mid-level we get told to go after another target 1st which is on location and take the intel

-we kill new target, take intel and find out theres like 5 leaders because the company is actually a cult which wants to take over the world and the agency is killing off important people of their plot

-now we go back to the original target and take info on the locations of the other leaders

-the leaders are spread out around the world, some more descrete than others

-after killing em all were sent on a mission to kill a terrorist sent by the company to go blow up an amusment park...

-were at the same level on BM's "death of a showman" but its crowded with business... we kill the target before he finishes wiring the bombs and before dying the terrorist(who can be a clone) presses a detinator which blows up the faris wheel that we see in the 1st cutscene in BM...

-the end

Edited by agent6669(Sam_Fisher), 01 October 2007 - 01:33 PM.

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#34 Foofighter

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Posted 01 October 2007 - 01:30 PM

what you name your control scheme?...


Free aim control scheme. I also had an idea for another scheme for newer players to the PSP but I'm still developing it.
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#35 Sam the Spy

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Posted 01 October 2007 - 02:28 PM

well i was think again about the controls and if theyd work and ive thought of something... should there be a lock-on button to lock on targets to aim easier? or should it be automatic to lock on when guns are out?...
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#36 Foofighter

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Posted 01 October 2007 - 02:31 PM

Auto aim button, automatic lock on could be glitchy and not work sometimes.
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#37 Sam the Spy

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Posted 01 October 2007 - 03:18 PM

hmmm... then i think L should be lock on target and another button can be to toggle run
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#38 Foofighter

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Posted 01 October 2007 - 06:46 PM

You don't need a run button. IOI got rid of the run button back in Contracts. :P The Analogue Stick could take care of that.

Auto Target scheme:

Analogue Stick-Move
L-Auto target
R-Shoot/attack/push
X-Action
Circle-Sneak/Crouch
Square-Inventory
Triangle-Manual Reload
Up on D-pad-First Person/push again for Sniper view/then again for zoom levels
Analogue Stick-Aim in scope mode
Down on D-pad-Drop object
Left on D-pad+R-Throw object
Start-Pause
Select-Map/Briefing screen

I figured Analogue stick could be used for sniper rifle aiming since you don't really want to be moving while you shoot one anyway.

Edited by Foofighter06, 01 October 2007 - 06:51 PM.

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#39 Sam the Spy

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Posted 01 October 2007 - 10:25 PM

i had an idea i dont think has been done before on console or handheld games... custom controls, sure they have a few layout options but y not be like the PC games where you can say what button you want to do what...
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#40 Cold Shadow

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Posted 01 October 2007 - 10:35 PM

i had an idea i dont think has been done before on console or handheld games... custom controls, sure they have a few layout options but y not be like the PC games where you can say what button you want to do what...

Custom controls is the best idea because even on ps2 there are some controls that I don't like.
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