Believe me, there are plenty of surprises and interesting things I found out on missions with the map. As for the map showing hidden passages, I understand how the element of discovering that hidden passage could be tainted, but in reality how many missions have secret passages in the Hitman games? Off the top of my head I can name Lee Hong's Assassination (the 'dungeon' area where Smith is kept) and Beldingford Manor. For me, the map is something that actually makes me want to go and explore it. I see a room on the map, I haven't been there before and I look around and take in the atmosphere and there's nothing wrong with that, is there? Just because I can see a room here and there does not mean my sense of exploration or discovery is changed, quite the opposite. I want to go and take a look and explore all the ‘nooks and crannies’ of the schematic given to me.
BTW talking about the old maps. Are you seriously suggesting that you could not make a a perfect route to the target JUST BY STUDYING THE MOVEMENTS? Because it could of easily been done at the beginning of each mission. Yes it is still up to the player to execute it, BUT they destroyed the discovery part. There was no searching for the target and identifying, no finding hidden routes and no surprises. Why? Because they were all listed in the maps.
Knowing where the target is was certainly not damaging to the games, after all isn't it about how you get to him/her that really matters? (and didn't the maps help you with that? depending on how you used them, of course) Targets in Hitman in most cases stayed in one room or moved from one room to another and back, they were on a set path that repeats itself. The target icon was only an indicator so you know where to find and assassinate your target. Let's put it this way, if the mission briefing had said "47, Diana here... the Meat King is known to lie in bed and watch his parties from a room just above the dance floor on level 2 of the slaughterhouse" you'd have your problem solved and you'd need no target 'dot'. So if there is a dot showing where your target is, why not just assume that it’s known where that person is. It’s always a bit of a stretch of reality, but was it really that destructive to the mission?
Again displaying only the target is still too much help because there was no identifying and figuring out of the target and where he might be. Also the guards were easy to deal with in those games.
What is Absolution trying to do? They are clearly trying to make the learning curve less tricky to conquer and less demanding because the developers have themselves indicated that past games could be difficult and challenging for some people. This is probably why Absolution is being made to accommodate a greater variety of gameplay styles and handle them better. It’s clearly a game built to accommodate a bigger demographic of players.
But isn't that what makes games fun? The learning curve?
Say that to a 14-year old who's just bought a copy of Silent Assassin.
The maps just made it way less steep and also made it easier overall.
You are saying this from experience as a long time player of the Hitman games. Again, say that to a 14-year old who's just bought a copy of Silent Assassin.
Study them carefully and you will see that there will always be a perfect UNGUARDED path. And by unguarded, I really mean unguarded. Also, if you keep a distance, they will never run at you nor suspect of you. If you exploit these, you will realise how easy they were to deal with.
In BM, they reduced the unguarded area, but the guards were still easy to deal with, especially, by making them turn so that you go from behind them (same applies to Hitman contracts).
Here is something (very) interesting: At the moment, looking at the library level, Instinct has a huge range right? You can pretty much see every NPC wherever they are. So couldn't you say this is exactly like the map on the easiest difficulties, which just like Instinct in its current form, shows you all (or almost all) NPCs. Quite obviously you don't have to be 'close' to the action with Instinct (in it's current form) since you can see the NPCs through walls very (very) far away.
...and with instinct, you will have to observe the area and be closer to the action for you to see these point of interests.
And how is instinct more realistic than the maps?
Let me explain. The maps do not exist in real life. However human instinct does.
Yes, it may be a bit exaggerated in Absolution, however, when you are extremely good at something, you can see stuff that others won't see and the whole idea behind it is that we are playing from 47's mind. And with his vast amount of experience, he can predict certain stuff, just from his experience alone. So it isn't that UNREALISTIC WHEN YOU THINK ABOUT IT.
Exactly. I have previously indicated that I can understand why the map may possibly have been removed from Absolution (but, at this moment I don’t see why including a basic schematic would hurt my gameplay experience), what I don't understand though is why must the maps from the previous games be presented as something that was damaging or detrimental that made the games 'too easy'. They worked in their own way and were entirely dependent on player choice.
BUT ALL IN ALL, I HAVE TO PLAY IT TO FIND OUT.
Edited by Watson, 21 October 2011 - 04:26 AM.