One mission Jardos in the original game where you had to kill everyone, thats like saying the training mission of Blood Money shows how linear that game is, all the other missions where about killing x,y,z whoever died in between was up to you.
Nonsense, the original game had three missions I can think of off the top of my head that required mass homicide, Contracts is the only game in the series where the finale does not require mass homicide (but they provide a minigun in case you want to go mass homicide). Codename 47 also had multiple levels which were scarce of civilians, thus making the simplest method to kill every fucker you came across (since you only got penalised for non-hostile kills).
Blood Money provides you with customizable weapons that have no practical stealth applications, but are awesome for mass murder. Mass murder is fun, and the developers know it. They want people to know it'll be available and they won't just have to sit around with thumbs up their asses waiting for a dude to drink his poison tea.
Watson, what more evidence do I need for structured missions then checkpoints. Do you know what a checkpoint is ? Its when you reach a certain part of a level, it saves for you so you can load up from there saving time from redoing the mission from the start. Checkpoints only work in linear games, as the level is divided into areas, once you reach an area it saves for you. Hitman Blood Money (the best of them all) would have not worked with a checkpoint system at all. If you are forced into each area at a time, that is linear gameplay not freeform that Hitman series is known for.
What I mean by traditional approach is not traditional Hitman approach, but standard third person where you reach part a of the mission chechpointm reach part b checkpoint. Thats not Hitman, all the best Hitman mission are just one big level where your left to deal with the contracts your own way.
Um, checkpoints used to be called levels. Then we got levels that were big and we had saves, now we're promised levels that are fucking huge and we have checkpoints so we don't have to keep stopping and going "okay, I better save now..." every five minutes.
And thank Christ because I'm playing Deus Ex Human Revolution right now and I swear that game is best played by binding Quicksave to your left mouse button and Quickload to your right.
Jardos yes it starts and ends in the same place but the variety in the journey on how you get to these places is what Hitman is about. Look at those previews, it looks like Splinter Cell, not Hitman.
Did you ever notice something about Splinter Cell games? There's no people in them. There's the guards you can take down, people you can interrogate and that's it. Their are no crowds of civilians in any noteworthy area because the strain of running the stealth elements and the civilian AIs would have made Sam Fisher shit his pants.
Now we have systems that can do both, so just like Conviction had a few pain in the ass civilins who don't do much, Hitman can now have some fancy shadow effects that are not laughable and 47 can now pose around the scenery rather than crouch retardedly a foot away from what he's hiding from. These aspects would have greatly improved Blood Money - particularly parts like sneaking around in the back rooms and upper floors of bars in Mardi Gras, climbing around in the mountain retreat 'cause you're using staff only areas to avoid crowds, etc.
This is what "next generation" actually means. Unless your game has the words "Zelda" or "Mario" in the title.
As I said before there is nothing I want more then to be horribly wrong, but all I have seen so far is a third person shooter that plays nothing like the original Hitman games. I would rather look like a twat and have my dreams of New Hitman better then Blood Money then be right and have some shoddy generic third person shooter.
EDIT: If there are the big sandbox contract levels that the series is famous for then why have they not been shown, I mean when was Hitman ever praised for its linear levels ? When was Hitman ever praised for its levels where every NPC was an enemy ?
That would probably be because they don't want to show off the sandboxy levels because:
- it would take longer
- it would ruin the impact when the player first sees it for themselves
- those levels take longer to build, refine, debug and add finishing touches to
- those levels are not ones which keep the story ambiguous
- because they want to leave those levels open to as much creative freedom while working as possible, rather than get fanboys crying "In the demo this worked, but in the main game this isn't there, WHY!?"
In short, you haven't seen the whole game or much of it because they actually want you to... y'know, buy the game. Something about books, covers and the fact that all the Hitman game trailers look nothing like the games do go here.