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#81 sgg847

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Posted 12 January 2012 - 12:43 PM

a) Bateson ... are gone

we have no definite answer ;)

Bb) Kyd is gone

music Ok, but sometimes too harsh

c) Diana is gone

will

d) Kane and lynch guys are making this title

I want know what IOI did with the creative team who created Freedom Fighters. Were they fired?

e) Bullet time

fresh blood is good

f) Instinct

Very sad that the developers listen to those who don't understand simple thing that instinct is a button.

g) Linear gameplay

Straighforward

h) oh I forgot, ... map is gone

nice

i) forced shootouts

I wait good shooting since HC47

Edited by sgg847, 12 January 2012 - 12:50 PM.

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#82 nutcool211

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Posted 12 January 2012 - 01:24 PM

Will there be rewards for players that play stealthy and achieve Silent Assassin?
Yes. Stealth is still the primary way to play Hitman.


What concerns me is how they've managed to change the definition of Hitman stealth. In previous iterations, Hitman stealth meant changing outfits that will allow us access to a certain portion, do the dirty deed which meant planting a bomb or picking up a sniper rifle, getting to a vantage point and finishing the task, and escaping in midst of the chaos. With Absolution, however, from both playthroughs that have been described to us, stealth has primarily consisted of sneaking around like sam fisher... which kinda makes the outfit a moot point.

Will it, theoretically, be possible to beat the game without ever firing a gun?
Well, honestly, the game isn’t done yet so I don’t really know. I know that the ambition is that you should be able to get through all levels without taking out anyone but your intended target.

Again, this could simply mean they are hiding it from us that the Hitman equation for gameplay has been changed. I mean if we wanted sneaking around, we could simply play the Splinter Cell games.

Any hard, ultra-hard, insanely hard to get achievements/secrets/rewards planned?
Oh yes. You don’t get to be a Silent Assassin by playing this casually

This kinda sounds like a catch-22... because from what we've learned, in the purist mode, instinct is off, hud is off, but if the gameplay still stays the same, then it's simply a matter of observing guard movement patterns, and sneaking around... which again puts me in Sam Fisher's shoes, and not 47. I seriously hope that it's more...heightened AI, or maybe what we're seeing from gameplay videos is not what it is really.

Will there be missions large enough for using a sniper Rifle like previous Hitman installments?
I think it’s safe to say that the sniper rifle will be making a lovely comeback.

gives me a bit more hope...

Will the enemies know 47 is in there in most of the levels? In previous Hitman games the enemies (Requiem and some others being exceptions) didn't have a clue he was there... Until it was too late and 47 was far away. So can we just walk in the suit like any other person without cops shooting us in other levels than what was shown in the e3 demo? To me part of the charm has been just walking in the suit, scanning the area, at my own pace, before finding a disguise and getting the job done.
That depends on the level. The E3 demo showed a level where Hitman was on the run – it’s not going to be like that all the time, of course. There will be levels where you will go in and nobody will know you and you can go totally old-school Hitman on those.

I really wanna believe this, but having seen two playthroughs with kinda the same setup concerns me... mainly because we've never been subjected to such a drastic change in gameplay in two different missions in any of the Hitman games before. This could simply be because of storyline demands, which could justify it. If not, then they are messing with a fan favorite part of the gameplay.
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#83 Habit

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Posted 12 January 2012 - 01:28 PM

a) Bateson and Mckee are gone-Agree handled poorly
Bb) Kyd is gone-on other projects, not the same as bateson, music sounds great.
c) Diana is gone-she is in the game whoever short will be determined. she wasn'nt in C47 either
d) Kane and lynch guys are making this title-tore has been there from the begining
e) Bullet time-don't have to use it, but makes a human (the player) be able to wield the .45's the way 47 would be able to. Kind of looking forward to trying it. if i don't like it i won't use it. besides to get silent assassin you can't kill anyone other than your target and you should only need one shot for that.
f) Instinct-real time map, and helps blend disguises. that's a + Does need to be scaled back from the RFYL playthough. it's to strong there.
g) Linear gameplay-not any more linear than other games.
h) oh I forgot, your map is gone-replaced
i) forced shootouts-proof?
j) ....


Basically a big "F you" to the fan base ;)

reply's in red

What concerns me is how they've managed to change the definition of Hitman stealth. In previous iterations, Hitman stealth meant changing outfits that will allow us access to a certain portion, do the dirty deed which meant planting a bomb or picking up a sniper rifle, getting to a vantage point and finishing the task, and escaping in midst of the chaos. With Absolution, however, from both playthroughs that have been described to us, stealth has primarily consisted of sneaking around like sam fisher... which kinda makes the outfit a moot point.


this is shown in the RFYL playthrough when he exits wearing the Police outfit. he walks right through a hostle area and out the door. How can anyone think this won't be applied to other missions? as for looking like splinter cell I think watson said it best that any game that has a cover system is going to look like Splinter cell. nothing more can be said. personally i'm glad to see a more nimpble 47 instead of a stiff duck footed man awkwardly standing around everwhere.

Again, this could simply mean they are hiding it from us that the Hitman equation for gameplay has been changed. I mean if we wanted sneaking around, we could simply play the Splinter Cell games.


the equation has changed a little, that's part of game development. and again all crouched cover resembles SC.

This kinda sounds like a catch-22... because from what we've learned, in the purist mode, instinct is off, hud is off, but if the gameplay still stays the same, then it's simply a matter of observing guard movement patterns, and sneaking around... which again puts me in Sam Fisher's shoes, and not 47. I seriously hope that it's more...heightened AI, or maybe what we're seeing from gameplay videos is not what it is really.


more this than the other. The purpose of the demo is to show new features. Believe it or not 47 croaching a sneaking is new. I don't see any proof that says after 47 kills the first police man he doesn't put on that outfit and leave.

gives me a bit more hope...


Me too, this was my personal question answered by nick, and it's always been one of my favorite pasrts of the Hitman expereince. i can't wait to see it in absolution. :D

I really wanna believe this, but having seen two playthroughs with kinda the same setup concerns me... mainly because we've never been subjected to such a drastic change in gameplay in two different missions in any of the Hitman games before. This could simply be because of storyline demands, which could justify it. If not, then they are messing with a fan favorite part of the gameplay.


first of all i've only seen RFYL all the way through the orphanage though has video they all seem to be from the mass murder way to play. when a video interview includes mission stuff the interviewer is going to want to grab the most violent and action packed stuff they can to show with their interview. the silent playthough that was also played for them hasn't been shown yet, and therefore can't be judged. And i'm sure you've played a mission where your cover has been blown and then every guard and police in the game rushes to your location to shoot you even if they didn't see anything. well the new AI allows you to contain the situation so if you make a mistake you aren't starting over. Unless of course your going foe silent assassin rating. when they showed the silent playthough of the orphange the player didn't get the silent assassin raating because he either killed a person who wasn't the target or was discoverd by someone. but the ability to contain the situation allowed for him to still play silently the rest of the way.

EDIT: sorry for the fucking long post. don't blame you if you don't read the whole thing.

Edited by Habit, 12 January 2012 - 01:53 PM.

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#84 scourged

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Posted 12 January 2012 - 03:16 PM

^Big facepalm there. You're another one with a set mindset to make Absolution fail, or at least you make it look like that. I don't mean to offend but that's what you just looked like. You are welcomed to have an opinion, but your concerns are over the top and most of them do have a solid explanation that you will never hear and the others are straight up assumptions.

Just as I have assumptions, you have too. Your assumptions might be false too. This is a discours; no one holds the truth.

Linear gameplay and forced shootouts? Where in hell did you get those?

Have you seen the orphange and library level? It's a corridor + bed which you can use as cover, etc. You might as well put a big red sign that says "Hey! use me for cover"

That's a baseless assumption there if you're going that route. Why?
Because Hitman had other similar levels where you had to kill everyone.


To be honest, that awnser is getting a little bit cliché. I can tell you with 200% that there will be more (forced shootouts) in absoltion than in the other games.


The reason Kyd is gone is solid and you can't accept it so you just voice it as a concern when you know that Kyd is with Ubisoft. That's nonsense.

I know he's working for Ubisoft. You said it right; it's an opinion. My opinion is: no kyd, no bateson and no mckee ----> bad hitman game

Instinct? Have you played with it? Do you know that you can turn it off completely and not use it at all?
Another concern of yours that you keep bringing up without actually knowing how it works when you play it.


Yes I know you can turn instinct off, but when you do that a lot of other features won't be available to you. I've seen instinct in the demo and it's plainly stupid. I've been conditioned that hitman has no x ray vision.

Bullet time. Now this is the only thing that we need to see how it works because there isn't a single footage of it yet or maybe I forgot about it.
But is it that bad? I mean why wouldn't the best assassin, a person who is portrayed as someone above the human norm have better reflexes? I mean, slow down time is the only way to showcase this in the game.

Just like my previous awsner, I've been conditioned and I think Hitman slowing down time is retarded. Hight reflexes =/ controlling time.

Diana gone is actually part of a story that we haven't even seen happening. I believe it's a turning point for ABSOLUTION'S STORY. If done well, it would fit very well and with Diana gone, it still is Hitman because even though Diana played a big role, it wasn't the main point of Hitman. She was a strong character, but 47 is the protagonist here.

Sorry, but it doesn't mean that you don't care for other characters, we all do not. Diana has been part of Hitman for many years.

Edited by scourged, 12 January 2012 - 03:19 PM.

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#85 Mr. ME

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Posted 12 January 2012 - 03:21 PM

I see the concern, the new Hitman may not look anything like wha we experienced in the previous games, but, what I'm eager to know is the reason behind those "Improvements". How did removing the map, and adding instinct apply as improvements, if i was at IOI, how could such changes come across my mind as being improvements?
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#86 Aeseric

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Posted 12 January 2012 - 03:27 PM

I must say this again, although it has been stated by other people and Maziz is clearly not getting it.

Instinct is OPTIONAL as is BULLET-TIME or tagandterminate or whatever.



IF YOU DON'T WANT TO USE INSTINCT THEN JUST KEEP YOUR FINGER AWAY FROM THE FUCKING BUTTON



Mr. ME:


Think of it this way, its not THAT big of change. People complain that seeing people through walls is too easy. Do I need to remind you that 47 could do that in previous games too?

Push a button and see a magical satellite map that shows the location of EVERYONE in the map in conveniently colour-coded blips... complete with labels and staircases. My lord, how realistic.


Instinct is the same thing, except for viewing a map screen and losing immersion, you are emulating the map in realtime.


The map has not been REMOVED, it has been REPLACED.




IO is not creating Blood Money version 2 .... at the same time they are not 'pulling an Ubisoft' and overly-changing a franchise.


Change is good when done within reason. I think the development team has grasped this concept aptly.

Edited by Asterix, 12 January 2012 - 03:33 PM.

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#87 Mr. ME

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Posted 12 January 2012 - 03:33 PM

I must say this again, although it has been stated by other people and Maziz is clearly not getting it.

Instinct is OPTIONAL as is BULLET-TIME or tagandterminate or whatever.



IF YOU DON'T WANT TO USE INSTINCT THEN JUST KEEP YOUR FINGER AWAY FROM THE FUCKING BUTTON



Mr. ME:


Think of it this way, its not THAT big of change. People complain that seeing people through walls is too easy. Do I need to remind you that 47 could do that in previous games too?

Push a button and see a magical satellite map that shows the location of EVERYONE in the map in conveniently colour-coded blips... complete with labels and staircases. My lord, how realistic.


Instinct is the same thing, except for viewing a map screen and losing immersion, you are emulating the map in realtime.


The map has not been REMOVED, it has been REPLACED.




Or better yet, play it on purist and avoid it all together.
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#88 Aeseric

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Posted 12 January 2012 - 03:44 PM

What makes a good Hitman Sequel:
Has IO interactive accomplished it properly?




1) Improved graphics? yes

2) More variety in missions? yes

3) Enhancing on already existing features (disguises, guns,etc.) yes

4) Cease from omitting lots of well-known staples? YES (Bateson is gone, who cares. Kyd is gone but the new composers are just as good.)

The manual saves and map are gone but have appropriately replaced by instinct and checkpoints, therefore not an omission

5) More missions than any other game and LOTS of re-playability? YES

6) Accessibility to new players without aliening old ones. YES

7) Keeping the same sandbox feel? TO BE VERIFIED. (they haven't eliminated it, yet they haven't showcased it
either)


8) Avoid ripping off Sam Fisher gameplay by spending the 'stealth' part of the game sneaking around beds, walls, counters, pantries, or whatever the hell.

PENDING CONFIRMATION


For me, criteria number 7 is going to MAKE or BREAK the game. Every other aspect of it seems perfect.


The cynicism exhibited by guys like Choronzon is just so gratuitous. I think IO has hit the nail on the head.

Edited by Asterix, 12 January 2012 - 03:56 PM.

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#89 Habit

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Posted 12 January 2012 - 03:52 PM

Have you seen the orphange and library level? It's a corridor + bed which you can use as cover, etc. You might as well put a big red sign that says "Hey! use me for cover"


Have you seen the orphanage mission. they haven't released a full play through???

To be honest, that awnser is getting a little bit cliché. I can tell you with 200% that there will be more (forced shootouts) in absoltion than in the other games.


where has there been Forced shootouts in what we've seen already????

Yes I know you can turn instinct off, but when you do that a lot of other features won't be available to you. I've seen instinct in the demo and it's plainly stupid. I've been conditioned that hitman has no x ray vision.


what features aren't availible. I've heard the HUD and as you call it xray vision. The blend technique for disqiuses will still be there.
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#90 Vindex

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Posted 12 January 2012 - 04:08 PM

The manual saves and map are gone but have appropriately replaced by instinct and checkpoints, therefore not an omission


but have appropriately replaced by instinct and checkpoints


appropriately replaced by instinct and checkpoints


appropriately replaced


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#91 Habit

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Posted 12 January 2012 - 04:21 PM

What makes a good Hitman Sequel:
Has IO interactive accomplished it properly?




1) Improved graphics? yes

2) More variety in missions? yes

3) Enhancing on already existing features (disguises, guns,etc.) yes

4) Cease from omitting lots of well-known staples? YES (Bateson is gone, who cares. Kyd is gone but the new composers are just as good.)

The manual saves and map are gone but have appropriately replaced by instinct and checkpoints, therefore not an omission

5) More missions than any other game and LOTS of re-playability? YES

6) Accessibility to new players without aliening old ones. YES

7) Keeping the same sandbox feel? TO BE VERIFIED. (they haven't eliminated it, yet they haven't showcased it
either)


8) Avoid ripping off Sam Fisher gameplay by spending the 'stealth' part of the game sneaking around beds, walls, counters, pantries, or whatever the hell.

PENDING CONFIRMATION


For me, criteria number 7 is going to MAKE or BREAK the game. Every other aspect of it seems perfect.


The cynicism exhibited by guys like Choronzon is just so gratuitous. I think IO has hit the nail on the head.


You lost me with number 4. sorry but we all care about him.
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#92 Vindex

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Posted 12 January 2012 - 04:26 PM

Yes I know you can turn instinct off, but when you do that a lot of other features won't be available to you. I've seen instinct in the demo and it's plainly stupid. I've been conditioned that hitman has no x ray vision.


Uhg? What the hell you're talking about? Features that won't be available?

Seriously, you're just making groundless assumptions and arbitrary evalutions on game mechanichs that have still not been fully revealed by the devs, or deliberately saying the false just to bring grist to your mill. Criticism is fine when is constructive, but this is just menstrual whining without any purpose. GTFO.
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#93 Silent_Assassin

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Posted 12 January 2012 - 04:27 PM

Another one of these?
Again, all the OP is doing is helping to spread unwarrented discontent and rummors. I saw the same thing on the Splinter Cell forums when Chaos Theory was coming out (one button to kill someone! Where's the challenge!), the RE forums when Resident Evil 4 was coming out (If you can shoot anything in the head, where's the fear!? where are the zombies!), and the Deus Ex forums all before DXHR was released. They all turned out wonderfully. At least they had more info on their respective games before it started though.

Where is the confirmation that Diana is dead for good? Linky. Faking her death with 47's assistance, maybe? And if she is dead... who cares? She has even less of a personality and development than 47.

Where is the confirmation that the levels are more linear? Link? the devs have said many, many times that there are lots of sand-box, open gallery levels. There's an article on Game Spy right now that talks about why they're showing off the levels they are and why they are doing it in the manner they are (Hitman is one of the most boring games in the world to watch if it is played correctly... no one's going to buy that product unless they are a hitman fan already, in which case they should remember that every hitman game has been showed off this way)

Thank God the Magic Map is gone. Maybe now players will have to use stealth in real time, they way it works when you actually infiltrate somewhere -- rather than plan, trial, error, restart. It was fine for the first couple of games, but after seeing it FOUR times in a row, its time to shake it up a bit. Stealth is about tension and thinking before moving - risk and reward. Map or no map, so long as that is intact, its fine.

Its been said so many times, there are a lot of constraints on instinct, so it can't be abused. And it isn't unrealistic in the slightist - simply allows the player access to sensory information they can't get unless they are actually there. Being able to to tell where somone is on the other side of a door by hearing them breathing, what direction they are headed based on the sound of foot steps, where they will turn next based on weight shift etc - near impossible to replicate in a video game, but something we're all capable of doing. Complaining about insticnt but seeing the Magic Map as ok is simply crazy. Instinct gives you the SAME info as the map - where your bad guys are, where they're looking, patrol routes. Instinct makes only 2 changes. It keeps you in the moment, and it limits the range in which you have access to this information.

Forced shootouts? Where? You mean in the lone video we've seen? How do we know it isn't a tutorial (the tutorial should teach you all aspects of the game - including how to shoot, take cover and hide afterwards)? How do we know there aren't multiple paths? Hell, in the video 47 is forced into the shootout by screwing up! The devs have already said, there are many ways through the level(s) they've shown to the press. Again - Game Spy has a nice article on the multiple playthroughs they've seen.

The mark and shoot mechanics -- again, not unrealistic. The process mimics the targeting acquisition, aim and fire mechanics that well-trained military units employ against multiple targets. From a gameplay standpoint, again I'm thankful for it - it adds something to the action side of the game (for those who play that way), which has always been the weakest part of the game. This guy is a trained assassin... why can't he shoot three people when he has the element of suprise? Now he can. Also - we have little info on it. What if the player has to make snap decisions on who to "mark" first in order to keep from getting shot? What if there is a tactical element to it or it is based on skill? We don't even know for sure how it will be limited and balanced. Long story short - we know little about the feature.

Nothing added to the stealth aspect of the game? What do you think instinct is? A tool to blend in depending on your disguise. A tool to stay in the shadows while still keeping you in the moment rather than looking at a map. Add a silencer to your pistol and what does the mark and shoot mechanic become? A last ditch effort to get out of a screw-up and still keep things relatively silent. And we still have disguises, a mix of covert and clandestine stealth, new weapons, new maps, the ability to use the environment in new and exciting ways, and an over-hauled AI ... what more can we ask for?

/counterrant.

Edited by Silent_Assassin, 12 January 2012 - 04:41 PM.

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#94 Quinn

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Posted 12 January 2012 - 04:41 PM

I really don't understand why so many people are referring to past Hitman titles as 'sandbox'. Just because you have several choices available on how to complete the levels, it doesn't make it a sandbox. Nor does it make the level small sandboxes. The levels in Hitman games have always been tightly scripted, with the emphasis on exploiting the script/patterns laid out to you from watching the movements of the AI and targets. Absolution really doesn't look all that different in that regard, it just empowers 47 a lot more to give the player more options. I'm all for having options in this game. Also, here's a quote from a recent interview on RPS that may calm some people down a bit...

RPS: So what you’re saying to our readers is that the game will be NOTHING like what I’ve seen.

Tore Blystad: (laughs) NO! This code drop is highlighting the choice and tools available to the player. It’s a very massive game. Naturally E3 was about bringing him back and showing him very superficially, the key strategies you can use in the game. This is more about what you can do to the game if you played it through in different styles. In the future, there are other topics that will also extend people’s understanding of the game.


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#95 Habit

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Posted 12 January 2012 - 04:43 PM

/counterrant.


GOD DAMN IT!!! you hit the nail on the head!
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#96 hityutz

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Posted 12 January 2012 - 04:45 PM

Guys, you need to hold a meeting and discuss something to a conclusion.

You need to sort out whether Hitman Absolution looks like Arkahm Asylum or Splinter Cell Conviction.

'cause this bouncing back and forth between two games that look very different is confusing me.


maybe they mean it it contains features of both. instinct=bat vision. sneaking in the shadows gameplay=splinter cell. sometimes a little imagination goes a long way.
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#97 Expert

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Posted 12 January 2012 - 10:07 PM

Yes I know you can turn instinct off, but when you do that a lot of other features won't be available to you. I've seen instinct in the demo and it's plainly stupid. I've been conditioned that hitman has no x ray vision.


No, but you have been conditioned for the assistance by ICA. Now, agent 47 is alone.
And to my knowledge, satellites do not see yet through the walls.


Posted Image


What you see here, is the visual representation of the senses. Inspired by the thermal vision of the snake:

Posted Image

Posted Image


Immersive.

Edited by Expert, 12 January 2012 - 10:36 PM.

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#98 Watson

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Posted 12 January 2012 - 10:13 PM

a) Bateson and Mckee are gone
Bb) Kyd is gone
c) Diana is gone

Sure, their absence is a disappointment (including the handling of the situation), but voice acting does not relate to core gameplay experience. As for Diana dying in the game, I look at is as something very powerful and competent of delivering a strong and involving personal story. They're taking a chance here, but the end result could prove worthwhile.

d) Kane and lynch guys are making this title

These "Kane and Lynch guys" have also made Hitman games. IOI know that they are good at making this IP, their record on developing Hitman games speaks for itself.

e) Bullet time

No, that's Max Payne. There'd probably be some substantial lawsuits by Rockstar if they saw one of their game's trademark features copied by another title. You haven't seen 47’s new shooting ability, it's also something constructed for an alternate action experience.

f) Instinct

Is it really all bad? Did you forget the fact that it changes according to difficulty? or the fact that it can be switched off (according to an IOI interview)? Or the fact that it could actually be useful?

g) Linear gameplay

Ah...right checkpoints. A game must be linear because it has checkpoints. But what if it isn't? There's no indication to suggest Absolution will be linear. We have been promised freedom to play however we want to. Besides, Hitman games have always been "linear" in theory. You ultimately had a few fundamentally “linear” paths to choose from while playing a level, all the time while trying to get from A (starting point) to B (the exit), completing the objective/s along the way. The freedom comes in when you decide the "how’s" and the "when’s". It’s not like this game will be a corridor shooter where you’re unable to explore the environment.

h) oh I forgot, your map is gone

Perhaps we won't need it this time? Perhaps the developers have a good reason for that? Personally, I wasn't initially happy about the map being gone as it's something you grew used to, but I can completely understand why it may have been removed. Simple schematics can help at times, but IOI clearly want to immerse you into the environment, instead of you having to stop and look at a map every few minutes (or more). It could make gameplay a lot better. At the moment, I haven't played the game so I don't know how I will feel without the map, but I have to say that the "easy" map which showed you all NPCs is something I won't miss at all.

i) forced shootouts

Did I miss some secret "Duke Nukem" mode in the demo?

Basically a big "F you" to the fan base ;)

Right, IOI must really "hate" us because they took away the map and manual saves, hardly "core" elements of the franchise. Sure, people can have their concerns, but let's not insult the developers as they don't deserve it.

For some reason people are completely ignoring the constant reiterations by IOI of the game's freedom of choice - it's blatantly clear that each person will probably find middle ground in this game. You have to acknowledge that some things have been included for the various types of gameplay people want.

What's constantly avoided is the recognition that IOI will not make a Hitman game focused completely on the explicit requirements of a specific group of players that are fixated on the belief that a Hitman game can never have checkpoints, or that Hitman should never have a good action experience as an alternative to stealth. Hitman has always changed and evolved, some changes are better than others - but give Absolution a chance, instead of dismissing it based on things we know little about.

Edited by Watson, 12 January 2012 - 10:18 PM.

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#99 Cold Shadow

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Posted 12 January 2012 - 10:30 PM

Just as I have assumptions, you have too. Your assumptions might be false too. This is a discours; no one holds the truth.


No I do not. I don;t assume anything. I never assumed that there will be forced shootouts and the game will be more linear in every mission.



Have you seen the orphange and library level? It's a corridor + bed which you can use as cover, etc. You might as well put a big red sign that says "Hey! use me for cover"


That doesn't prove a thing. It's not even a full playthrough. And that use me for cover part was unnecessary because you don't know what leads to that part and how the mission plays out.




To be honest, that awnser is getting a little bit cliché. I can tell you with 200% that there will be more (forced shootouts) in absoltion than in the other games.


Huge assumption that IO themselves already denied.





I know he's working for Ubisoft. You said it right; it's an opinion. My opinion is: no kyd, no bateson and no mckee ----> bad hitman game


Ok. As I said, your mind is set to make Absolution fail and no matter what, you will still say that it failed. And btw, voice actors being replaced is not the end of the world. It won;t break the game alone. Yes they played a big part but the voice alone won't make or break a character in a game like Hitman.



Yes I know you can turn instinct off, but when you do that a lot of other features won't be available to you. I've seen instinct in the demo and it's plainly stupid. I've been conditioned that hitman has no x ray vision.


We don't know the full function of instinct and what features will be turned off.




Just like my previous awsner, I've been conditioned and I think Hitman slowing down time is retarded. Hight reflexes =/ controlling time.


That's a stupid thing and you know it. Higher reflexes is not slowing down time. It;s getting it done before the others and the ONLY WAY to show that in a GAME (don;t mix up games with reality) is to slow down time.

Sorry, but it doesn't mean that you don't care for other characters, we all do not. Diana has been part of Hitman for many years.


And that's why the story may turn out to be great as a strong character will die.YES, she was very important but the fact is that she wasn't the centre of attention. 47 and the missions were.
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Posted 12 January 2012 - 11:13 PM

Wall maps, panels or papers, may be available to complete the orientation.

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Et la Lumière fut