Oh! What about the lion heads on the tops of the pillars? You see them during the confession cutscene.
Then, in the name of sadism, do the red car that arrives ![]()
Oh! What about the lion heads on the tops of the pillars? You see them during the confession cutscene.
Then, in the name of sadism, do the red car that arrives ![]()
Oh man there are so many great ones especially in the church. For the video series I’m working on, I wanted to incorporate the portions between locations where 47 returns to Gontranno, to really have it include the full experience.
I always keep the mission videos as full seamless gameplay, but since these portions are not real missions, I decided to cut them and make little short films out of them where I use all the weapons collected so far in a character-consistent way for 47, and I progressively reveal more of the church, having 47 practice room clearing and what not, which is intended to eventually tie into the redemption at gontranno mission.
Looking back they are pretty sloppy compared to my current standards, but they show off a ton of the textures and pretty much everything cool that I can find around the gontranno area. These are the ones I’ve done so far, and there will be another one after Shogun Showdown
I didn’t find the lion head yet unfortunately but I do have the original pic of the pillar they used!
In Game:
Well then here’s the original brick texture for the church and the little training ruin ![]()
Original PC Texture:
This first Image is so funny ![]()
Not a problem!
That’s excellent!
Well, that’s surely impressive ![]()
Yeah it’d be easier to count the textures I haven’t found, even found the texture for the ransom letter
That’s awesome ill find some more specific textures when im doing the next one
What way do you play Hitman 2? Through PCsx2?
I’ve watched them all and come to the conclusion that this is now canon (or at least head canon). The gradual accruing of weapons, the incremental introduction to the church’s layout, and 47 practicing what he’ll have to do later. Without doing it this way, the church can simply be skipped so easily, leaving it more disorienting when you’re on the final mission, whereas your method introduces the player to the location before it’s re-introduced in a different hue.
Going to watch the playlist from the start now ![]()
I wish I started them on PCSX2, so I could use save states. That would make it so much easier. I play on the HD PS3 version
This version for whatever reason has the reticle slightly stretched when you first start a mission, and upon loading a save it returns to normal, so, since I’m such a purist with the editing consistency, and with refusing to edit in a way that breaks the normal rules of what can be accomplished in one real go, I can’t use saves just for getting a particular shot, because the reticle won’t look the same.
If you look at the recent teaser clips I’ve shared in the main thread for the Shogun Showdown episode I’m working on, those little clips each took hundreds of takes to get just right, so for all the ones that take place before the first bonus save, when I wanted to try something again that involves NPCs, I had to go through a whole stage setting process killing all the guards in areas I’ve already passed, picking up whatever items and ammo, and sprinting to the area I need making sure everything stays consistent lol. If I had save states that kind of thing would be so much easier
Thanks! my goal is to make the most canonical playthrough possible down to the smallest details. I’m really glad someone is watching them, I put a ton of thought into them, every little movement is calculated and intentional. Going through the playlist you’ll see the quality gradually improve. Feel free to leave any feedback in the main thread for them, like if you notice a detail or think something should have been done differently, or ideas for future episodes or whatever else
I’m going to binge watch the whole thing while I write
knowing the amount of effort that goes into it makes it more enjoyable, like when I watch a movie knowing the star was a method actor. The attention to detail, the smoothness of the movements, and avoiding the very video-gamey thing of making a beeline for the objective like 47 magically knows where everything is (because, of course, the player has played the level hundreds of times). I often watch the roleplay/cinematic style playthroughs of WoA, though it’s harder in the classic games where things aren’t always obvious.
What is this thread you speak of?
do you have one in the video games subcategory?
EDIT: Just realized the playlist ended in Japan!
Exactly! Watching all the gameplay videos online with gamey movements and running everywhere, missing out on so much of the atmosphere and cinematic quality the devs put into the games is what made me want to start the channel. The thing about meta knowledge is exactly one of the main things I like to address in the videos, by having everything unfold in a way that makes sense with the information 47 has, and having him observe patterns visually so the viewer can see his thoughts and plans coming together as they happen.
Here is the thread where I post everything and where I give updates and all that: Hitman 2: Silent Assassin Role-Play Walkthrough | The Definitive Play-Through - #30 by RolePlayWalkthrough
The speedrunning, wall bangs and exploits have their place, but not when you want to experience a game. As I type this, I’ve started the first video and shall switch my replies over to that thread
are you working on more?
Yes, I’ve been working on the Shogun Showdown episode (the next mission after at the gates) for over a year now and I’m so close to finishing it. I’ve taken some breaks tbf but I’ve put so much more effort and time into it than any previous one, so the jump in quality is gonna be insane