You list some good opportunities. I also thought it would be possible for a long train going around a curve, to be able to snipe someone in the front cars from the back cars’ roof. That would’ve been fun.
Yeah, like that scene in Snowpiercer. It’d be an excellent opportunity for a sniper challenge, and the art team could put together a breathtaking vista for it.
Every time I see people posting on this topic, it always reminds me how much it was a missed opportunity to not have the option to explore those snowy Romania mountains very much like Hidden Valley/At the Gates in Silent Assassin. I get it was a moving train but it’s a shame the level couldn’t have been tweaked slightly. Have 47 still captive etc, but have him in some warehouse or something which then leads out into the mountains.
Hope we get a level like that in the next same, a full sandbox snow level
Of course there would have to be an EE in a normal train mission, in which 47 falls asleep and misses his stop, triggering a cutscene in which the conductor says:
“Wake up! Wake up my friend. It is the dawn of a new day…”
Impressively, the game prevents you from locking yourself in the Lab car at the start.
If you choose to use the Rusty Crowbar at the end of the car, either as a knockout item or throw it around the place, a new crowbar will always spawn in that freezer room.
Side-note: I wonder if the Imperial Filigree Egg near the starting car has any special significance. Seems like a really weird thing to hold in a box or give to the player as a melee item on a speeding train through the alps.
The egg is an illegal item
Has been since Trespasser came out (rim shot)
I think it’s a trap.
When you use the crowbar to open the obvious crate that’s right next to it, you basically get a useless item at the cost of a crowbar, which means you can’t open the second crate in the same wagon, which holds a much more useful fuse cell that can blind 7 guards at once. The fact that it’s a high-value filigree egg only serves to make its worthlessness more ironic.
They fuck with you like that 100%
An opportunity missed here by IO Really poor level/mission design. Regardless, my version for this mission.
Suit Only/Silent Assassin/Fibre Wire/No KO/No HUD/Only 1 Fuse Cell Used/3 Distractions Only (Unavoidable) on Master Difficulty…
Yeah, saw that watching Mike from OutsideXbox try the run.
mission impossible on N64 lets you do that
There is a bug where you can fall off the train and land right under the bridge exploring pretty much everything. I don’t know if this was posted yet.
If not once I have the chance I will do a video about it.
Level designers and mission designers never work in a vacuum. But with Hitman 3 , more so than Hitman or Hitman 2 , design decisions flowed from the story that IO wanted to tell — and in particular, from the directions in which the studio wanted to take its characters.
But perhaps the ultimate expression of IO’s authorial intent — and its accompanying constraints — comes in “Untouchable,” Hitman 3 ’s epilogue. (…)Taken at face value, IO’s decision to conclude three games’ worth of inventive open-world design with an out-of-left-field level like the Carpathian Mountains seems baffling.
While this kind of experience is unprecedented in the trilogy, IO designed the train level to serve a specific storytelling goal. “The purpose of this last mission was to have a narratively driven set-piece that is setting up closure for the trilogy,” said Engström. He added that a train was “a perfect metaphor” for what 47 has spent his life doing: following a path determined by others. Finishing the job and stepping off the train is similarly symbolic for 47’s story, according to Engström — a representation of the contract killer using his newfound free will to leave his past behind.
IO was well aware that it was taking a risk with the epilogue. Large, the executive producer, told Polygon the story of the first time that a prototype of the train level was shown to the entire company, saying, “We got some — some emails after!” But according to Large, the project leads and the key stakeholders at IO had already considered the points that some members of the team were raising, and they’d also thought about the response they expected from players.
“I can’t speak for anyone else on the team, but I’m really proud of the last level,” Large said. “I read and hear and, like, I can understand the criticism and the feedback. But, you know, it did what I think we wanted and needed it to do.”
yeah, i think Carpathian Mountains is the only time when i would ever accept such a linear level with the current formula. they executed it very well for their first ever moving train level, so i (unfortunately) have to admit that i quite like what they did with it, no matter how linear it is
This article makes me feel happy and validated. Hooray for Romania!
Lol @ even some people within IOI would have wanted to make a traditional sandbox level as the finale.
Shows how much they enjoy it just as much as the ones who play it.
There are a lot of people working at IOI. Of course, not everyone has the same opinion. I’m pretty sure there are also some people who would’ve rather made Absolution 2: Birdie’s Revenge instead of ignoring the sequel hook from Absolution and focus on 47 long-lost clone brother.
LMAO Translation: we didn’t have enough money for a big level.
I don’t mind Romania because I get to shoot people like it’s Requiem again but they don’t need to try to make it out to be some grand opera that they made this linear level. It was a budget decision.
11 posts were split to a new topic: SA_But_Everyone_Died losing it
Would have preferred a sandbox level instead. IOI showed they are capable of telling a story in wide open maps. They don’t need a linear level to bring the trilogy to a perfect end. It’s actually more of a waste given the whole thing is made out of sandbox maps which made it so great. I’m sorta happy even the people at IO had their doubts about this one. Shows that a lot of employees want the best for Hitman.