Is switching between weapons and items slightly slower or is it just my imagination?
For example say if I want to take out two guards, I throw a knife at one, then I scroll to choose say a can of soda after. I think the menu or something feels slightly delayed.
Know whatâd be a great little detail to add? Itâd be pretty good if pressing left on the ICA facility took you to Carpathian Mountains, and Vice versa if you pressed right on that level. So you can basically loop around everything.
One critique of H3 that I have, is that you have to do some of the tedious, goofy challenges in order to get mastery 20 on some of the levels. Iâve never been interested in that part of Hitman (Iâm mostly a roleplayer), so I just avoided them in past games.
Jumping down into the grape fields and seeing the flowing architecture of Mendoza for the first time was spectacular. The concept for this map was spot on.
Loved the all the small expansions to the game mechanics. Keypads made listening to the environment a larger focus when youâre given a locked door. One use items could have been used more where appropriate. Making the poisons and the improvised silencer was another good one.
Like crowd blending and the tall grasses these could have been sprinkled into H1 and 2.
The surveillance drones in China is a cool addition, but the path they follow isnât, they move and stop on a dime, as if they have no acceleration and momentum. Whatever propulsion the drones used was actually immersion breaking, made worse with the cameraâs view-cone being projected, like all cameras it standouts and ruins the realism aesthetics.
Mission objectives are great across the board. Story flows and ramps from H1 wonderfully into peak HM.
The only downside is how unmotivated the Berlin map was story wise, and feeling the most like a hodgepodge of old game assets with graffiti projected on them.
I would beg for this alot. While the lock on one side isnt particulary bad, the âline of throwâ also changed. Now its impossible to throw something around certain covers how is was possible before. Which limites the possibilities a bit.
EDIT: Here for example. Basically every right corner you cant âhiddenly throwâ stuff there, you always have to do it in plain sight.
Just mastered Mendoza and wow I misjudged this level. It was awesome. Hitman 3 is pretty great, Iâm still not sure how it ranks in the trilogy but itâs definitely grown on me. But I do hope when the special trilogy bundle happens in a year this all happens:
Remastering the Hitman 2 cutscenes to move
Reintroducing challenge packs with new unlocks
Sarajevo Six returns
a new campaign set in a mix of 2 and 3 locations remixed
Contracts mode in Freeform Training, The Author, Patient Zero and even Untouchable and Illusions.
removing story guidance for legacy locations except for three recommended ones. For consistencyâs sake.
Bringing back all the escalations from 2016, maybe changing the objectives to be more lenient in the case of Malloryâs Misfortune.
Diana in Contracts Mode (will probably be introduced in a patch soon anyway).
New starting locations in bonus missions plus new suit starts in New York and The Creek.
Other than that, good stuff IO
I donât get the hate towards the slideshow storytelling it wasnât the best but it worked fine enough. Donât think IO should waste time âfixingâ it
I agree to bringing them back but I think they should be kept as is, for better or worse. Wanna be able to play the originals all in one launcher
Just a small thing - on missions where you can pick up a sniper rifle (like Mendoza or Berlin) it is LEGAL to carry snipers with guard disguise (and I mean any sniper rifle). However, outside them, theyâre still illegal.
Thatâs a damn shame. Itâs a sandbox game, sure a lot of low effort contracts would show up but Diana has a routine on par with a main target.
If it was throughout the whole game sure, like inFamous, but itâs specifically only in the first six missions of the second third of one big game. It takes a lot of credibility out of the story by not having any consistency. Plus we can say âit doesnât matterâ till the cows come home, but Hitman 3 shoves the story in your face so IO clearly has some pride in the story they told yet wonât do something thatâd actually get people more invested in it.
A general reminder we have already had one thread about wanting to kill Diana and itâs in the Trash because the people who strongly advocated for it couldnât respect other forum members.
And this is the first impressions and small details thread, not #wishlist
Do you know whether IOI is dropping all other projects and focusing only on Project 007 now that they appear to be expanding their number of employee number from 200 to 400 because of their getting the new Project 007 IP?
Does this mean no multiplayer IP (that the Malmo team was working on) and no Hitman DLC?
Do you know from financial statements how much debt burden does IOI have to Square Enix due to their buyout.
Thanks for this. Probably because of the positive press and high sales â IOI will likely put out Hitman DLC.
When IOI barely scraped by after poor sales of episodic HITMAN2016 and SquExit and laying off many of their employees, there was enough boost in GOTY sales after giving Paris away for free, that IOI created Patient Zero campaign even though they were newly independent and couldnât afford it.
Now IOI can afford to produce Hitman DLC, with more capital, larger potential staff, and a groundswell of support from Hitman 3.
It is perhaps good practice for new employees to work in learning the ropes in re-jigging an existing Hitman map from the Trilogy, like a Patient Zero campaign.
Well one of the interns (or perhaps junior developers, I canât remember) is solely behind making The Mills Reverie (the Halloween Escalation) for his final project if I remember correctly. And that was a fantastic piece of content
Makes sense. If you are new to IOI and need to jumpstart into working and coding in the Glacier3 engine, there could be no better way than in learning the ropes with an existing template. Basically âelusive targetsâ are (mostly) small additions of new NPCs into an existing location â with some tweaking here and there â to ensure that the âelusive targetsâ donât disrupt all the other clockwork pieces running in the background.
Looking at the source I believe Emil was just responsible for all the aesthetic changes in the escalation. Someone else probably did the programming. But yeah, goes to show you donât need a huge team for great stuff