I’ve only just done one Freelancer mission – and sorry, Heisenberg, seems there’ll be no Safehouse exploring for you for a while at first – but this mode has some potential. It’ll be especially cool to see it added for free in a few months.
Thank IOI for controller support. Steam thought my connected PS4 controller wouldn’t work, but it was wrong.
Gonna post a few first impressions here and will probably come up with some genuine feedback in the real Feedback thread in the coming day or two, when I’ve had my fill.
I hope that Freelancer can be accessed quickly and easily in the main game. Currently, it seems to be an extra button press away from the usual “Mission Planning / Escalation planning” screen, which seems weird for a mode that should just be “jump in” since it has its own systems.
Maybe they should just put the quick How to Play and Description videos in the options/Objectives menu while in the safehouse? It’s small, but it’ll be a weird speedbump to click through every time you’d start a game up.
I’m happy to see that there seems to be some new weapons variants, and items that have been sitting in the files for years.
There’s one weapon panel that’s suspiciously blank, also some panels have strange blank spaces – so I’m sure some of that is removed files that IOI wants to keep a surprise.
Neat detail that one of the very first rooms you can enter by default is the medical room. Good to see 47 has his priorities set-up, I wonder if this room gets more unpacked as time goes on.
Seems to be Random Contracts Mode for the main missions, but there’s a few twists in extra objectives/couriers/stashes, we’ll see what I think in a few missions or if I start failing lol
I would prefer if the game didn’t insist on asking me if I was sure about proceeding without a prestige objective. I will never choose to do a timed objective and quite a few of the others just are not going to be selected by me either. I will usually (based on what I’ve seen so far) no bother with the prestige objectives I think.
Can someone explain to me more about the curriers? Do they serve any purpose other than just someone you can pillage M$ from? If not does the game attempt to explain why they are there or why we know about them?
Other than this silly question everything looks incredible.
There are mastery-locked interactions on the crates so I suppose you can upgrade the medical room as you progress into the campaigns (also, 47 respawns there instead of the main room when you get killed, I thought that was a pretty nice detail).
AFAIK you can just select any of them and not do them, without any penalty whatsoever besides not gaining the Merces they award?
Found a bug: I did a mission on Hokkaido and was started in the morgue blending in as a corpse, but the staff recognised me and alerted security before I’d gotten off the table.
I don’t know about PS5, but Xbox should work. I’ve got Freelancer working with my PS4 controller. Just make sure it’s plugged in and charging (bluetooth is also an option I think)
Just make sure you start up Steam Big Picture Mode and see if you can get the controller to pair while in the Controller options there. If it works, Steam should be okay to use it whenever you boot up a game.
How do territories becoming alerted work? More specifically, does a territory become alerted simply by completing a mission there, or from fulfilling a certain set of criteria from how you completed your mission?
It seems rather unclear at the moment. Failing a mission or campaign alerts other areas in the campaign but it seems like just being spotted may do the same thing. It’s confusing I think.
Itd make more sense if failing a mission alerted every other territory and going into combat alerted one other one. Or vice versa, tho i feel just going into combat alerting everyone might be too punishing
First, I want to start with a very annoying issue that led to the failure of my first playthrough
I killed two targets in Sapienza, then one target in Mumbai and then I had to go to Mendoza for the final target. I found it and threw it over the railing. What happened than was, that it’s body disappeared into the stones, but the target didn’t die. It was still visible on my map, but I wasn’t able to reach it. I killed the other three suspects, too, just to be sure Nothing happened, and I had to go back to the main menu and failed the mission and lost everything I had with me. That was a very annoying bug
Aside from that, I must say that I enjoy many things from the mode, but others don’t. Gameplay wise I think it’s much fun. I like the other assassins. I haven’t met one yet, but knowing they are there makes it very exciting! Can’t wait to get shot the first time
For me, it was a bit frustrating that it takes soooo long to get to the next mastery level. I did the first two missions and didn’t even reach mastery level 2. It’s very cool to already see so many unlocks for the safehouse and that’s only 25 of them! But if it will take that long to reach them, this is going to be one hell of a trip It’s actually like a whole new game. And I haven’t even finish all mastery on Hitman 2016 to Hitman 3
Edit: damn, should have posted that in the official thread sorry, I was a bit confused with all the Freelancer threads. @Urben could you maybe move it, please?
The other thing is that I wish they would change the aestetics a bit more on the maps. Night/day variation and some music-changes etc. Just because some of the maps are running on almost 7 years, and they’re getting a bit… tedius. Even if the mode is good.
I also support this. There’s mods like ToD that change up the maps significantly, and it offers more variation than just playing the same foggy Dartmoor for the millionth time. 7DS has night-time Dartmoor, maybe add that?
liking it so far, but i feel like the mode really needs so a lot of NPC routines are fixed to make certain targets no ridiculous. For example, these two walk together (the target in this run is the left one) and they always end up right in front of poisonable drinks. It’s the only really clean way of taking him out if you’re in the beggining of your Freelancer career, but none of them ever actually drink anything.
I wish they had added the “serve anyone as server” mechanic there.
I think the mechanic started in hitman 2, and it would have been interesting to see it arrive in hitman 2016 locations when it made sense.
Because on some point the map are uneven. (Hitman 3 maps are full of climb, and vault possibilities that sometime clash with previous maps, especially on stairs)