They might release it as a separate game within Hitman 3: you choose it from the main menu, the game closes and launches Freelancer, which starts at the safe house. Same thing that Arkane did with Prey Mooncrash.
Ah yeah, thatās coming up sometime soon isnt it? IOI have had a great partnership with Sony so far so I wouldnāt be too surprised to see a preview there, if there is one in the worksā¦
Yeah, Sony has very constantly partnered for marketing throughout this entire Hitman trilogy and wouldnāt surprise me theyāre saving the big gameplay reveal of it for this showcase, hopefully.
So, in watching the Year 2 video that unveils Freelancer for about the 17 millionth time, I paid attention to a few things that were said that I hadnāt really focused on before, and it provides insight into 2 points Iāve brought up on here before.
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When talking about NPCs that will alert the Leader (primary target) to your presence, they say it will cause āhe or she ā to try to flee the map. This pretty much confirms a question I had on whether weād see more women as primary targets in this mode. Assuming the Leader in these missions is not a randomly selected NPC indigenous to the map, but a unique, albeit randomly generated NPC to signify their special status, that plus this comment confirms that some of these master criminals weāll be dealing with will in fact be female targets.
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They mention NPCs that can actually be deadly to the player in the stages where the Leader will be found, strongly implying (but not confirming) that the āother NPC Assassinsā¦ā described in the original information release will not be like the Rival in the Season of Envy escalation, competing with the player to get to the target first, but will be more like the ICA Agents from Apex Predator, and will be actively hunting the player and not the target.
The closer we get to Freelancerās release, the more attention Iām paying to what we already know, and realizing that the answers to a lot of questions have already been somewhat provided.
I think in the trailer we saw a little gym area at 47ās house. I hope for some immersive āBlend inā prompts like - doing push-ups with the animation from Hokkaido or practicing with a punching bag like NPCs in The Rage ET
Only blend in? I hope for spamming prompts for these things like the slap challenge in Ambrose
Any idea on how important the safehouse will actually be? Could there be any instances where hostile NPCs show up to your safehouse and you have to defend it?
Iād hope itās not just cosmetics and target practice.
Wrath 2: Electric Boogalo
I think hereās a perfect way to bring back notoriety in a sorta way. If you ess up too much, leaving evidence and revealing yourself, you can get an organization to track you down and send a strike team. Maybe.
I really freaking hope not. I HATED the wrath escalation and do NOT want a repeat of that crapā¦
All we can do is hope thereās some sort of interactivity with it, other than just walking around and swapping out furniture.
I donāt think thereād be a Defend mechanic, thatās not really how Roguelikes work. You start the game, play your procedurally generated content, and you return to the hub/start having won or lost everything. You reap what you sow.
And Iām not sure they might include a Defense mechanic as Wrath wasnāt too well received as an escalation.
I didnāt mind it, but clearly some work needs to be done to make it more enjoyable and Feel like a true Apex Predator, not Kevin McCallister. Too much hiding from bullets and throwing lethal melees, not enough weapons and gadgets useable in the Wrath content.
itās an interesting concept, except the only instance where that wasnāt a chore to play in HITMAN was in The Dexter Discordance. if it doesnāt become overwhelming then it might work. maybe youāll see a deer hunter on the edges of your map that you have to stay away from, or a lone officer scouting the area. (both of which 47 could take useful firearms from).
but as others have said if itās a repeat of The Wrath Termination, then no way
A decent middle ground for this concept (which I donāt support at all, even this idea, nor do I think IOI ever even considered making an attack on the safehouse a part of the mode), would be to just have one, two, maybe as many as three rival assassins trying to infiltrate the house and take out 47, rather than a full-scale invasion of mercenaries and other mooks. Itās more the style of the series, and would be more like Apex Predator, except 47ās not going looking for trouble, itās coming for him. I believe the trope name is Contract on the Hitman.
I didnāt play any of those, so Iām out of the loop. I just hope the safehouse isnāt as useless as these item reskins.
If you turn out to feel that way - donāt blame IOI. This is something a good number of the fans have been asking for. So blame them.
Hereās a troubling thought⦠What if it were on rails points of interactivity to snap to? Instead of being able to manually walk around to choose⦠Whatever?
Iām certain that wonāt be the case, but thereās one game that gave their players a āHome Baseā and thatās how that works.
Oh no. I hope thatās not what weāre getting⦠I need to be able to play with my favourite bald Barbie Ken doll
Another thing that we have wondered about here is whether items found in the mission are able to be added to the arsenal that builds up in the safehouse. While itās unlikely that you can pick up pistols and things that arenāt unlockable as part of the main game and keep them, some items that can be found and used in the maps could possibly be brought back, such as lockpicks, or poison syringes. Otherwise, we likely will have to buy each weapon for the safehouse from NPC vendors during the mission. This brings me to a new question I haveā¦
Are the vehicles that 47 can leave the safehouse in collected from the maps? We see in the reveal video that there is a garage that can be stocked with vehicles of our choice, and one of the examples shown was the desert-camouflaged Humvee that can be used to exit from A Gilded Cage. We also see a docked boat from the ruins exit in Sapienza, the military helicopter from the coca fields exit in Santa Fortuna, and a motorcycle from either Dartmoor or Chongqing. So my question is: do we ācollectā these vehicles by using them to leave their respective maps, or do we have to purchase them when choosing decorations and accessories for the safehouse? Obviously, no real way to know, but which way makes the most sense? Should 47 just keep the vehicles he steals, or is he just buying ones that look similar?
There will be no blame, itās only a video game. Regardless, I did always like the safehouse in previous games. What I wouldnāt like is too many of the things you can spend your money on being strictly cosmetic and functionless. Options are always cool, but Iād like to see more than just repackaging things with new skins and calling it new content because this series has done too much of that already.
Iād at least like to see cosmetic items be used, even if they donāt serve a function beyond that. Like, if you purchase a grandfather clock, are you able to make 47 set the time and get the pendulum swinging? If you set a piano in a room, are you able to have 47 sit down and play it, possibly with a small selection of songs, and he starts playing Moonlight Sonata or something? Are you able to pop the hood on the car in the garage and 47 peaks his head in and looks like heās adjusting something? Meaningless little stuff, but still adding some life into, well, life in the safehouse.
It could be that if you exit with them, you then make them available for purchase.