After I get back home from work in the morning I believe I won’t have but less than 3 hours to play. The last thing I unlocked was the helicopter. Well, maybe I can still play as long as I don’t exit. But I could be too tired to stay awake.
Anyway. Here is my feedback on the mode.
Very enjoyable and very immersive. I can’t say I play the contracts mode a lot (it’s almost exclusively the FCs), but the leadup to the showdowns are like this, with a little extra in the way of the objectives.
I had been wondering what the idea of playstyles was all about. I do like Sniping. And the previous campaign I went through did have numerous sniping related objectives. So, I don’t know if this is the game being able to “know” this or not. The couriers are a nice addition. Granted, there were a couple times they were in places that couldn’t be accessed while in a suit… So I passed on them. But with others I might’ve been able to KO them without being spotted, or I might’ve had access to a ‘slipping’ item - like a banana, grapes, or a rake. A bar of soap, or bar of soap + puddle is missing. Also, the emetic, puking on the spot and that being a slipping hazard is also missing. I hope you don’t mind me slipping in ideas/wishes in my review.
The weapons. With given objectives, you do have to decide what you can take, as well as figure out what you might be able to use from the mission. This makes for an interesting puzzle of sorts to figure out, or make a wager on.
The safehouse. Well first - I’ve gotta say that some of those rooms seem way too big for what they’re for. Like the bedroom. I haven’t unlocked it, but I’ve seen it from outside. I’d wager there’d be an echo or a lot of reverb in a room that size (irl). Also, does 47 have to mow his roof?
One thing I don’t know about yet - regarding the options for decorating. Are they preset to very limited number of certain items? Or do more become available later / with more XP? One of the 1st safehouse decorating locations was a place to have a painting. There was the default shipped (thing) leaning up against the wall, a gray/gloomy looking picture, a red… circle thing(?), and a zig-zaggy panel painting. I didn’t really like any of the options available at the time. So I’d hope this is where more choices and variety are expanded upon later.
The same could be said about the vehicles. I wonder if we’ll ever get a UFO, or maybe a dinosaur scooter? Will wearing the Santa Suit make the fireplace an exit?
Now, onto the gripes. Oi!
The lighting bug with the safehouse. I hope to see this fixed before the full release.
The conflicting objectives. At first I was thinking if this was something you (IOI) should fix… Or should the player use some discernment/judgment on what they can and can’t (or maybe shouldn’t) do. And I (now) think that should be up to the player. Or maybe weigh what pays more. Like if I’m going to be getting a measly 5 =M= for keeping my original disguise/suit, but getting 15 for doing something that would require me to change disguises… The choice is obvious.
Some requirements/objectives could be made more clear. One that I had was to kill with a deadly(?) melee item. It was during a showdown. Apparently that should’ve been with something stabby, and not something chokey/strangley (even if it’s still in the melee category). As much as I hate to say it - maybe a picture of a knife could accompany such an objective(?). Or the player can live and learn.
Another objective was ‘Headshot kills only’. For a moment I was worried about the emphasis on “Kills” rather than “headshots”. Another objective was using poison. I brought in a lethal syringe. So I wasn’t sure if I’d blow the ‘headshots’ (kills) objective by poking a target. Turns out it wasn’t a problem.
I’ve only gotten into 2 firefights and haven’t lost or failed anything… Yet.
Lastly (not really), I wish I did have a full night off from work to put in a good long play session for this. But I didn’t. And speaking of long play sessions… That’s going to be another issue… If there comes a time when the player has to leave the game, but they’re not finished yet. Because if you leave the game - apparently that counts the current mission as failed. (edit: or am I misinformed?)
I did think that maybe it could reset you back to the safehouse before you left. But that’d be too easy to exploit should you mess up.
Then I thought of Absolution. It had checkpoints. I don’t even know if this could work. Maybe have them in certain ‘Blend In’ points? Once you’re “blended in” you could have the option to exit. Once you come back to the game it will load up the game at the point you left with you still blending in. This won’t or shouldn’t be possible if you’re actively being hunted or are compromised… Or maybe it should be allowed. I mean, if whoever you’re compromised to should see you… I really don’t understand the rule or logic behind not being able to blend-in in these circumstances. But the point is having a way to exit the game and keep your current progress. Real life shouldn’t have an in-game penalty.
Edit: Well, that is - if it does. If not then never mind.