Phew. Prepare for a wall of text. Let me apologize in advance, but I like to explain my critic extensively
tl;dr: I like it, one big problem, in general awesome.
I’ve played roughly three hours. First two Syndicates down. First few rooms unlocked.
Let me give you a first impression, with more details to follow when I got further.
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First, the big Silent Assassin Question. This seems to be a very controversial thing already and I can imagine that this will be debated heavily.
I for my part thing that by far, and I really do mean by far the best idea of freelancer is the removal of silent assassin rewards.
This offers more freedom of approach and I think it is extremely important not to reward a specific way of playing because people will always try to get the best score or play the best way etc. So if you reward silent assassin, you will instantly cut the freedom - even if only subjective.
Silent Assassin has its place in the campaign and the other game modes, but Freelancer is too big and offers too many different challenges. In this specific case I think it would hurt the mode more than it offers. Giving additional goals like killing a few guards with a shotgun, for example, also incentivizes silent assessing gameplay.
And in only the few hours I’ve played Freelancer now, I already realized how much more options I saw for myself. How much “bigger” my gameplay got when I just didn’t have to care about keeping silent assassin.
Again, I know that I don’t have to do this, but I just don’t have to think twice about things like for example, pushing someone over an edge. Why would I do that? For no reason other than for fun! We all had our kill all runs. We all had our stupid runs in which we did something like that and just reloaded or restarted.
But now, no reloading or even restarting, also massive (!) punishment for failure… So, why not give us the option to play around more freely. I mean, if I do something just because it’s fun, isn’t that the best way a game could go?
→ No focus on achieving Silent Assassin = best. change. ever. Please keep that.
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Now for the gameplay itself.
I just read that you keep weapons and lose tools in case of a failure (I missed that in the video as well). This is good news, keeping weapons I mean.
Also I already wondered if the prestige weapons on the left side are permanent because we unlock them with freelancer mastery? So, if we take one of those mastery unlock weapons with us and fail, will they be gone? If yes, how could they be earned back? Maybe they become a pickup in the levels after that, but maybe they are permanent and cannot be lost. The latter would be a great thing because that would mean that after mastering Freelancer we would always have a basic toolset available, no matter what we lost before.
But here comes the big problem: After only a few missions I already see myself keeping weapons in my Safehouse, not using them.
That’s what I feared and it already happened. I collected a silenced SMG. I bought a sniper rifle. Now, of course, I will never ever use those weapons because I will always think, “let’s finish this campaign and they will be saved in my safehouse”. And after the campaign, I will think, “let’s not take them with me because they were really rare to find and expensive. And if I fail, they will be gone.”
So, I can tell you here and now that I will start every mission ever with no starting items. Maybe a generic pistol I know I can get back in every level. But I would never risk losing a silenced pistol, an electric hacking tool or any other useful item! Because there is always another way. I will never require them to finish a mission and therefore I will never risk losing it in case of a failure.
This is a massive problem.
And as I wrote in another thread before, there should be some way to take back lost weapons. Maybe for Mercers. And maybe you can only reacquire one lost item of your choice. But we need some way that make us take a legendary weapon or a very useful item like the lockpick with us without fearing its loss.
High risk, high reward is one thing. But in this case, I think the gameplay loses a lot of its potential by taking away the fun of experimentation because of the too high risk. Losing something completely is basically the highest risk possible and that is just too much compared to the reward.
If you had a Sieger Ghost 300, would you really use it for a mission or would you always think “maybe next time I need it more”? I certainly would and that makes the whole loadout concept useless to me
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Other than that the game is okay. I mean I like it and it’s good but it’s nothing special. It is randomized contracts mode —
— aaaaand that is totally fine! It’s not specifically awesome, it is just generic Hitman gameplay. But generic Hitman gameplay is one of the best things in recent years in gaming. So freelancer just being okay is a high praise and huge compliment.
Leader system? Great!
Money system? Cool idea!
Safes, assassins, couriers? You have added more features than it might seem at first, and everything works wonderfully together.
Loading screens? I did not even think about them but they are awesome!
I also like that you unlock the safehouse in small steps, so it’s not overwhelming and you will get something new every time.
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One more thing about performance: The safehouse performs horribly on my PC while the levels run fine. No game breaker, but it would be nice to see an improvement here.
One thing I always wanted to ask you and maybe now is the correct time: In some levels you can see low quality textures before they are fully loaded. I understand the technical aspects and in general that’s totally fine, but on several occasions, this really looks ugly when seeing a close-up right at the start of a map.
For example the race leaderboards at the start of Miami, or now in Freelancer the world map, first thing you see every time you get back to the safe house.
I understand that on computers with better hardware, this might not happen. But maybe you could add any kind of “texture prioritization”? I mean that you could tell the game that the world map, for example, has the highest priority and should be fully loaded at first. Right now the opening between every single level is a highly pixelated, unreadable mess for a few seconds and while not a big problem it really weakens the impression.
Dear iOi:
Nice work. Like it. Keep it up. Please allow saving in Escalations and Holiday Content. Love you.