Official: H3 Freelancer Closed Technical Test feedback Thread (CTT)

Here’s my opinion of Freelancer after finishing around 80% of the first campaign.

First, the pros:

-The atmosphere and look of the house and the surrounding area is impressive! It is a great feeling to walk around and do the prompts that the game gives you.

-I love the idea of this game mode. It feels incredible when you acquire a really good item and devastating when you lose them all by getting killed in action for example. (I bought the most expensive sniper rifle, hid it in a secure place along with an oil canister, but then exfiltrated without them :sob:)

-The cutscenes in-between the locations along with the music look really good!

Now, the cons:
-There are a few complications which don’t work well together, but then are put together anyway (for example: Make the target slip-Don’t pacify). Whether or not it is “intentional”, it makes you choose between which complication to do, you can’t do a perfect run in these missions.

-Although not necessarily bad, I do have to put here the fact that most of the targets (besides the final targets) are NPCs which are already on the map. It felt weird to see Edward Carlisle and the NPC who screams “Gregory Arthur” on the megaphone being Syndicate Members.

All in all, this looks like a promising game mode!

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So… I just failed a “kill a target with a remotely detonated explosive” through killing a target with a remotely detonated explosive. Anyone want to explain? I literally knocked the target out, placed an explosive next to him and then pushed the button.

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I don’t know if it bothers just me,but it would be nice to check if the weapons I picked up in the level are already in the safehouse. Vendors just sell items that Mr.47 doesnt have in his safehouse yet.

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Feels like if the term has lost any actual meaning it should stop being used. If the only criteria is random generation and permadeath, then it’s so watered down as to be meaningless. Also, Freelancer doesn’t have permadeath so that part is done. As for random generation, if they are using existing NPCs and existing maps, the only thing that’s actually random is the suspects and the tools. I don’t think that really qualifies.

That settles it, this isn’t a Roguelike at all and the community should refuse to call it that.

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@Clemens_IOI Does the person who unlocks the GOAT challenge (eliminating 10.000 syndicate members) in the Closed Technical Test get something special?

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On CTT Day 1, I spent seventeen hours playing Freelancer, the longest time I’ve ever spent in any Hitman game consistently.

To start off, the gameplay loop to me didn’t seem at all that tedious, despite suffering from burnout of specific maps when I played them too much. Everything honestly just worked for me, and the idea that anything you do doesn’t matter, whether it was SA or killing everyone felt kinda like what I expected from Absolution, so it was cool to see it in play here.

Suppliers are amazing. I enjoy the notion that they don’t sell you gear you already own, which makes my current item hunt a lot easier. I love how if you’re a few merces short, and there’s a safe/courier on the map, they force me to go exploring the map further to try and afford an item. And a really cool detail I picked up on was they pretend to do random tasks if another NPC is nearby (at least the maid in the Dartmoor bedroom closet area and the waitress in the Paris cellar).

Safes are cool. The gameplay design doesn’t shine its hardest here, but I think that’s the point? Safes can be opened via clue-searching. When I did my first safe, I was a little confused about how it worked, but it was very basic so I picked up the clue search idea almost instantly. Not bad, but definitely not a highlight of any kind.

Couriers can be cool, but they need some serious reworking. On H3 maps, it’s not as much of an issue. But on H1/H2 maps where bananas aren’t on the map and you have the Silent Assassin prestige activated, it complicates everything. Most couriers are found directly in public with little chance to actually silently KO them without KOing five other people in the process.

Prestiges are weird. I like the prestige system, being rewarded for playing Silent Assassin or for doing creative kills seems like an honest true-to-form depiction of Hitman. But my only problem with it is that the prestiges don’t feel tailored for a specific person (such as suggesting an Icepick kill prestige when I don’t own an icepick), which doesn’t make full sense if they’re tailored for the map and situation.

Crates are kinda pointless. They did make the mode feel more like Ghost Mode, (which to IO’s credit, I did enjoy) but the lack of anything actually worth getting from the crates (on top of which you can’t bring back anything you get from them, except merces) deterred me from wanting to scour the map for every possible crate. I don’t want them to just instantly give you legendary-level stuff or anything, but I’d prefer there was a chance, albeit a small chance, to get items that were both available to bring back to the safehouse and potentially have a high rarity rating.

Assassins and lookouts on paper sound like really cool things, and sometimes they’re cool applied in the game. The gameplay loop definitely needed a spice-up from just the base enforcers, and there’s nothing spicier than bodyguards who can end you in seconds and added enforcers who, when you’re spotted, tell every suspect to GTFO. My problem is with the lookouts: my opinion of them shattered when I found they react the same way a Colorado target does when they compromise you, I was half expecting a quick phone animation or something that you could interrupt the lookout before sending the map into a giant frenzy to give me a chance in case of emergency. Also, the assassin gun looks and feels awesome to use.

(it’d also be cool if someone explained to me what it means when I haven’t done anything illegal and the ‘Assassin Alerted’ thing pops up)

Leader showdowns are meh. I think, like lookouts, having a bunch of suspects that you have to whittle down to find one sounds cool on paper. It’s not, especially when all the suspects are on different sides of a big map, you have to go back and forwards. However, I do enjoy the meetings and phones. While obviously not a giant conspiracy that involves itself heavily with the lore, I do enjoy listening to the dialogue of meeting members and having that sense of improvised eavesdropping.

To me, it’s fun. It does what it wants to do, which is to be engaging while maintaining a strong sense of replayability. The mode is one big Sisyphus’ Myth, where nothing you’ll do will ever matter to anyone or anything but you. It’s just one big skill improvement simulator. Very cool.

(Added notes: mastery track says Safehouse bedroom opens at Level 24, but it says it’s locked until Level 31, and you can hipfire a shotgun in the safehouse, if you want to open locked doors, but there is an invisible barricade in the doorway)

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If you’re actually managing to take out 10,000 in 5 days, that’s an average of one kill every 43 seconds for all 5 days, without sleep or breaks of any kind.

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It is so frustrating, that loosing a showdown you loose everything you collected so far :sob: I think it’s totally fine that I loose everything I had with me. It adds some realism. 47 is wounded, he has to go back to his safehouse really fast (the cutscenes in between are amazing!), so he has to leave everything behind. But loosing all the stuff I earned before, that was hidden in my SAFEhouse?! What’s the meaning of a safehouse when the stuff I leave there is getting lost? :pleading_face:

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Man, that’s another thing. I really, really love the animated loading screens.

I haven’t lost any showdowns, but I can understand it would be a really terrible experience, losing everything you’ve worked for.

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I think it’s “somewhat” intentional in that each syndicate type has a few complications associated to it (ecoterrorism’s mostly about accidents, big pharma about poisons, etc), but the pool of complications for each is actually pretty small so there’s bound to be some kind of bad overlap now and then (like what you describe). Prestige objectives get added on top of that without any sanity check either. The pools of available objectives should probably really get expanded but I get that it’s not exactly easy to design new Hitman complications.

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The icon is a peace symbol, but as I saw in some streams the “Don’t Pacify” objective might actually make you more lethal since there is no penalty for killing non targets (unless it raises the alert level, this should be clarified). You want a disguise? Just kill the poor guy.

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I got the closed beta but i cant play it because i have hitman 3 on epic games not steam :frowning:

I am not playing this CTT, just observing, but from what I’ve seen from the streams:

  • Failing a showdown should obviously have some consequences, but you shouldn’t just lose items from your safehouse. Why not let it make the next stage significantly harder or even trigger an invasion of the safehouse? If items from the safehouse have to be lost, perhaps an in-universe explanation as to why could be provided (e.g. to raise money to prevent further action from the survivors).

  • Something slightly odd seems to be going on with what players can take from the maps. If I wanted to take the Branson microphone from Bangkok home with me, take it with me to Paris to throw at people, and finally electrocute Yates with it in Mendoza, would that be impossible? I suspect so, but why should it be?

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You don’t need to play Hitman 3 on steam… it’s a completely separate download/game.

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yes but the beta is on steam and when i run it it says i dont have hitman 3 in the steam files

Losing all your gear & having to start again from level 1 is permadeath, aside from it not literally killing off the character of 47. Persistent mastery & weapon unlocks make it more of a “roguelite” but that’s the principle

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Did you also opt into the beta branch?

yes i have but i still wont work

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It’s not all your gear though. It’s just a sub-set. I’m just saying that, as a mode, it’s missing enough stuff that it shouldn’t be called a Rogue-anything. That is off topic for this thread though so I’ll leave it.

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Nothing officially confirmed as yet, but it’s looking likely this is set after Hitman 3’s epilogue.

The title ‘Freelancer’ is a starting hint right there.

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