The March 27th 2025 Patch Discussion - PSVR2, New Roadmap + More!

I don’t know anything about this whole subject, because I don’t have PlayStation, and I have less than zero interest in playing Hitman in VR if I did, so I haven’t really been paying attention to this since it doesn’t apply to me. But, if there is any version of WoA that doesn’t have access to every part of, it may as well have access to none of it, and I would deem that as a failed product.

I played a Berlin contract randomly, i wasn’t able to play it in psvr2.

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Here are some screenshots of what I mean

They all have this weird extra barrel covering the trigger.

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Do they look like that in-game? :purple_heart:

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Really hate to rain on your parade, but unfortunately I think that’s all you can do in terms of “ambient interactivity” in the game world. Just servers carrying glasses you can grab.
Random prop glasses on tables and such, no.

The objects you can pick up like intel documents are pretty cool to hold freely before sucking it up into your inventory, but yeah, from what little I played/explored last night (Paris, checked out a bit of Dubai) the only thing that “impressed me” with new non-murder-related interactivity was the servers in Dubai carrying one glass you can pick up. (Paris doesnt have servers IIRC, at least I couldn’t find any, will need to check out other maps that do?)

I’m sure it’s a whole lot more difficult making every tiny prop and object something to pick up and mess with, but it stands out how artificial the world can feel sometimes if all the random glasses, food treats, etc. that NPCs leave around feel glued to the tables, unable to be interacted with (unless you start shooting/smashing stuff up I guess)

Still, the first person POV alone is its own really impressive novelty, and I already can’t wait to jump back in again to experience it more immersed than in Flat mode.

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I still want to see a video of someone killing Yuki with Soder’s heart like it is a muffin. It seems to be some kind of item in VR.

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Looks like a magazine to me. Which is absolutely bizarre because clearly the magazine loads into the handle. You can see that the DAK X2 Covert Special has one. Even if you were re-working the SMGs, it still doesn’t make sense because the bullets are now in front of the action. I’d love to know how you’d design a gun that not only ejects a casing but also strips off a fresh round from the mag as the slide retreats.

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I’ll have to double check this once I’m back home after the weekend.

I really wonder if this change was made specifically due to the VR controls, or some weird model-swap/edit bug. (It doesn’t appear like that in Flat game does it? Is 47’s reload any different?)

For Active Reloading In VR, so far I’ve only used the Ballers, an Assault Rifle and a Sieger Sniper. Each of these has a magazine to eject and a slide to pull back.
You’re saying the magazine normally sits under/parallel to the barrel? maybe it was changed to this long mag to have parity on where/how reloading works on the weapons in VR and have less difference in how your muscle-memory reflex is supposed to work. (For better or worse anyway)

I’ll need to double check guns like the Bartoli Hunting Rifle (I think its that one) which is bolt-action magazine-fed IIRC… It’d be nice to have to empty the chamber every shot for the authentic, different gun experience.

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The magazine inserts into the grip of the SMG. The DAK X2 seems to be modeled on the Ingram MAC-10. You can see in the in-game images posted previously that there is already a magazine visibly inserted into the grip of all of them, but now there’s this new one magically phasing through the trigger-guard and trigger.

For reference:

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Ohh, yeah, I see it now. It was already VR-compatible with the mag under the grip there.
Super weird.
…Did someone break the model files at IO or something to cause all these mag duplicates? :sweat_smile::face_with_diagonal_mouth:

That’s probably the same person who wrecked the flamingo disguises last time. Of course “person” is assuming IOI hasn’t delegated messing with the code to a generative AI yet :x

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Unless someone gets to it/finds a post about it, just making a note for myself to double-check once I’m back from vacay:
:pushpin:

  • How to get Dual Ballers (bring two different guns in one loadout? A toggle? New Duplicate-Gun rules in the loadout? - In Pocket+In Stash at start?)
  • Test various Weapon reload animations.
  • Test throwing NPC bodies (from what I played, it seems you grab their KOd body in a head-lock at the hip, to drag them to a crate, not much free movement maybe)
  • Test lounge chairs in Haven Island. (Blend spots seem to shift to overhead-third-person camera behind 47, just in 360 VR. :confused:)
  • Look at item detailing (you get various knives in the VR Tutorial and some are pretty textured (the Sacrificial knife is bumpy like blade was bluntly crafted))
  • Boogie down in Berlin.

IDK… anyone else have questions? (Seems I’m the only one with PSVR2 and major hype for this here)

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ive checked it in game and in flat mode levels theres no extra barrels to speak of. this is exclusive ot the inventory

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I’m hyped as a man can be, but I don’t have PS5

1000050985

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I haven’t touched the PSVR1 mode in years, so I don’t remember - are VR game saves interchangeable? I wonder what the game does if you save in VR while dual-wielding and then load the save while not using VR…

I’m also curious how PSVR2 interacts with your save file. Is it just loading up your WoA profile in VR or is it it’s own seperate thing? What I mainly mean, are all the challenges able to be done again? I wouldn’t mind having an excuse to do them all again if I ever get PSVR2 (which admittedly, I probably won’t).

There’s several additional things I’ve noticed that were changed in this patch.

First the best change: the haptic feedback has been greatly expanded on PS5! Presumably it’s because they changed it for the VR version and it also applies to the non-VR mode as well. Things like using instinct, subduing NPCs, and firing weapons now have more detailed vibrations to them.

Next, they changed the look of the icons in the challenge menu which point to the next/previous tab. Before they were a solid gray box, but now they’re slightly transparent with a color that matches the rest of the HUD:

They also seem to have done some sorting with the suits in the Themed category, so that now all the Halloween themed suits and all the Christmas themed suits appear next to each other:

And finally a really weird change. When you have the key to a door in your inventory, now a small menu pops up asking you whether you want to use the key or use a lockpick/crowbar. This is how it was in Hitman 2016, but in a Hitman 2 patch they changed it so keys are automatically used if you have them and that’s also how it’s been for all of Hitman 3’s life. However now it’s been reverted to how it used to be for some reason.

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Literally two steps forward and one step back. :joy:

Hope they fix that key problem. Thats quite a dumb revert imo.

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The suit sorting is a nice little thing and gives me hope we might see an actual inventory revamp at some point.

But yeah they can re-remove the key thing, what is that all about?
It seems pretty niche when I would want to crowbar a door that I already have a key for. Why make me do an extra button press (again)?

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Nope. Yes this was taken on PS5. :slight_smile:

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