You’re living in the wrong city. I used to live in Chicago and no one ever greeted me on the street. Now I live in Phoenix and when I go downtown, people are saying “Hi” just in passing all the time. Very friendly down here!
That’s funny bc I live in Chicago and everyone says hi or I say hi to them. Phoenix has alot of midwestern peeps who moved out there. Lots of Cubs hats in the bars and at Portillos
Sorry if someone mentioned this before. But I find it so strange that the Himmapan Hotel has hostile areas. It’s just a hotel. It seems excessive to me that they would just shoot someone on sight for trespassing
The same could be said for pretty much all levels, couldn’t it? I mean it doesn’t make any sense to just shoot dead a trespasser who appears to be unarmed. Security would either escort them from the premises or apprehend them. Even in the most extreme ‘villain lair’ locations (e.g. Delgado mansion), they would favour capturing a trespasser alive for “questioning” even if they later decide to kill them.
I can understand for the missions where they’re doing illegal activity like Colorado and Hokkaido. But for the Himmapan Hotel, it seemed really odd to me. It is just a hotel.
My point is that it would still be unrealistic even for levels like Colorado and Hokkaido. Colorado fits what I said previously - even if they later decide to kill the trespasser, there would be no need to shoot on sight if they appear unarmed and do not pose an immediate threat.
As for Hokkaido, it’s an exclusive hosptial full of wealthy patients who could easily wander into the wrong area. The idea that security would shoot to kill and ask questions later is laughable.
Consider that at each location is an important person who knows they’ve made enemies and probably are aware that attempts are going to be made in their lives from time to time. I think we are supposed to assume that the guards make the connection that someone not cooperating in off-limits areas, or even trying to enter them, is a potential assassin after the VIPs. A stretch? Yes, but no more so than assuming a person would die instantly after being pushed out a window only one story up and having it be labeled an accident. A lot of assumptions are supposed to be made of the players, and the reasons for guards immediately shooting to kill is one of them.
I meant with the morgue. The GAMA facility is a criminal operation since they engage in illegal organ harvesting and trafficking.
With the drug cartel in Santa Fortuna, I don’t think it’s unrealistic that the drug cartel would execute anyone stumbling into an area that they’re not supposed to. They are ruthless criminals who don’t value human life.
This is truly nonsense. Unarmed trespassers appearing to pose no threat would not get gunned down on sight. If the location is particularly secretive and criminal in nature, the trespasser might be apprehended, questioned and later killed if it is felt they have seen too much. But not blasted on sight.
I well at least for Colorado it seems kinda “logocal” for me that they shoot right away. I’m sure they don’t want to risk that anyone would tell that they found a farm where highly guarded people are standing around and no one is allowed to enter. It’s a terror-organisation after all. That’s why I actually assume that they really would shoot anyone who comes near.
But I also think that they have an eye on the streets nearby, so they don’t let people come that near anyway. Despite of 47 of course, but he can sneak through everywhere
That’s one thing i never liked about Hitman… or uhh like 99% of stealth games, save for MGS
!
From a pragmatic standpoint, what’s the fucking point of non-lethal and lethal takedowns when the outcome is practically the same. WAIT A MINUTE… the leaked alpha build of HITMAN 1 had Metal Gear style stars flying over knocked out people’s heads. They would wake up after a while. IOI had the right idea but then just had to fuck it up.
Another reason for me to dislike the new Hitman games. Fuck it! Someone will argue ‘‘but its annoying and video games are supposed to be fun, not realistic’’, then why not have IOI implement waking NPCs only for like master difficulty.
I sure am glad WOA is dead now.
Because lethal takedowns of non-targets will ruin SA? It’s not like unconscious NPCs in previous Hitman games will wake up of their own volition anyway.
Well, aren’t you the life of the party? If you want to barge in with your r/unpopularopinion, try not to be a douche about it.
Just my two cents…
Even Area 51, which has signs saying you’ll be shot dead if you progress past the point, they don’t just fire away. They come out and tell you to turn around and sometimes use force to turn you around. Then there is another “line in the sand” where you will be shot dead if you walk past it.
Uuuuhhm…but they do, in Silent Assassin and Contracts, after maximum 5 Minutes?
Touche. But they didn’t in Blood Money and Absolution and I don’t want to have to play no pacifications in every level of Hitman to get SA.
I think it would be a nice challenge for master mode. Let NPCs taken out by Melee attacks wake up after 5min and those taken by sedatives after 10 min, unless you put them into a container.
Oh and get rid of 50% of all containers for Master Mode, because they are fucking everywhere and they make the game too easy.
We might be into a new way to play here. No boxes!! I know people play no knock outs and it’s basically splinter cell style ninja sneaking and that’s not what I have in mind here.
You can take people out subdue or kill and take their clothing but you can’t toss their body in boxes or closets. It would force you to move quick and to change costumes bc fairly often the guards would be on alert and they would know what you are wearing relatively quickly after you have it on. I’m sure some levels have enough isolated NPCs to make this less fun but it’s an idea. No hiding targets either. Leave ‘em where they fall and get the hell out.
That’s why I once played the levels with just the sedative syringe and vials and no other knock out (and yes I left the tranquilizer gun out, way to easy with it).
Honestly finding the right bottle to poison to knock a guard out outside of view to then steal his disguise is a good challenge and a great way to see the maps in a new light.
Making it a proper mechanic would be great though (sedative only complication)
Kinda like how H2SA or Contracts was played only they won’t wake up. Yea I like that very much. Certainly would be harder.
The damn 1000+ vision guards in haven island, they can see 47 pull out a Swiss army knife even if their on the other side of the map. oh Haven, you never fail to disappoint