Exit cutscenes basically just put a cinematic camera over whatever animation they have play when the mission ends. I won’t pretend to know how exactly the engine works, but you can see this too with the intro scenes at default entry points. Somewhere far out of bounds is a copy of the Kronstadt garage where Sierra walks past the car with her helmet on, which is what is shown in the intro scene. Skipping these intros sometimes changes where you see the target when you start the mission, because usually when they show footage of a target walking around, its just part of their route.
The story cutscenes are basically just movies that play in the menus, outside of gameplay. What you do in the mission doesn’t affect those cutscenes - what you watch when you choose one of those cutscenes in the story tabs or one of the briefings is exactly the same as what automatically plays after you get the rating screen.
After all the people 47 knocked out and stripped of their clothes, it’s basically karma showing him how that feels. Would’ve been nice to have a Providence operative on the map who’s wearing his clothes, casually blending in with a Sapienza newspaper.
True, but in the World of Assassination trilogy, every time an NPC is knocked out and stripped of their clothes, if they wake up, they’ll run to the nearest closet where there just happens to be a duplicate set of whatever clothes they were originally wearing. So why can’t 47 find his clothes in a closet somewhere?
I always thought I wanted to add here, but couldn’t remember what.
Now I did.
I think the good QoL would be if the complication Do Not Get Spotted wouldn’t count against a target which is supposed to be dead.
We already have a thing implemented when any crime noticed by a target, but killing it before news get spread still keeps you SA.
So why not apply this principle to this complication.
If target saw/spotted you, but never told anybody of a witnessed crime, this challenge shouldn’t ruin things up
A wait function. Holding a button or something (or perhaps a prompt while Blending In/hiding in lockers) to cause the game to speed up while 47 waits. (of course, your mission timer would speed up accordingly, so this feature would be useless for speedruns or high scores)
There are many scenarios where I find myself waiting in places for a target to do something, or for guards to lose the Searching status after I’ve caused some mayhem, or etc. If I’m in a locker unseen, I’m 100% safe, so why should I HAVE to wait minutes in real time for NPC pathing to reset?
I understand patience is part of the game, and sometimes could be a rightful punishment for playing in an inefficient way, but I really don’t think being able to speed the game up to 2x or 4x would do anything other than enhance the experience and allow people to experiment more with kills or explore NPC routing more. Especially with kill methods that require lots of waiting.
Since IO is now trying to experiment with escalations, I think the ability to choose the escalation level at any time instead of restarting to get to the level you want to play would be really nice to have.