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The Hitman game that just came out.
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Is this a sequel? A prequel? A reboot?

Is it good? Is it better than Absolution? Better than Blood Money?
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Its pretty good gang.
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Tutorial is prequel to all games. First mission onwards is after Absolution.
It's better than Absolution.
It's not better than Blood Money, for the time being at least. Ask in a year, when the game is out of Early Access.
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>>332498682
This. The gameplay is a solid return to the good Hitman games, but it never really does anything better than what SA/Contracts/BM did (well, besides graphics and the level size, which I think are just because it's a 2016 game than any real greatness from the devs) while having some weird and unnecessary downgrades/missing features. The beta alone was better than all of Absolution, but overall it needs improvement before it's as good as BM (or Contracts if that was your favorite). Also, it's always-online, the game is completely crippled if you get disconnected from the servers.

If you're asking whether or not to buy OP, I would definitely say wait to see if any of this shit gets fixed.
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I honestly had no idea this game existed until I got it with a download code when I bought my new GPU.

It's the "Full Experience," does that mean I won't have to worry about the whole episodic content nonsense?
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>>332499019
No, the game is episodic. The full experience just means you'll get everything automatically for free as it gets released (instead of having to buy the upgrade pack or individual levels), you still have to wait for the levels to actually be released (about once a month, allegedly).
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>>332499073
Why is the throwing animation like nonexistent. Blood Money's always overhand throw could be a little goofy, but it never looked wrong. This tiny wrist flick they've got going in the new one looks like shit.
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>>332499287
It's the same animation as the drop animation.

>>332499263
I was just asking if I'd have to pay for more episodes later.
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>>332499353
You definitely won't have to pay for any of the seven(ish) episodes that are currently planned. IOI has said there won't be any DLC or microtransactions, and haven't said anything to the contrary yet, but the possibility of them going back on that is always there. They have spoken a very small amount about having a "season 2" in 2017 after the "current" season of seven(ish) episodes, but have said absolutely nothing about whether or not that's going to be covered by the Full Experience.
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>>332498682
>>332499009
I would argue that the core mechanics in the game are better than Blood Money, as now you have an actual stealth system that lets you actually sneak around, guards will now actually escort you out of restricted areas so you can no longer just run past them for free or go behind them during their animation to knock them unconscious without any penalty, and coins are no longer unlimited. Also getting spotted tresspassing still counts against you so you can't be a smartass and let a guard spot you from far away and then knock him out without anybody else seeing without it affecting your score.

Of course the game is still just incredibly barebones right now, but hopefully that will change with time.
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>>332499540
>now you have an actual stealth system that lets you actually sneak around
Do you mean a cover system? Because you can stealth around perfectly well in Blood Money.

>coins are no longer unlimited
Not sure why this is a good thing. It's not like you ever needed more than a few coins at most per level. The unlimited supply only allowed you to cheese the AI more when you were trying really stupid experiments. Now you can't do that.

>you can no longer just run past them for free or go behind them during their animation to knock them unconscious without any penalty
>you can't be a smartass and let a guard spot you from far away and then knock him out without anybody else seeing without it affecting your score.
The scoring system is shit though. I've no idea why they ever decided to go with a point based system instead of just logging your stats like in Blood Money. They've made it far too granular and it discourages experimentation in a way earlier games do not.
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>>332499540
That's why I said to ask again in a year. The game has potential to be a lot better than Blood Money, but at the moment is a broken, unfinished piece of shit.
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>>332499540
The "weird and unnecessary downgrades/missing features" I mentioned are mostly minor things, but there's a lot of them
>scripting (vastly improved from the Beta, I'll give them that, it was absolutely horrid in it)/lots of elements in the level never act on their own and simply wait for the player to activate them
>no door peaking
>no real time map
>no turning out lights to lure AI
>no blood trails potentially leading AI to bodies
>no weapon customization
>no briefcase rifle
>no human shield (I don't actually miss this one personally, but a lot of other people seem to want it back)
>scoreboard instead of ratings
>no stats
>no first-person camera
>accident kills count as body found, meaning you can't use accidents for SA

I admit there's stuff I like, like the limited coins, the fact that disguises aren't perfect (but they weren't perfect in Contracts or SA either, so I don't think they should get credit there), or the alternate entry points, but I have a hard time seeing where there's been real significant improvement over Blood Money or Contracts. And I admit this is all really minor shit in the grand scheme, but it's stuff that games made ten years ago were doing just fine, which makes me feel like I should be less forgiving when it's done wrong here. Add in the always-online and I wind up not feeling like this is really a great move for the series.

Speaking of knocking guards out unconscious with no penalty, I'm really annoyed they made knockouts permanent, considering it wasn't permanent in the alpha. I know people bitched that the indicator for how long someone would be out for (a ring of five stars around their head, where a star would disappear every minute to represent that they'd wake up in five minutes) looked goofy, but I really hope they add it back in. Especially if they varied the knockout time by difficulty (say permanent on easy, 7 minutes on normal, 5 minutes on expert, 2 minutes on pro) if they get around to adding difficulty in.
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>>332501138
>Especially if they varied the knockout time by difficulty (say permanent on easy, 7 minutes on normal, 5 minutes on expert, 2 minutes on pro)
I don't like this. It's essentially removing options as you play on higher difficulties. This isn't actually making it harder, it just means you're going to avoid knocking people out at all. Difficulty in Hitman works perfectly well by simply rationing saves. No reason for it to impact gameplay.
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>>332501382
I kind of agree that knocking out people with your bare hands should have some kind of penalty because you can do it infinitely. In Blood Money you had a sedative syringe, that could come back in the new game to knock people out infinitely but also have finite uses.
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>>332501382
That's actually a good point. I'm pretty sure difficulty has always varied the gameplay though (I'm pretty sure the AI is less forgiving on higher difficulties in BM, and either way higher difficulties introduce the 'retrieve your suit and custom weapon' requirements that lower difficulties didn't). Maybe by difficulty isn't the way to go with it; I'm not sure how it would be best implemented though. I could see people wanting to play with permanent knockouts, even though I prefer temporary, so I figured tying it to difficulty was natural.
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