Hitman: Absolution - Discussion Thread

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So we finally get to see who Diana is, IN PERSON! :D

Trailer doesn't really give any hint about how the game is going to be. It's probably designed for giving a small introduction and that's not necessarily how the gameplay would eventually turn out. There have been almost zero hand-to-hand confrontations in the previous titles. I pray they don't go the conviction way. It's been a bloody long wait and IO better not disappoint.
 
Tarcxy said:
I just hope they retain the old gameplay style too and not try to make it too physical like Conviction did..
Ethan_Hunt said:
So we finally get to see who Diana is, IN PERSON! :D

Trailer doesn't really give any hint about how the game is going to be. It's probably designed for giving a small introduction and that's not necessarily how the gameplay would eventually turn out. There have been almost zero hand-to-hand confrontations in the previous titles. I pray they don't go the conviction way. It's been a bloody long wait and IO better not disappoint.
Guys by reading some of the reviews i also was not that much interested in conviction too.But to be honest i am on last few chapters now and till now the game seems freaking awesome!

Conviction is not at all that bad.i remember finishing chaos theory by getting 100% completion status in every mission except one!
But here the scenario has changed a bit.

Conviction stays at the same point but the approach has been titled a bit.What i mean is here stealth is also an important factor but here you have to kill the enemies by hiding in the shadows rather than avoiding them.
It isnt a normal third person shooter.As run and gun doesn't works here much.
instead of 100% completion status there are various objective you need to fulfill to earn points.

In short splinter cell conviction is an action stealth game.wont comment on the story as i haven't completed it yet.
 
Whoever came up with the trailer has no idea how 47 goes about his job. I sure hope the game is not like this!
 
^arre yaar its close enough :P ... .. but I would have really liked if he would disguise as one of the body guards and kill each 1 by 1 slowly :P
 
Scorpy said:
^arre yaar its close enough :P ... .. but I would have really liked if he would disguise as one of the body guards and kill each 1 by 1 slowly :P
It was good enough!

pretttt said:
Whoever came up with the trailer has no idea how 47 goes about his job. I sure hope the game is not like this!
'zactly!
 
My fear was right. The game indeed has been dumbed down. It now has a freakin "Detective Mode" for crying out loud. It also looks "scripted" which is bad news for Hitman fans. :|

Hitman Absolution First Look Preview

It's been five years since the last Hitman game, but it almost feels longer when you consider how much the killer-for-hire genre has grown in the interim, thanks to Ubisoft's wildly popular Assassin's Creed franchise. Clearly developer Io Interactive realizes it can't go back to the same old well for the upcoming Hitman Absolution because what we've seen of this game suggests a noticeably different look for the franchise. It's more cinematic, more stylish, and runs on technology that plays with light and shadows in a way that Hitman games never quite could previously. While we didn't get a chance to pick up a controller to see how it plays, we will say this: Absolution is certainly looking awfully nice.

Agent 47 is a man on the run in Hitman Absolution. The level we were shown took place in a dilapidated Chicago library, with 47 caught in the middle of what game director Tor Name called a "citywide manhunt." Our bald antihero began looking down from a high balcony as a swarm of police officers chatted with one another about where the suspect (read: you) might be hiding and how to best sniff him out. The library felt like a condemned building, with a mess of books scattered about and substantial damage to the building interior. It was an eerie atmosphere that was made creepier by the fact that the entire library was enveloped in darkness, save for the occasional flickering of lightning and the flashlights of patrolling police officers.

In keeping with Hitman's penchant for stealth, 47 used that darkness to his advantage to sneak around the bottom floor of the library and methodically pick off one enemy at a time on his route toward some kind of improvised escape. The death toll was as grim as it was varied: One cop was strangled by a stray power cord, one was bludgeoned with a bust, one was sent tumbling down a series of collapsed floors, and another was choked with a nightstick until death arrived with a grisly "pop" sound. Throughout this killing streak, 47 was climbing around like a monkey, scaling ledges, dropping from balconies, and just generally dancing around the patrolling cops like a ballerina. Of course, he did have one very substantial advantage: a new tool called instinct, which functions a lot like detective vision in Batman: Arkham Asylum. It's an alternate vision mode that outlines enemies--very useful in this dark and ominous library level--and gives you a small visible pathway that your enemy is walking along.



It wasn't all pulling off clean kills and lurking in the darkness for 47, though. The jig was up once he grabbed a police officer and turned him into a hostage/human shield for the purpose of making a slow, backward ascent up a flight of stairs. As the cops swarmed around him with guns aimed squarely at his head, the music began to swell. Then, 47 reached the top of the stairs, and without warning, he broke the cop's neck to make a mad dash for the top floor of the library. He quickly stepped out onto a fire escape followed by a dramatic cutscene that revealed the bad news: All that was waiting for him outside was a torrential downpour and one angry police helicopter shining its searchlight directly on him. All of this was accompanied by music that, by this point, had grown into full-on industrial metal--a thunderous soundtrack to match the heightened action.

Then, 47 fled from the helicopter and its blinding light in a slick chase scene capped off by a slow-motion leap from one building to another. Things calmed down as he found an unfortunate Chicago cop wandering the rooftops by himself, who quickly became fodder for the chance to steal a policeman's outfit. Indeed, once again, you'll be able to borrow outfits from fallen foes to disguise yourself among your pursuers. What followed was a moment of relative comic relief, as 47 strolled from the roof into an apartment filled with potheads either scrambling to hide their drugs or too stoned to notice the man dressed as a cop who just walked into their hideout. But 47 had no issues with them, as he snuck out into the hallway where another bunch of cops were knocking on doors of other apartments in search of our bald hero.

Every time 47 passed by a group of cops, the scene seemed to slow down to half speed as he pulled his cap down low to avoid being caught. This all happened in a slick, stylish way that managed to feel less like a break in the pace and more like the subtle ebb and flow of dramatic tension. Soon enough, after another series of dramatic near encounters with police officers, 47 managed to sneak out of the building and out onto a crowded train platform. At this point, the camera pulled out, and 47 was little more than a speck in the darkened, rain-soaked crowd. Escape successful.

And that was our introductory look at Hitman Absolution. It's a game that seems to be aiming for more of a scripted, cinematic style than previous games in the series. We like how well executed the drama was and the way the game stylishly painted 47 as a lethal wrecking ball on the run. But at the same time, one of the greatest parts of previous games was the sandbox nature of level design--the way you were free to approach a given assignment with a relatively wide assortment of options and pathways. It will be interesting to see just how focused Absolution is on telling its story the way it wants to and how much choice the player has as a result. This level seemed to offer a little bit of both, as the first half in the library was a pretty wide-open sandbox for 47 to knock off enemies causing him trouble. But once he made it onto the roof, it seemed as though he was funneled into one specific path to focus on the scripted visual flourishes.

Other questions abound, as well. During this demo, it always seemed like there was an extremely useful weapon placed right before an enemy encounter, whether it was the aforementioned power cord or bust or the bong sitting right before the doorway of the pothead hideout that you could use to bludgeon a pair of police officers who stormed in looking for you. Game director Tor Name mentioned that he wants Absolution to be less punishing than previous games, but we're hoping that doesn't simply mean every solution and every kill is spelled out for you in great big letters. After all, the payoff of experimentation has always been one of the hallmarks of the franchise. And beyond difficulty, there's also the question of how the game design will change with 47 being on the defensive rather than the offensive. Traditionally you've always been the man in control, sneaking into a target's stronghold and taking your sweet time studying the best way to assassinate him. Now, you're seemingly on the run from everyone--a la Jason Bourne--and that change is bound to have some consequences.

If nothing else, this demo certainly managed to pique our interest in the new stylish direction that Io Interactive is taking the Hitman series. While we didn't get a chance to pick up a controller, it's clear from looking at Absolution that it is being developed with an attention to detail and visual artistry that you don't see very often. Now we're eager to grab that controller to find out how much of what we've seen is just a fancy new visual wrapping and how much is a core shift in the traditional Hitman gameplay formula. Stay tuned.

Gamespot



Developer Interview
:

 
I think those "enemy path" options will be available in easy or normal mode.Instead of a clean map i think this time they opted for this approach.But still i prefer the map more.
scripted events in one or two introductory levels are ok.silent assassin rankings are the main essence of a hitman game.Though i am not sure but i think they wont remove them.
47 and fisher are two distinct characters i hope they dont mix them.
Btw the developer Interview clearly says only a small percentage will be set up rest will be all stealth.you can also execute an enemy in various ways like the previous titles.
Anyways that was just a small preview nothing clear till now.
 
I was not a fan of Detective mode in Batman and I am definitely not a fan of it in this one. It just makes the game way easier and unrealistic. I agree that not a lot can be said about the game from this small preview but one thing which has been made abundantly clear is that they are making this Hitman installment more accessible to a wider audience. Now how you interpret this is left to you. For me it means, dumbing down the overall stealth experience. I never much cared about Fisher the way I care about 47, so yes, if they deviate too much from the essence of the previous games, I am going to be disappointed.
 
^^even i am not sure about that "accessible to a wider audience" sentence.To make the game more stylish is one way to interpret it, and thats what they did here i think.
anyways as mentioned nothing can be told clearly unless they shows a gameplay video or demo.
 
^Did you miss this? :

During this demo, it always seemed like there was an extremely useful weapon placed right before an enemy encounter, whether it was the aforementioned power cord or bust or the bong sitting right before the doorway of the pothead hideout that you could use to bludgeon a pair of police officers who stormed in looking for you. Game director Tor Name mentioned that he wants Absolution to be less punishing than previous games

Thats my concern.
 
Bluffmaster said:
^Did you miss this? :
Thats my concern.
nope i read all.it seems ok.You may be given various options.But its upto you which one to use.Remember the other games.here also you may kill someone by using that but at the end will it give a SA rating thats what is missing.
Game director Tor Name mentioned that he wants Absolution to be less punishing than previous games
Actually this only should be your concern.:DNow wtf does he meant by that!
 
Until it is "casualised", it won't sell millions, the devs (and I) don't want this game not to sell well.

Plus if its well done like conviction, i have zero problems.
 
^^Ditto. I dont see why people doesn't seem to like Conviction. its every bit enjoyable as the previous three iterations. The only gripe being the imbecilic short campaign.

Hitman absolution is the natural evolution of the series. Just like we demand better graphics, animation, sound, the devs demand a million copies sold at the bare minimum, so one way to do that is to make the game play appealing to a wide audience while keeping the core group happy, at least we hope so. Dumbing down doesn't always necessarily mean bad. Take ME2 for example its a dumbed down version of ME1 but its still was 5 times better than ME1.
 
Bluffmaster said:

Developer Interview
:
Exactly everything you highlighted are my concerns too here. There is nothing wrong in going cinematic and less punishing and all. Most franchises are moving this way nowadays. But, I only hope they dont make a game for dummies. Make us work for the Silent Assassin rating rather than scripting the path for us.
 
^^ Its not that we expect it to be a bad game if its more run and gun. It's just that people like me only enjoyed hitman, when figuring out the different ways to kill someone. Also, trying to attain the Silent Assasin rating was a lot of fun.
 
Scorpy said:
^arre yaar its close enough :P ... .. but I would have really liked if he would disguise as one of the body guards and kill each 1 by 1 slowly :P
but, the right way to play hitman is to take out ONLY the target. :P Unless, of course, the guards were the targets here.

Also, regarding the dumbing down of games: it is natural that the core group of fans will be upset. I am/was a fan of Hitman franchise for exactly how it was earlier. It was pretty much unique. There hasnt been any game in the same style since then afaik. So, when they change the game to make it appeal to the mass, we are losing something unique here.

Right now I'm worried about several of my favourite franchises being screwed up by this mass appealing: Deus Ex, Hitman and Tomb Raider.
 
hmm...its sad. "Casualised" games can be entertaining but they never become classics.I think I can probably draw out the map of Hitman : Silent Assassin level 1(that spanish villa where the postman stops to pee outside) and this after almost a decade of playing it.But I have absolutely no recollection of any level in conviction even though i just played it a year back...Absolution will probably be forgotten just like that even if it is entertaining.
 
[video]http://www.viddler.com/explore/sceablog/videos/1840/[/video]

I hope they make the game good as well.

We don't want another game that looked good only in the trailers.
 
funny how all their trailers show absolute violence, but the game revolves around absolute stealth! :P
he is like batman, but without a cape and a mask and straight.
 
Hitman Absolution Gameplay Footage


I am a little disappointed to be honest. The gameplay we saw in the video isn't really hitman, its more like Splinter Cell Conviction with Agent 47. Hitman was never a cover shooter for gods sake. They have even changed the premise of the game, you no longer have missions to assassinate someone instead you are the one who is being chased. The major fun factor of previous hitman titles was to blend into the environment, get close and personal with your target and then silently dispose of him. Looks like we will not be able to do any of that. The game is still far from release, lets see how this turns out.
 
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