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Old 11-Oct-2011, 05:20   #1
RenegadeRocks
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Default Hitman :Absolution : I Never Left !!



A full walkthrough of a mission. Looks cool to me !!!!
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Old 11-Oct-2011, 11:44   #2
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Seems like what conviction was to splinter cell games, I hope this is only one of the few scripted missions which moves the story forward, I'll be disappointed if the entire game turned out this linear and scripted.
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Old 11-Oct-2011, 12:17   #3
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Seems like what conviction was to splinter cell games, I hope this is only one of the few scripted missions which moves the story forward, I'll be disappointed if the entire game turned out this linear and scripted.
Ya ! Thats the impression I got. It feels like a comletely scripted mission with every element placed there to be done. Thats why games these days feel like a checklist of thiings to be done, instead of fun !
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Old 11-Oct-2011, 17:22   #4
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So instead of planning out a mode of entry by observing patrols, we can just wall hack instead?

Well at least it's optional I guess.
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Old 12-Oct-2011, 16:04   #5
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Quote:
Originally Posted by nightshade View Post
Seems like what conviction was to splinter cell games, I hope this is only one of the few scripted missions which moves the story forward, I'll be disappointed if the entire game turned out this linear and scripted.
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Ya ! Thats the impression I got. It feels like a comletely scripted mission with every element placed there to be done. Thats why games these days feel like a checklist of thiings to be done, instead of fun !
I'd have to disagree. It seems to me that video illustrates several different approaches you could take. Those scripted moments seem to be triggered specifically by taking certain actions, like taking the cop hostage (instead of continuing with complete stealth, or keeping with stealth take downs).

Very impressed with the video, myself.
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Old 12-Oct-2011, 17:51   #6
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My point being...I dont see what Hitman has always been about, in that video.
When I say this I am referring to the sandbox kind of gameply from Hitman games where you could explore and take multiple paths and had multiple ways to get results...which ultimately involved an assassination.

Even the scripted sequences of earlier Hitman games like Hitman Contract's opening didnt have this much hand holding, and seriously what is wrong with every other stealth/adventure game employing a 'vision' mode which is either a wall hack or basically 'make anything imortant glow' mode...it started with Assassin's Creed, was in Batman, was present in a way in the last Splinter Cell game (important objects were colored when everything else was black and white when under shadows) and will be in the next Tomb Raider game and is in this game.
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Old 12-Oct-2011, 18:11   #7
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My point being...I dont see what Hitman has always been about, in that video.
When I say this I am referring to the sandbox kind of gameply from Hitman games where you could explore and take multiple paths and had multiple ways to get results...which ultimately involved an assassination.
I see your point, but I'm not seeing anything that would indicate fewer paths or options in that video. I just see that one specific path was taken. They happened to take the very heavy action path in the end (but were clearly leaning towards stealth in the beginning). I'm guessing they wanted to show how the combat mechanics would hold up when doing stealth and when doing heavy action.

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Even the scripted sequences of earlier Hitman games like Hitman Contract's opening didnt have this much hand holding, and seriously what is wrong with every other stealth/adventure game employing a 'vision' mode which is either a wall hack or basically 'make anything imortant glow' mode...it started with Assassin's Creed, was in Batman, was present in a way in the last Splinter Cell game (important objects were colored when everything else was black and white when under shadows) and will be in the next Tomb Raider game and is in this game.
Okay, the vision thing I can agree with. Never really bothered me, but it definitely coddles the player, removes some of the tension from the game.
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Old 13-Oct-2011, 05:39   #8
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I don't think there is any other way to play the part where he takes the cop hostage. They made a grand finale and an exciting new entry for the Hitman. There's no option there from what I see.
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Old 13-Oct-2011, 07:29   #9
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Hard to say. In the cop hostage part, he could presumably dress himself as a cop and walk out. May be there is an alternate route out of this.

How does the original Hitman play ? Is it like Splinter Cell, Assassin's Creed and Meta Gear Solid ?

The thing about that cop scene is someone should have found the dead or fainted cops already.

I thought the video is pretty elaborate/impressive with no break in between. However does it mean if I fail, I have to do the whole thing all over again ?

I don't mind the wall hack because there are many "enemies" in the level. In MGS4, I remember we only deal with up to 5 people at any one time.

The tools (e.g., the small statue head) look optional too.

EDIT: Also, is the police's cap low enough to cover his barcode ?
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Old 13-Oct-2011, 09:51   #10
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Old Hitman games werent like Splinter cell or MGS, they were different.
Basically you were given an assassination target at the start (or two or three, depending on level) and you were dropped in a big area where you had to take them out in whichever way you find to be the most suitable...but before that you need to get close to the target or get in a position to assassinate, and doing that makes up for the majority of the game. The games have always had many ways to approach the target.
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Old 13-Oct-2011, 15:22   #11
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Cool. I was pretty happy when he put on the cop uniform. Hopefully you can put on anyone's clothes. There was nothing more fun than strangling a janitor, stealing his clothes and dumping his body out a window. I wonder if you can drag bodies around in this one. Planning assassinations was one of the best things about the originals, so hopefully this is not too laid out for you. If there is a good mix of scripted story-driven action missions and free-form planning missions, I'd be happy. All that said, Hitman 2 is one of the first games I remember having cool ragdoll on bodies, and that made it a hell of a lot of fun to just shoot everything in sight.
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Old 13-Oct-2011, 16:34   #12
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Quote:
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Old Hitman games werent like Splinter cell or MGS, they were different.
Basically you were given an assassination target at the start (or two or three, depending on level) and you were dropped in a big area where you had to take them out in whichever way you find to be the most suitable...but before that you need to get close to the target or get in a position to assassinate, and doing that makes up for the majority of the game. The games have always had many ways to approach the target.
Cool so you have to social engineer NPCs ? Or is it pure action ?
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Old 13-Oct-2011, 16:45   #13
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The danes seem to have some good parts after all
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Old 13-Oct-2011, 18:12   #14
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Cool so you have to social engineer NPCs ? Or is it pure action ?
Not just that, you can practically 'take' the role of any NPC.
Suppose you need to get into a restricted area, you can either just go stealth or kill everyone, or take a different path OR kill/knock out someone like a janitor/delivery man/whoever that's allowed in the area and steal his clothes and get in. Another instance, for example a meeting is supposed to take place between your target and one of his clients, you can steal your clients identity and get close to your target and after that its upto you over how you want to kill your target, sedating his drink? causing an accident? or just directly blowing him up...your choice.

Once you get in a disguise its time for making another set of decisions, if you are an 'outsider' allowed in the area like a delivery man then the NPCs will notice if you do anything else other than doing your job etc etc.
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Old 13-Oct-2011, 18:16   #15
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That's awesome ! I doubt they will take away this flexibility then. Seems too good to abandon for scripted cutscenes and gameplay. [touch wood]
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Old 13-Oct-2011, 18:19   #16
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Not just that, you can practically 'take' the role of any NPC.
Suppose you need to get into a restricted area, you can either just go stealth or kill everyone, or take a different path OR kill/knock out someone like a janitor/delivery man/whoever that's allowed in the area and steal his clothes and get in. And then its time for making another set of decisions, if you are an 'outsider' allowed in the area like a delivery man then the NPCs will notice if you do anything else other than doing your job etc etc.
I still have fond memories of one of the very first missions in Hitman 2, I think it was, where your target is in a Villa. At the start of the mission there's a truck pulling up to do a grocery deliver (IIRC) that you can exploit to make it in. So long as you're carrying one of the pallets of goods and go where you're supposed to. I think there was a package being delivered on foot around back at the side entrance as well. The section in the Absolution video where he stops to eat a donut reminds me of that a bit (although I initially thought he was going to pick up one of those ARs in front of the table and go Rambo on them).
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Old 13-Oct-2011, 18:22   #17
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I thought he was gonna pick up the rifle as well and was ready to facepalm...but then.

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That's awesome ! I doubt they will take away this flexibility then. Seems too good to abandon for scripted cutscenes and gameplay. [touch wood]
]Well they said something about previous game having too many 'doors' that player can open, leading to players being confused....which tbh isnt really correct.
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Old 13-Oct-2011, 18:39   #18
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They would be talking about people like me ! ^_^

Restricting some paths that lead to dead ends may be fine. Throwing away the entire framework/mechanism may be overkill.
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Old 21-Nov-2011, 10:06   #19
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Okay, the vision thing I can agree with. Never really bothered me, but it definitely coddles the player, removes some of the tension from the game.
Not to mention it's also completely stupid. Last time I checked, humans couldn't see through walls.
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Old 21-Nov-2011, 16:28   #20
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Not to mention it's also completely stupid. Last time I checked, humans couldn't see through walls.
In Batman's case, I like to call it an ability of his Super Human Budget.
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Old 21-Nov-2011, 17:51   #21
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Well, I obviously wasn't talking about the Bat.
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Old 21-Nov-2011, 23:38   #22
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I believe this was the demo from E3. Yeah it was pretty obvious that they were showing the most nooby/violent/unstealthy method to traversing the level probably just to show off some the new gameplay elements.

As long as I can get through the levels using nothing but stealth and donuts filled with tranquilizers, I'm happy. Getting a silent assassin rating requires that you kill only the targets and that you never get caught. Obviously the person playing this demo wasn't trying to show off how you're supposed to play.
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Old 16-Jul-2012, 00:15   #23
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Nice 17 minute developer play-through at Eurogamer. Takes place in an small old-school town. Looks like an interesting locale. Be forewarned, its a speed run for the entire level, so, if you're trying to avoid spoilers don't watch it. Much like the Chicago (library?) play-through shown a while ago this one seems to have a heavy emphasis on the less stealthy approach. But the developers give some good insight into your options and the choices they're making during the play through. They also mention a "Purist" mode, which disables the Instinct ability and hints. I'm excited about the game, Instinct mode and all.
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Old 20-Nov-2012, 10:38   #24
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Wow this game looks good! Very impressed with the HDR lighting, sun shaft, SSAO and high res textures. I think it's definitely using MLAA on the PS3. Looks like 720p but somehow it asks you to adjust the arrows to the side of the screen, does that mean it's sub HD?
Anyway the game is pretty fun so far, never played a Hitman game before so this should be fresh.
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Old 20-Nov-2012, 10:42   #25
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The arrow adjusting is because of different screen size affecting the HUD.
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