RenegadeRocks
Legend
A full walkthrough of a mission. Looks cool to me !!!!
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.
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 !
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.
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 ?
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.
That's awesome ! I doubt they will take away this flexibility then. Seems too good to abandon for scripted cutscenes and gameplay. [touch wood]
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.