Betta Lines
Member
Poor trailer, great audio.
It would be very easy to write a daughter into 47's story. Even crazier, maybe it was his and Diana's child. Which would make things very interesting since you're tasked with killing Diana at the very beginning of Absolution, apparently.
Come on. I can't be the only one who thought that. Especially now with the Boss Hog conversation in the trailer in the OP saying, "She must be special."
Was there ever any hint of "romantic tension" between Diana and 47?
All I remember is her being an ice queen.
What was the Max Payne 3 vid that won over the haters?
This game has "Mark and Execute" from Splinter Cell. It is called "Point Shooting"
Fuck you IO
Don't forget X-ray vision and psychic future telling vision.
It's astounding how a series about a professional killer became a series about a magical assassin.
Looks good, someone needs to gif that axe kill.
Letho?Well, not a magician, but you get the idea
I wouldn't even mind a game about a magically talented assassin, or a psychic.
People need to keep in mind that walking in disguises and avoiding enemy patterns does not make for the most exciting trailer. Guns and axes, however..
Holy shit. I just got an idea. The Witcher spin-off with Letho. Hitman-style.
What was the Max Payne 3 vid that won over the haters?
The animation is topper but really want some level walkthroughs before I start throwing 'THIS IS NOT HITMAN ' posts about.
Don't forget X-ray vision and psychic future telling vision.
It's astounding how a series about a professional killer became a series about a magical assassin.
I must've missed the part where the developers say you're forced to use this.
Care to link?
I think it's automatically on, but not forced to use it. Plus there is a game mode where those things are disabled. So not a realy problem unless you search for something to bash on of course.
This game has such a bad rep. on GAF so I am sure I will enjoy the hell out of it. Always the case somehow.
From the way they treated Bateson I think it's pretty clear that they dont really care about the old fanbase, I smell another Conviction in the making.
Yeah, that trailer doesn't represent what Hitman is, etc.
Previous trailers for Hitman were more subtle, they didn't show 47 killing everyone and shooting his gun around.....right?...... Right?
You gotta love selective memory.
Um, that was much less action-packed than the trailer in the OP, so.... yes?
I enjoyed SC:Conviction (and the Vegas games) very much, so i know i'll probably enjoy this one too (although Kane&Lynch is very shitty, aside from the artstyle), but i think the corcerns from the fans are legit; yes you can disable this and that, but a game this kind, you have to design the missions around whatever system you introduce.
It's like when in Oblivion people say to "just not use the fast travel", but the map and the Quests are designed with the fast travel in mind, so it won't work just as good.
But this is what good design is all about. A good designer will make the game fun, but a great designer will make it interesting and fun for everyone.
So yeah, personally, I think it sucks and its selfish when people go ''I don't want the game to be for 'them' too, I want it to be for me only even if it doesn't sell.'' Because at the end of the day, you have to make a profit to continue on iterating on that formula and keep it alive.
Hitman is pretty kill heavy in most of the trailers for each game.
Not sure how this is any different.
Blood Money trailer featuring 47 as a mass murderer
It is easier to market him blowing people away.
contracts trailer with 47 blasting people away
Yeah, that trailer doesn't represent what Hitman is, etc.
Previous trailers for Hitman were more subtle, they didn't show 47 killing everyone and shooting his gun around.....right?...... Right?
You gotta love selective memory.
Im alread replaying it. Boat mission now; DI got into the Hitman games way late so I haven't actually seen a trailer of it, and watching that I must say...what the hell was that supposed to prove? That was a rather excellent trailer. That shot of him walking towards the casino with his case in hand. That part with him assembling his sniper rifle and aiming at the dude. GAHHH. This trailer is only misrepresenting the game in the sense that it might appear way more awesome than it actually is.
I'm gonna go play Blood Money again.
I enjoyed SC:Conviction (and the Vegas games) very much, so i know i'll probably enjoy this one too (although Kane&Lynch is very shitty, aside from the artstyle), but i think the corcerns from the fans are legit; yes you can disable this and that, but a game this kind, you have to design the missions around whatever system you introduce.
It's like when in Oblivion people say to "just not use the fast travel", but the map and the Quests are designed with the fast travel in mind, so it won't work just as good.
Exactly..This game also did not need Hollywood va casting.I'm not really concerned about an action-packed trailer, as almost all the Hitman trailers have been action-packed. However, I am concerned about the highly linear and scripted levels shown thus far. IO keeps emphasizing that they want the game to be more cinematic and story-driven. Unfortunately, those two things inevitably result in less player freedom. The Hitman series has always been about open-ended level design with open-ended gameplay. Taking that away in favor of being more cinematic is not a good trade.
Exactly..This game also did not need Hollywood va casting.
I must've missed the part where the developers say you're forced to use this.
Care to link?
Hitman is pretty kill heavy in most of the trailers for each game.
Not sure how this is any different.
It is easier to market him blowing people away.
You can choose to not use it (like fast travel), but still, the fact that you must be able to use it, means they had to design the mission structure to allow it, to some extent (and infact, they did exactly this in Conviction).I understand where you're coming from, but I think it's a weak comparison. Fast travel is used to reduce back-tracking and the tedium that some players experience from said back-tracking. The Instinct (and the Mark&Execute-ish tagging feature) can be used to make all combat easier for new players who maybe aren't the stealthiest players; the developers even said (probably crazy PR speak meant to do damage control, still) that they put in Instinct because they were finding the AI too challenging to deal with.
Maybe it helps players new to the series want to avoid combat so they are encouraged to play stealthily?
I know that I most likely won't be using it. Just like how I rarely used Mark&Execute in Conviction. That game was tonnes of fun and you could argue that the game was designed around that mechanic -- but it still never forced you to use it. It just gave you the resources (enough enemies to fill your gauge) so that you could perform the M&E if you chose to do so.
I'm not trying to shut you down even though I'm debating the awesome mechanical suggestions you made. I'm open for more debate! I'm not a game designer or anything, so I open my shit up for criticisms!Ah the old: "But you aren't forced to use it!" excuse. The eternal optimist I guess.
I'm so much of an optimist here that some posters hate me for it, I'm sure.
Listen, I'm well aware that games in this day and age have to give new players more space to breath, to get accustomed with the games rules, but this is basically a wall hack asigned to a button. It's a pathethic way of making a game accessible.
It's stupid and simply screams focus group testing, rather than conscious design decisions.
If they wanted to make the game more accessible to new players, why not be clever about it? Increase footstep volumes on lower difficulties, increase tolerances on enemy field of vision, add subtle hints about a guards projected way, like a flashlight cone or arm gestures etc. There are so many ways to help players locate enemies in a game world without having to resort to magic powers.
I think that these suggestions are great, but do you really think that relying completely on sound or having line of sight on enemies to see subtle gestures is something that new players would pick up on? Those are tweaks that would be awesome for "hardcore" gamers like us. I agree that this stuff might have been focus tested. How do you know they didn't prototype -- and later toss out -- the awesome ideas (really, I'd love those things in a stealth game.) you suggested? Some of them might even be in there already, as I'll note later in this post.
I can see cases right now where the features you suggest might not be effective. Requiring line of sight on enemies (to see gestures or flashlight cones telegraphing vision cones) is something that new players might have difficulty with. I don't think it's super difficult to control the camera and position yourself where you can see enemies, but sometimes you never know how difficult this is to a new player until you watch them have difficulties with it. Also, how does a new player know what a gesture is supposed to mean? In MGS, you knew a guard performing a gesture was temporarily "blind" because their vision cone would disappear from the radar. There is no such luxury in Hitman because it does not have a radar/map on-screen. You might even argue that Instinct is an on-screen radar presenting you similar information, just in a new format.
Another thing is that audio cues (footstep volume being increased for new players) are dependent on the volume being on and/or at a level where players can hear it properly. The new player also has to be informed of this (through a tutorial or a loading screen info bit) -- maybe the new player doesn't see the tool tip or foolishly skips it. I'd say that a visual cue is always better than an audio cue (both combined are excellent!) because this allows for deaf or hard of hearing players to obtain valuable information as well.
Some of this stuff is probably already in the game. The one demo showed flash lights being used by police, IIRC. And footsteps will most likely aid us. And I will concede that I argue stuff like really "dumbing down" new gamers and even edge cases like gamers being hard of hearing (or deaf), but I'd rather have an optional vision mode that enables them to play a video game in hopes that they get the enjoyment that we do.
No, they went with Agent 47 getting supernatural powers. Having him as some sort of psychic wizard. During the first walkthrough shown I almost expected him to enable cloak or shoot fireballs while levitating around.
This game shows a complete disregard for it's own fiction, and reinvents itself by adding some mumbo jumbo bullshit. I'm dissapointed by the way the game seems to be turning out.
I'm not going to tell you you're wrong here, because that's the way you feel. I think that's alright. You explained yourself in detail why you think certain things are wrong, and I appreciate that, as a fellow GAFer, because it's better than simply dismissing it with one word. I just hope that, if previews/reviews/impressions show it to be a decent reimagining of certain mechanics, that you'll be able to enjoy it, even with your current scepticism/disappointment. I'm really am an annoying optimist when it comes to reboots, eh? Haha.