Ahoi-Brause
Banned
Video of visceral and immersive meatshields, takedowns and shootouts:
http://www.youtube.com/watch?v=C0w21Cvuq_A
Hanmik said:
Here we see one of the first innovations in the game that probably will immediately get a mixed reception from the series' fans. For while Hitman sits in hiding behind a bookcase, the ambient colors suddenly dim, and the ushers will light up in a golden glow, so you can see their entire figure through walls and other obstacles. A bright line in the floor shows the route the nearest cop follows - with a direct path to Hitman.
Fuck you IO.The new ability called Instinct, and is part of the IO's objective to make up with some of the more outdated gameplay mechanics in the series. "The old hitman games are obese and they have their place, but they are quite severe and is heavily based on trial-and-error," says Blystad. "We wanted to create an experience that captures the soul of the old games, but makes them available to the modern player."
"With the Instinct, you can see from your hiding that he will go left and you can go right to avoid him, instead of just blindly choosing one of two directions. We have removed much of this trial -and-error, and instead give the player a real choice, because you now know what you decide. "
and:
Dumbing down confirmed. Choice = bad.Elverdam continues: "Sometimes in previous games got a feeling that they had an enormous amount of options, but you do not necessarily understand the consequences to those choices.
They took all the wrong clues from the old games.
and
Dumbing down confirmed.It all depends on how demanding you are asking for himself. Though Hitman: Absolution will be easier to go to than the previous Hitman games, you can still challenge themselves by going after a completely "clean" and make the playthrough. All course designers should be able to prove that their orbits can be implemented without needing to kill other than the target. And you will be discovered, it is not the world. Where the earlier games were very binary - either you were discovered or were you not - this time much more gradually. Guards will investigate further before the alarm. And you have been rumbled, you can clear the witnesses of the road before they escape, and so is your disguise still good enough.
And those stupid statements about "how demanding you are to yourself" - I can challenge myself to play Duke 3D "stealth" as well, doesn't make it a stealth game.
D4Danger said:http://e3.gamespot.com/story/6317536/hitman-absolution-first-look-preview
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.
this sounds amazing but I hope it's not all like that
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.
still some unanswered questions about how the game plays it seems
bjaelke said:http://pc.ign.com/articles/117/1173624p1.htmlBut as 47 barreled through an apartment building on the run, making his way through innocent bystanders (and taking out a cop with the aforementioned bong-kill), as he made his way to the lobby of the apartment in a stolen police uniform only to stumble on a SWAT team command center, as the player had to make the choice to grab a gun and kill everyone or try to hide in plain sight, it felt like a Hitman game to me. And when 47 walked out of the building, turned and made his way to a busy street and lost himself in the crowd, it felt like... coming home.
Sn4ke_911 said:
http://michaelbbrown.typepad.com/blog/2011/06/e3-2011-hitman-absolution-preview.html
Working his way up the building triggered a sequence that was more appreciably cinematic than in previous Hitman games. He ran up a staircase, taking out a number of cops below by shooting a chandelier. A police helicopter was called in, whose relentless machinegun-fire was destroying his cover, but he leapt thrillingly to a nearby building.
by interfectum
edit: edited in the other screenshots showing combat and the helicopter escape
edit²: video with gameplay
edit³:added interfectums image