Turin Turambar
Member
I haven't played this game at all, but I'm really impressed with how well the release model worked. Hopefully this serves as an example of how to properly do an episodic (non-adventure/point and click) game.
It incentivizes playing the game as the episodes are released.
Yeah, it worked pretty well in the end. In fact I would say it's the best episodic model I've seen in a game. Why?
-Because precisely, it isn't a narrative based game like Telltale, it's more gameplay focused. Those games actually feel better to play the episodes all together, each episode is too short, linear (so not repayable) to play them separately, and the cliffhangers are annoying more than anything,
-Not only it's Hitman it's gameplay based, but the gameplay and the scenarios are closer to little sandboxes, so of course they are more replayable, they aren't linear FPS or anything like that.
-In fact, this Hitman is more systemic and supports more emergent gameplay than ever, they have made an effort in that regard. Now add all the challenges and mastery system and it's normal to play a mission five times.
-Between episode and episode, we had too elusive targets, new escalation missions and feature contracts, giving more content to play while waiting for the next big release.