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HITMAN, the new episodic Hitman - GOTY Edition

dunno lah

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Apr 8, 2013
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Boleh!land
Missman. Always takes the shot when he isn't still. Always misjudges the gap to the mark's neck. A Missman was me.
 

Disgruntled

Savant
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Sep 17, 2012
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400
Like what im seeing thus far, as that presenter mentioned the style of Hitman games is really well done.
Although im still a bit sad the franchise has been virtually the same package of hit missions without ever evolving a "career mode" where you have to take care of other factors outside the immediate mission. Like keeping a low profile, planning an approach, gathering clues, choosing contracts, covering your tracks etc.

Also, Im in the Absolution was underrated camp, or the rest of the franchise was overrated. Whichever angle you prefer.
The stealth required was immense, I only quit midway because the Dexter Industries portion got ridiculous and I didnt feel like breaking from all the effort Id made completing the other levels properly on purist. Im sure if someone cut out all the hard, pass-the-guard portions it would slot right in with the other titles.
 

SCO

Arcane
In My Safe Space
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Messages
16,320
Shadorwun: Hong Kong
Hitman 2 is dang hard. Too hard actually :cashual:

There will at least be one level with horrendous time limits for silent assassin as usual. Dat casino/hotel level in blood money.

BTW it seems like this shares a engine with Absolution so no non-contextual pushing most likely. This is bad. Knocking people out by pushing them into walls is very fun (and useful). Not to mention stair accidents.
 
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Although im still a bit sad the franchise has been virtually the same package of hit missions without ever evolving a "career mode" where you have to take care of other factors outside the immediate mission. Like keeping a low profile, planning an approach, gathering clues, choosing contracts, covering your tracks etc.

Unfortunately, the state of affairs in the game industry is so bad, we are used to the decline, and wet ourselves with excitement when companies just manage to keep things in the same place, as opposed to moving straight to retardo land. But yeah, there are a ton of great possibilities for a game like Hitman, but instead, we'll get a rehash of decade old games in the best case scenario.

One thing I would've loved to see them do is get rid of the static nature of the level map. The way it worked from Hitman 1 to Blood Money (haven't played Hitman: Abomination), is that you keep playing on the same map over and over until you beat it. This turns the gameplay into a sort of trial and error thing, where you try different things, see which ones work, use them in the next try and so on, until you figure out the entire level. That can be fun, but there is another way that's a lot more fun AND more realistic. Imagine if every level was procedurally generated on the fly, and if you died/failed, you wouldn't be able to replay it, but would instead try a new level. Now instead of trial and error, you would have to do real reconnaissance, and figure out your approach from that, because you would only get one chance. Things like disguises would gain a new level of importance, because they would allow you to observe different areas and people, gaining clues into how to approach the situation.
 

tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
PorkyThePaladin

Have you heard of Clandestine? Logic Artist's sneaking game. The level geometry is static, but the guards, their patrols, and cameras are all randomly placed.
 

JarlFrank

I like Thief THIS much
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Steve gets a Kidney but I don't even get a tag.
Interesting idea but, as has been proven countless times, ranomly generated levels can never reach the quality of those designed by hand, especially in a game focused on reconnaisance, exploration and stealth. Random guard patrols sounds like something that can work well, yes, but the level geometry has to be designed by hand to be worth a dime. Level design is what stealth games like the Hitman series live from. Finding that perfect hiding place to jump out of once the target comes near, finding that perfect sniping spot from which you can see the target through three windows, having four different approaches that are all equally viable. None of this can work as well in a randomly generated level as it does in a level that has been competently designed by hand.
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
Encouraging Kotaku article: The New Hitman’s Creative Director Is Saying All The Right Things

Some highlights that I particularly liked:

  • Elverdam walked 47 toward the party and pointed out that as long as he stayed in the main areas, he could walk around freely. “We don’t have to pressure you up front,” he said. Elverdam said that the levels will all be a bit different, but gave me the sense that this sort of setup, where you’re okay to walk around, explore, and plan things out up front, would be how most missions were arranged.
  • Players will be able to save at any point in the mission.
  • Elverdam says Hitman’s level design philosophy will closely mirror Blood Money. Each level will be a large sandbox populated by hundreds of AI-controlled characters. For each level, 47 will have a target to kill, and that’ll pretty much be it.
  • The story itself will be told in between assassination missions, rather than during them. There won’t really be any linear “story missions” like there were in Absolution, where story events and cutscenes played out over the course of the level. Elverdam described the game as “about a hitman and his target,” and said that “we won’t force the player’s hand by saying ‘this needs to happen, that needs to happen.’”
  • Players will be able to choose their loadout for every mission.
  • 47 will no longer be able to hide his face to magically slip by guards, and Elverdam said that Absolution’s Detective Mode-like instinct system, while still present, has been simplified. He made it sound like equipment and loadout will play a larger role in determining a player’s tactical options, and said that 47 wouldn’t have any “superhuman powers.”
 
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Tzaero

DEPARTED
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Divinity: Original Sin Torment: Tides of Numenera Shadorwun: Hong Kong
The best way to probably increase replayablity is better AI thats responsive and more inteligent.
How vague. Give an example.

I guess less reliance on scripting to determine the behavior of the target, so sorta like Sims mechanics.
NPCs with their own qualities like one being more suspicious and aware than others.
The NPCs trying to draw you into their world, questioning you if you're running around as a chef, or a drunk that keeps following you at a party.
 

Vibalist

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All of the above is good, except for saving anywhere you like. Hopefully it's something you can remove on the higher difficulties.
 

Zombra

An iron rock in the river of blood and evil
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Make the Codex Great Again! RPG Wokedex Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming! Serpent in the Staglands Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Steve gets a Kidney but I don't even get a tag. I'm very into cock and ball torture I helped put crap in Monomyth
All of the above is good, except for saving anywhere you like. Hopefully it's something you can remove on the higher difficulties.
The full quote:
  • Players will be able to save at any point in the mission. Elverdam said that they were still working out how to limit saves on the higher difficulties, but in general, it sounds like theBlood Money style of creep-and-save will return.
So they're bringing back the thing where depending on difficulty you can save 3 times during a level, or 5 times, or unlimited, or just once, etc. Or something like that where there are limitations. Limited, but thoughtfully done - unlike Absolution's crappy checkpoints.
 

Zewp

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Codex 2013
Hitman’s disguise system has been changed significantly. In Absolution, you could dress up as any type of character, but that same “type” would recognize you if you got too close. If you dressed up as a security guard, the cooks in the kitchen would let you pass, but other security guards would quickly recognize you. It made a sort of sense, but wound up curtailing the player’s freedom outside of a few specific instances. This time around, if you’re in disguise, you’re generally good to go, though certain specific characters will be more attentive and harder to fool than others. Elverdam mentioned how Novikov’s bodyguard—who, naturally, is by his side at all times—would be able to see through just about any disguise. To get to Novikov, first you’d have to deal with the bodyguard.

That sells me. My main gripe with Absolution was the revamped disguise system. While it made sense, in a way, it turned the entire game into a corridor sneaker which was never what Hitman was about.
 

ghostdog

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Rejoice, because there's also a new MOVIE to support the Hitman franchise :





Evil dude wants to build an army of genetically enhanced hitman clones. Hitman and his childhood ladyfriend is the only thing that can stop them.

:retarded:

What a piece of crap. The first Hitman movie looks like a masterpiece compared to this turd.
 

Dzupakazul

Arbiter
Joined
Jun 16, 2015
Messages
707
Hitman doesn't translate well into a movie. Especially overblown budgets lend themselves toward big explosions and car chases rather than any subtlety.

I always felt the best format for a Hitman adaptation would be a TV series, somewhat akin to Golgo 13, with more emphasis on actual targets rather than 47 himself (who never really struck me as a particularly strong personality, or as someone who requires a ton of screentime, unlike, say, Mikkelsen's Hannibal.). It could be like a more brutal version of Columbo, honestly, with more build-up towards the suspect's wrongdoings (or not, 47 isn't necessarily a hero) that earned him the contract, and the premise of each episode being 47 researching him and figuring out how to seal the deal.

But yeah, this film looks atrocious, somehow stealing Absolution's plotline and making it worse by contradicting Codename 47.
 

Astral Rag

Arcane
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downloadhqrcj.jpg
 

SoupNazi

Guest
I'll probably watch the movie and just try to ignore that it's supposed to be Hitman. Looks like a fun popcorn flick. I like the actor.
 

adddeed

Arcane
Possibly Retarded
Joined
May 27, 2012
Messages
1,473
Yes, could be fun. Definitely not what I envision a Hitman movie though.
 

Nuclear Explosion

Guest
My main gripe with Absolution was the revamped disguise system. While it made sense, in a way, it turned the entire game into a corridor sneaker which was never what Hitman was about.
Have you never played Hitman 2?

Hitman 2 also has quite a few linear levels
 

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