First Hitman: Absolution reviews hit

Not that anyone cares, but hey:

The staff of the german fansite Hitman-HQ visited IO Interactive and took part in the community event, now they posted their impressions:
http://www.hitman-hq.de/hitman-absolution/hitman-absolution-angespielt-1127/

some interesting infos:
- the concept of the Saints as a team of assassins dresses as nuns was made while developing Hitman 2
- Tutorial is much more challenging and more open than in BM
- core of the game: 'just do what you want'
- you're never forced to use instinct to find out where enemys are
- for some scenes there were variations of dialogues recorded, so if you play a scene again, it can happen that people will talk different lines
- great graphics, much details in every level
- if one guard is alerted, he has to call for other guards or go and talk to them before they are alerted
- if he's suspicious he will try to find out about the situation before alerting other guards
- there will be a target who has to die for evil actions, but many players who tested the game had remorse to do so
- 12 different challenges for 12 different ways to kill the King of Chinatown
- developers worked on RFYL since it was shown to public and put some new stuff into it
- core elements of Hitman are in the game
- more accidents than ever
- 'everyone who liked the previous Hitman games, won't be disappointed by Absolution'

Some of that is slightly reassuring. Perhaps much of the Hitman formula is there, but they added and removed some things they felt needed to change? I don't know. All I can say is I'm pretty anxious to play for myself. This is just one of those games I think.

This is something I had to do with conviction, and while it wasn't an ideal splinter cell game, it had some things I liked about it. It also had the Co op stuff which felt completely like splinter cell to me.
 
Not that anyone cares, but hey:

The staff of the german fansite Hitman-HQ visited IO Interactive and took part in the community event, now they posted their impressions:
http://www.hitman-hq.de/hitman-absolution/hitman-absolution-angespielt-1127/

some interesting infos:
- the concept of the Saints as a team of assassins dresses as nuns was made while developing Hitman 2
- Tutorial is much more challenging and more open than in BM
- core of the game: 'just do what you want'
- you're never forced to use instinct to find out where enemys are
- for some scenes there were variations of dialogues recorded, so if you play a scene again, it can happen that people will talk different lines
- great graphics, much details in every level
- if one guard is alerted, he has to call for other guards or go and talk to them before they are alerted
- if he's suspicious he will try to find out about the situation before alerting other guards
- there will be a target who has to die for evil actions, but many players who tested the game had remorse to do so
- 12 different challenges for 12 different ways to kill the King of Chinatown
- developers worked on RFYL since it was shown to public and put some new stuff into it
- core elements of Hitman are in the game
- more accidents than ever
- 'everyone who liked the previous Hitman games, won't be disappointed by Absolution'

lol they're still sticking to that I see.
 
Some impressions from folks who played it.

I've on played some of Silent Assassin, so i'm not a Hitman vet, but i'm LOVING the game so far. Just the fact alons that it has cover and crouching makes AC seem moot, and I wasn't big on Dishonored. But in this game the freedom, tight gameplay and atmopshere are really drawing me in.

Sounds like a good review of a mediocre game.
 
So this game might not be amazing? Well that sucks.

I guess the rest of the year will be catching up on backlog and get fall 2012 games in the spring.
 
some interesting infos:
- Tutorial is much more challenging and more open than in BM

Why is this even a point? It's a tutorial. Noone cares if the tutorial sucks or is easy or challenging.

- core elements of Hitman are in the game

Shouldn't this read: "all core elements of Hitman are in the game"?

- 'everyone who liked the previous Hitman games, won't be disappointed by Absolution'

Where did I read this before?

...

Capcom Assures Fans That DMC Won't Be Disappointing

Resident Evil 6 Producer: 'You Won’t Be Disappointed'

Oh...
 
I don't understand the point of the comment about crouching making assassins screed moot. it's a strange thing to say when you consider that assassins creed stealth is loosely based on the social stealth mechanic of past hitman titles. not being able to crouch has no bearing on the gameplay, but whatever. it's nitpicking on my part.


in fairness, we should at least wait until the demo before completely writing off devil may cry.
 
Every comparison to Blood Money is extremely tiresome. It's been known for almost two years that they would go into a different direction with this game.

Oh for your information: there is already a game that resembles BM. It's called Hitman: Blood Money, released in 2006.
 
I don't understand the point of the comment about crouching making assassins screed moot. it's a strange thing to say when you consider that assassins creed stealth is loosely based on the social stealth mechanic of past hitman titles. not being able to crouch has no bearing on the gameplay, but whatever. it's nitpicking on my part.

Perhaps it's more due to older games having no cover system when it came to firefights?

Also, about the health regeneration, what difficulties does it regen on? I've not seen much of the leaked footage myself, but earlier footage from Gamescom never showcased health refilling over time. The game tiers the difficulties into Enhanced (Easy, Normal), and Professional (Hard, Expert, Purist), so maybe health regen is for Easy or the entire Enhanced bracket. I assume/hope it's Easy, as that's the only difficult mode with regenerating Instinct.
 
Every comparison to Blood Money is extremely tiresome. It's been known for almost two years that they would go into a different direction with this game.

Oh for your information: there is already a game that resembles BM. It's called Hitman: Blood Money, released in 2006.

(Invisible War) There's already a game that resembles Deus Ex it's called Deus Ex.

(Skyrim) There's already a game that resembles Morrowind it's called Morrowind.

(SC Conviction) There's already a game that resembles Chaos Theory it's called Chaos Theory.
 
(Invisible War) There's already a game that resembles Deus Ex it's called Deus Ex.

(Skyrim) There's already a game that resembles Morrowind it's called Morrowind.

(SC Conviction) There's already a game that resembles Chaos Theory it's called Chaos Theory.

*yawns*
 
Every comparison to Blood Money is extremely tiresome. It's been known for almost two years that they would go into a different direction with this game.

Oh for your information: there is already a game that resembles BM. It's called Hitman: Blood Money, released in 2006.

I think the comparisons are valid. as much you might not like them, people are going to compare the next entry in a popular series to past entries to see what improvements have been made and to see if mechanics and ideas from past titles have been improved upon.

it doesn't matter if the direction is different, the core gameplay and mechanics from past titles should be present and should be significantly improved upon. it's misguided to say that just because a game is going in a slightly different direction that people shouldn't compare it to past titles.

the core gameplay is the same, yes? so why shouldn't comparisons be made? why shouldn't people judge the game on how well it lives up to its forebears legacy and how well / poorly its implemented mechanics / ideas from past titles?

this argument reeks of the one that played across a number of forums just before splinter cell conviction was released. it was a misguided argument then, it's still as misguided now.

Perhaps it's more due to older games having no cover system when it came to firefights?

hmm. I guess, but it's still a strange thing to name drop assassins creed.

regarding health regen. I believe it only applies to the easier modes. I may be wrong though.
 
I think the comparisons are valid. as much you might not like them, people are going to compare the next entry in a popular series to past entries to see what improvements have been made and to see if mechanics and ideas from past titles have been improved upon.

it doesn't matter if the direction is different, the core gameplay and mechanics from past titles should be present and should be significantly improved upon. it's misguided to say that just because a game is going in a slightly different direction that people shouldn't compare it to past titles.

the core gameplay is the same, yes? so why shouldn't comparisons be made? why shouldn't people judge the game on how well it lives up to its forebears legacy and how well / poorly its implemented mechanics / ideas from past titles?

this argument reeks of the one that played across a number of forums just before splinter cell conviction was released. it was a misguided argument then, it's still as misguided now.



hmm. I guess, but it's still a strange thing to name drop assassins creed.

regarding health regen. I believe it only applies to the easier modes. I may be wrong though.

The core elements are still there: you can do whatever you want. A to B levels have always been there from the start (U'wa Tribe, Hidden Valley, At The Gates, Assylum Aftermath etc.). I do agree that the checkpoint system is somewhat questionable. But I want to experience it myself first.
 
The core elements are still there: you can do whatever you want. A to B levels have always been there from the start (U'wa Tribe, Hidden Valley, At The Gates, Assylum Aftermath etc.). I do agree that the checkpoint system is somewhat questionable. But I want to experience it myself first.

I agree, the only way you can know is to play it yourself, but I don't agree with any attempts to stop comparisons to past hitman titles. blood money has some amazing ideas and some not so amazing ones. I'm eager to find out which ideas and mechanics absolution has taken and improved upon and which ones it hasn't. I'm chomping at the bit to know how the overall game compares to blood money. how the level set up compares, how much freedom you have. previews and short walkthroughs can only give you so much an idea, that's why I'm watching reviews and especially, player impressions with great interest. I need to know how well it compares to blood money, which I consider to be the best hitman game so far.

off point, but it still pains me to see syndicate on the 360. I loved, loved syndicate on the playstation 1 and to see that abomination carrying its name still hurts me deeply.
 
The core elements are still there: you can do whatever you want. A to B levels have always been there from the start (U'wa Tribe, Hidden Valley, At The Gates, Assylum Aftermath etc.). I do agree that the checkpoint system is somewhat questionable. But I want to experience it myself first.

All of the Hitman games have Point A to Point B missions. Some of the games even have only one or two ways of stealthily taking out a target, so the complaints about there being few key choices in the games is a strange one to me. Tracking Hayamoto is the perfect example of linear, as there is only one core way to kill the target unless you want to have a firefight with everyone in the house.
 
Ordering Absolution from Steam gets you Codename 47, Silent Assassin, Blood Money, Sniper Challenge, and Absolution (obviously). To be fair, the Sniper Challenge was supposed to be an internal demo of the games sniping mechanic that's manifest as pre-game to Absolution.

The Steam version sure has a lot of bonuses (though most of us have the original Hitman games already), but then we're no longer talking about a $33 bargain.
 
All of the Hitman games have Point A to Point B missions. Some of the games even have only one or two ways of stealthily taking out a target, so the complaints about there being few key choices in the games is a strange one to me. Tracking Hayamoto is the perfect example of linear, as there is only one core way to kill the target unless you want to have a firefight with everyone in the house.
Still one of my favorite missions, because it is pretty challenging to figure out alternative routes or ways to complete it. But it is possible.

Blood Money is pretty much the only game that consists entirely of sandbox levels, where you go in, kill the target(s) and go out. And to be honest, it was kind of boring to see this same concept over and over again in the game. This is also one of the reasons why Absolution should not be compared only to BM, but to the whole series instead. The other is that BM is dumbed down as well compared to the previous games. IO already took it into a much more mainstream-oriented direction with convenient accidents and way too forgiving guards. It still was fun.
 
Don't forget that 47 is on the run, it's like a road movie, and has no help from the agency this time. Yeah, it's story-based, if you don't like that, go play Contracts mode (which is the heart and soul of the game, anyway).

Another impression:

this game gives me serious wood.. has lastibility in spades, a solid cover system and variety in gameplay...

I nearly had a slight criticism when I crouched into cover just outside a restricted area in plain sight of an enemy. But soon after, the seemingly polished AI kicked in with the guard reacting by saying what are you doing, stand up like a real person. It's the little touches like that that impress me most.

You can tell ALOT of thought has gone into polishing this game, my only real gripe is it's now 2am and I have to sleep!

GOTY or not, this is the shit!
 
Still one of my favorite missions, because it is pretty challenging to figure out alternative routes or ways to complete it. But it is possible.

The only options I figured out all involve the fish! I'm doing a silly-ish run of the older games by taking out the targets and the unique enemies with individual models in the levels that never repeat in the game (like the laywer, and the Don's family in Anathema) and that has resulted in me going gun crazy in Tracking Hayamoto. If you know of a stealth route to kill Hayamoto Jr. and his business partner, please tell me. :P
 
Don't forget that 47 is on the run, it's like a road movie, and has no help from the agency this time. Yeah, it's story-based, if you don't like that, go play Contracts mode (which is the heart and soul of the game, anyway).

Isn't contracts the "online" mode in the game?
 
The only options I figured out all involve the fish! I'm doing a silly-ish run of the older games by taking out the targets and the unique enemies with individual models in the levels that never repeat in the game (like the laywer, and the Don's family in Anathema) and that has resulted in me going gun crazy in Tracking Hayamoto. If you know of a stealth route to kill Hayamoto Jr. and his business partner, please tell me. :P

Interesting challenge, I like it. Don't know about both, but Hayamoto Jr. can also be killed by luring only him out of the room and into the garden and killing him there. There's videos of it on youtube, but I'm sure you have seen it already if you're making up challenges like that.
 
Interesting challenge, I like it. Don't know about both, but Hayamoto Jr. can also be killed by luring only him out of the room and into the garden and killing him there. There's videos of it on youtube, but I'm sure you have seen it already if you're making up challenges like that.

Actually, I have not! The only videos I've seen all involve Silent Assassin runs with the fish. :P

Isn't contracts the "online" mode in the game?

And yes, that it is. That requires an online pass for the console versions, not sure about PC as it's a Steamworks title.
 
What's with the impression/review double standards?

Positive impression: "This game is going to be awesome, this news is great!"
Negative impression: "Just wait for the demo. This person doesn't know what they're talking about."

This is mostly coming from that one Hitman forum but I'm seeing a bit of it here too and I expected more from the NeoGAF community.
 
Still one of my favorite missions, because it is pretty challenging to figure out alternative routes or ways to complete it. But it is possible.

Blood Money is pretty much the only game that consists entirely of sandbox levels, where you go in, kill the target(s) and go out. And to be honest, it was kind of boring to see this same concept over and over again in the game. This is also one of the reasons why Absolution should not be compared only to BM, but to the whole series instead. The other is that BM is dumbed down as well compared to the previous games. IO already took it into a much more mainstream-oriented direction with convenient accidents and way too forgiving guards. It still was fun.

Only a few of BM's levels felt as open as say Beldingford Manor or Traditions Of The Trade (C47 version)
 
And yes, that it is. That requires an online pass for the console versions, not sure about PC as it's a Steamworks title.

Calling an online mode to a hitman game the heart and soul is probably the most depressing thing yet about this game. He may be right, I don't honestly know much about it because I tuned out once I heard it was online oriented, but that doesn't make it any less sad.
 
What's with the impression/review double standards?

Positive impression: "This game is going to be awesome, this news is great!"
Negative impression: "Just wait for the demo. This person doesn't know what they're talking about."

This is mostly coming from that one Hitman forum but I'm seeing a bit of it here too and I expected more from the NeoGAF community.

It's definitely not happening in this thread.

Positive impression: "Early reviews LOL, reviewer has never played Hitman before."
Negative impression: "First honest review, Derrick was right, game sucks".
 
Calling an online mode to a hitman game the heart and soul is probably the most depressing thing yet about this game. He may be right, I don't honestly know much about it because I tuned out once I heard it was online oriented, but that doesn't make it any less sad.

What's so bad about an online modus? It's not multiplayer. You choose your target(s) and requirements. Anyone can be a target in Contracts mode. Choose your weapons, disguises etc.

You never killed the clown in A New Life in a 100 different ways?

This is what the fans wanted and IOI listened to us.
 
Only a few of BM's levels felt as open as say Beldingford Manor or Traditions Of The Trade (C47 version)

That might be true, but my point was that all of BMs missions were kind of identical to each other. So your post is just confirming that there was a greater variety of level structure in the previous games.

What's so bad about an online modus? It's not multiplayer. You choose your target(s) and requirements. Anyone can be a target in Contracts mode. Choose your weapons, disguises etc.

You never killed the clown in A New Life in a 100 different ways?

This is what the fans wanted and IOI listened to us.

Correct. Making up own challenges has always been the most fun in the franchise. Contracts mode could become something truly great.
 
What's so bad about an online modus? It's not multiplayer. You choose your target(s) and requirements. Anyone can be a target in Contracts mode. Choose your weapons, disguises etc.

You never killed the clown in A New Life in a 100 different ways?

This is what the fans wanted and IOI listened to us.

I don't do anything online oriented. Never have outside of rare occasions and never will. I would rather they design the game the proper way the first time instead of having some arcade style mode where you can make anyone a target.
 
Calling an online mode to a hitman game the heart and soul is probably the most depressing thing yet about this game. He may be right, I don't honestly know much about it because I tuned out once I heard it was online oriented, but that doesn't make it any less sad.

Why's that? One of the things players often did with the games was make up tons of ways of taking out targets, even ones the game never labeled as such. Now that's an entire mode. One of the major aspects of it being a mode is creating competition between players, and the only way that'd work in 2012 is it having an online function, and that's precisely why it has online connectivity.

It's really the meat and potatoes of a Hitman mission without a story to open and end the stage, allowing players to focus specifically on killing.
 
Eeee. Well, isn't that because when you make the Contract you can immediately upload it, and that's how you play other users works. It is an online mode, in that sense.

No, I mean you have to be online and connected to whatever servers host the Contracts to even play your own Contract.
 
shamelessly stolen from Hitman forum.

44nnlwj.jpg


lol
 
Why's that? One of the things players often did with the games was make up tons of ways of taking out targets, even ones the game never labeled as such. Now that's an entire mode. One of the major aspects of it being a mode is creating competition between players, and the only way that'd work in 2012 is it having an online function, and that's precisely why it has online connectivity.

It's really the meat and potatoes of a Hitman mission without a story to open and end the stage, allowing players to focus specifically on killing.
One of the great things to come out of this game so far is contracts mode. I always advocated that developers should integrate this type of competitive modes into games instead of shoehorning head to head deathmatch into every f$cking game under the sun.
 
Calling an online mode to a hitman game the heart and soul is probably the most depressing thing yet about this game. He may be right, I don't honestly know much about it because I tuned out once I heard it was online oriented, but that doesn't make it any less sad.

Whether it truly is strictly online (I thought it has the option to share your contract) or not shouldn't matter. It's allowing us to choose our own targets, etc. It's essentially what everyone is clamoring on about-sandbox hitman gameplay. If the AI is good enough and considering the plethora of disguises and weapons, seems to me it's the heart and soul.

Ten bucks if this mode wasn't coming people would be wishing that the game had something like it. Maybe even wishing for Co op assassin gameplay or something.

All I want in the end is to enjoy the game, and to be able to say "yes for the most part this is a new Hitman game to me."
 
Why's that? One of the things players often did with the games was make up tons of ways of taking out targets, even ones the game never labeled as such. Now that's an entire mode. One of the major aspects of it being a mode is creating competition between players, and the only way that'd work in 2012 is it having an online function, and that's precisely why it has online connectivity.

It's really the meat and potatoes of a Hitman mission without a story to open and end the stage, allowing players to focus specifically on killing.

That's precisely the thing, I don't want to collect points or compete with players on a leaderboard. I want to play a well designed hitman game and a mode that plays with objectives like that normally doesn't work well enough to be taken seriously as the level was designed with the main targets in mind and their AI and paths they take not just any random joe.
 
That's precisely the thing, I don't want to collect points or compete with players on a leaderboard. I want to play a well designed hitman game and a mode that plays with objectives like that normally doesn't work well enough to be taken seriously as the level was designed with the main targets in mind and their AI and paths they take not just any random joe.

I assume the AI, pathing, and level design will be the same thing. Unless you mean you want there to be elements of plot involved?

Someone overly critical of the game called the story seemingly lousy in this thread.

Contracts mode seems absolutely what people love about the game. Doesn't mean you have to concern yourself with points and competition (if there is such a thing in the mode?)
 
I assume the AI, pathing, and level design will be the same thing. Unless you mean you want there to be elements of plot involved?

Someone overly critical of the game called the story seemingly lousy in this thread.

Contracts mode seems absolutely what people love about the game. Doesn't mean you have to concern yourself with points and competition (if there is such a thing in the mode?)
Yeah, count me in. I've always thought that going with the ways the developers had in mind were also the most boring ones. Figuring out own alternatives is much more challenging but still possible. Even the Sniper Challenge was like this, when players got much higher scores than IO ever thought.
 
I assume the AI, pathing, and level design will be the same thing. Unless you mean you want there to be elements of plot involved?

Someone overly critical of the game called the story seemingly lousy in this thread.

Contracts mode seems absolutely what people love about the game. Doesn't mean you have to concern yourself with points and competition (if there is such a thing in the mode?)

They said anyone could be a target so I took that literally. Imagine if any of the hundreds of generic people in the new orleans mission in Blood Money could become a target. Do they have paths or do most of them just kind of wander around? Do they have the intelligence to spot you or walk around the whole map which allows you to plan out various ways or do they just kind of turn their back and let you poison/choke them? No they're just generic NPCs, the level wasn't designed to kill them it was designed with all of its tricks and methods to kill the main targets which do have all of those AI things attached to them.
 
They said anyone could be a target so I took that literally. Imagine if any of the hundreds of generic people in the new orleans mission in Blood Money could become a target. Do they have paths or do most of them just kind of wander around? Do they have the intelligence to spot you or walk around the whole map which allows you to plan out various ways or do they just kind of turn their back and let you poison/choke them? No they're just generic NPCs, the level wasn't designed to kill them it was designed with all of its tricks and methods to kill the main targets which do have all of those AI things attached to them.

I don't know if you can choose anyone or what. However, the act of choosing would probably apply a certain set of AI rules onto that individual. I don't see how that's an issue. I don't know much about game development but it seems clear that you pick the targets and they act like targets.
 
They said anyone could be a target so I took that literally. Imagine if any of the hundreds of generic people in the new orleans mission in Blood Money could become a target. Do they have paths or do most of them just kind of wander around? Do they have the intelligence to spot you or walk around the whole map which allows you to plan out various ways or do they just kind of turn their back and let you poison/choke them? No they're just generic NPCs, the level wasn't designed to kill them it was designed with all of its tricks and methods to kill the main targets which do have all of those AI things attached to them.

The player decides who the target is. You could play Contracts mode just like in the main game but with your own strategies. Just like in previous games when you set yourself a challenge. "You have to get into the clowns suit and kill Vinnie with a Nailer, the woman must be drowned in the pool" as an example for A New Life. You never did anything like this?
 
I assume the AI, pathing, and level design will be the same thing. Unless you mean you want there to be elements of plot involved?

Someone overly critical of the game called the story seemingly lousy in this thread.

Contracts mode seems absolutely what people love about the game. Doesn't mean you have to concern yourself with points and competition (if there is such a thing in the mode?)

The higher difficulties have more NPCs and these NPCs will take alternative routes.
 
The player decides who the target is. You could play Contracts mode just like in the main game but with your own strategies. Just like in previous games when you set yourself a challenge. "You have to get into the clowns suit and kill Vinnie with a Nailer, the woman must be drowned in the pool" as an example for A New Life. You never did anything like this?

I don't put arbitrary restrictions on myself because if I have to do that to have fun then the designer's failed to make an interesting game. That is part of the problems with games like Dishonored that we talked about in the stealth thread.

What I did do was find out various ways to silently kill the guy. If that involved getting into a clown suit then so be it but I didn't say "I HAVE to do this and this and only those things or I "fail" the mission". Those 2 statements to me is all the difference between great level design and no level design in games.
 
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