the disguise and hold instinct button? yeah it's cool but it runs out fast, guess it would be OP if it didn't tho.
the disguise and hold instinct button? yeah it's cool but it runs out fast, guess it would be OP if it didn't tho.
http://i.imgur.com/QFWEl.png[IMG]
IO says "fuck you" over concerns about the save/checkpoint system[/QUOTE]
how is a checkpoint not a save point? that's been the standard since forever.
Nah, the actual blendin within a massive crowd that stops suspicion. See: Strip club, Chinese New Year, etc. I agree that it feels very good and is what I expected of AC...that series never came close to the hiding within a group aspect you can see here.
And in the context of Absolution it has changed a fundamental design principle of the entire franchise, from cerebral level disguise puzzle solving to traditional hide-and-sneak stealth.
The logic behind a system in which people cant detect abnormalities with someone in disguise as one of their own is not under scrutiny. The implementation of such a system into Absolution and its conflation with series trademark mechanics is.
[/B]
So you won't acknowledge my assertion of you and then you make up intentions other people have? No one listens to a raving narcissist with sincerity in their minds or hearts.
I'm done with this discussion then. I'm not going to derail this thread any further.
It would still have the puzzle like elemen to it if the detection range wasn't so far. I enjoyed the first floor of the terminus as a janitor knowing I had to avoid the other one, but you are right about the design of absolution not always designed with that type of scenario in mind. A lot of same suit guards are around which makes it very hard to walk around in some levels.
Death Factory shows how useful the disguise system can be for hiding in plain sight though (and is my favourite level so far for that reason). In Absolution it seems to be more a question of level design: it seems like IO just didn't consider the disguise system enough when designing the other levels (specifically the enemy type and placement).
Also, wtf is up with ALL THE FUCKING RUBBER DUCKIES EVERYWHERE? Ya we get it, that was 47's thing but they took the cute joke to level: parody.
You're just making shit up to complain about now, aren't you?
Keep your eyes open next time you load. The level of rubber ducks is just ridiculous. They are literally everywhere.
Here's how you fix the disguise system: immediately get rid of the guard-see-through system EXCEPT for one guard in each area that you can designate the "boss." The boss can see through disguises under all circumstances once you are within a logical range (10-15 feet).
There, io, I fixed your shit.
You're just making shit up to complain about now, aren't you?
I know, I noticed. Why do you care? It's not a big deal, it's an easter egg.
http://4.bp.blogspot.cx
He's just biding time until the game gets to him. RevDM, you're getting the game, right?[/QUOTE]
I'm halfway through it
I care because I paid 60 dollars for this game and I'm greatly disappointed in many ways. Is this game the perfect game in the world to you? Are you delusional? This game has a shit load of flaws. Yes, it looks fucking beautiful. But I'm not watching a movie, I'm playing a game. Games are supposed to be fun. Hell, fun is probably one of the definitions of 'game.'
Here's how you fix the disguise system: immediately get rid of the guard-see-through system EXCEPT for one guard in each area that you can designate the "boss." The boss can see through disguises under all circumstances once you are within a logical range (10-15 feet).
There, io, I fixed your shit.
This has nothing to do with rubber ducks.
Is this game the perfect game in the world to you? Are you delusional? This game has a shit load of flaws.
This would completely break levels like RFYL and the orphanage, though I dolike the idea of higher ranking people being able to see through lower ranks. If they implemented something like that they'd have to rearrange existing guard layouts quite a bit.
IO says "fuck you" over concerns about the save/checkpoint system
I don't know that I'd be a fan of that system, if you only have to distract one person in each area then I fear it would be too easy. TBH the best solution is to redesign the levels (in terms of enemy type and placement) to work with the current system, which isn't going to happen. You could make an awesome 'hiding in plain sight' game using the current mechanics, just not with the current levels (see Death Factory as exception). The next best option is to reduce the range, so as to still allow the player freedom of movement in places where they should have freedom of movement (e.g. Chinatown).Here's how you fix the disguise system: immediately get rid of the guard-see-through system EXCEPT for one guard in each area that you can designate the "boss." The boss can see through disguises under all circumstances once you are within a logical range (10-15 feet).
There, io, I fixed your shit.
On the Hitman forums is there a thread about adding in options to remove the scoring bar? If there isn't I might have to join and make a thread just for that.
There needs to be an option to remove the HUD completely. The game's too pretty to have it in the way all the time.
Glacier 2 - Looks pretty, can do crowds. Can't do mid-mission saves.With the amount of spin that has gone on with this game, i'm beginning to think that its real problem is a PR disaster rather than the game mechanics. At least expectations could be more aligned if things were made clearer.
Why not just have manual quick saves with the difficulty level dictating how many you're allowed? You know, like Blood Money... 6 years in development, there must be someone at IO who could implement that in a day..
The UI for this Hitman is fantastic, the score bar makes sense for Contracts mode but it being in the campaign just annoys me.
But you're right, there needs to be more options for HUD related stuff. I'd turn off any weapon related HUD and the score bar.
I'd love to see that, and it can't be too difficult for them to implement given they've already done it for Purist.There needs to be an option to remove the HUD completely. The game's too pretty to have it in the way all the time.
Here's a simple fix: Everytime a person sees you they become more suspicious. like a multiplier is applied to their "time it takes to recognise" variable.
so for example if you walk past someone for the first time it's like blood money where they pay attention to you but just carry on. Everytime after that, how quickly that person will recognise you increases. Now if you just hover around one area somebody will spot you but if you walk about you won't need to hide all the time.
Its simple, doesn't break the game and scales well with the different difficulties.
posting here since there's more people around. Started getting this:
after some googling it seems to be a pretty infamous issue with this game
anyone here found any way to fix it? happens anywhere from 5 to 10 minutes into the game
I agree that a minimised detection system would still involve a puzzle element, but it's still been so significantly downplayed and overhauled as a mechanic that it doesn't resemble the design philosophy of the original games. Like, right to the core.
I actually think Absolution is an okay stealth game and pretty fun when it wants to be. And stuff like Contracts is a stroke of genius that is right at home in the franchise. But I really do believe this is a tremendously poor "Hitman" game right at the core. There's scattered elements of the series there, but the mechanics have been altered too drastically, and the level design too distant from the original, for it to stand up to the rest of the series as a Hitman game.
And like I said earlier, I don't think being a good game on its own gives it a free pass. You can't make a game in an established, long running series and toy with established, design integral mechanics and not expect to be held up to a certain standard or expectation. Make a Hitman game with Hitman ideas and people who are Hitman fans will be first to show interest. Change the game too much and those Hitman fans may not be happy with what they get, regardless of what it is. Such is life. Can't make Mario Kart Gran Turismo and expect Mario Kart fans to be happy.
I'm just disappointed this isn't what I consider a good Hitman game, even if it is a solid stealth game.
Absolution as it is can't really be 'fixed' beyond tweaking the way instinct works, and the range of the detection system. The levels (enemy placement, patrol paths, location of disguises, hiding places, flow through levels, etc) and disguise system are woven too tightly and deliberately together to accommodate drastic changes, in my opinion. It would lead to either a weirdly over easy game, or mechanics that don't feel right. In order for it to play like Hitman of old you need to make a Hitman game like that from the ground up in every respect. Absolution is too different in too many ways.
But I think you could make some tweaks to Absolution that would work for some levels. Yes, weaken the detection range. Or remove it and maybe, I don't know, tweak instinct so you can only use it to pass characters once, any more and they become suspicious, encouraging you to plan your path and do a costume swap.
Or just play Absolution as it's meant to be played, and not on purist *shrug*.
I love it, some don't. It's like Hitman mixed with Splinter Cell Chaos Theory.
so far...
I have a love-hate relationship with this game. The stealth is so much better than in Blood Money but not really the reason why I loved it. The puzzle-like aspects on the other hand are a huge leap backwards... *sigh*
Just happened to see your replies. Thanks guys.
I mean let's not beat around the bush here. The combat and stealth elements in Blood Money were janky as fuck and absolute crap, and it's a testament to Absolution that it feels like an extremely good shooter/stealth game. It's just... you know... not Hitman :T
posting here since there's more people around. Started getting this:
problem[IMG]
after some googling it seems to be a pretty infamous issue with this game
anyone here found any way to fix it? happens anywhere from 5 to 10 minutes into the game[/QUOTE]
I got this a lot when I started playing. Turned off MSAA and haven't had a single crash since.
You were asking about whether or not it's worth it, right?
I'm at a point where gameplay is so... insufficient for my enjoyment? I dunno, I've been finding ~intelligent interactivity~ dull because, once you figure out the constraints of the digital world you're in, you try to break them and that usually leads to disappointment. So visual and audio presentation have been pretty big to me lately.
I'll say this game is absolutely worth picking up because I find the story to be really good grindhouse with some excellent production values. The game looks great but what the technical aspects are showing is even more impressive to me. You're always in the dirty, greasy areas of Chicago, touching just about everything that a normal person would reach for hand sanitizer afterwards. You'd probably wash your mouth out with Listerine after a conversation with any members of the cast.
That's really interesting to me. I find it really engaging to be taken somewhere that most games won't go. I like that there is no favorable light for any of the characters, despite the efforts to give 47 a soul. His face is still scarred, huge pours, and other defects. He blends in, but when you see him up close, he's ugly. 47 still deals with the gross people and does these disgusting things with zero conscious.
I always felt like the other games tried to portray 47 as a killer with a conscious, that he was doing all these bad things for the right reasons. Even now, they give him that narrative but I don't feel like the director ever intended to give him a bath after getting covered in blood.
The audio is hit or miss. The theme with the big foghorn is pretty much Hollywood crap, but then the sounds that litter levels are amazing. I also really enjoyed the track that plays while 47 travels to Hope. It's probably a really good homage to Devil's Advocates. Actually, the team was probably forced to watch Devil's Advocates before making this game, along with Planet Terror and Death Proof.
Although, really, the best test of whether or not you will appreciate Absolution's more subtle features, or less prominent "gameness" is whether or not you enjoyed K&L2: Dog Days. I won't pimp that game again in this thread, but it is seriously a magnificent title with the most haunting audio dreamscape coupled with blurring visuals. It's probably the only game I'd call art, but I don't care about that so it's the most amazing representation of a psychopath's audio, visual interpretation of the world.