Finished a few days ago, gave myself some time to process all of my thoughts on the game.
I'm really torn on Absolution as a whole, and I find that I like smaller parts of it far more than the game itself. There's no denying that it's a looker, stunningly sculpted on PC. Seeing things like the detail of the hair follicles on 47's head when crawling into vents really goes a long way, and that's not the only place that got such attention. Texture work, modeling (mostly), lighting (again mostly) special effects all come together to form an incredibly high quality image and the consistent art style makes the world not only pretty, but realistic. I could use way less nuclear glow though.
Unfortunately a byproduct of such fidelity is that the game's maps had to suffer being cut up for the consoles. Even the open ended maps (Chinatown, and much much later
) feel downright claustrophobic compared to anything from Blood Money and even some of the older titles. I could never shake the feeling that everything was so small and compact, when I really just wanted a playground of madness. The linearity of a good chunk of the levels was also offputting, not least of when I was being forced to hide in a level filled with cops.
Said levels highlighted one of the game's biggest failures/weaknesses, which had the potential to be awesome but was clumsily executed: The detection system. The very
idea of Hitman's unique social stealth having some added pressure put onto it by similar characters being able to recognize that you aren't who you say you are had me really excited. On paper it sounds intense in a good way. Unfortunately due to detection ranges being so absurd and on the higher difficulties detection rates being so fast that you don't even have time to get the instinct mechanic to go off properly before you're in a firefight, it's more of a chore. I know there has been a trainer floating around and IO themselves has promised to look into it but neither of those had any effect on my playthrough, in which it was a broken and shitty mess.
The game balance is also not very well playtested on anything above Hard. My first run was being done on Expert, and Suit Only since I found the disguise system to be rather useless. This seemed to be working out for me until I hit Run For Your Life, where the game began to throw too many choke points than I could deal with on expert with only my suit. I spent several hours loading up multiple checkpoints on expert to find them impossible to pass the way I wanted to play, and felt I was being unfairly penalized. I had to use a costume, I had to use instinct. It all pushed me further in the direction of Claustrophobia, and I hated it. The biggest example of the system's inability to perform in a fun and functional way is the train station. There's a pretty well seen GIF around these parts that accurately sums up the problem with that stage. I will admit that selecting Expert to start with and pushing it as hard as I did before I gave in and kicked the difficulty down colored my perception of the rest of the game negatively.
That's not to say Absolution failed in all of its gameplay elements. Shooting is much more satisfying and being given fun tools like melee takedowns, throwing axes etc all made murderous sprees a blast. A turning point for me with Absolution came during the
, where I felt that no man involved deserved any kind of mercy. After having bumped the difficulty down and allowing myself to let loose and carry on, I found I was liking the game a lot more. But therein lies the problem that pushes it away from being a fun Hitman game to me and more of a decent stealth title. There were only a handful of genuine Hitman hits that offered a good amount of ways to approach that felt clever and inventive, while the rest of the game forced my hand too much. All too often I found myself saying at the end of a stage "Man, I'm glad I never have to play that level again." If you're a Hitman game and you have me saying that more often than not, there's a problem.
Story was dumb as hell, even with the reverse
Leon: The Professional setup. Bateson, Boothe and Carradine offer excellent performances but the script just doesn't hold up very well under them. Everyone else who is plot relevant sounds shoehorned in. I also didn't care for how the game painted 47, I understand some character development was required but this was the wrong direction I felt. I
was very impressed with the incidental world dialog, IO did a commendable job making conversations fit and give the world flavor and extra life. Some places really felt lived in. Feel-good cameos for fans
as well as various other throwbacks gave me a smile. IO had some fun with the game, it's just a shame that I didn't for a good chunk of it.
Contracts mode is where the real game is at for most of us Hitman fans. Letting players set up challenges for other players to try and tackle was a stroke of genius and the best way to introduce a multiplayer aspect. The level size problem is still apparent here as many of the stages usable for Contracts mode are no bigger than a dime, but there has been some very creative and hilarious hits put up so far and I can't wait to see the future of the mode. I will most likely be returning to the game semi-frequently to partake.
Boiling it all down to condensed chicken noodle soup, Hitman: Absolution failed to deliver my expectations through cramped levels, broken difficulty/mechanics and a story so soggy it makes cereal left to break apart in milk look solidly constructed. But it is not a bad game, and I feel that there are a lot of people who will be able to enjoy it as a more murdery-stealth type game. I'm excited for the future of the series as we move to a new generation of consoles which will hopefully give them more leg room to create more expansive vistas with the jaw dropping tech foundation IO has gilded with Glacier2.