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HITMAN |Beta Thread| The original assassin. [PS4+PC]

Papercuts

fired zero bullets in the orphanage.
I had a knockout but there's a pretty funny way to do it suit only.

Pick the lock
Pick up the crowbar
Throw it at the cop's head by the generator
People above hear it/the cop by the stairs leaves to look
Climb up and through the window
Go up both flights of stairs
Watch for the cop up top, plant a bomb on the raft and wait for the target to line up
Blow it up and leave at the heli
 

KAP151

Member
Watched the entire quick look on GB and I cant say im blown away. Apart from the obvious graphical improvements and ability to cram a shit load more people on the screen, same issues are still there.

Clipping, dodgy AI, dodgy animations, large frame rate dips, the same character models repeated over and over within the same room. Not sure how much more stable/improved the final product will be, but if its anything like that... yeah.

Eh, I expected more to be honest. Ill jump in eventually, but as Ill be playing on XB1, im in no hurry.
 
I did that challenge as well, but in a different way:

1.Go to the right past the guards and pick the lock
2.Enter the boat, go to the right, turn off the generator to make the guard investigate
3.Crouch behind the boxes to where the guard was, climb up and jump over the railing to the upper floor
4.Walk a bit to the right (avoiding a guard that patrols that walkway) until you see the scaffolding with paint buckets, jump out and climb another level
5.Go to the computer room and wait for the target in his room- now here I always got a scripting error, Norfolk would just stand on the deck while Ritter would grab his drink, on a loop. I had to go to the roof and move closer to them to trigger their meeting
6.Back in the room, wait for Norfolk to turn around, grab Ritter and hide him in the closet, then get out quickly or wait for Norfolk to realize he's gone - he won't suspect it because he thinks it's what he does
7.Leave by chopper or retrace your steps to the start of the level

Also, one time while I was doing that, a guard spotted me when I was leaving, and he
just asked me to follow him as he escorted me out of the yacht, since I wasn't invited. No huge scene / arrest, I thought that was cool.

My god, I totally forgot about the scaffolding. Thank you for sharing and this seems way easier and less time consuming (my way took about 10 minutes).

I had a knockout but there's a pretty funny way to do it suit only.

Pick the lock
Pick up the crowbar
Throw it at the cop's head by the generator
People above hear it/the cop by the stairs leaves to look
Climb up and through the window
Go up both flights of stairs
Watch for the cop up top, plant a bomb on the raft and wait for the target to line up
Blow it up and leave at the heli

Haha, I'm terrible at timing the drop so I usually just shoot from the roof.
 

Meneses

Member
And if you're into watching lots of people disperse in explosive fashion, you can also have some fun
throwing a fire extinguisher into a crowd and shooting it
.
 

DavidDesu

Member
The thing about Hitman games is that it's not a hitan simulator. They're not games about finding your target. Typically you always know where your target is. They're games about how you kill your target. They're stealth puzzle games

And I don't get why I'm supposed to know all of this.. You call a game Hitman and people buy it maybe expecting to live the life of a hitman a little... Not Press R1 to Instinct.
 
And I don't get why I'm supposed to know all of this.. You call a game Hitman and people buy it maybe expecting to live the life of a hitman a little... Not Press R1 to Instinct.
Maybe that's what you want, but the series has never been that. In the old games, you could open your map and see exactly where your targets were; Instinct is essentially the real-time in-game version of that. The challenge isn't finding where your target is, but instead killing them without a trace while hiding in plain sight. It's about observing the patterns and events of the maps and integrating yourself into their inner circles with disguises and now Opportunities. They're stealth puzzle games, not assassination simulators
 

Syriel

Member
And I don't get why I'm supposed to know all of this.. You call a game Hitman and people buy it maybe expecting to live the life of a hitman a little... Not Press R1 to Instinct.

The idea is that as a highly trained Hitman, all the recon work has already been arranged by the agency you work for.

You're not there to do the grunt work. You're there to make sure the target is eliminated.
 

Papercuts

fired zero bullets in the orphanage.
And I don't get why I'm supposed to know all of this.. You call a game Hitman and people buy it maybe expecting to live the life of a hitman a little... Not Press R1 to Instinct.

I mean...you are a hitman. It sounds more like you want a hyper realistic focused version of that, but just by the name you can't determine that with basically any game. Unless this was actually called Hitman Simulator, I guess.
 

Foffy

Banned
And I don't get why I'm supposed to know all of this.. You call a game Hitman and people buy it maybe expecting to live the life of a hitman a little... Not Press R1 to Instinct.

The goal of these games is to perform hits. The key is performing them.

If it irks you to the degree you want to manually look for them, do not use Instinct. You can even avoid using it in the tutorial if you walk to where the target is.
 
And if you're into watching lots of people disperse in explosive fashion, you can also have some fun
throwing a fire extinguisher into a crowd and shooting it
.
I hadn't tried that, hopefully I get a chance before the Beta ends. It wraps up in about four and a half hours time, doesn't it?
 
http://youtu.be/GGbuWjyRRlQ

These ragdolls are hilariously glitchy.

This explains why the car alarm randomly goes off at times.

Is it just me or is the AI very bad? Check the below video, the guy strangles a crew member in plain site and no one reacts. Not to mention the strange glitches like the actual strangling that looks broken.

AI is weird and definitely needs a lot of polishing if this is the final product. Try headshotting a guard at long range then go closer to them. they'll know exactly where you are once they get up and you'll be in hostile mode.
 
Maybe that's what you want, but the series has never been that. In the old games, you could open your map and see exactly where your targets were; Instinct is essentially the real-time in-game version of that. The challenge isn't finding where your target is, but instead killing them without a trace while hiding in plain sight. It's about observing the patterns and events of the maps and integrating yourself into their inner circles with disguises and now Opportunities. They're stealth puzzle games, not assassination simulators
There's still a gigantic difference in the difficulty alone of being able to open a map, that takes the full screen, which at the time was trying to reflect in-game what a satelite would do with giving the information on the whereabouts of NPC's, which also needed to be closed down when going back to the actual game.. As opposed to having the possibility to just hold down the instinct button giving you the possibility to see through walls at all times and see the whereabouts of every NPCS surrounding you.

If it's trying to replicate what it was with the map of the old Hitman games, it certainly missed it in it's execution. Hell, the map is still there, they could just do the same as they did, but instead they went with this immersion breaking feature. At least it can be turned off I guess. The game has always been about observing the patterns, sure, but not through walls making it ridiculously easier.
 

BibiMaghoo

Member
There's still a gigantic difference in the difficulty alone of being able to open a map, that takes the full screen, which at the time was trying to reflect in-game what a satelite would do with giving the information on the whereabouts of NPC's, which also needed to be closed down when going back to the actual game.. As opposed to having the possibility to just hold down the instinct button giving you the possibility to see through walls at all times and see the whereabouts of every NPCS surrounding you.

If it's trying to replicate what it was with the map of the old Hitman games, it certainly missed it in it's execution. Hell, the map is still there, they could just do the same as they did, but instead they went with this immersion breaking feature. At least it can be turned off I guess. The game has always been about observing the patterns, sure, but not through walls making it ridiculously easier.

I think most would consider having to pause the game and check a map off screen, the feature that breaks immersion, not the one that allows you to check casually as you play. Inconvenient and difficult are not the same thing. It is not harder to pause to look at the map, it is just more inconvenient. It breaks the flow of gameplay.
 

Screaming Meat

Unconfirmed Member
There's still a gigantic difference in the difficulty alone of being able to open a map, that takes the full screen, which at the time was trying to reflect in-game what a satelite would do with giving the information on the whereabouts of NPC's, which also needed to be closed down when going back to the actual game.. As opposed to having the possibility to just hold down the instinct button giving you the possibility to see through walls at all times and see the whereabouts of every NPCS surrounding you.

If it's trying to replicate what it was with the map of the old Hitman games, it certainly missed it in it's execution. Hell, the map is still there, they could just do the same as they did, but instead they went with this immersion breaking feature. At least it can be turned off I guess. The game has always been about observing the patterns, sure, but not through walls making it ridiculously easier.

To me, "immersion" is a pretty flimsy point to rest on given that the original map doesn't make all that much sense when scrutinised (how does the satellite know which ones are bodyguards and which are civilians? How can it recognise points of interest? etc.), whereas a genetically enhanced super-assassin having the ability to sense the locations of nearby people by concentrating and using his enhanced senses, isn't all that of a leap.

So, the gameplay difference between Instinct and the map boils down to an extra button press and a screen change. Do these steps really increase the difficultly or is it a case of streamlining - rather than a "dumbing down" - that makes sense? Even as someone who doesn't use Instinct, I'm inclined to believe the latter. The fact that Instinct is now entirely optional rather than being linked to a completely unrelated and - most importantly - required mechanic (a la Absolution), is a good thing. As an option for players who want to use it, I don't think its inclusion in this instance is at all damaging to the game. The most important take home here is that the game is no longer built around it.
 
I was following the "Silent Assassin, Suit Only" guidelines of the Final Test with the addition of no knock outs (suit only, kill only the target, hide all bodies, don't get spotted). You had the beginning right but there's a bit more after.
Ahhh, yes, I forgot about the whole "having to hide the bodies" part in my scenario. Yup, that definitely complicates things a bit.

Anyways, I did test out my scenario and you can shoot Ritter from down below when he's talking to his wife, if you wait long enough. Though it was a tougher shot with the pistol than I imagined; for some reason in my mind, I pictured the second deck being a little closer than it actually is. Still, you can take him out from back there and make a quick exit on the speedboat before anyone notices you.

Cool videos BigG!

I think my favourite assassination for the Freeform Tutorial is this one ("Pay That Stuntman A Bonus!"), there's something immensely satisfying about watching the target bounce off the roof...

http://www.youtube.com/watch?v=f8FeAXMl3lw
Nice vid! Heh, I never even thought about placing the explosive as Norfolk beforehand. The one time I placed it in the meeting room,
I knocked out the guard by the door with the statuette, hid his body in the closet in Ritter's room, placed the bomb, and then let the meeting between Norfolk and Ritter play out normally while I waited outside.

I also like placing it on the top floor where Ritter would stand in the event of an alarm, and then pulling the fire alarm.

I think the release model for this game is going to work out well. The beta only has two levels, and I'm guessing comparatively simple ones, and yet I spent most of the weekend finding out all of the different ways you could tackle them. And I'm still thinking about things I never even tried, like what you did in your video. I can totally see myself, once a month, sitting down with a new Hitman map and learning all of the in's and out's, without any pressure to move on to the next level. Maybe that's not for everyone, but I definitely think it suits the way I like to play these games better than if I waited for the full release.
 

nOoblet16

Member
I think most would consider having to pause the game and check a map off screen, the feature that breaks immersion, not the one that allows you to check casually as you play. Inconvenient and difficult are not the same thing. It is not harder to pause to look at the map, it is just more inconvenient. It breaks the flow of gameplay.
Opening map didn't pause the game in the older titles. Which by default makes it harder.

It's not just about the target...but the other enemies as well and in past games you had to give up movement if you wanted to check map. If you are not disguised then you had to hide while checking the map.

How about this...the "point of interest" in the Mao was an area and once you got there you had to look around a bit to figure out what exactly is the point of interest here? Is it the disguise? Or a gun? Or a trap? Or a person? That's not inconvenience...that's depth. With the new system you just go to a place and these things simply get colour coded the moment you press instincts. That is not convenience...that's just simplifying a known mechanic.
 

MMaRsu

Member
Is it just me or is the AI very bad? Check the below video, the guy strangles a crew member in plain site and no one reacts. Not to mention the strange glitches like the actual strangling that looks broken.

https://www.youtube.com/watch?v=VLaj1Q64CKs

What part of the 9 minute video of the BETA would you like us to see?


By the way I totally agree id rather have a map with circles on it then retarded I can see thru walls 4 rooms ahead bullshit.

Sadly IO stuck with it.
 

jwk94

Member
As my first Hitman game, i'd say this isn't that bad. For a beta, it sells the game on its mechanics and shows off something that's easily accessible, but has a bit of depth in the challenges. Although, I think there's too much of a rhythm going on in that second level, but that might've been just me. Is the beta offline? I can't access the servers.
 

BibiMaghoo

Member
Opening map didn't pause the game in the older titles. Which by default makes it harder.

It's not just about the target...but the other enemies as well and in past games you had to give up movement if you wanted to check map. If you are not disguised then you had to hide while checking the map.

How about this...the "point of interest" in the Mao was an area and once you got there you had to look around a bit to figure out what exactly is the point of interest here? Is it the disguise? Or a gun? Or a trap? Or a person? That's not inconvenience...that's depth. With the new system you just go to a place and these things simply get colour coded the moment you press instincts. That is not convenience...that's just simplifying a known mechanic.

Instinct doesn't pause the game either. It slows it down enough for you to look at it and still have time to react. I accept that having to hide to go into a menu to view the map is harder. It is also more inconvenient (you have to hide in game to check a map out of game!) and definitely less immersive an experience. It is not an elegant solution at all.

If you consider a lack of information to be depth then we will never agree, because to me depth is the opposite. Something that is lacking cannot be 'deep'. You would rather not be provided with the information, and that is fair enough, but I'm fairly sure most people don't want to have map breaks every other room and this allows that.

As my first Hitman game, i'd say this isn't that bad. For a beta, it sells the game on its mechanics and shows off something that's easily accessible, but has a bit of depth in the challenges. Although, I think there's too much of a rhythm going on in that second level, but that might've been just me. Is the beta offline? I can't access the servers.

Seems like it is finished but can still be played offline, so with no challenges. I hope the challenges are stored offline in the full release, it makes no sense to keep them at their end.
 

Screaming Meat

Unconfirmed Member
If the hole is lacking content, then it's more of a dip, or shallow surely? A slight decline perhaps? Certainly it wouldn't be deep.

A hole, by definition, is an absence; a hollow space inside something solid. You can absolutely have deep holes...

...though we're threatening to get way off track for such a poor pun. :D

Soooooo.... we can still play the beta? Awesome!
 

omonimo

Banned
Good Lord. Fps it's terrible with tons on npc in the screen on ps4. I hope they fix it because I remember on ps360 was one of the rare locked 30 fps experience . I'm not want to see another JC3 or AC unity case.
 

nOoblet16

Member
Instinct doesn't pause the game either. It slows it down enough for you to look at it and still have time to react. I accept that having to hide to go into a menu to view the map is harder. It is also more inconvenient (you have to hide in game to check a map out of game!) and definitely less immersive an experience. It is not an elegant solution at all.

If you consider a lack of information to be depth then we will never agree, because to me depth is the opposite. Something that is lacking cannot be 'deep'. You would rather not be provided with the information, and that is fair enough, but I'm fairly sure most people don't want to have map breaks every other room and this allows that.



Seems like it is finished but can still be played offline, so with no challenges. I hope the challenges are stored offline in the full release, it makes no sense to keep them at their end.
That's not my point.
My point was that you claimed going into a menu by pausing the game and looking at the map was more "immersion breaking". I simply stated that the game didn't pause.


And hiding to check the map is not inconvenience, but strategic. You have to decide if you wanna hide and follow the enemy movements or just take a peek without hiding. That was part of gameplay and fully intentional...if it wasn't then the game won't have a map that opened without pausing the game.


And about lack of information, are you sure you actually mean it when you say not telling you why exactly sonething is a point of interest a " lack of information" ? Do you really want the game to further highlight the one specially interactive object with rather than actually figuring it out when the situation arises?
 
They have time to change a bunch of stuff. I mean...the "final game" doesn't come out till the end of the year. This feels very much like early access. We will see if it feels the same come March.

I really liked the beta. The AI my seem dumb, but it seems like the standard type of behavior I was expecting for a Hitman game. My biggest problem playing the beta was the "tracking opportunities" stuff that was super hand holding. Go to this icon, get this disguise, go to this icon and plant this info, go here for the special execution or accident. I right way stopped tracking that stuff to figure it out on my own.

Another thing, speaking of the AI, I didn't like the proximity triggers for some of the AI to change their behaviors. For example on the ship... I knew the target was going to eventually end up in the back room to use the computer. So right at the start of the level I went and planted a remote bomb below the computer screen, then walked back out and waited by the exit location to detonate from there then instantly extract. But now I see that the target will never meet with the guy in the white suit unless I am actually on the boat too. The event never triggers unless you are in close proximity with the target. He will just keep on going back and forth drinking a glass of wine by the bar, even with the man in the white suit standing there waiting to trigger the conversation. I think that the AI should keep their routines in a given level all the time unless the player counters those behaviors. Think of the shipping trucks and jeep patrols in MGS V. They will always been on their looping routes. Nothing has to trigger it.
 

jwk94

Member
Instinct doesn't pause the game either. It slows it down enough for you to look at it and still have time to react. I accept that having to hide to go into a menu to view the map is harder. It is also more inconvenient (you have to hide in game to check a map out of game!) and definitely less immersive an experience. It is not an elegant solution at all.

If you consider a lack of information to be depth then we will never agree, because to me depth is the opposite. Something that is lacking cannot be 'deep'. You would rather not be provided with the information, and that is fair enough, but I'm fairly sure most people don't want to have map breaks every other room and this allows that.



Seems like it is finished but can still be played offline, so with no challenges. I hope the challenges are stored offline in the full release, it makes no sense to keep them at their end.
Huh, I guess I'm fine with playing it over a little, but I'd like to be able to tackle the challenges at the hangar level. I only just completed it. Maybe they keep the challenges on their end so they can update them without needing to patch the game?
 
I think that the AI should keep their routines in a given level all the time unless the player counters those behaviors. Think of the shipping trucks and jeep patrols in MGS V. They will always been on their looping routes. Nothing has to trigger it.

You don't even need to look at MGSV because the older games also did this (Blood Money did at least).

This was just a tutorial, so I'm giving them the benefit of the doubt that the older hitman mechanics will be in the actual release.
they won't
 

Meneses

Member
He will just keep on going back and forth drinking a glass of wine by the bar, even with the man in the white suit standing there waiting to trigger the conversation. I think that the AI should keep their routines in a given level all the time unless the player counters those behaviors.

Yeah, that happened to me too, it's annoying.

Hopefully it will work in the final version, if not then it's pretty bad.
 
Just to make sure. If you buy the first episode and then tack on the rest of the season later, aside from paying $5 more total or whatever, you're not missing out on anything that would come with the "all in one" package, right? Special items or additional content or anything? Or do we not know that for 100% certain yet?
 

MUnited83

For you.
Just to make sure. If you buy the first episode and then tack on the rest of the season later, aside from paying $5 more total or whatever, you're not missing out on anything that would come with the "all in one" package, right? Special items or additional content or anything? Or do we not know that for 100% certain yet?

I don't think so. There's preorder bonuses but they are given both to the first episode buyers and the whole season buyers.
9487168277525.77.ff36603fc5e7fbdb0bc0209dac2ef5e8.jpg
 
I don't think so. There's preorder bonuses but they are given both to the first episode buyers and the whole season buyers.
9487168277525.77.ff36603fc5e7fbdb0bc0209dac2ef5e8.jpg
So are those "chromeballers" now?

I really hope the Intro is polished when it comes out. Say what you want about Absolution, the technical presentation was brilliant. If we can get that with the Blood Money gameplay then I'm going to be a very happy chappy:)
 

jackdoe

Member
I just got Hitman beta codes from Amazon for pre-ordering the PC version during the price mistake. I am extremely surprised they haven't cancelled the order.
 

rjinaz

Member
Just a heads-up - it seems that all PC pre-orders from Amazon are getting two beta codes instead of one.

I can verify. I just got double codes for my orders.

So I'm not sure how betas work. If I give my beta code to somebody to use, it has nothing to do with the actual steam code I will be getting for the full game right?

Because I read the instructions and it said, enter your promotional beta code on the website and then shortly before the beta starts you will receive your game download code...
 
Just beat it.

Some comments and issues:

- some text is tiny as fuck they need to increase the size.

- animations/clipping. I don't think there was a single wire kill that didn't look horrible. Seriously.

- hopefully in the full game they'll let you figure shit out by yourself. Having the pop up and game spell out for you how to do a kill opportunity type ruins the sandbox aspect.
 
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