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HITMAN |OT| Blood Monthly

vid

Member
Since this is $30 atm on Xbox I've been thinking about picking it up.

What's the total size of the install once all of the episodes are downloaded? Might be running out of bandwidth here.

About 60GB on PC, the Xbox One version is probably similar.
 

sam777

Member
Since this is $30 atm on Xbox I've been thinking about picking it up.

What's the total size of the install once all of the episodes are downloaded? Might be running out of bandwidth here.

65gb. But you can download the episodes seperatley, so you don't have to download all the episodes to play. Just episode 1 and the base game should be enough.
 

MaKTaiL

Member
Servers down for anyone else?

EDIT

Nevermind, my conection that is fucked up. Can't even load Neogaf fully for some reason.
 

Brandon F

Well congratulations! You got yourself caught!
After spending many hours playing the game this weekend and earning almost every trophy and challenge in just the tutorial and Paris, I concede that this may end up as my GotY. Shameful if many award sites sleep on this when deliberating selections.
 
God I really hope they drop this online/offline stuff for season 2. It's easily the GOTY as far as I'm concerned but knowing it has this horribly restrictive DRM (on top of Denuvo, I might add) makes me feel horrible for supporting it, doubly so because I've personally barely experienced any issues with it aside from the broken launch.

This game should not have a "mixed" response on Steam, there is no reason for a rating so low based on the quality of the game. After a game like Absolution, for a franchise (a sandbox/stealth franchise at that!) to not only go back to its roots but for it to go above and beyond its best entry is basically unheard of. Yet there it is, with a "mixed" reception on Steam.

The episodic model accounts for a fair number of negative reviews early on but that release model was vindicated once IO could show HiTMAN iss perfect for that sort of release but there's no justifying the online/offline lockdown at play here. Denuvo is enough, stop being greedy.
 
God I really hope they drop this online/offline stuff for season 2. It's easily the GOTY as far as I'm concerned but knowing it has this horribly restrictive DRM (on top of Denuvo, I might add) makes me feel horrible for supporting it, doubly so because I've personally barely experienced any issues with it aside from the broken launch.

This game should not have a "mixed" response on Steam, there is no reason for a rating so low based on the quality of the game. After a game like Absolution, for a franchise (a sandbox/stealth franchise at that!) to not only go back to its roots but for it to go above and beyond its best entry is basically unheard of. Yet there it is, with a "mixed" reception on Steam.

The episodic model accounts for a fair number of negative reviews early on but that release model was vindicated once IO could show HiTMAN iss perfect for that sort of release but there's no justifying the online/offline lockdown at play here. Denuvo is enough, stop being greedy.

Agreed, they've definitely lost more than they've gained with the always online requirement. It tainted the game early on with a bad reputation and many people are still reluctant to make a purchase. I know they use the constant online connection for collecting metrics and player data, but most games are able to take advantage of that in the background. In any case, I manually blocked my computer's communication with the IO metric server so they're not getting anything from me. :p
 
This game should not have a "mixed" response on Steam, there is no reason for a rating so low based on the quality of the game. After a game like Absolution, for a franchise (a sandbox/stealth franchise at that!) to not only go back to its roots but for it to go above and beyond its best entry is basically unheard of. Yet there it is, with a "mixed" reception on Steam.

As much as i'm loving the game, i'm glad PC users aren't putting up with it. The intrusive online only functionality, and the other business model crap that this game has adopted.

PC gamers don't put up with this BS by making their voices heard , and their wallets held. This stuff gets devs/publishers to straighten up.
 
Now that I've finished most of the challenges in Bangkok, I really do feel that it is the worst level in the game. It's not that it is small, it just doesn't do a whole lot with the space that it has. The south side of the hotel doesn't feel well utilized.
 

Haines

Banned
After spending many hours playing the game this weekend and earning almost every trophy and challenge in just the tutorial and Paris, I concede that this may end up as my GotY. Shameful if many award sites sleep on this when deliberating selections.

Your bashing award sites when you havent played past the first real level? Strange.

Also this is the darling of the year along side doom. Hitman,p has gotten plenty of sales and recognition and will continue to.
 
This game should not have a "mixed" response on Steam, there is no reason for a rating so low based on the quality of the game. After a game like Absolution, for a franchise (a sandbox/stealth franchise at that!) to not only go back to its roots but for it to go above and beyond its best entry is basically unheard of. Yet there it is, with a "mixed" reception on Steam.

Seeing the "mixed" on Steam almost stopped me from buying the game, but then when I looked at the negative reviews they were all about "DRM" and nothing else. I don't fault people for having an opinion on that, but it's not something I care about personally. I'm really glad I bought Hitman, it's becoming one of my favorite games of the year.
 

ArjanN

Member
Seeing the "mixed" on Steam almost stopped me from buying the game, but then when I looked at the negative reviews they were all about "DRM" and nothing else. I don't fault people for having an opinion on that, but it's not something I care about personally. I'm really glad I bought Hitman, it's becoming one of my favorite games of the year.

Honestly, you should always take Steam reviews with a huge grain of salt. Any game that has any kind of 'controversy' around it will often get bombed in the reviews for one specific thing that may totally not be an issue for you or most players.
 
I love Bangkok. Probably my favorite after Hokkaido.

They're both my favorite maps on the game but they feel a little under utilized if anything. In Bangkok I really love the aesthetic, but when it comes down to actually taking out the targets it felt like there wasn't as many ways as I'd hoped. the upper floors felt a little under used too.

Hokkaido on the other hand feels a lot more freeform except it suffers from the same issue as the Sapienza mission where I felt like I was being pushed towards a choice rather than making one of my own. Hopefully both of these missions actually have alternative viable end situations that don't involve being spotted but I'm not banking on it.

The level design itself is crazy good though. I do sometime feel like not enough of that level is being put to use but that's my only complaint. I've yet to dabble in anything but the main contracts so perhaps the side content will address that. The only level I actually disliked tbh was Colorado.
 

MaKTaiL

Member
NEW EASTER EGG ON HOKKAIDO HAS BEEN FOUND!

This one appears to be HUGE and has not been totally solved yet. Back when the episode was released some people found a small miniature of a ninja in one of the Hospital locations. Once you shoot it it vanishes and up until now nobody new what it did.

Today one of IO devs posted the location of the second ninja to spark up our interest again. Once you shoot it the ground starts to shake and apparently another ninja has spawned. Its location has not been found yet.

Here is the location of the first Ninja: https://www.youtube.com/watch?v=VxhdsolPAOg
Here is the second (it's close to the edge of the guarden from where you can see the helicopter): http://www.hitmanforum.com/uploads/.../f9e180402a77c2b8d31390b5f96a1a7af8f8822a.jpg

Some people think the Easter Egg will lead to a Vulcan Eruption. You guys can follow the progress here: http://www.hitmanforum.com/t/easter-eggs-in-hitman/4993/1897
 
Walter White sees through my disguise.
mGKHTe7.jpg


This game is so good.
 

Giganteus

Member
NEW EASTER EGG ON HOKKAIDO HAS BEEN FOUND!

This one appears to be HUGE and has not been totally solved yet. Back when the episode was released some people found a small miniature of a ninja in one of the Hospital locations. Once you shoot it it vanishes and up until now nobody new what it did.

Today one of IO devs posted the location of the second ninja to spark up our interest again. Once you shoot it the ground starts to shake and apparently another ninja has spawned. Its location has not been found yet.

Here is the location of the first Ninja: https://www.youtube.com/watch?v=VxhdsolPAOg
Here is the second: http://www.hitmanforum.com/uploads/.../f9e180402a77c2b8d31390b5f96a1a7af8f8822a.jpg

Some people think the Easter Egg will lead to a Vulcan Eruption. You guys can follow the progress here: http://www.hitmanforum.com/t/easter-eggs-in-hitman/4993/1897
Interesting. I think I'll join in on the hunt for the third. I love the easter eggs in this game.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
Does turning (facing) away from potentially suspicious people have any effect on detection?
 

Zebetite

Banned
As much as i'm loving the game, i'm glad PC users aren't putting up with it. The intrusive online only functionality, and the other business model crap that this game has adopted.

PC gamers don't put up with this BS by making their voices heard , and their wallets held. This stuff gets devs/publishers to straighten up.

if by "straighten up" you mean "go back and make another hitman absolution because that game has presently sold around 7x as many copies on Steam" then yeah, sure, that's what they're doing alright

Does turning (facing) away from potentially suspicious people have any effect on detection?

i dont think so but i might be wrong
 

MaKTaiL

Member
Does turning (facing) away from potentially suspicious people have any effect on detection?

If they have the exclamation point on their head then they are not suspicious yet. If you keep bouncing on them they will become suspicious and it will change your ranking.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
What I mean is, people with dots above their heads (who can see through your disguise) does having your back to them shrink the detection range, or is it the same (detection range) as staring at them.
 

Y2Kev

TLG Fan Caretaker Est. 2009
Does it bug anyone that everyone speaks American english? lol

Also why does no one detect Agent 47's obviously different voice? He should never call anyone on the phone.
 
Your direction has no effect on people with dots over their head, only their direction matters. Otherwise you could moonwalk past every guard :p

Its awesome to see so many new people get into the game, I hope more people vote it into GOTY awards. For me its easily GOTY of 2016.
 

Zushin

Member
Does it bug anyone that everyone speaks American english? lol

Also why does no one detect Agent 47's obviously different voice? He should never call anyone on the phone.

Yep. Just did Sapienza for the first time and was thinking the exact same thing haha.
 

Dommo

Member
So I'll preface this by saying I'm having a blast with this game, and it's a real breath of fresh air.

Tbh, I'm actually not 100% sure how these mechanics work yet, so correct me if I'm wrong, but I want to talk about how time works in this game, because right now I don't think it's quite there yet, and could potentially be really awesome.

Am I correct in thinking that there are some things that just operate on a clockwork (like Victor walking onto the catwalk for example) that'll just happen regardless of your actions, and then there are some things that 'revolve around the player' in that they'll only be triggered once you walk into the room - often overhearing conversations for example?

If that is the case, I'd say the latter mechanic should probably be removed - things should generally be happening regardless of your actions, unless your actions logically effect it. So, it makes sense that a meeting wouldn't take place because you've offed one of the guys, but it doesn't make sense that two people will only start having the meeting once you walk or listen into the room.

So if we are keeping things to a clockwork, which does seem to happen a lot of the time anyway, I've found it pretty frustrating because I just don't know when the fuck the targets are going to do their thing. Has it already happened? Did I miss it? Am I going to be waiting for 2 minutes or 30 minutes? I don't really mind waiting, but I'd at least like to know what's going down.

So to counteract this, I feel it wouldn't be a bad idea to actually introduce a fully 'time' system, that could even be integrated into the UI. The mission starts at x time and then events will take place at various stages going forward. If you overhear or read a piece of information that tells you this, you get a little marker on a timeline (Victor will be presenting on the catwalk at 9:05pm) so you've now got a sense of his movements throughout the night and you can plan accordingly. "Oh shit, 5minutes before Victor's gonna be on the catwalk, I'd better get moving." You still have to work to gather intel so you know when they'll be where they'll be, but it takes away the randomness of waiting around wondering what they're up to.

Is it too complicated to ask for everything to be operating by clockwork for precise times? I dunno, you'd probably have to introduce cancelled timeline moments if you fuck with their schedules which could get out of hand (for the developers) quickly. Not sure, but if feels like they're almost there. I really want the element of randomly waiting for things to happen or not happen gone though. It puts a real dampener on the pace sometimes. Thoughts?

Does it bug anyone that everyone speaks American english? lol

Also why does no one detect Agent 47's obviously different voice? He should never call anyone on the phone.

I have generally always found it a massive hurdle I constantly have to get over with how weird Agent 47 looks and acts in general. I know this has been this way from the start, but having a fucking barcode on the back of your bald, shiny head is a clear giveaway regardless of your attire. I suppose it's a bit of camp that the series is happy to sometimes flirt with, but it's a bit jarring every single time I change attire.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
This may be a silly complaint, but I'm annoyed by guns on 47's back. They did such a good job bringing back classic Hitman, but I really miss the cool animations of 47 holding a shotgun in his off-hand and pistol in the other. Or even walking around in disguise holding the weapon -- this gets you caught now :/

also miss how the old games had a fpv, even if it was a bit janky.

I hope for the next game they can ditch the magnetic guns on your back, that even the PS2 games had better animations and poses for.

Also, really don't like how 47 moves with a pistol aimed... it looks dumb and it's janky to control.

Otherwise... cool game.
 

xxracerxx

Don't worry, I'll vouch for them.
This may be a silly complaint, but I'm annoyed by guns on 47's back. They did such a good job bringing back classic Hitman, but I really miss the cool animations of 47 holding a shotgun in his off-hand and pistol in the other. Or even walking around in disguise holding the weapon -- this gets you caught now :/

I would like to see the fidelity of back weapons that Uncharted 4 had.
 

MaKTaiL

Member
Ok, after shooting the secong ninja I went to the spa area and everytime the ground shakes the wood makes a sound like it is going to break. There must be something there.
 
Ok, after shooting the secong ninja I went to the spa area and everytime the ground shakes the wood makes a sound like it is going to break. There must be something there.

Wonder if (minor opportunity spoilers)
you can make the female target fall during Yoga as a result
 

etta

my hard graphic balls
Does this actually have HDR support on Xbox/PS4?
Saw in my Twitter feed that it supposedly has HDR, but I had no idea.
 
Am I correct in thinking that there are some things that just operate on a clockwork (like Victor walking onto the catwalk for example) that'll just happen regardless of your actions, and then there are some things that 'revolve around the player' in that they'll only be triggered once you walk into the room - often overhearing conversations for example?

If that is the case, I'd say the latter mechanic should probably be removed - things should generally be happening regardless of your actions, unless your actions logically effect it. So, it makes sense that a meeting wouldn't take place because you've offed one of the guys, but it doesn't make sense that two people will only start having the meeting once you walk or listen into the room.

So if we are keeping things to a clockwork, which does seem to happen a lot of the time anyway, I've found it pretty frustrating because I just don't know when the fuck the targets are going to do their thing. Has it already happened? Did I miss it? Am I going to be waiting for 2 minutes or 30 minutes? I don't really mind waiting, but I'd at least like to know what's going down.

So to counteract this, I feel it wouldn't be a bad idea to actually introduce a fully 'time' system, that could even be integrated into the UI. The mission starts at x time and then events will take place at various stages going forward. If you overhear or read a piece of information that tells you this, you get a little marker on a timeline (Victor will be presenting on the catwalk at 9:05pm) so you've now got a sense of his movements throughout the night and you can plan accordingly. "Oh shit, 5minutes before Victor's gonna be on the catwalk, I'd better get moving." You still have to work to gather intel so you know when they'll be where they'll be, but it takes away the randomness of waiting around wondering what they're up to.

Is it too complicated to ask for everything to be operating by clockwork for precise times? I dunno, you'd probably have to introduce cancelled timeline moments if you fuck with their schedules which could get out of hand (for the developers) quickly. Not sure, but if feels like they're almost there. I really want the element of randomly waiting for things to happen or not happen gone though. It puts a real dampener on the pace sometimes. Thoughts?



I have generally always found it a massive hurdle I constantly have to get over with how weird Agent 47 looks and acts in general. I know this has been this way from the start, but having a fucking barcode on the back of your bald, shiny head is a clear giveaway regardless of your attire. I suppose it's a bit of camp that the series is happy to sometimes flirt with, but it's a bit jarring every single time I change attire.

Look at what happened with Dead Rising. Now that the one major series with fixed schedules and missable events as a core feature has dumped those core features, I don't see any other game series going near those features any time soon.

As great as that kind of gameplay can be, if you make an event timed and missable then more players will miss it than find it, guaranteed. Developers hate making elaborate content that gets missed by most people.

And you would have to do two things to see an event: find out about it before it happens, and be there on time. If you make all events missable then a higher-than-you-think percentage of players will just wander around never finding anything.

In Paris, I don't think events happen on a fixed schedule, but they will happen faster if you trigger them by going near certain people (which can happen without you knowing). If you wander around for an hour or more, half the opportunities are already gone.

In later levels, except for the targets' loops nothing really happens unless you're there to see it or you trigger it yourself, except that some levels might have one useful NPC who walks a one-way, non-repeating route on a fixed schedule. So a mission will have, at most, one time-based thing that you can completely miss.
 

Dommo

Member
Look at what happened with Dead Rising. Now that the one major series with fixed schedules and missable events as a core feature has dumped those core features, I don't see any other game series going near those features any time soon.

As great as that kind of gameplay can be, if you make an event timed and missable then more players will miss it than find it, guaranteed. Developers hate making elaborate content that gets missed by most people.

And you would have to do two things to see an event: find out about it before it happens, and be there on time. If you make all events missable then a higher-than-you-think percentage of players will just wander around never finding anything.

In Paris, I don't think events happen on a fixed schedule, but they will happen faster if you trigger them by going near certain people (which can happen without you knowing). If you wander around for an hour or more, half the opportunities are already gone.

In later levels, except for the targets' loops nothing really happens unless you're there to see it or you trigger it yourself, except that some levels might have one useful NPC who walks a one-way, non-repeating route on a fixed schedule. So a mission will have, at most, one time-based thing that you can completely miss.

Interesting. I'll say that Dead Rising isn't necessarily as accessible as what this'd be because the time-based stuff is spread out across the entire game, whereas Hitman is only over a mission; a mission that is designed to be replayed and experimented with. I don't think that's as daunting or as anti-commercial as Dead Rising. It fits pretty snug into the whole observing/planning/executing gameplay of Hitman.

Otherwise I can get around what you're saying. It seems like a careful balance that they've definitely thought through, but I'm not quite fully appreciating where they decided to land.

The one that really irked me in Paris was waiting for Viktor to
walk outside into the garden so I could electrocute him when he steps into the puddle of water. The first time I did it was pretty smooth sailing. I waited about a minute for him to complete his route then it worked no problem. The next time, his route didn't seem to include walking out into the garden at all? I seem to recall he makes a phone call out there, so that is a one time thing? That perhaps I missed? But I wasn't sure I'd missed it, so I just stood and waited for another 10 or so minutes and he never did it. Really frustrating because as of current, that's my only known method for suit-only accidentally killing him.
So there's gotta be a more elegant solution to the waiting around and not knowing if something's happened or not, right? You're right, having the entire game revolve around a strict clock is probably a recipe for problems, but there's gotta be something more explicit than this.

And whether it's emphasised or not, and whether it's mostly all route-based, the game definitely contains time-based problem solving that you need to be aware of. It feels like they're giving you problems to solve that you're not given enough information to deal with. So you end up just randomly waiting a whole lot.

And you're right, I've only really had these problems in Paris, although I've only played Sapienza and Marrakesh one time through, however I could so far, whereas Paris I've been trying to hit specific challenges which requires specific timing to do, so that might also be why I've had more frustrations there.

It's a very interesting and admittedly challenging design process though, for sure.
 
Your direction has no effect on people with dots over their head, only their direction matters. Otherwise you could moonwalk past every guard :p

Its awesome to see so many new people get into the game, I hope more people vote it into GOTY awards. For me its easily GOTY of 2016.
Inside and Oxenfree will be fighting it out for the #1 spot in my indie-only GOTY list, but Hitman will definitely be my top game in my main GOTY list. One of the best returns-to-form in gaming, the best Hitman game yet, and the evolution of the series I've been waiting for since Blood Money
 
Interesting. I'll say that Dead Rising isn't necessarily as accessible as what this'd be because the time-based stuff is spread out across the entire game, whereas Hitman is only over a mission; a mission that is designed to be replayed and experimented with. I don't think that's as daunting or as anti-commercial as Dead Rising. It fits pretty snug into the whole observing/planning/executing gameplay of Hitman.

Otherwise I can get around what you're saying. It seems like a careful balance that they've definitely thought through, but I'm not quite fully appreciating where they decided to land.

The one that really irked me in Paris was waiting for Viktor to
walk outside into the garden so I could electrocute him when he steps into the puddle of water. The first time I did it was pretty smooth sailing. I waited about a minute for him to complete his route then it worked no problem. The next time, his route didn't seem to include walking out into the garden at all? I seem to recall he makes a phone call out there, so that is a one time thing? That perhaps I missed? But I wasn't sure I'd missed it, so I just stood and waited for another 10 or so minutes and he never did it. Really frustrating because as of current, that's my only known method for suit-only accidentally killing him.
So there's gotta be a more elegant solution to the waiting around and not knowing if something's happened or not, right? You're right, having the entire game revolve around a strict clock is probably a recipe for problems, but there's gotta be something more explicit than this.

And whether it's emphasised or not, and whether it's mostly all route-based, the game definitely contains time-based problem solving that you need to be aware of. It feels like they're giving you problems to solve that you're not given enough information to deal with. So you end up just randomly waiting a whole lot.

And you're right, I've only really had these problems in Paris, although I've only played Sapienza and Marrakesh one time through, however I could so far, whereas Paris I've been trying to hit specific challenges which requires specific timing to do, so that might also be why I've had more frustrations there.

It's a very interesting and admittedly challenging design process though, for sure.

The second half of the season really shows off the lessons of Paris. Target routes are not necessarily short, but they're more easily internalized and compartmentalized. Some dialogue that would normally play during a target's loop is delayed until the first time the player is nearby to hear it. Most accident kills require doing something to explicitly alter the target's route.

And, for some reason, almost all electrocution setups are now clearly intended for random NPCs rather than story targets.

Still, we lose something from this approach: Novikov was possibly the most developed character in the whole game, just because of the sheer number of events he has over multiple loops of his route. He talks to just about everyone, from allies to enemies, from VIPs to subordinates. You can piece all these together over multiple runs to form the complete picture of his character - if you had to follow him for half an hour to hear it all, you'd probably have killed him out of sheer impatience before you were done.

I hope there will be more levels like Paris in terms of complex time-based routes and events, because this is really the only way the game can develop its characters. The final episode has a massive lack of character development for related reasons.
 
D

Deleted member 30609

Unconfirmed Member
Here is how I get him every time:
-
Lure the technician working on the van by turning off the generator, knock him out, dump him over the low wall (while your target is looking away), and hide him in the box.
-
Use a coin to lure the sleeping guy over to the same box. Dump him in the same box.
-
Now you have two guns dropped by those two guys. Drop one gun next to the fire guy and he'll take it to the nearby weapon box.
-
Shoot the oil drum next to the van, drop the second gun in the pool of leaked oil, wait for the fire guy to come back from dropping off the gun, and throw a coin to make him look at the second dropped gun.

You should be set after that.
ha, yep, I was doing something similar. I wasn't doing step two though, interesting. Thanks!
 
Anyone unable to connect on Xbox atm?

Server maintenance.

The HITMAN servers will undergo maintenance between 10am UTC and 2pm UTC on Monday 28 November. During that time, we will roll out the 'November Update', which is a mandatory update for all players. The expected download sizes are 2.4 GB on PS4, 13.6 GB on Xbox One and 2.1 GB on PC.
The November Update is a substantial update, with many improvements across the board.
 
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