Really having a blast with this so far, but unfortunate about all the trouble that people have been having with the servers. What an asinine decision and sad such a promising start has been marred by this bullshit that continually plagues games nowadays. I've been fortunate I guess and've been booted only once in all my playtime (about 20 hours) on the PC. The load times are not too bad either--about 18 seconds initially and 5 to load a save/retry. Not bad, and much better performance than I was expecting frankly, but it still stutters and the framerate is all over the place (at least in Paris) at times.
One gripe I have is there's too many damn NPCs. What is required by their presence relevant to what the game needs could easily still be achieved with 25% less of them, maybe more. It feels like I/O just shoved as many as they could into the level for no other reason than because they could. I understand it's a huge fashion show that's going to draw crowds, but it shouldn't be nearly sardines in a can packed. There'd also be benefits from reducing the amount:
-repeated models wouldn't be so evident, and the addition of 5-10 new ones would make it feel less artificial and more diverse.
-it would improve performance.
-it would give breathing room for taking more risks such as accidental kills, takedowns out in the (relative) open, and general experimentation. Right now it's too claustrophobic.
-it would make traversal easier.
Currently it feels so dense that solutions to the marks have been necessitated into a strict framework to be adhered to instead of affording the player a bit of malleability, dynamism, and improvisation to their play style. After a point, all these NPC models become superfluous filler. I'd argue to put limited resources to better use elsewhere than for something that is already adequately sufficient in numbers to be conducive to mechanical effectiveness, atmosphere, and challenge.
Also, this is nitpicking really but it strikes me that having a scoring system in a game like this runs antithetical to its nature. Why am I given the freedom to do as I please, and then penalized for exercising it? If I want to have collateral damage, that's my choice. It's strange to reduce my score as to imply there's a "right" way to play this. There could've been a way to reward one approach more without resorting to punitive methods for another. All approaches should be looked on in favor predicated upon their own merits so that any style rewards skillful play of that style.
Regardless, I absolutely LOVE the game. I was a bit taken aback by the breadth at the start, it's a tad intimidating but I wouldn't want it any other way. I'm especially impressed by the level layout; every area is plausibly and prudently situated in context to its utility.....the basement with the kitchen, a small room that's recording security footage, staff lounge, a locker room, whereas the top floor gives the feeling of only the elite of the elite. The design and sense of distinguishment and individuality around the level is so well executed. Wonderful to see and I'm salivating at the prospect of six more of these.
All that said, a very solid foundation that I hope I/O will take the opportunity to build upon and really embrace all the community's constructive criticism to its betterment. If they really listen, make good design choices, and kill the online requirement with fire, this game could very easily end up being the best Hitman yet. It certainly has the potential.