Man, that story cutscene in this episode is really well directed and acted. It's a shame I have no idea wtf they're going on about.
I don't believe you do.
Skipping Paris means you skip what Paris unlocks through Mastery. 47's trademark gun is unlocked that way.
So hyped for this based on the reception.
Quick question though....
One of the main complaints about the first episode was how rigid some of the scripting seemed (e.g. the same thing would trigger based on the player's location) - have they adjusted this at all?
no, a lot of it is still scripted, and in my opinion it needs to me in such huge levels.
Usually the scripting makes sense, though. you call someone, you turn something on that attracts attention, stuff like that.
Many of the opprtunities that lead to safe kill methods are triggered by a dialogue between NPC's and that dialogue is always triggered by your location.
the other thing is their way of indicating 'supervisor' enemies is entirely ui dependent, which is a pretty minor issue but still kinda annoying because there's no way of knowing ahead of time (or if you turn off UI indicators) who's gonna bust you
also there should be a cleaner way of indicating if you're tresspassing, since sometimes it's not obvious which uniforms will let you go where. This one's on me though, I might have a UI indicator turned off but I don't know what.
maybe it might be worth turning that UI indicator back on... I think it also activates the COMPROMISED indicator, right?
on the other hand I'm doing fine without it, so i dunno. Maybe i'll put it on for elusive targets.
The silverballers? What mastery rank do you need? I didn't like the Paris mission that much but I love Sapienza and I definitely want the 'ballers.
Also, if you go out in the village dressed in that outfit,.people refer to you by his name, even though you look nothing like him - and he's supposedly a well known "ladies man" in the area, so the girls would know
This annoyed me lol
But in general the level is pretty great.
I don't really mind the see through mechanics, I like the idea of a supervisor who can spot you, it makes sense
but theres really far too many of them in sapienza, it makes you act too much like in a stealth game, and they no longer have the mechanic from absolution that let you shortly cover your face
If I start a game and knock out the virus objective and manual save, can I finish the level, then keep loading up that save to keep completing challenges but also skip the virus thing?
So hyped for this based on the reception.
Quick question though....
One of the main complaints about the first episode was how rigid some of the scripting seemed (e.g. the same thing would trigger based on the player's location) - have they adjusted this at all?
People who complained about that were... well, not very attentive. I'm thinking of the RPS review right now...
In some of the missions in older Hitman games, they used a loop system, where all the events repeated again and again, like the Opera where they did infinite rehearsals with the same cycle of things happening, or people going A->B->C->D->A again.
You can argue that scripting being triggered by your proximity is totally unrealistic. Well, surprise, an infinite loop ala Groundhog Day is also unrealistic. In both cases it's a concession to gameplay.
And they clearly have chosen this specific concessions instead of the "repeating cycle" style because it was the most appropriate when you have scenarios four times bigger than before and three time more dense. Think, if all the scripting would start without your presence at the start of the mission, most of it would have passed while you were exploring the possibilities of some corner of the map. Now the game is more sandbox than before, and therefore new methods are needed to make it playable. A realistic scripting for npcs would make sense for much smaller, tighter levels where you have your attention on a short list of targets and events.
I think more people should be suspicious of the scientist outfits, honestly. If I saw a guy running through a beach in a hazmat suit, I'd be REALLY fucking worried.
I kinda wish they keep adding more and more contrived reasons why 47 looks nothing like the people he's impersonating but people just accept it. I was fully expecting theprivate eye disguise to be dismissed with "Oh, I see you've changed your face again" or something
I don't really mind it because it kinda makes sense who can see through your disguise in this one. Especially down in the lab which is a fairly small workforce creating a deadly virus so they likely would know each other.
I guess most of the time they have that covered by throwing in a line like "these people have not met, so they won't recognize you", so that's not too bad.
It's one of those "it's a game, we need to make this work easily" things, just like every outfit magically fits 47 perfectly even though he's obviously taller / more buff than almost everyone.
I'm amazed at how many distinct areas there are in this level. Not sure if they'll be able to outdo this, but I hope they can.
This new level is awesome but man does the performance suffer compare to the first level. I think I may have to wait for the next line of GPUs to come out just to play it! (On a 970 now).
Have you played after the last patch? Game performs great on my 970, better than Paris.
i'd be more worried about a guy running around on the beach in a plague doctor suit..but nope. it's like it registers as civilian clothing. lol
This new level is awesome but man does the performance suffer compare to the first level. I think I may have to wait for the next line of GPUs to come out just to play it! (On a 970 now).
People who complained about that were... well, not very attentive. I'm thinking of the RPS review right now...
In some of the missions in older Hitman games, they used a loop system, where all the events repeated again and again, like the Opera where they did infinite rehearsals with the same cycle of things happening, or people going A->B->C->D->A again.
You can argue that scripting being triggered by your proximity is totally unrealistic. Well, surprise, an infinite loop ala Groundhog Day is also unrealistic. In both cases it's a concession to gameplay.
And they clearly have chosen this specific concessions instead of the "repeating cycle" style because it was the most appropriate when you have scenarios four times bigger than before and three time more dense. Think, if all the scripting would start without your presence at the start of the mission, most of it would have passed while you were exploring the possibilities of some corner of the map. Now the game is more sandbox than before, and therefore new methods are needed to make it playable. A realistic scripting for npcs would make sense for much smaller, tighter levels where you have your attention on a short list of targets and events.
So hyped for this based on the reception.
Quick question though....
One of the main complaints about the first episode was how rigid some of the scripting seemed (e.g. the same thing would trigger based on the player's location) - have they adjusted this at all?
I'm calling it. GOTY 2016 even without seeing the rest of the levels. Boom. Or is it 2017 : |
People who complained about that were... well, not very attentive. I'm thinking of the RPS review right now...
In some of the missions in older Hitman games, they used a loop system, where all the events repeated again and again, like the Opera where they did infinite rehearsals with the same cycle of things happening, or people going A->B->C->D->A again.
You can argue that scripting being triggered by your proximity is totally unrealistic. Well, surprise, an infinite loop ala Groundhog Day is also unrealistic. In both cases it's a concession to gameplay.
And they clearly have chosen this specific concessions instead of the "repeating cycle" style because it was the most appropriate when you have scenarios four times bigger than before and three time more dense. Think, if all the scripting would start without your presence at the start of the mission, most of it would have passed while you were exploring the possibilities of some corner of the map. Now the game is more sandbox than before, and therefore new methods are needed to make it playable. A realistic scripting for npcs would make sense for much smaller, tighter levels where you have your attention on a short list of targets and events.
Yeah, I wasn't into the proximity triggers when I played the beta. But now I don't really have a problem with it continuing to replay levels. I usually have a slight idea about how I want to go about doing the mission and what challenges I would like to tackle and plan my routes accordingly.
If you start in the kitchen in Sapienza the current escalation challenge is trivial, I'm not sure if they heard some complaints that the first one in paris took too long or something but I breezed through this one in a couple minutes.
I don't know if I'm just going crazy but my camera seems really close to 47 all of a sudden? The bottom of the screen ends at his waist but I'm sure I could see his legs when I was playing in Paris.
Did they change the camera or was it always like this?
If you start in the kitchen in Sapienza the current escalation challenge is trivial, I'm not sure if they heard some complaints that the first one in paris took too long or something but I breezed through this one in a couple minutes.
there's one for Paris that is dead simple. You literally just run down the stairs and kill someone.