PAX East 2012 Preview: Hitman: Absolution

Marshall Honorof

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PAX East 2012 Preview: Hitman: Absolution


Agent 47 returns to a world filled with over-the-top violence, tight stealth mechanics, and a cavalcade of phallic references.

During his long and, well, sanguine career, Agent 47 has killed a lot of people. This doesn't come as a huge shock for the protagonist of a series called Hitman, but even in the most stealthy of playthroughs, the elusive agent is going to shoot, strangle, garrote, slice, and bash his way through a variety of foes who, quite frankly, probably have it coming. While Agent 47 is not a good guy, he's generally killing folks even worse than he is. What happens, then, when the morally flexible assassin acquires a target who doesn't deserve to die? In Hitman: Absolution, the latest installment in the storied series, the powers that be task Agent 47 with the unenviable task of murdering his former handler, Diana. Over the course of a tense and gory stealth/action hybrid, Agent 47 will get to the bottom of the mystery surrounding this assignment, and take down a few gangsters, drug lords, and criminal masterminds along the way.

Wasting no time capitalizing on the game's title, the preview begins with Agent 47 finding his way into a Catholic orphanage, disguised as a priest. He is out to find a girl named Victoria who holds valuable information, although further details will have to wait until the full game arrives. In order to show that both stealth and gunplay were viable options for this installment, IO Interactive ran through the demo twice with radically different approaches. The first run of the level involved slow, methodical, stealth-based gameplay, and made use of the game's many hiding spots, enemy routines, and distracting objects.

In the stealth run, Agent 47 witnesses two armed, masked men gun down a nun and proceed into the orphanage. In order to evade the gunmen, Agent 47 must wait behind various pieces of cover, such as desks, cabinets, and closed doors, in addition to seeking out alternate, unpatrolled paths. If the titular hitman catches an enemy alone and unobserved, he can either put the gunman in a sleeper hold (which is quiet and nonlethal, but takes some time) or snap his neck (which is quick and easy, but can attract unwanted attention). This play style is fairly merciless when it comes to detection: Agent 47 must hide dead or unconscious bodies right away, stay perfectly still behind cover when enemies are nearby, discover paths that take him the long way around hostile forces, and memorize adversaries' routes - probably through copious trial and error.

During the course of the demo, Agent 47 winds his way through air ducts, around tight corners, and even evaded an entire room full of armed thugs through careful timing, judicious use of cover, and ambient noise that hid his own. One memorable sequence involves Agent 47 in a nursery making use of an obnoxious toy robot to mislead two goons while he effortlessly sneaks past. By the time Agent 47 finds his way to the final elevator leading him closer to Victoria, he has incapacitated several foes by nonlethal measures, but encountered neither detection nor fatality.

Despite the fact that Hitman: Absolution can be a fairly grisly, gritty game, the color palette stretched beyond the grays, reds, and blacks that the promotional art may suggest. The orphanage level takes place in broad daylight, and looks like an actual home for children. Pinks, yellows, and blues festoon the bedspreads and toys. In the more ecclesiastic sections of the orphanage, Agent 47 wanders past rich rugs, statuary, and crucifixes decked out in green, silver, and gold. While both the protagonist and his enemies dress in drab, dull colors, this creates a fitting juxtaposition between the sedate environment and its bloodthirsty inhabitants.

The second playthrough of the demo let stealth fall by the wayside and embraced the over-the-top violence and stylistic carnage that have been some of Hitman's hallmarks. Io Interactive has made Absolution equally amenable to this style of play, as Agent 47 picks up a fire ax and brains a foe not two rooms into the demo. Much as he previously used the toy robot as a distraction, Agent 47 can now pick up nearby objects to use as weapons - axes, fire extinguishers, or guns, if you're feeling especially mundane.

The game is not a straight-up action title, but the gunplay in Absolution still offers something fairly unique. In addition to the old standards of running and gunning or firing from behind cover (which the AI will skillfully get around), Agent 47 can slow down time and "tag" foes. Unlike the bullet time from games like Max Payne or F.E.A.R., this mode does not simply change the speed of battle, but allows Agent 47 to line up multiple targets and choose a stylish way to eliminate them as soon as reality snaps back to normal speed. In the demo, Agent 47 painted a skull-and-crossbones on three foes' vital points: one in the head, one in the torso, and one unfortunate soul in the groin. As soon as time sped up, he executed them in a short cutscene before dealing with the rest of the enemies.

The ability to shoot an enemy right in the pelvis is hardly a stretch from the rest of the game; in fact, based on the demo, Absolution has something of an unfortunate obsession with male genitalia. The dialogue - of which there is plenty, thanks to some extremely mouthy villains - can hardly go a single sentence without calling someone's manhood into question. While this writing choice is likely intended to amp up the game's realism, it serves instead to give the game an extremely juvenile, unpleasant script that makes the characters into hypermasculine caricatures.

In spite of its questionable dialogue choices, Hitman: Absolution looks set to deliver a tense, thoughtful stealth experience with a story that should shake things up for longtime fans. The game is set for release at an unspecified time in 2012, which makes sense. After all, a target never knows just when or how Agent 47 will show up.

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Electric Alpaca

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I'll be happy as long as it is a possibility to 'ghost' the entire game, with accident kills coming back in full force.

I'm becoming worried about the innovations (if yanking straight from Splinter Cell: Conviction can be deemed as so) that there will be forced gunfights to ensure the player witnesses the work developers have put in.

An annoying trait becoming too common, if it's in the game it's forced upon the player in an apparent move to justify it's existence.
 

GiantRaven

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A quick game for everybody who knows/has played the Hitman games...

Think of one defining feature of the Hitman games, one that set itself apart from it's peers, that seems conspicuously absent in this article.

Are you thinking of the ability to take the costume of any character? The unique aspect of gameplay that led to Hitman's signature style of 'hide in plain sight' gameplay? Because I definitely am, and I'm wondering what's happened to it here.
 

Dukenstein

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GiantRaven said:
A quick game for everybody who knows/has played the Hitman games...

Think of one defining feature of the Hitman games, one that set itself apart from it's peers, that seems conspicuously absent in this article.

Are you thinking of the ability to take the costume of any character? The unique aspect of gameplay that led to Hitman's signature style of 'hide in plain sight' gameplay? Because I definitely am, and I'm wondering what's happened to it here.
He mentioned that Agent 47 was disguised as a Priest during the demo. You can even see it in the screen shot at the top. He did not go over actually taking someones clothes though, but I am pretty sure thats in there.
 

Marshall Honorof

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GiantRaven said:
Are you thinking of the ability to take the costume of any character? The unique aspect of gameplay that led to Hitman's signature style of 'hide in plain sight' gameplay? Because I definitely am, and I'm wondering what's happened to it here.
Disguising is still very much in the game. Aside from the initial priest costume, it only happened once during the demo, though, so I didn't talk about it here. For what it's worth, it seems like the system works well and can help Agent 47 sneak past some tough situations, but enemies will still get suspicious if you get too close or act strangely.
 

IXIFatTonyIXI

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GiantRaven said:
A quick game for everybody who knows/has played the Hitman games...

Think of one defining feature of the Hitman games, one that set itself apart from it's peers, that seems conspicuously absent in this article.

Are you thinking of the ability to take the costume of any character? The unique aspect of gameplay that led to Hitman's signature style of 'hide in plain sight' gameplay? Because I definitely am, and I'm wondering what's happened to it here.


"Wasting no time capitalizing on the game's title, the preview begins with Agent 47 finding his way into a Catholic orphanage, disguised as a priest. He is out to find a girl named Victoria who holds valuable information, although further details will have to wait until the full game arrives. In order to show that both stealth and gunplay were viable options for this installment, IO Interactive ran through the demo twice with radically different approaches. The first run of the level involved slow, methodical, stealth-based gameplay, and made use of the game's many hiding spots, enemy routines, and distracting objects."

"Wasting no time capitalizing on the game's title, the preview begins with Agent 47 finding his way into a Catholic orphanage, disguised as a priest."

"disguised as a priest."

Can you read or not?
Also, COME ON! it's not like they're going to get rid of that, it's a MASSIVE FEATURE, they're just assumming it's obvious, to anyone with any knowledge of the seires, that it's going to return.
AND! If it wasn't they'd make a big deal of it as "A whole new direction", marketing speil.

Common sense!

(EDIT!: I forgot, the VERY FIRST gameplay video, showing that libery, the end is a little joke where 47, having disguised himself as a cop, blends in with some police mens. Here it is:http://www.youtube.com/watch?v=AL3DMJlpowM)

Electric Alpaca said:
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/snip
I'm becoming worried about the innovations (if yanking straight from Splinter Cell: Conviction can be deemed as so)
Why does everyone keep saying that, the mark and execute thing, wasn't invented by Splinter Cell conviction (one of the Conflict:Desert Storm.Global Storm/Whatever storm games, did like in '01) even then it's a fun, OPTIONAL, tool that is simple and interesting, if the animations are any good anyway, that I welcome, I mean a game doesn't have to be especially innovative if it's, you know; Fun

(See: Nintendo games, all of them [although I personally have never like a single Zelda, Metroid, Mario or Starfox game, tbh, I'll stick with CoD, Halo, MGS, Hitman, GTA, Portal, H-L, L4D, Elder Scrolls and other Fps] {Hmm, first person seems to be a theme in my tastes, i've never really noticed that before.})
 

JayDub147

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The gameplay sounds decent and all, but there really is only one important question: is there any chance David Bateson is coming back?
 

Lovely Mixture

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JayDub147 said:
The gameplay sounds decent and all, but there really is only one important question: is there any chance David Bateson is coming back?
Yes, here we go.

The Hitman series is dead to me because of the shafting of the two main voice actors, Jesper Kyd not doing the music, the entire game taking place in the US, and the changing of the development team (I can't confirm this, but it's what I remember), and now of course they're killing of Diana without batting an eyelash.

That said, Absolution will probably be a fine game. It just won't be Hitman to me.
 

Electric Alpaca

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IXIFatTonyIXI said:
Why does everyone keep saying that, the mark and execute thing, wasn't invented by Splinter Cell conviction (one of the Conflict:Desert Storm.Global Storm/Whatever storm games, did like in '01) even then it's a fun, OPTIONAL, tool that is simple and interesting, if the animations are any good anyway, that I welcome, I mean a game doesn't have to be especially innovative if it's, you know; Fun

(See: Nintendo games, all of them [although I personally have never like a single Zelda, Metroid, Mario or Starfox game, tbh, I'll stick with CoD, Halo, MGS, Hitman, GTA, Portal, H-L, L4D, Elder Scrolls and other Fps] {Hmm, first person seems to be a theme in my tastes, i've never really noticed that before.})
Why are you getting so upset? I'm obviously going to reference Splinter Cell: Conviction as it's the most recent example and I'd hazard a wager that's the reason others would also. I'm not wrong - it is a theme shared with Conviction so I don't know why it bothers you.

Irrespective of whether I can opt to use it or not, I'm concerned about it becoming a requirement - as I adressed in my post. Developers have a habit of designing scene(s) around an ability, making it a requirement to use. Hitman has never been about flashy gunplay; and I'm hoping refining this new mechanic hasn't distracted from refining the social stealth element - a very niche trait.

There is enough shooters without this having its unique element removed to fit in with the crowd.
 

IXIFatTonyIXI

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Electric Alpaca said:
IXIFatTonyIXI said:
Why does everyone keep saying that, the mark and execute thing, wasn't invented by Splinter Cell conviction (one of the Conflict:Desert Storm.Global Storm/Whatever storm games, did like in '01) even then it's a fun, OPTIONAL, tool that is simple and interesting, if the animations are any good anyway, that I welcome, I mean a game doesn't have to be especially innovative if it's, you know; Fun

(See: Nintendo games, all of them [although I personally have never like a single Zelda, Metroid, Mario or Starfox game, tbh, I'll stick with CoD, Halo, MGS, Hitman, GTA, Portal, H-L, L4D, Elder Scrolls and other Fps] {Hmm, first person seems to be a theme in my tastes, i've never really noticed that before.})
Why are you getting so upset? I'm obviously going to reference Splinter Cell: Conviction as it's the most recent example and I'd hazard a wager that's the reason others would also. I'm not wrong - it is a theme shared with Conviction so I don't know why it bothers you.

Irrespective of whether I can opt to use it or not, I'm concerned about it becoming a requirement - as I adressed in my post. Developers have a habit of designing scene(s) around an ability, making it a requirement to use. Hitman has never been about flashy gunplay; and I'm hoping refining this new mechanic hasn't distracted from refining the social stealth element - a very niche trait.

There is enough shooters without this having its unique element removed to fit in with the crowd.

I see where you are coming from, but the levels generally have free roam so... we are probably safe. (also note, i troll round here at 5 in the morning, when I'm tired and stupid.)
 

IXIFatTonyIXI

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Lovely Mixture said:
JayDub147 said:
The gameplay sounds decent and all, but there really is only one important question: is there any chance David Bateson is coming back?
Yes, here we go.

The Hitman series is dead to me because of the shafting of the two main voice actors, Jesper Kyd not doing the music, the entire game taking place in the US, and the changing of the development team (I can't confirm this, but it's what I remember), and now of course they're killing of Diana without batting an eyelash.

That said, Absolution will probably be a fine game. It just won't be Hitman to me.


This, this, this THIS!
I'll probably love the game if the new actor are up to par, the setting, no so much as a problem as long as the individual levels are good and the challenges they present is enough. BUT! If it feels "off", that'll be a mighty shame. I'm just happy to get back in the shoes of ol' baldness.
 

Beffudled Sheep

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Lovely Mixture said:
JayDub147 said:
The gameplay sounds decent and all, but there really is only one important question: is there any chance David Bateson is coming back?
Yes, here we go.

The Hitman series is dead to me because of the shafting of the two main voice actors, Jesper Kyd not doing the music, the entire game taking place in the US, and the changing of the development team (I can't confirm this, but it's what I remember), and now of course they're killing of Diana without batting an eyelash.

That said, Absolution will probably be a fine game. It just won't be Hitman to me.
Wait wait wait...
No Jesper Kyd? I'm sorry but what the hell is going on here? The man was a genius! The music is part of what attracted me to the series (the great gameplay made me stay).

OT: As a big fan of the series I am barely able to contain my excitement at this news. While some decisions have come to pass that I am not too fond with I shall not let that influence the total experience too strongly. Definitely a day one purchase.
 

Ephixa

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Great thing, he is similiar to Max Payne, not that muscular tho... i believe this is gona be great game anyway!
 

paislyabmj

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still sounds like splinter cell to me. I am not against a series going in new directions but i have a horrible feeling that this game will be a cheap splinter cell knock off.
Hitmans stealth was about blending in not hiding.
 

IXIFatTonyIXI

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paislyabmj said:
still sounds like splinter cell to me. I am not against a series going in new directions but i have a horrible feeling that this game will be a cheap splinter cell knock off.
Hitmans stealth was about blending in not hiding.
HOW HOW HOW? It sound like they're describing Blood Money, but with upgrades to the combat! Also, yes Hitman stealth is about blending in, BUT: http://www.youtube.com/watch?v=5XjNEHrxWKo
he is THEMATICALLY, an angry, efficient, stealhty BADASS, who is not opposed to going pycho and killing mothef****rs with a shotgun. (Leaving no witnesses).

Everything they release they say something like: Hitman, sneaks in, disguises, then goes rambo because he can. Yet all the reaction is see seem to think its says: Hitman, kicks the front door in, going rambo because he can.

I do not get it.
Logically they're talking about what's new, as you know, new stuff is interesting, they acknowlege the old but go into detail on the new. Do not worry, have faith in them.