Just to throw this out there: those nuns are about as good at blending in with actual nuns as Altair was at blending in with actual monks in the first Assassin's Creed.
k-ossuburb said:
Why is this a betrayal? Oh my poor ignorant fools, I shall tell you why.
And then I'll play Devil's Advocate as best I can.
k-ossuburb said:
This is NOT what Hitman is about. The Hitman games have always been about cold, calculated kills there is none of this Die Hard style shoot-'em-up, outdated 80's movie bullshit in the games. The game actively penalized you if you so much as thought about taking out an M16. Sure, it gave you the option but if you have to use a gun AT ALL then you're clearly not smart enough to play the game as it's meant to be played.
See, that's the thing: if you truly aren't capable of playing the game "as it's meant to be played," you probably won't be able to play it well enough to progress. The fact that weapons that aren't subtle were given as an option is a testament to the developers knowing that, yes, sometimes things go tits-up and you need to shoot your way out. And do you know why they gave us that option?
Know what? I'll answer that in a bit. Still plenty of post to go.
k-ossuburb said:
Hitman is about patience and studying your target, it's about planning your actions and forming a strategy in order to take out the mark without anyone even knowing what happened or even think that it was because someone actually did it. Y'know, like a real professional killer and not some dime-a-dozen murderer.
And you say this with the authority of...who, now? Because it sounds like you're citing some sort of hitman census that I'm fairly confident doesn't exist.
What separates a "real professional killer" from your derided "dime-a-dozen murderer"? Because if you go the latter route, you end up killing
dozens of bodyguards, soldiers, etc along the way. Isn't that just a different sort of skill-set? Being able to shoot your way through a small army while not exactly being a god of war yourself is pretty damn impressive for a human being.
k-ossuburb said:
Every mission in the series was set up so you can make every death look like an accident so nobody would even suspect that you were ever there. It is entirely possible (and advised) to go into every mission with nothing more than the syringes, the fiber wire and a couple of bombs, that's literally all you need.
Anyone who's played the previous games knows that it's about stealth first and that includes how you take out your targets, it's more a puzzle game than an action game because you're supposed to look at what's in the environment and then figure out how you can use it. Like when you swapped the fake gun for a real one to take out an overacting stage performer before detonating a bomb to drop a chandelier onto his lover's head as he rushes out to see what's wrong with his boyfriend. The whole thing will look like an accident.
Okay, I'm going to ask you two very simple questions, one of which is fairly contingent on the first:
Have you ever reloaded a mission while playing a Hitman game? And if so, was it because you were spotted/got into a gunfight and you wanted to do things the 'proper' way?
k-ossuburb said:
They don't show you the newspapers for no reason, it's to show you if anyone is onto you and how long it'll be before they come to catch you, if you did everything correctly and made it look like an accident then you wouldn't even be mentioned in the papers, it would just be another "tragic accident". That's what a professional killer does, THAT'S WHY YOU GET PAID FOR THIS SHIT, because there's absolutely no way it's going to get linked back to your client if nobody suspects murder, is there?
Then why do so many of your clients not care about how you dispatch the person? The father grieving his dead son wasn't thinking "How will I get away with this?" when he told you to show the carnival organizer a picture of his son before you iced him.
k-ossuburb said:
Also this Batman vision bullshit, what is this? Why is it here? What happened to my map? Why are the patrol paths of every NPC mapped out like a fucking paint-by-numbers colouring book? How does that even fucking work? Do you know how absolutely offensive that is? This is two great big middle fingers right up the ass to every player who felt the rush of sneaking up behind a bodyguard or target that you need out of the way. Everyone of us who slowly crept up behind them with the fiber wire at the ready chanting "please don't turn around, please don't turn around" over and over in our heads and adding a massive amount of tension to the missions.
Every play 'Far Cry: Instincts'? It's not a spoiler to say that later in the game, you get what I'll summarize as 'predator' abilities. You can see much better in the dark, for one thing, but what I found far more interesting was the ability to track enemies by their scent.
How would you pull off something like that in a video game? As it turns out, it manifested as a colored cloud that followed the trail of NPCs, growing weaker with time. It was clever and effective, and it managed to solve a problem I thought couldn't be easily solved.
Now look at Absolution's vision-mode. Do you really think that Agent 47 (the character, not you) was thinking "please don't turn around, please don't turn around" when he was sneaking up on people? Hell no. You said it yourself: he was a professional killer. And no matter how well you did in the missions in, say, Blood Money,
he is a far better hitman in-canon than you can ever hope to simulate in-game.
Let's say you hear footsteps or conversation in the next room. Can you guess where the people are based on those noises alone? Can you recognize, swiftly and on-the-fly, the projected patrol route for a security guard? Can you think of reasonable ways to manifest these sorts of abilities in a video game to make them relevant to gameplay and accessible to the player? Frankly, I can't, or I can't come up with a way that's dramatically better than what's being implemented now. I hope to God that you've not been implying that Agent 47 is
actually seeing things the way we are when it comes to that alt-vision mode.
k-ossuburb said:
Now what have we got? We've got a diluted version where we don't even have to make any effort to take someone out, which also means that it's actually ENCOURAGED that you take out innocent people with nothing to do with the intended target. In the old games you didn't do this because you wanted to, it was a last resort, if you could you'd avoid it as much as possible. In this version you're pretty much told to strangle any fucker just because they're there.
Erm...why? Why is it more encouraged to kill people now? If anything, I imagine AIs will be better at finding out if people have gone missing (recognizing unfamiliar faces, checking in via radio, etc), so it's only the "dime-a-dozen murderer" types you've been railing on that would think "Oh, I'm better at killing now. I better make the most of it by killing as many people as possible and risking a SWAT team getting shoved up my ass."
k-ossuburb said:
In the old games it's a bad thing to take out non-essential people because not only are they just the average working Joe Nobody who you've not been hired to take out, but more importantly: they're also a liability.
Every body you stash in a dumpster or laundry chute is another piece of evidence that's going to harm your ability to do your job professionally, which as I've said, means that nobody suspects foul play. Who the hell's going to not think that the target was murdered when they find the chef's body crumpled up in the laundry room like an old sock? That not only makes you a bad Hitman and no better than a petty thug, it also means that your client will be under suspicion.
...what? How is this relevant? Again, if someone is using their newfound ability to throw caution to the wind and murder everything with a pulse,
then they're shit hitmen with or without that vision mode. They're the same people who would stumble across someone with an assault rifle, kill them, then just prance through the mission like it's suddenly become
Brute Force.
k-ossuburb said:
I don't care if everyone in the entire building is a Nazi, I'm not going to kill any one of them unless I seriously have to and if I do, I will have to restart the mission to try and get a perfect run.
Called it.
k-ossuburb said:
It was exciting to sneak up behind someone and Garrote them, I agree, but it's also completely wrong and even though a "Game Over" screen isn't flashing up on the screen you can still be damn sure that the moment you've got to take out a non-essential target then you've failed the mission.
Remember that question I asked at the start of the post? About why the developers gave us the option to shoot our way out of a botched mission? Well, I'm going to give you that answer know:
Because they think that people like you are dead wrong.
If they wanted to, they could've made every non-essential kill (or even a certain number of non-essential kills) an instant 'Game Over.' But they didn't. And they didn't do that because they wanted to make the game as close to realistic as they could.
You know what the most ironic thing is? For all your bluster about capturing the true spirit of a "professional killer," those "dime-a-dozen murderers" are
infinitely superior to you for the simple reason that
they fulfilled the mission and you did not. What's that? You did it perfectly on your third playthrough? Well, tough shit. As far as I'm concerned, the 47 you played threw up his hands and left during his first mission, never to return again because he couldn't live with the guilt of having garroted someone he wasn't being specifically paid to garrote.
Did you honestly think that the developer of
any game wants their players to savescum?
k-ossuburb said:
I'm not getting paid to kill the underlings and by-standers, I'm being paid to kill the mark, everything else is murder, the mark's just business.
*facepalm*
No, no it's not. Just because you accept money for your murders doesn't make it any less of a murder. I'll grant you that you can have
gratuitous murders in the process, but don't pretend that a hitman is anything more than a professional murderer.
k-ossuburb said:
So, yeah, this is a massive slap in the face for any fan of the original games. It's a complete betrayal of everything established beforehand and it's a massive dumbing down of what once was a very intelligent series of games.
Oh, please. This was a prerendered cutscene depicting a random (if stupid) encounter. We've already seen gameplay, and it's about as far from this as you can imagine.
Besides, look at the details of it, past the fishnets and fetish-habits. Agent 47's initial kills are his normal methods of killing, and they work really damn well. It's only when he gets into a 'traditional' fight that he starts taking hits.
And you know what? That comforts me. Because it depicts Agent 47 as I've known him to be: an unmatched silent killer, and a skilled straight-up fighter when things go wrong. And if you're trying to actually get the Hitman experience,
things will go wrong. You can't metagame and then expect
that to be the baseline experience for everyone who played the game 'properly.' If things go wrong, then man the hell up and
deal with it. Do you think Agent 47 has a magical 'reset universe' button he can hit whenever things aren't going perfectly? You can still get a decent rating if you end up shooting your way out, and that's pretty impressive in itself.
Yes, it'd be great if we could play instinctively as a flawless hitman who can engineer accidents like clockwork and escape without so much of a trace of foul play. But that's a perfect world, and perfect worlds are boring. I actually see the appeal in a hitman who does as well as he can for as long as he can with the previously mentioned conditions, but when shit hits the fan, he not only
escapes, but he does it so well and so cleanly that forensic teams are looking at a dozen armed corpses killed with deadly-accurate small arms fire, and all their shots failing to so much as leave a trace of blood from the mysterious target they were shooting at.
No trace of foul play is all well and good, but I like to think that Agent 47 isn't some crybaby that can't handle himself in a straight fight against a dozen hired guns, and the devs gave the option to show that.