Hitman Absolution announced

It's two clips totalling about 8 seconds of gameplay, but so far it looks pretty faithful. I'm not too sure about pulling the guy off the ledge, though.
 
Ok it worked, just took a full 2 minutes to engage :\

Can't really comment much still.
 
The gameplay looked like hitman, and the cinematic trailer was pretty cool.
 
Is that woman in the trailer supposed to be Diane? I wonder why is 47 after her when she

helped him in Blood Money? Unless he didn't figure that she injected him with the fake poison for his own good.
 
Unfocused, perhaps he's freeing her?

I mean, perhaps she is in some form of "house arrest" or such.
 
Unfocused, perhaps he's freeing her?

I mean, perhaps she is in some form of "house arrest" or such.

Then why the gun? I don't think it's her, anyways. Isn't she a little older than that?
 
I had hoped for some more gameplay rather than the same bit looped again. I'm glad the police raid stuff is (supposedly) only in the beginning, in a hitman game I want to be the predator instead of the prey!
 
I hope most of the missions will be standalone, "neutral", not tightly tied to some main storyline. Also, public places.
 
It's gonna be awesome! But my opinion might be biased due to me working for IO Interactive. ^^
 
From the latest issue of EDGE it said:

- game is linear
- has checkpoints
- has a detective mode kinda like Arkham Asylum
- no Jesper Kyd FFUUUUUUUUUUUU
 
- game is linear
- has checkpoints

Did they mention these things in a negative way? Hardly seems worth mentioning at all, since thats how every single hitman game was before, and it worked fine each time.
 
From the latest issue of EDGE it said:
- no Jesper Kyd FFUUUUUUUUUUUU

D:< noooooooes

Still looks hopeful.

Almost everything about Blood Money was perfect, down to the menus and the absolutely beautiful soundtrack.
 
No Jesper Kyd!? **** me!

Jesper Kyd's music was one of the greatest mood-setters for the game in my opinion!
 
It just won't be the same without it. Hitman's music has always been one of its greatest strengths.
 
This doesn't look like Hitman at all.

Seriously this looked exactly like Splinter Cells. One style of approach to the game, minimal freedom.
 
did you even read a single interview or a preview before bashing the game? it's still the same game with same gameplay.
 
Need to see a bit more footage, but from the sounds of things this is more 47 on the run/out for revenge than a strict series of assassination jobs as with the previous titles (although no doubt there will be much opportunity for that). I'm not opposed to that. I'm hoping that IO build upon the grainy style of K&L Dog days, as I really liked what they did with that game in terms of the effects. Certainly I don't want lens flair everywhere, but I thought their lighting was excellent as well as the raw urban environments.
 
Did they mention these things in a negative way? Hardly seems worth mentioning at all, since thats how every single hitman game was before, and it worked fine each time.

What? Hardly worth mentioning? Maybe we use different definitions of linear; I wouldn't call Blood Money linear (I'll give this as an example, since it's the best Hitman game IMO), except for the first tutorial level. You have a few objectives and can often complete then in whatever order and in a few different ways.

What jimbo mentioned makes it almost sound like Absolution will be a CoD-like string of corridors with checkpoints, in which, instead of having a whole level to ourselves, we'd be "activating" new segments of the level as we progress.

I sincerely hope this is not the case.
 
To be the bringer of even more bad news...

- David Bateson will not be returning as 47's VA.

Hitman info.

  • IO have created a brand new engine called the Glacier 2 for the game.
  • Agent 47 is on the run, they showed off a level in a library.
  • There is instinct mode, which works similair to the detective mode in Arkham Asylum. It will replace the map screens from previous Hitman games.
  • With the instinct mode you monitor enemies trough walls, burning-red trails highlight the patrol route enemies are about to take, and the mode also highlight points of intrest (like climable ledges and vents). It can also be used to maximise your disguise.
  • The instinct mode can only be used for a short time, it is powered by a bar that refills when you do silent, stealty takedowns.
  • Enemy patrol paths will now take organic and shorter paths, this is done so the player can anticipate when the AI is going to do something and not getting randomly caught.
  • The mini-map in the corner of the screen is going to stay, the will give the usual info like past games.
  • A new take on the threat meter: a grey circle appears in the centre of the screen, edges of which occasionally show where the player has been spotted.
  • You can make weapons that are built into the invironments and are unique to each setting.
  • The sneak animation has changed, Agent 47 will kill more gracefully.
  • Levels will now be divided into discrete checkpoints.
  • More focus on smaller sandboxes, because they want to control the pacing better and bring more variety to the gameplay.
  • Long-time series composer Jesper Kyd will not be returning. The duo Peter Peter and Peter Kyed will be doing it.
  • Longtime 47's voice actor David Bateson will not be returning

from neogaf.
 
did you even read a single interview or a preview before bashing the game? it's still the same game with same gameplay.

I concede I did not, although I did hear it will be the same game with some addition on to it.

But what I saw in that video was almost exactly the same as Splinter Cell and nothing like the old hitman. Too much noise, whatever happened to Silent Assassin?

And the gameplay doesn't look the same, unless that level shown is some unique level. Wall cover doesn't seem like a bad idea if it's used strictly for hiding. And I hear checkpoints? Checkpoints scream linear to me. Hitman shouldn't have checkpoints, you should be thrown in a level and given the freedom to complete it however you want.

I mean, in all Hitman games, you are encouraged to be as quiet as possible and to kill as little people as necessary. Both the debut and gameplay trailer seems to imply a lot of killing, and a lot of noise.
 
hitmanabsolution.jpg
 
Shut the **** up, you whiney bitches. You have no idea what you're talking about.

Let's take a look at gameplay mechanics:

Enemy patrol paths will now take organic and shorter paths, this is done so the player can anticipate when the AI is going to do something and not getting randomly caught.

This is same as other Hitman games. They always follow the same scripted path. I don't want to see a random NPC searching rooms for no reason.

Levels will now be divided into discrete checkpoints.

This is not a bad feature, but I'd rather have a simple save system. I don't want to replay the same mission from the beginning when I fail the mission.

Longtime 47's voice actor David Bateson will not be returning.

So what, he rarely talks. He never had a single good line.

Long-time series composer Jesper Kyd will not be returning. The duo Peter Peter and Peter Kyed will be doing it.

Unless you don't know, new Hitman game has a dynamic music system like Left 4 Dead (or Portal 2). They need someone with a lot of free time to compose music for a game like this.

More focus on smaller sandboxes, because they want to control the pacing better and bring more variety to the gameplay.

Again, this is a good move. Hitman games had a lot of rooms and halls with no purpose (i.e. the missions set in Japan), until Blood Money came along. I think they want a direction like Half-Life, so they can focus on the story, and characters.

Watch this interview.

http://www.youtube.com/watch?v=BzDJWvkiEf4
 
[*] More focus on smaller sandboxes, because they want to control the pacing better and bring more variety to the gameplay.

Oh ****kkkk, that's exactly what I was afraid of. The level won't be a sandbox anymore but will be divided into segments instead.


Again, this is a good move. Hitman games had a lot of rooms and halls with no purpose (i.e. the missions set in Japan), until Blood Money came along. I think they want a direction like Half-Life, so they can focus on the story, and characters.

Not a good move at all. First off - "until Blood Money came along" - OK, then why won't it stay the way it was in BM, did you not enjoy it that way?

Secondly, even if there are rooms and halls with no purpose - so what? The levels are supposed to imitate a real life location, they shouldn't look like locations crafted specifically for 47 and his mission. That's what immersion is about - you should feel like you're there, not like you're playing a computer game.

Unfortunately, for some reason videos from the G4TV channel don't load for me (I don't know how that makes sense, since they are hosted on youtube :?) so I can't watch the interview.
 
I liked what they did it in Blood Money. It's more linear compared to previous Hitman games, but it's done right. Does anyone remember the Japanese compound in Hitman Contracts (it's also in the original game). It was like a ****ing maze. You can get lost in the level.

You can watch the interview on G4's site.
 
I liked what they did it in Blood Money. It's more linear compared to previous Hitman games, but it's done right. Does anyone remember the Japanese compound in Hitman Contracts (it's also in the original game). It was like a ****ing maze. You can get lost in the level.

You can watch the interview on G4's site.

I would like something like Blood Money with more options of beating a level, but in exchange a higher difficulty(like AI getting suspicious more easily and being less predictable(sadly they confirmed the paths would in fact be shorter and more predictable)).

Compared to Blood Money I think the perfect Hitman game should have the above, better graphics(maybe euphoria-y physics like Krynn mentioned) and a menu that works properly with a mouse.
 
Good:
- IO have created a brand new engine called the Glacier 2 for the game.
- Enemy patrol paths will now take organic and shorter paths, this is done so the player can anticipate when the AI is going to do something and not getting randomly caught.
- The mini-map in the corner of the screen is going to stay, the will give the usual info like past games.
- You can make weapons that are built into the environments and are unique to each setting.
- The sneak animation has changed, Agent 47 will kill more gracefully.

Bad:
- There is instinct mode, which works similar to the detective mode in Arkham Asylum. It will replace the map screens from previous Hitman games.
- With the instinct mode you monitor enemies trough walls, burning-red trails highlight the patrol route enemies are about to take, and the mode also highlight points of interest (like climbable ledges and vents). It can also be used to maximise your disguise.

Unsure / dependent variables:
- Agent 47 is on the run, they showed off a level in a library.
- Levels will now be divided into discrete checkpoints.
- The instinct mode can only be used for a short time, it is powered by a bar that refills when you do silent, stealthy takedowns.
- A new take on the threat meter: a grey circle appears in the centre of the screen, edges of which occasionally show where the player has been spotted.
- More focus on smaller sandboxes, because they want to control the pacing better and bring more variety to the gameplay.
- Long-time series composer Jesper Kyd will not be returning. The duo Peter Peter and Peter Kyed will be doing it.
- Longtime 47's voice actor David Bateson will not be returning.

This game could actually be nuanced and very good, or it could be a Conviction-style mutant. I'm scared :(
 
sorry but I am retiring this by now,I dont like much of those changes,all it needs is the "we implemented some new cover system" to put it a official "screwed sequel and ruined franchise" seal
 
*yawn* everyone in this thread is going to buy and like this game.
 
The biggest problem is the checkpoints. It seems like these will turn it into a Batman-style arena game.
 
But did anyone like Blood Money's save system? You got a certain amount depending on the difficulty but you must complete the mission in one sitting or start all over.
 
- With the instinct mode you monitor enemies trough walls, burning-red trails highlight the patrol route enemies are about to take, and the mode also highlight points of interest (like climbable ledges and vents).
What's this? Scouting is too difficult nowadays? Give me a break.
 
But did anyone like Blood Money's save system? You got a certain amount depending on the difficulty but you must complete the mission in one sitting or start all over.

I didnt like that system at all.

And yeah, "instinct mode" is ****ing shit for all the same reasons highlighting is shit in the new DX game. Calling it "instinct mode" is a ****ing insult too. God damn lowest common denominator bullshit **** I hate casuals.
 
But did anyone like Blood Money's save system? You got a certain amount depending on the difficulty but you must complete the mission in one sitting or start all over.

I think thats part of the experience,otherwise the game would not feel very challenging imo,sure is streesfull but it was part of the game

and yeah "instinct" feels like its something added to make things easier probably thinking people will stop playing due of that,or just this new generation of easy games kids
 
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