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Hitman Next Gen


CrispinG

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If it's like Blood Money I'll jizz myself silly. Great game. Imagine the fun you could have in a bigger setting... or a smaller one with more options for chaos.

Well, Blood Money was alast-gen game that was about four years ahead of anything else. Expect big stuff in the first new generation one.

And of course it's in the making. The only reason we haven't heard anything is because they don't want to show it off yet.

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So long as they sort out the animations!! I don't want to see people walking up to doors and them just magically opening any more!! Animation, plus a little more world detail would make the game a gajillion times more immersive.

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The level design, balancing and use of technology to create a solid, believable, reactive world makes Assassin's Creed look like it was made at least that long ago.

Indeed - we're seeing the first signs of stuff like that in the new Splinter Cell and (possibly) the new Alone in the Dark game. It's taken this long for everyone to catch up.

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It would be certainly be interesting to have Hitman-style missions in a more open environment, purely becuase I really like the idea of having targets with week-long behaviour patterns, instead of the (in hindsight, lol-worthy) short ones they've used previously. I want to go recon'ing!! (optional 'auto' recon to save people who dont like the idea of stalking the hassle!) More elaborate set-ups for 'accidents', which actually require good planning and execution, not just seeing a camera cut and thinking 'oooooh I use the weights bench for something'.

Whatever happens, even tkaing Kane & Lynch into account, it's going to be aces regardless :blink:

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I'm not sure if more open environments are the way to go. I think Blood Money's levels worked so well because they were fairly enclosed. Even within those boundaries there were are ton of variables that often manifested in curious bugs or AI behaviour and these would only be exponentially increased with big open environments. I'd go with similar sized locations but more detailed. If you make the locations too big it becomes hard to process everything that might be going on (see Ass Creed).

I totally agree about Blood Money being ahead of its time, especially considering it's basically a PS2 game at heart. Assassin's Creed could only dream about the variety and level design that Blood Money possessed. The only not so great mission for me was the one on the boat, everything else was superb. I thought it really showed up how damn unimaginative so many other games are in their choice of locations.

I'm sure they'll implement more than this, but I would like things like blending into your surroundings (and not like Ass Creed's loltastic press 'A' button) to play a bigger part. Not just in terms of costumes (and I wouldn't expect instantaneous changing of them anymore) but in terms of behaviour. If you were delivering a suitcase full of valuables through a busy street, wouldn't you get suspicious if someone walked a foot behind you the entire way? You can sometimes behave in very odd ways and nobody bats an eyelid, so basically I'd like an extension of the real-world thinking.

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There are few experiences that can rival setting up the strike on the opera level, then sitting back and admiring your handy work as some mush blows away his mate with the gun you switched, and then crushing the other mark with a falling chandelier. All without changing that dead eye look on your chiselled face.

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I'm sure they'll implement more than this, but I would like things like blending into your surroundings (and not like Ass Creed's loltastic press 'A' button) to play a bigger part. Not just in terms of costumes (and I wouldn't expect instantaneous changing of them anymore) but in terms of behaviour. If you were delivering a suitcase full of valuables through a busy street, wouldn't you get suspicious if someone walked a foot behind you the entire way? You can sometimes behave in very odd ways and nobody bats an eyelid, so basically I'd like an extension of the real-world thinking.

I do that anyway. I paused at places in my play-through to glance out windows and stuff, keeping the corner of my eye watching the hit. :blink:

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I absolutely love the epic feel of the Hitman series. Some of the best gaming out there, if you 'get' it that is. Whenever I play Hitman it's like I'm constructing my own little assassin film. :blink:

Anyway, Hitman 5 is definitely in development, I know people working on it. It's no big secret as they were openly hiring for it recently as well. What I want to see in 5 is more stats, replay options, slow-mo (seriously!) and things like that to mess with. Basically, give me more upgrades, more things to unlock, heck, give me attributes and bonus modifiers ;) - oh and non-linear mission sequence would be really nice as well. But keep it Hitman.

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Could someone clarify how it was ahead of its time?

I think the main reason it felt ahead of its time (at least in console terms, Deus Ex was doing it 6 years previously on the PC) was that it let you do things how you wanted to do them. It gave you loads of options at every situation and each one of them had it's own unique set of consequences and was treated with an equal level of polish. It was a game that gave you stories to tell, your own character to expand and even comedic potential should you choose to explore it.

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:blink: Page 1 dude.

Yeah dude read my later posts.

I think the main reason it felt ahead of its time (at least in console terms, Deus Ex was doing it 6 years previously on the PC) was that it let you do things how you wanted to do them. It gave you loads of options at every situation and each one of them had it's own unique set of consequences and was treated with an equal level of polish. It was a game that gave you stories to tell, your own character to expand and even comedic potential should you choose to explore it.

This is what I was looking for. But how is a large amount of options in a game 'next-gen'? I'm being totally serious when I ask this.

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What's so hard to understand? It's about the realisation of the locations and the choice and freedom you're given to approach each scenario in the way you want to. Every single level has a multitude of ways to get to the end if you're smart enough to figure them out, and you can always complete every level without anyone knowing what you've done. The amount of planning in the level design stages and the way the game is programmed so that every action you take changes the game in a different way must have been immense. I don't see how that isn't worthy if it being proclaimed ahead of its time when you can compare it to most last-gen games and even most current games.

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