Hitman Look at what just came in the post! |
- Look at what just came in the post!
- Some say he is protected by a watchful bald guardian, others say he is found naked and passed out a lot
- Zaydan.exe has stopped working.
- Gee, that's fair (spontaneously combusting propane flask).
- The ghost of human baldness?
- Bird shit appreciation post
- I’d love a John Wick Easter egg in Hitman. Like a funny encounter where 47 and John are at the same location hunting different targets.
- Shashka with attached shield
- I can’t believe this mutant ninja guard didn’t catch me
- 47 Will Send You Straight To Hell
- My suggestions for more realistic story, AI, and level design in future Hitman games.
Look at what just came in the post! Posted: 05 Feb 2020 10:14 AM PST
| ||
Posted: 06 Feb 2020 03:09 AM PST
| ||
Zaydan.exe has stopped working. Posted: 05 Feb 2020 07:11 PM PST
| ||
Gee, that's fair (spontaneously combusting propane flask). Posted: 05 Feb 2020 10:33 PM PST
| ||
Posted: 05 Feb 2020 12:04 PM PST
| ||
Posted: 05 Feb 2020 05:12 AM PST
| ||
Posted: 05 Feb 2020 10:12 AM PST
| ||
Posted: 05 Feb 2020 08:22 PM PST
| ||
I can’t believe this mutant ninja guard didn’t catch me Posted: 05 Feb 2020 07:00 AM PST
| ||
47 Will Send You Straight To Hell Posted: 05 Feb 2020 03:20 PM PST
| ||
My suggestions for more realistic story, AI, and level design in future Hitman games. Posted: 05 Feb 2020 12:42 PM PST Hitman seasons 1 and 2 are my first foray into this series, and I've found them both very fun. But I also have some major issues with the challenge level presented by the AI, level design, and writing. For example, the story content. Story opportunities in missions are fun things to interact with, but they are also very limited in scope. You put on a disguise, walk to a place, do two or three interactions, listen to some dialogue loaded with double entendres for "I'm gonna kill someone" and that's it, you are presented with a killshot. Stories can run without your interference, too, which is good. However, some story opportunities are run out way too fast, while others never go off at all unless you interfere. As an example of both in a single map, Hokkaido. I also find the 'target NPC runs out of script, walks laps forever' approach to the game's design a bit too easy. Just sitting around is an effective strategy to get these people walking a loop forever. Like, these targets never seem to sit down and get engaged in doing something. I also wish NPCs would notice environmental changes more. If I crowbar open a door that should be locked, or leave a bloodstain somewhere, or even shoot out a damn camera, someone should be investigating. Post a feckin guard to cover the camera blindspot, or the busted door. Dispatch a repair guy to fix the shit I break. Increase guard coverage where the after effects of me hammering the "do violence unto others" button has been seen, but conversely lower guard coverage elsewhere as the limited guards are reassigned to the new location. There should be a stage of alertness between 'mouth breather drooling' and 'my xray vision and super hearing detects an assassin!' A heightened awareness in a specific radius that shows up yellow, and makes people more alert to my bullshit. If I start throwing shit around, and people investigate and find nothing, they shouldn't then turn into Skyrim bandits and shout "it was just the wind!" They should spend some time at a heightened alert state, rushing to investigate every little thing that goes bump. If they spend too long at a heightened alert, or are put in it too many times, then they should (depending on what class of NPC they are): go find a guard who then stands guard for a while; call in more guards who patrol the area for a while; or enter a target lockdown state, where they retreat to their safe space for a while. This makes it a little easier to lure people, but also means if you spend too long, they'll get freaked out and run for help. And for feck's sake, what's the point of radioing in when nobody ever follows up on 'hey, command, I heard a suspicious noise, checking it hurk'? If a guard radios in there is a problem, and then never checks in again, someone should investigate that. And after a certain number of missed check-ins at a location, a heightened yellow alert zone should appear. On the highest difficulty, there should only be so many times you can be caught or cause heightened awareness in guards period before outside forces interfere and cause a mission fail. If I'm playing the hardest difficulty, I'm there to be challenged, and raising alerts means I fecked up. You should only get so many of those before you just get a game over. [link] [comments] |
You are subscribed to email updates from Fans of the Hitman Franchise. To stop receiving these emails, you may unsubscribe now. | Email delivery powered by Google |
Google, 1600 Amphitheatre Parkway, Mountain View, CA 94043, United States |
No comments:
Post a Comment