Okay, the story is bad and the writers should feel bad. Sure, they are that way so that you would actually want to kill them during the story, but I do think IO-Interactive took it too far.
They come of as incredibly over the top stereotypes. Crude, obscene, psychopathic and without any redeemable traits what so ever. The aforementioned douches are another big problem the villains are horrendously written characters. Whenever you think you’re about to reach her, the game pulls a twist and adds another couple of levels – it gets old really fast. It’s a pretty underwhelming tale in which Agent 47 tries to safe a young girl from some criminal douches. The second reason is the fact that the story is just plain bad. First off, it compromises the overall gameplay mechanics and removes a lot of what made the older games so interesting. And there are two reasons why Absolution’s story is such a big problem.
Now, obviously incorporating a story isn’t necessarily a bad thing, but in this particular case it is. It was the freedom to make up your own stories that made these games so interesting. It wasn’t a problem because Hitman’s unique selling point where the sandbox levels and all the ways you could finish your mission. The old games only featured a minimalistic plot that was simply there to give a frame around the assassinations. Hitman: Absolution changes up the formula of the older games and tries to tell an actual cohesive story this time around. Whether or not that was a good decision, I’m not sure though. But the announcement of a new Hitman and a convenient sale on the PSN made me curious enough to pick it up. So when Hitman: Absolution came out I was intrigued but I heard a lot of bad stuff about the game and eventually forgot it was even released. It was pretty cool and I remember spending hours trying to figure out the best approach for every mission in the first Hitman. It featured big, open levels with lots and lots of ways for you to accomplish your goal. The Hitman IP isn’t the most prestigious of franchises but it does have a following and is a pretty unique series. Streamlining the experience for modern audiences is the general idea but more often than not games just get dumbed down to make them more accessible.
#Hitman absolution review ps3 series
Despite a campaign that so frequently loses its way into prolonged sections of tedium, Hitman Absolution demonstrates an understanding of what makes the series great when divorced from its overbearing narrative.When beloved franchises receive a new chance in the spotlight there is always a certain sense of dread looming in the back of the head of old-time fans. Contracts allows for genius subversions of the campaign levels that I wouldn’t be inclined to revisit otherwise.įans of stealth games with a vast stockpile of patience to draw on will enjoy the game more than those that blunder through it, but the dizzying amount of replayability packed into this game ensures a long shelf-life. The levels are packed with improvised weapons and environmental hazards that are ripe for exploitation, and there are additional exit points that can be used to end the mission sooner than the campaign mode allows.
Up to three NPCs can be marked as targets, and a number of ‘conditions’ act as point multipliers – factors like whether you were detected, hid bodies, or killed bystanders, as well as what weapons and disguises were used. This social mode allows players to create their own hits, using the game itself as a mission-editor (cleverly making it so that you can’t assign impossible challenges), then challenging others to do it faster or better. Due to technical issues, my experience with the Contracts mode is limited to an hour or so at a press event, but it drove home what Hitman does best: allowing players to construct their own stories within murderous toyboxes.