Finally got Greed Grandmaster. It was a really nice challenge. Between this and The Unpalatable Termination, I enjoy escalations based around “you have to use a loud weapon, deal with it” more than I thought I would. Also, normal-looking Dubai doesn’t seem golden enough anymore… lol
it would be nice if completing this escalation unlocked the main mission in gold dubai. it doesnt seem like much work at all and it would make the dlc feel more worth it
Now if only the rewards weren’t simply experience and the items you can obtain weren’t just a ‘clear the first tier’. Like get the coins for 30, cane for 40 and a goldballer for the 60 or something even more insane.(perfect opportunity to throw in the golden sawn-off shotgun and like people joked a golden explosive ducky lol.)
I must say though , the recent reskins for certain items have some of my favourite design. The coin is especially beautiful.
I totally forgot all about that golden shotgun from New York, that would rule. I really like how the Greedy Little Coin doesn’t just look different, it also has a different sound effect too. A nice touch.
I mean, I get it, they’re trying. They’re putting in the work. They’re tweaking the mechanics in new ways. I like the demonic handler voice and the “sins” concept is really cool. The inevitable reskins do something (very slightly) different. But it’s not enough, not at that price point anyway.
The whole concept is coming apart at the seams. As @Shrodax pointed out, you can get pretty much the same result by creating regular contracts. As far as I can tell, the targets are just carrying the coins, so killing them isn’t really necessary… which is why they need to add a voice telling you to, lol. Since it’s just an escalation, it’s pretty much a one and done affair. The only meaningful choice is buying the gun or not on level 3. With two runs, it’s about 1-2 hours’ worth of content.
As stated above, the fact that the coin challenges don’t unlock anything is sort of lame. How about : golden AK, golden shotgun, golden ICA19? Might as well go whole hog with the reskins if they’re already in the game. If there’s a time for bling-bling, it’s now…
I wish the “sins” were also something more general that applied to any mission. It could’ve been cool if they added extra difficulty toggles in the form of complications, kind of like Heat in Hades. Toggle all 7 sins for super duper pro mode. Greed could be that you need to hoard x items or coins before leaving the level. There’s already a whole bunch of maps, so that would create replay value by making them feel fresh without too much work. I dunno, it’s a thought.
New targets don’t unlock until you actually kill the target. So to progress in the escalation you do need to kill them - particularly since the exit won’t unlock until you get the first kill. To get the full amount of coins you need to kill all but the last one since the amount dropped by a target is set by the amount of targets already killed.
You can say that about literally any mission/contract/etc. I’m replaying it trying to work out how to perfect the method because I’m finding it has interesting challenges, which is really all I ask for in a Hitman level.
Plus it has lots of nice touches to look out for, like the drink machines, distortion effects, the greedy coins, the amazing suit, etc.
So yeah, if you look at it like a checklist - not great value. But they didn’t advertise it as a checklist so that’s hardly unsurprising.
Yeah, and I already saw a screenshot and experienced myself when I knocked out some guy, he dropped coins, I put him in a closet, and in a while he becomes unreacheable target. Nothing else left, but restart.
Time wasted…
Yeah, which is why the whole thing feels jury rigged. You’d think the coins would spawn when actually killing the targets, but I guess they could only do it with the present rules of NPCs dropping everything when they go down.
You can “closet” future targets by mistake (which is something likely on level two since the last two dudes are the ones you’d pacify naturally to get to the employee area). If you pacify a future target they still drop coins… but the wrong amount of coins. Plus, the extra coins dropping is buggy according to some players? It worked fine for me though.
Haha, I suppose all of this is true… complaining no matter which way you do it! But for what it’s worth, I’d rather see people complaining about having to pay to get something than nobody getting anything. I also find the new scheme of “Eh, you started the escalation and played the first level, so here, you get everything” pretty anticlimactic.
Double post… and last one, I’ll be out of your hair after that, I swear!
I mean, right now you get all the unlocks for starting the mission and killing a lone woman a few feet from your starting location. Boo. Anyway, let’s say they dropped the whole escalation business. The Greed Enumeration is one single mission. You start with nothing and the lobby is one big store with items. For example:
But you can also choose penalties in the lobby which modify your coin mutiplier:
All store items are free: 0,1x
Suit only: 1,5x
Lose instantly upon killing a non-target: 1,5x
Lose instantly if spotted doing something suspicious: 2x
Don’t pacify anyone: 2x
Any time you kill a target, they drop some coins and 1-2 new targets are chosen semi-randomly from a pool of “eligible” targets (not already dead or in a closet, not in a huge crowd, consistent with kill method required, etc.). You get a total of, say, 10 targets per run and your coin multiplier goes up each time, but the kill methods get more complicated (Ex: any method → melee → gun → accident → electrocution → poison → drowning).
You still have to pick up all the coins though. I think it would be delicious if some players lost everything by sticking too long after a kill to pick up 12 coins or something. That’s greed for ya!
You can only “cash out” your coins by leaving the mission, but you can leave any time you want. So you can spend them on items, or hoard them and keep going for more $$$. The unlocks are linked with how many coins you’ve left the mission with in total.
Cash out 10 coins total: Greedy coin
Cash out 20 coins total: Golden cane
Cash out 50 coins total: Golden Shotgun
Cash out 100 coins total: Golden AK
Cash out 200 coins total: Goldenballer
Cash out 300 coins total: Golden suit
Don’t tell me that wouldn’t be a cooler concept? In fact, it seems like there’s a huge untapped “roguelite” potential in Hitman that’s just begging to be realized.
There is a Borderlands 3 vibe for the Greed escalation, where you get a pile of loot, and you can load your equivalent to money into a slot machine to get more guns.
I figured if we’re going to be greedy let’s go all the way, but the computer dumping the gold bars didn’t show up on the screen-in-screen. Didn’t check in the end, but i feel like maybe there’s hidden coins if you get the atm card and use it? lol. Before it came out i was hoping all items would cross the stages so i could get 50 gold bars.
Literally all Escalations are jury rigged, its been that way since the escalations in the training missions of HITMAN (2016). They’re twist on contracts where they tweak the level and the goals so as to make it a unique experience, never what the game was originally designed for.
There would be no point for them to have incorporated a mechanic in the main game where a target drops something only on death, not being subdued. It’s an escalation so they use the mechanics available.
Similarly preventing players from putting a future target in a container would simply create a different problem, now you’ve got a body you can’t hide in the way you planned because it turns out you’ve got to kill them later.
So far from what I can see the issue seems to be if you have a set with two targets, and you say… have to kill them with an unsilenced pistol - you have the temptation to subdue them both then shoot them afterwards. If you do this, you will get the same amount of coins for each and come up one coin short.
Can’t really complain though, whenever you subdue a target the frog speaks to you and demands you kill them - fuck with the client’s expectations, take a pay cut.
Then it would cost a lot more to make and we’d be asked to pay a lot more for the DLC.
Well, to me it just sounds like a complete waste of time since it is unlikely people are going to use most of the variations possible - you’ll get hardcore players who use found weapons only and you’ll get players who take the most convenient option. One of the biggest problems with “classic” Hitman was you had tons of weapons but 99% of them were never used because your defaults were better.
In this scenario you’d also get a lot of people complaining that this means you either should be able to “buy” gear from the start (rather than unlock) or this is shitting on their work they’ve done unlocking things but letting you “get” the gear but not through starting selection.
However, even if this is the greatest gaming concept since the progressive difficulty curve, there is the issue of how many effort it would take to actually make it.
You have to work out the way to design the “store” which is a User Interface/User Experience nightmare in its own - you can get away with it being a little awkward when it’s one item, one price - but when it’s dozens of items you need to group them and make it a way that it’s worth going through (remember most Hitman players are used to doing missions with minimal equipment)
You have to balance out everything so that you don’t immediately have people posting “Propane tank is ripoff, there are seven on the level (see my map) and no remote ducks.” or “Best value is…” The only way to really balance it is to playtest it, extensively.
Then you have to raise the price of the product, factoring in you now need to spend more on marketing to try to get enough attention to make it profitable and suddenly the base price is three or four times what you started with.
At that point you may as well start looking at making a whole separate game.