Oyabun-Knife wants to know your location
That’s the only knife I wish Ioi would bring us again. Afaik, we never see it again after C47.
There is something about oriental blades that still amazing me.
Eh, fair enough.
Fast, discreet, traceless… for being an assassin, yeah, that’s precisely what a professional would use.
Ok, it’s clear we have a different way of playing this game, and maybe a different view of how to be an assassin in this game.
Personally, as long as no one suspect about my presence, and as long as no one notice me, I’m fine with that.
The Katana gives me a challenge and the trill of moving in the map without being seen by anyone carrying that large piece. You can disagree with that, and I’m fine. I don’t agree at all with your statement about the phone, but I can respect it.
I quite like this idea. Never tried it before. Think I’ll give it a shot.
there should be more height variation amongst characters in hitman, and it sucks that they’re all 6’0. ill die on this hill. this is an issue nearly every video game has, though.
Well, that’s not true; Resident Evil regularly had characters that are 10 feet tall.
On a related note, the much-praised Satu Mare Delirium is one of the least enjoyable Escalations in the WoA Trilogy. The theming is great, but mandatory Suit Only Escalations in all-Trespassing locations with insta-fail Don’t Get Spotted complications makes for a not at all fun actual playing experience.
Wow, that sounds painfully tedious. I fucking spent an hour and a half sneaking around the consulate just to kill Strandberg so I can’t imagine a whole escalation.
It really is tedious, your assumption is bang on. If you’re going to do that, the best way to do it is to make the Escalation short and sweet, with Level 3 of The Proloff Parable being a great example - a couple of folks to sneak past with no KOs, but then you’re outta there (also helps that Level 3 follows the insanely fun Kill Everyone With A Katana And You Need To Keep Racking Up Kills Every 20 Seconds mechanic of TPP Level 2, a really nice change of pace).
It is a rather tight-escalation with having the whole of Berlin empty, I do think it is a nice throwback level to older stealth games which pretty much had one route and a couple ways to get past with insta-fail if spotted. So enjoyed it in that regard.
But I would not want to see more given that the tedious trial and error aspects should be a thing of the past plus limited problem solving is rather boring for Hitman.
Not sure how unpopular this is, but I think Hitman works best when you have a bare-bones storyline akin to Contracts or Blood Money, rather than something more epic like Absolution or the WoA trilogy. I would go as far as to say the last 10 years of story telling in the series have been a complete bust and a waste of time.
Don’t get me wrong, I love story driven games. Many of my all times favorite are like that. But Hitman was never designed to be story driven. Agent 47 is badass and iconic, but he is ultimately an amoral psychopath that serves as blank slate for the player. There is only so much that you can do with that.
On this note, I don’t think any Hitman game has a good story, and I find the WoA trilogy’s particularly cringey and overblown (sorry if you like it). I liked H2:SA’s the best because it was straightforward and unintrusive but not completely absent like in Contracts.
Two other opinions that will be unpopular:
Blood Money has its problems, but the “BM is overrated” platitude is no longer an unpopular opinion, it has become the most tiresome and reddit take on the series you can have.
If we never see another Hitman game again, I wouldn’t mind. I think the core formula has been pretty much exhausted and i’d rather see Hitman’s ideas applied to other games than the franchise get milked to death.
I actually think Contracts and Blood Money, being a pair of games, has the best balance of the two views. It had an overall story that is slowly fleshed out, but it happens in the background, and every mission doesn’t necessarily play into it. In every other game, the main enemy is actually the client for each hit, or the main bad guy is who 47’s hits are slowly taking down.
But with this pair of games, each mission doesn’t necessarily play into the story. In Contracts, the story is restricted solely to the cutscenes and the final mission.
In Blood Money, we don’t even know how involved in the conspiracy the missions are, or who the client even is. I’m pretty sure the first two have nothing to do with the Franchise or their cloning plot, and the third only relates to it because Fournier was there to ambush 47; cue the events of Contracts. After that, it gets tricky.
The rehab center and Sinistra missions seems to be only loosely tied to the conspiracy, with the talk of albinos and Cayne’s (dubious) claim that Sinistra had info about Ort-Meyer. In both cases, the Franchise can’t be the client because they are rivals with the Agency, and whoever the actual client was, 47’s going after those targets seems to be coincidental to however the Franchise was involved, unless the Franchise was just trying to take out the targets first to show that they were better than the Agency and take their business.
The next two had involvement in the plot, but we don’t yet know the details, as 47 is just whacking some of Cayne’s hitters and then one is waiting for 47 at the Christmas party. Both involve the upcoming elections, but the Christmas one doesn’t seem to have that as the reason why 47 is involved. The two Mississippi missions seem to have no involvement with the conspiracy whatsoever, and the casino mission only relates in how it shows genetic samples used for cloning are exchanging hands all over the world. The shark club mission only had the Franchise involved in that they are lying in wait for 47, but I don’t think they’re the client, making the whole mission a trap to begin with; I think they just took advantage of the opportunity. And of course, the White House mission is all about the conspiracy.
So, there are missions that relate to it, ones that don’t, and some that only relate to it in passing. You can play through it and the plot doesn’t really matter until the end, when it all comes together and makes sense, with Contracts having that same story but none of the missions relating to it until the last. This is the way to go, I think.
The “untouchable” cutscene right before Carpathian Mountains is one of the worst cutscenes in Hitman series.
Ghosts of beloved people coming to get 47s head straight doesn’t fit to Hitman but to Harry Potter. It was just made to fill the story gap why Diana poisened 47 and what came after that. They could have done that much better, but it felt rushed, just like much of Hitman 3s storyline.
Hitman 3 has the best story in the woa series
H3 is where everything became the most personal for 47 and the stakes were higher - i agree. it made for a more interesting story. the plot really started to pick up around Haven Island tbh
Here’s my unpopular (I think) opinion:
It would have been better if instead of the Elusive Target Arcade, ETs were rereleased as Special Assignments, where we have some challenges to do, are able to change difficulty, have a video briefing and maybe have some time of day changes (or even reuse existing ToDs made for Patient Zero and the 7DS).
I know that with the Special Assignments made for Hitman 2 you only get about 3 or 4 playthroughs out of them before everything’s completed, but that’s still better than the ET Arcade where I have no real desire to even do them more than once.
I’d be willing to bet that that’s more likely to be a popular opinion than it is an unpopular one…
i don’t know if people care enough about this, but i wish H3 had better, or maybe just more promotional art. as it is, we only had 47 standing silhouetted with a gun, facing right. (if you check out Khakiasp’s Hitman box art series, he concluded with this and he made it look great in his style). my issue isn’t so much the quality, but the quantity of what we did get.
take the promo art for H2 in 2018 for example. we saw creative colorful pictures of 47 holding various objects to weaponize them, embellished with catchy and clever slogans. yes, H2 was notably lighter in tone than H3, but i still feel that IO could have come up with more than just this one picture and “Death Awaits.” i guess the slogan is fine, but more staged promotional pictures would have been appreciated. it’s the last in the trilogy – you’d think they would do more, right?
though, i think i know the reason for this, and it’s likely budget. senior producer at IOI, Forest Swartout Large had at one point even remarked that H3 almost released without voice lines for NPCs. not a big deal, but it’s been on my mind since drawing my profile picture