PDA

View Full Version : Suggestions for Hitman 6 based on Absolution



imported_Tobias_Reaper
18th Feb 2014, 20:56
Dear IO Interactive, (in case you're keeping an eye on this forum)

First of all, I just wanted to send you and your team some correspondence to express my gratitude for Hitman Absolution. Absolution was outstanding, not just because of its quality as a game in its own right, but because of just how comprehensively the fundamental problems with the earlier games were addressed. It finally delivered on the promise of the series- I think that's about as big a compliment as one can pay! Furthermore, I don't think I've ever played a title where the enthusiasm of the developers has been so obviously transparent in the game. This was a game that was made by people who loved the franchise - that much is obvious. As a big fan of the series, a massive thank you for your hard work! :worship:

Hopefully it's gratifying to receive compliments and thanks, but I'm guessing that you're also interested in what the fanbase think might enhance the game further. I'm sure you get suggestions for further installments of the game all the time, but I thought I'd just throw my tuppence worth into the mix, anyway.

-Firstly, I really don't think the quicktime event button pressing based hand to hand combat works at all well, it detracts from the immersion that you've otherwise achieved so well with the new found responsiveness and fluidity of 47. I guess you were trying to make face to face combat more risky and promote a more stealthy approach, but this could be achieved by allowing players to execute/subdue an aware enemy as easily as an unaware one, but the increased noise, which could alert other nearby NPCs provides the risk.

- Similarly the "staged" assassinations didn't really work - most of the enjoyment of the franchise is in hands on approach to devising the execution and being forced to go down a certain route detracts from this.

- For the love of god (pun intended), please no more Nuns! This objection has nothing to do with charges of misogyny that the press jumped on, but rather that they just weren't very good characters; appearing like a concession to someone on the development team who really should get out more! Some of the characters were comically evil! I'd suggest that some of 47s more memorable hits have been against more "real" characters.

- The idea of being able to upgrade 47s abilities was really appealing, but the upgrades when they occurred were problematical for 2 reasons 1) They didn't seem to reflect the style of play chosen i.e. someone who took the subdue rather than kill NPCs would benefit from reduced subdue times more than a run and gun specialist. I'd argue that benefits should be earned via attainment with respect to certain key skills. 2) The upgrades in many instances didn't seem to make much difference in terms of 47s abilities and the ones that did i.e. throwing were attained in an almost binary "You now have this skill" way. It would be great if the level of skill development was graduated and once again, speed of progression depends on how often the play utilises them!

- More dark humour please. Who couldn't help but grin as the hapless guard said "Man, no-one can p*ss on this day". The interactions and banter between NPC was really effective in creating an immersive world and the use of eavesdropping to get assassination intelligence and hints works perfectly for those who don't want to use instinct. Perhaps an interrogation approach might also work for the players who prefer a less subtle approach, the trade off being more risk of being spotted etc..

- As much as the evade missions made sense in the context of the story of Absolution and were a great way of showing off 47s much improved stealth ability, I think the game is at its best with 47 in a predatory role and using stealth to infiltrate rather than escape.

-Similarly the greater the variety of improvised weapons the better, and at the risk of sounding grisly, the more wince inducing the better. Similarly the more opportunities for environment related and accidental kills the better; there is something very satisfying about setting up an "accident" even if it's just a fall from a high place etc...

- Given the storyline of Absolution the absence of victim orientated pre-mission cut scenes and briefings made perfect sense, but I couldn't help but miss them. Putting the assassination into context is a really satisfying way to motivate the mission. A good example of this was the "Death of a Showman" mission in Blood money. It might also be an opportunity to allow players to customise their load out - although that's probably more of a concern for run and gun players.

Anyway, that's enough waffle from me: I hope there is some useful feedback in this correspondence and thanks again for your efforts with this excellent game. I can't wait to see Hitman 6 unfold!

Quajek
18th Feb 2014, 22:15
-Firstly, I really don't think the quicktime event button pressing based hand to hand combat works at all well, it detracts from the immersion that you've otherwise achieved so well with the new found responsiveness and fluidity of 47. I guess you were trying to make face to face combat more risky and promote a more stealthy approach, but this could be achieved by allowing players to execute/subdue an aware enemy as easily as an unaware one, but the increased noise, which could alert other nearby NPCs provides the risk.
Yes, exactly this. Quick Time Events are literally the worst thing in any game they appear in. They are not gameplay. 47 is a trained deadly assassin. He should be able to take down an aware enemy with little trouble. The risk would be if the enemy can alert others.


- Similarly the "staged" assassinations didn't really work - most of the enjoyment of the franchise is in hands on approach to devising the execution and being forced to go down a certain route detracts from this. Again, yes. Please, never make me watch 47 botch an assassination on my target in a video after I spent the whole mission trying to get to him.


I'd suggest that some of 47s more memorable hits have been against more "real" characters.
Definitely. The Meat King. The mobster in Witness Protection. Hayamoto. The targets in Bjarkhov Bomb.


- The idea of being able to upgrade 47s abilities was really appealing I disagree. 47 is a genetically engineered assassin trained from birth. His skills are all already maxed out. The fun of the Hitman series is that 47 is the absolute best, and you as the player are putting your mind to the task of solving the puzzle that is the level, without having to worry if 47 is "good enough". He's up to the task, the question is if you are. I vote no on upgrading his abilities. They should already be maxed out.


- More dark humour please. Who could argue with that? I loved the guy in Absolution who was finding out he didn't have cancer, only to immediately get thrown out the window by 47.


- As much as the evade missions made sense in the context of the story of Absolution and were a great way of showing off 47s much improved stealth ability, I think the game is at its best with 47 in a predatory role and using stealth to infiltrate rather than escape. Even if we do end up with an Evade mission, give 47 a Target to assassinate on the way. (But, we'd prefer no Evade missions)


-Similarly the greater the variety of improvised weapons the better, and at the risk of sounding grisly, the more wince inducing the better. Similarly the more opportunities for environment related and accidental kills the better; there is something very satisfying about setting up an "accident" even if it's just a fall from a high place etc...
100% Agree.


- Given the storyline of Absolution the absence of victim orientated pre-mission cut scenes and briefings made perfect sense, but I couldn't help but miss them. Putting the assassination into context is a really satisfying way to motivate the mission. A good example of this was the "Death of a Showman" mission in Blood money. It might also be an opportunity to allow players to customise their load out - although that's probably more of a concern for run and gun players.I agree with this point as well.


I can't wait to see Hitman 6 unfold!
Same here. Can't wait!