demoncleaner
Posts: 2166
Joined: 3/10/2005 From: Belfast
|
quote:
ORIGINAL: paulyboy quote:
ORIGINAL: Hooch0959 quote:
ORIGINAL: Flatulent_Bob Only irritation for me is when you reload a checkpoint all the guards you already took care of reappear, usually spotting you. So bollocks to the checkpoints and start the level again. you're not wrong checkpoints are a waste of time This, with cherries on. The checkpointing beggers belief if I'm being brutally honest. I knock a chef out, steal and wear his clothes and hide him in a container somewhere. Shortly afterwards I reach a checkpoint and get rumbled so I restart from the checkpoint, only to walk back downstairs - STILL WEARING THE CHEF'S CLOTHES - and find said chef back in the kitchen cooking again with all his clothes on. What the fuck? If I could be arsed to dig out the Picard facepalm gif it would go right here! I think the design of the checkpointing is to gather all the various challenges on the replay without having to play through the whole mission. The best example is probably the King of Chinatown for instance. You've got umpteen challenges with which to take him out, the first time you go through this the player will no doubt wish to pick one method and play it through to the end. But if you're mopping up challenges on a replay you can make your hit, stop, replay the checkpoint and hit him again and again and your save will always say that you've achieved this challenges despite the fact that you appear to be overwriting them? The chef like any character is another example of this. There are multiple ways to deal with him and if he wasn't there when the checkpoint reloads you'd have to play from the start of the chapter. I think it only makes more sense on a replay. What I am slightly irritated by is that is saves your last score. So some of my initial prestigious Silent Assassin scores are overwritten with minus killing spree scores. So for the purposes of personal pride I have to replay contracts in the exact same way to re-instate kudos. I was off last week and finished the story, but I haven't scratched the surface on completing the challenges. In fairness I'm not much of a gamer so I'm relatively easy pleased but I loved Blood Money and this was class. On one hand it's a bigger much more variant game with a bigger scope, on the other hand large environments are segmented and actually make for smaller areas which does limit the freedom you have in environments. The Terminus Hotel for instance is separated from the lower and upper floors and you can't go back to the lower floors, once you complete that. Why would you need to, that's true, but Blood Money gives the appearance, to me at least, of offering more freedom. But basically, there's far more levels, far more chapters, therefore more environments and it seeds variant types of gameplay while still adhering to the Hitman template. I wasn't fussed on a quite elaborate foot chase that takes place early on, but it does become "more Hitman” as it goes on. Other good news is that there's a lot more opportunity to play with a sniper rifle, but unlike the last outing you have no choice about the tools you take to a new level, that's always dictated by the story, but there's a certain wry fun in recovering your trademark silver ballers from different scrapes. I also had a lot of fun doing a Hansel and Gretel type trail of breadcrumbs (only with proximity mines replacing breadcrumbs). The game play serves the excellent story brilliantly but there seems less opportunity to just "dick about” and I liked dicking about in Blood Money. Other thoughts… I always feel guilty by having to resort to all out gun battles, but I'm pretty sure there are missions in this game which are just meant to be played with an upfront fire fight, even though you still very much have the choice of playing it stealthily. I maintain the designers really give you a dispensation to go postal, there's one bit in a courthouse where I could see no conceivable way to play it sneakily, the game helpfully presents your would be victims as utter, utter bastards (these are cops by the way) and so you think, "ok, they asked for it”. I very much like that part of it, the design suggestively influences your behaviour choices which means you get the satisfaction the whole way through of feeling yourself a ruthless, but fair, mofo.
< Message edited by demoncleaner -- 26/11/2012 12:18:44 PM >
_____________________________
"I know the meaning of life, it doesn't help me a bit."
|