21 hours here and i've done all possible challenges in Tutorial level + Paris (except the second escalation challenge).
About the first escalation challenge in Paris.
Spoiler:
Did the last part without disabling lasers or seen by camera
Didn't got spotted, but knocked a lot of guys out with the good old coin and subdue tactic.
It will be quite hard to be able to hide the first target body with the cameras and lasers, but i'm not in the mood to search for disabling device.
AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
started in the kitchen as a waiter and went from there, avoiding every laser
but there's a much easier way to do this.
There's probably a quicker way, but I found this to be most reliable. I just uploaded the vid so you might have to wait a while before the quality gets better. No unnecessary KOs and a neat trick with being recorded (and getting rid of it) I discovered when experimenting.
@Neon
Nice! So this is where it was
You forgot to hide the second kill body
Spoiler:
Did the same to escape but shot the cameras in the entrance area from first floor. And for the second target i was starting as tech guy right next to him and was taking the security guard uniform that goes to the toilet ~1 min after missions starts. Then was sneaking below the camera and just shoot the guy then wait for camera and dump body.
AMD Ryzen 7 7800X3D / MSI Gaming X Slim GeForce RTX 4080 SUPER / ASRock B650 PRO RS / Arctic Liquid Freezer III 360 / G.Skill Trident Z5 Neo 2x16GB DDR5-6000 CL30 / Samsung 980 Pro 2 TB / SeaSonic VERTEX GX-850 850W Gold / Lian Li LANCOOL 216
The video is from the beta, the AI is improved in the final version.
The easiest example is how you get the Terry Norfolk disguise. In the beta you could bump into him a couple of times and he followed you and you could subdue him, in the final version he doesn't follow you and sometimes actually goes to the cops to report you.
Also I'm 10 hours in and still don't have all the challenges.
However little they have improved it, it still looks terrible in every aspect from everything I see.
I'm reading on the steamboards that the game works like poop on a GTX970....
That's disheartening to hear as I was starting the get interested in it.
And it looks like a 2005 game and animates like a 2001 game (the original Splinter Cell had better animations than this).
My guess is they are [ab]using the same engine from past games, and just slapping features such as dynamic lighting and reflection, which breaks the engine.
The video is from the beta, the AI is improved in the final version.
The easiest example is how you get the Terry Norfolk disguise. In the beta you could bump into him a couple of times and he followed you and you could subdue him, in the final version he doesn't follow you and sometimes actually goes to the cops to report you.
Also I'm 10 hours in and still don't have all the challenges.
However little they have improved it, it still looks terrible in every aspect from everything I see.
It's not just the effects. Mostly the terrible animations, the overall sameness. Just looks very very dated from gameplay standpoint. I can't get over the animations, the terrible lighting, the performance hiccups. There is just no reason for a game like this, the way it looks, to cost 60. This is a bargain bin rehash at best.
Well, dated, yes. The game can improve without turning into retarded bullshit. It's not like there are two paths to take in game development - the "old school" copypasta or "mainstreamed for accessibility".
@Neon I think you are confusing art with very outdated tech. Mass Effect is also beautiful here and there, because the art is good, but technically it is very outdated at this point. This one, even the Paris level, looks so rudimentary. Everything is so crude. Again, it's not mainly the graphics that bother me, it's the animation system. This kills it completely for me. And watching the old games, it feels exactly the same. Not the effects, textures or shadows, but the feel of the game (not in a good way). But we've seen games that just have so much better animation systems, this is unacceptable for a 2016 game.
They said they'll bring some more stuff to Contracts, since at the moment it's worse than in Absolution. No search, no possible sharing between friends, no specific requirements that cause you to fail the mission, you can't make the weapon be restricted to, for example, a screwdriver - instead it's "lethal melee" etc.
Also:
The Division Game Director Joins Io-Interactive
Quote:
As we continue to grow our commitment to the Hitman game franchise, it’s with tremendous excitement that we can announce another great addition to the Io-Interactive family. Ryan Barnard comes to us after having recently finished his work on Massive Entertainment’s “The Division” and will join the Io-Interactive in the newly created role of Gameplay Director.
Ryan will focus on expanding on the near-endless possibilities of gameplay that a game like HITMAN possesses. This means heading up the future efforts of three of our very core teams – gameplay, online and world – which will be no small task. Ryan’s contributions to game design over the years show he’s the ideal person to spearhead the coming efforts. We are very happy to add his talent to the pool of great people working at IOI.
Ryan joins a studio team of 170 people from around 25 different countries who are collectively working on taking HITMAN into a new era of digital-first AAA games.
They said they'll bring some more stuff to Contracts, since at the moment it's worse than in Absolution. No search, no possible sharing between friends, no specific requirements that cause you to fail the mission, you can't make the weapon be restricted to, for example, a screwdriver - instead it's "lethal melee" etc.
Also:
The Division Game Director Joins Io-Interactive
Quote:
As we continue to grow our commitment to the Hitman game franchise, it’s with tremendous excitement that we can announce another great addition to the Io-Interactive family. Ryan Barnard comes to us after having recently finished his work on Massive Entertainment’s “The Division” and will join the Io-Interactive in the newly created role of Gameplay Director.
Ryan will focus on expanding on the near-endless possibilities of gameplay that a game like HITMAN possesses. This means heading up the future efforts of three of our very core teams – gameplay, online and world – which will be no small task. Ryan’s contributions to game design over the years show he’s the ideal person to spearhead the coming efforts. We are very happy to add his talent to the pool of great people working at IOI.
Ryan joins a studio team of 170 people from around 25 different countries who are collectively working on taking HITMAN into a new era of digital-first AAA games.
Well, who knows? maybe he won't be allowed to change game mechanics and incorporate some of the extremely boring and repetitive stuff he implemented in his previous work.
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