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Another Hitman 5 Indication

Theo Engell-Nielsen's LinkedIn Profile adds new fuel to the off again/on again rumors that Hitman 5 is in the works. The work history in the résumé for the developer includes "Hitman 5 (2011)" among the "finished titles" from his five-plus year stint at IO Interactive. Thanks Computer and Video Games via Playstation Lifestyle.

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9. Re: Another Hitman 5 Indication Nov 8, 2010, 13:33 Ecthelion
 
Beamer wrote on Nov 8, 2010, 12:57:
Either you like stealth games, or you don't like stealth games and thus never get good enough to figure out that in the good stealth games everyone likes, there's plenty of slack left for not following 'exactly' what the level designer had in mind. Except Splinter Cell 1 and 2. Those are ridiculously linear.

Hitman 4 and Splinter Cell: Chaos Theory were pretty insanely linear, too. Yeah, you could pick which path you went down, but down each path you had to figure out what the level designer wanted you to do.

I never felt like I was completing a mission, I felt like I was reading a mind.
I thought Hitman 4 (Blood Money) was a lot less linear than the previous games in the series. The only real limitation in having to do "what the level designer wanted you to do" was in fulfilling your mission objectives, which were very straightforward except for one or two levels. In other words, if you were supposed to stop someone from detonating a bomb, going in guns blazing would be likely to result in him blowing up the bomb and the mission ending in failure. I suppose that makes the game linear, but I didn't feel that it limited me in how I chose to accomplish the objectives. As soon as I finished the game being as stealthy as possible, I went back and replayed all of the missions, running-and-gunning as much as possible without the mission parameters. I remember having a decent amount of freedom in how I finished the game. Even if you tried to stay stealthy, there were multiple ways to kill each target, and many times there were optional objectives that had their own set of approaches.

So yeah, the game is technically linear, but it sure hid it well in the numerous ways it allowed you to tackle each mission. I can't remember another action game (i.e. not a RPG or open-world game) that blended scripting with choice so well.
 
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