35 Replies. 2 pages. Viewing page 1.
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| 35. |
Re: No subject |
Aug 16, 2005, 00:23 |
Dildoguy |
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I have caught Hitman too late to play H1 (later I read reviews, which mentioned some bugs and gameplay slowdowns and I didn´t want to spoil great H2 experience). I played H2 and it was one of the best games of the year. You're right with sneak-in problems with snipers in getting-to-the-Japanese-castle level. Maybe you acted in inapropriate way, got off the road, maybe they had an order to shoot anyone approaching the castle, I don't know. And to be honest, I simply shot them and hadn't let them to destroy the great feeling. But it wasn't general problem of the game, most of the levels (eg. just the next one in the castle) were playable with no shot, or only a one or two shots fired... I'm playing Contracts now and to me, it seems that the gameplay hasn't changed much from H2. But not sure, it is a long time ;-)
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| 34. |
Re: No subject |
Jul 18, 2005, 06:55 |
Timbob |
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Anorexic/Pneumatic perhaps, fat? No.
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| 33. |
Re: No subject |
Jul 17, 2005, 20:03 |
Prez |
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You haven't seen the screenshots in the gaming mags then. She's gotten trimmer
Thank goodness - she was a real fat ass before
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| 32. |
Re: No subject |
Jul 17, 2005, 14:09 |
PHJF |
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Freedom Fighters was dying for Coop.
------ “The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn. Ok?" |
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| 31. |
Re: No subject |
Jul 17, 2005, 13:08 |
Beamer |
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| 30. |
Re: No subject |
Jul 17, 2005, 13:04 |
Beamer |
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Freedom Fighters was underrated. Quality squad AI.
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| 29. |
Re: No subject |
Jul 17, 2005, 10:46 |
Sty |
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It sucks that I think EA owns Freedom Fighters though. I'd love to see another one, but if there is one, it likely won't be done by io Interactive. Io began production on Freedom Fighters 2 a while back. It was slated for a H2 FY2005 to early 2006 release (PC/PS2/Xbox). Now whether it's been canned/dropped is yet to be seen, but it was in production by Io (late 2003-2004).
_______________________________________________________________ Teamwork is essential... it gives the enemy other people to shoot at. This comment was edited on Jul 17, 10:47. |
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| You know selling dlc before you patch the client doesn't impress upon me the need to support your shit. -massdev |
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| 28. |
Re: No subject |
Jul 17, 2005, 10:19 |
Rob |
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Exactly. I'm sure Lara will have 54 DD's this time out. You haven't seen the screenshots in the gaming mags then. She's gotten trimmer
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| 27. |
Re: Maximizing hit potential |
Jul 17, 2005, 06:06 |
Jarek Forhanon |
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They didn't force you to shoot people while disguised. You just couldn't stand around next to the same guard for a minute straight without him noticing something was up.
Actually, in many of the levels, enemies would attack you regardless of disguise. The Japan level with the snipers, for example. Even if you managed to get underground, the moment a guard saw you he would run up, then a few seconds later attack you. I seem to recall a few Afghanistan and Russia levels that forced you into firefights as well, not to mention the final level. Overall, the level design in Hitman 2 was largely forgettable because there were often very few paths to success, many of which required firefights.
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| 26. |
No subject |
Jul 17, 2005, 04:39 |
SmartFood |
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Gotta agree
I try to pretend HM2 never happened.
Contracts and HM1 were genius imho, because there was more focus on profesionalism, no bullets, just killing the target type gameplay. Silent Professional rewards, etc.
HM2 felt like it didn't know what it was, a sequel to HM1 or a James Bondesque Action Game. It plays more like Freedom Fighters with so much 3rd person combat then the sneak and assasinate play of HM1 & 3. I'm hoping 4 plays like 1 & 3. Lots of attention to detail in the levels, multiple paths, and no forced fights.
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| 25. |
Re: Maximizing hit potential |
Jul 17, 2005, 01:32 |
PHJF |
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They didn't force you to shoot people while disguised. You just couldn't stand around next to the same guard for a minute straight without him noticing something was up.
------ “The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn. Ok?" |
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| 24. |
Re: Maximizing hit potential |
Jul 17, 2005, 00:35 |
Prez |
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Calm down dude.
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| 23. |
Maximizing hit potential |
Jul 16, 2005, 23:20 |
Riker |
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The story quotes Eidos as saying the extra development time for both games is to "maximise their hit potential." Oh for fucking fuck's sakes, why does everything always have to be spin spin spin?!? If they're shipping after Christmas, it's for no reason other than it won't be done by Christmas. Goddamn motherfucking scumsucking spinster assholes.
This comment was edited on Jul 16, 23:22. |
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| 22. |
Re: No subject |
Jul 16, 2005, 22:24 |
anon@24.76 |
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thats exactly what im talking about. and in contracts if you got tired of that you could go all rambo on them and kill every single living person on the map. They should have had an extra ranking for that.
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| 21. |
Re: No subject |
Jul 16, 2005, 21:35 |
Jarek Forhanon |
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If you could just walk to your objective with no chance of hostility it wouldn't make for a very good game.
Just another case of sacrificing reality for gameplay.
Of course there should be potential hostility, but it shouldn't be forced. As a Hitman, you are paid to kill specific targets, not everyone in sight. If there is one target, you should only have to use one bullet, if even that. Contracts allowed for this, which I appreciated a lot more than the forced gunfights in Hitman 2.
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| 20. |
Re: No subject |
Jul 16, 2005, 21:16 |
anon@24.76 |
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well, yah it would make a good game, and thats what they did for alot of the missions. the only thing is to do it with no hostitility is really slow and tricky, so they also give you the option of more killing.
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| 19. |
Re: No subject |
Jul 16, 2005, 18:51 |
PHJF |
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If you could just walk to your objective with no chance of hostility it wouldn't make for a very good game.
Just another case of sacrificing reality for gameplay.
------ “The closer you get to being a pro, the closer you can get to the client. The knife, for example, is the last thing you learn. Ok?" |
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| 18. |
Re: No subject |
Jul 16, 2005, 18:48 |
Halo |
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Hitman 1 was awesome it was an entirely different game that played great and would definitely have a huge cult background to it. Hitman 2 was a great sequel as well the only problem I had was some of the "reality" of the game, some of it was arguable. Such as the Japan levels; you may say "well how come if I'm in a full snow suit how can that sniper know I am an enemy?" I figured since you were off path and moving towards the castle you were considered hostile? I felt they were all equally good. H1 gets bonus points for bullet holes in the bodies though.
This comment was edited on Jul 16, 18:49. |
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| 17. |
Re: No subject |
Jul 16, 2005, 17:33 |
Parallax Abstraction |
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Not that this isn't a good thing, but what I think they mean by more development time is "We're waiting for the funding from our new bosses at SCi to kick in." I look forward to these though. It sucks that I think EA owns Freedom Fighters though. I'd love to see another one, but if there is one, it likely won't be done by io Interactive.
Parallax Abstraction Founder of StateOfGaming.org - Coming Soon Commentary & Discussion About the Video Game Industry and Its Future |
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| 16. |
Re: No subject |
Jul 16, 2005, 16:58 |
Halsy |
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With TR, they probably want to maximize the 'tit potential' by using the extra time to put in more polygons. Exactly. I'm sure Lara will have 54 DD's this time out. Nothing sadder than a Tomb Raider geek.
"Well...here's to feelin' good all the time!" - Kramer |
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"And then, suddenly and without warning, it turned into a real-life case of hungry, hungry hippos." - Stephen Colbert |
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35 Replies. 2 pages. Viewing page 1.
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