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now i see it more as kevin vanord wears all the disguises as he reviews agent 47's return in hitman: absolution. at point in my life i considered it one of the worst games i have ever played. Horrible story, in more ways than one.Hitman: Absolution Video Review Ign ReviewsĬlick here for the launch trailer bit.ly t5w7q0 has agent 47 returned to his wicked ways? subscribe to ign's channel for i strongly dislike this game. Great graphics and Contracts mode is an interesting curio.Ĭons: Occasionally linear level design and too many non-assassination missions. Pros: Excellent stealth mechanics, some great sandbox stages, and impressively inventive deaths. In Short: A franchise reboot that retains most of what was great about the originals, and most of what was bad too – but the sum total is still on target. It also has most of the same problems, or at least swaps them out for new ones, but maybe that at least will convince sceptics that IO hasn’t sold out. In many ways Absolution is as effective a franchise reboot as we’ve ever seen, retaining almost everything that was good about the originals and while making the game more accessible for new players. This of course requires some skill on the part of the creator, but the fact that you have to play through the level yourself to set them up is a cleverly original way to add longevity to a single-player game. Another needless home goal is that more than a couple of the assassinations are carried out in a cut scene rather than in-game, which might seem a small complaint but it is a very unsatisfying way to end a level.Īlthough Absolution still lacks multiplayer the new Contracts mode is a neat substitute, allowing you to create your own missions by playing through an existing one and tagging different targets for other players to tackle online. But the problem isn’t that unconscious enemies are instantly revived but rather that you then have to listen to long minutes of dialogue again and again, or sit and wait for enemies to pass.Ībsolution needed to be a lot cleverer about how it handled saves and checkpoints, perhaps some sort of fast forward and rewind system upon failure, but what IO have opted for simply feels like the least worst option they could think of.Īlso, the non-assassination missions, where you’re merely trying to escape or get to a specific location, are vastly less interesting and apart from servicing the dopey story we’re at a loss to explain why they exist. There’s only one in each level and it’s up to you whether you use it or not. Sure they might offer a few different ways of getting past a certain obstacle, but the choices aren’t always meaningful. The small size of the levels is one thing but a number are far more linear than they like to pretend.
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To aid this there’s impressively little ambiguity when it comes to either the controls or how the cover system works – something that even straight action games rarely get right.īut that doesn’t mean that it’s been flawlessly implemented.
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In Absolution stealth isn’t used as an alternative to the main style of play, it is the main style of play. It’s thrilling stuff and some of the best stealth action for years, including Dishonored. It’s useful if only to get gunfights out of the way as quickly as possible, as they’re not a highlight and the enemy artificial intelligence is pretty ropey when under fire.Ī more dedicated player will try and find a disguise and case out the level, making a note of everyone in it and their routines – while also looking out for safe rooms, setting up traps and decoys, and always keeping a lookout for areas in the environment that can either aid your assassination or the subsequent escape from its aftereffects.
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There’s also help in combat from a ‘point shooting’ effect that allows you to target enemies in slow motion, similar to the system in Splinter Cell: Conviction. Although you do now have a magic new ‘Instinct mode’ to help you, which highlights interactive objectives and the paths that passers-by are taking, but it’s entirely optional and severally restricted on the higher difficulties. Despite concerns that IO Interactive was going to turn the game into a third person shooter pattern-watching and patience are the two keys to success here.