Monday, July 18, 2016

The Post-Game - Hitman: Absolution

Ever play a game that just drips with high production values and class, but you still don't like it? That's how I feel about Hitman: Absolution. I realize that it's something plenty of people will enjoy. I just didn't. Do I think it's worth picking up? Sure, if it's on sale. And you're bored.

If that sounds like I'm getting ready to drop some grade-A hate, I'm not. At least, I don't want to. There is so much about Hitman: Absolution that just reeks of care and attention. The graphics are amazing. Not necessarily a reason to buy a game, but they are. The voice acting is superb (Keith Carradine and Powers Boothe? Hell yes!). The soundtrack works incredibly well, giving an almost Bond-esque ambiance without ever getting too loud. While some levels are occasionally re-used, there are a lot of different locations and settings. And as far as the story goes, I felt incredibly close to Agent 47 (he's quite sympathetic, despite his stoicism). Sneaking from cover to cover feels fluid and natural. Weapons are deadly (headshots are a breeze with the Silverballers).


So what's my problem?
Most of the levels are claustrophobic (the opening Chinatown level and the cornfield level are exceptions). The paths through the levels are restrictive. And some levels don't even bother to hide their linearity (final rooftop level, among many others). There's no way to level-up Agent 47. Upgrades are unlocked based upon how high of a score you received upon completing a mission. But the points system clearly favors a specific path – even penalizing for non-target knockouts. I was never a fan of the Assassin's Creed games' “full synchonization” mechanic either, but this just ticked me off. There is no loadout customization; you start every mission with choke-wire and (after you unlock them) the Silverballers. Other weapons are acquired by finding them or picking them up from dead enemies – but it doesn't matter, because you'll be back to the piano wire and Silverballers once the next mission starts.

Disguises are actually not a problem; there are plenty of them around. Using them is sometimes strange, though. If planning to ghost through a police station, DON'T try to use a police uniform as a disguise. Why? Because if a cop gets too close to you, he'll detect that you're not a real policeman. Makes sense, I suppose. But in a level crawling with police, disguising as a police officer becomes a questionable strategy – which seems counter-intuitive to me. Much better to knock out a homeless person and take his disguise, since the officers won't detect you. But then, dressed as a homeless person, you won't be able to enter restricted areas without attracting attention anyway. Several times I just lost patience and started taking innocent people out to facilitate progress – and several times got embroiled in a full-on gun battle. Which actually wasn't that bad. If you're careful, 47 has a ton of health, and headshots are 1-hit kills. Add in the deadly Instinct combat mode, which has elements of the VATS system from Fallout, and 47 becomes an absolute wrecking ball of death.


There were some great moments, though. Ghosting through the flaming warehouse while troopers searched the premises was a thrill. Heading deeper underground through a mining facility with guards everywhere was a delicate game of cat-and-mouse. And trying to take out three henchmen in Chinatown with throngs of people everywhere was easily the most enjoyment I had from Hitman Absolution. Somehow I thought every level would feature that amount of variety and detail, and I'm disappointed that (to me) it didn't. Hitman: Absolution is polished and does what it sets out to do, but ultimately it's only a mediocre game that is sprinkled with some great levels.

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