I'm glad we can all finally admit it's shit compared to contracts and blood money.
The maps are too big and kill opportunities are too scripted.
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>x-ray to win
Fun game.
>play easy mode
>complain the game is easy
The new Hitman games are good but I like Hitman 1, 2, Contracts and Blood Money much more.
Simplet, tighter and still more fun.
first 2 games aged like milk. Frick off already contrarian
Hitman was NEVER good.
They promised us an airport level and the motherfrickers never delivered on it.
No they didn't.
All my best kills in nu-Hitman involve dropping guns for bodyguards to find or shooting silenced bullets to make targets investigate
Following the story mission scripts is incredibly boring
Exactly why Berlin is the perfect level
100% incorrect opinion
If you've not 100% SASO then your opinion on the game is literally irrelevant
SASO isn't even an interesting way to play, HITMAN is very basic as a pure stealth game. You people keep jerking it off as the ultimate showvase of mastery when you always have very clear intended routes you're meant to follow to get to your targets in SASO
It's a purely zoomer gimmick. OG hitman games didn't even register whether you had your suit or not in their scoring, with only Shit Money taking into account whether you were able to retrieve it at the end of a mission. SASO runs are peak cringe. They're the speedrunner homosexualry of the Hitman fandom. Anyone engaging in it is guaranteed to be on HRT.
>It's a purely zoomer gimmick. OG hitman games didn't even register whether you had your suit or not in their scoring, with only Shit Money taking into account whether you were able to retrieve it at the end of a mission. SASO runs are peak cringe. They're the speedrunner homosexualry of the Hitman fandom. Anyone engaging in it is guaranteed to be on HRT.
ywnbaw
>ywnbaw
Hitman is at its best when you are trying to damage control and contain a shitty situation, WoA does a good job with that sense of controlling escalating moments but the metagame actively punishes you with challenges and ranks exclusive to playing silently.
>but the metagame
moron
>HITMAN is very basic as a pure stealth game
What are some complex pure stealth games?
Aside form the ultra classics like Thief and Splinter Cell series, The Styx games and even Mark of the Ninja in 2D has much more pure ghost stealth than Hitman.
Suit only is a dumb challenge. Disguising yourself and impersonation are the soul and main mechanics of the series. You're just actively gimping the game by turning it into a very long "stealth segment of non stealth game".
The question wasn't about more "pure" stealth games, but more complex ones. I've played all of those and I would say it's a stretch to call any of them more complex than Hitman.
It's still more complex.
The simulation of sound and its effect on stealth is really primitive in Hitman. The light detection isn't much better.
The acrobatics are just not there: any of the games mentioned above feel like a parkour simulator compared to Hitman. Which is fitting since you are supposed to walk around casually for 95% of a normal intended Hitman playthrough.
There is nothing like the manner of controlling your movements in ghost games, there aren't even keybinds for it.
Hitman as a pure stealth game feels like pre-solid metal gears and other games meant for 80s arcade machines.
Those games are more simplistic if anything. Where are the disguises? Where is the social engineering? Where are the traps? Where is the long term planning using the cause and effect of multiple encounters? The games you mention are merely
>go to dark corner
>memorize guard pattern for a cycle or two
>take out guard
>move to next dark corner
He was talking about ghosting mechanics you illiterate Black person.
You're free to change the subject to ghosting mechanics, but I was only ever talking about complexity. I guess I'll have to accept your concession if you have nothing else to add.
Whenever Thief comes up people always praise the level design but what actually makes Thief Thief is the movement, it's extremely nuanced and encourages you to make use of every nook and cranny in a room. It's not that the level design is super special, it's the movement that makes everything in the environment meaningful somehow.
SASO being forced as "the thing" in Hitman mostly due to speedrunners was aggressively gay because it was never that kind of game.
Blood Money is trash and was steering the series into the pitfalls it's in today. C47 - Contracts are the only good Hitman games.
First 2 games aged like shit
You think your controversial opinion is close to the truth and will convince people, but it's so wrong it feels like you just want to make yourself interesting with contrarianism.
Blood Money and Silent Assassin,bad Hitman...
[x] - [y] is shorthand for "everything from [x] to [y]" you moronic mouthbreather.
Ok, I read that part too fast, mea culpa.
BM is still a good Hitman though, and I'd be very curious to read why you think otherwise.
PC port is broken
Aesthetically disgusting, and not in a Contracts good kind of way
shit tone in general
The US is a shit setting
this
as well as other forms of general dumbing down for mouthbreathers like no consequences for tresspassing
Blood Money is a masterpiece. kys
All Hitman opinions can be summed up as that meme gif with Mario walking slowly vs jumping and the respective players calling it boring vs great.
If you think WoA is in any way more scripted or limited than previous entries then you either didn't play them or played WoA severely wrong.
It's undeniably much more scripted than previous entries however you can always ignore the stories.
It is not. Actually play the other games and pay attention to npc behavior and how intended kills work, you most likely fumbled around in combat if you think older entries are in any way emergent. BM is a great example of that, with every target having 1-2 intended opportunities clearly handed out to you in the picture in picture alerts and everything else being your basic gun/garrote/free accident kill by pushing them on stairs.
I replayed C47 recently and it's kinda insulting how railroaded missions are, you are actively punished or met with empty rooms if you try something other than what the script suggests.
Yes it is, stop talking shit or insinuating you're the only person who played older entries. Name one old Hitman mission with as much scripting as Showstopper.
Showstopper is the first real mission and there are like 10 different scripted ways to kill them, which you do not have to follow if you don't want, and its usually easier not to
Exactly.
Traditions of the Trade, Motorcade Interception, Meat King's Party, Curtains Down, that's one from every game off the top of my head. I personally enjoy them despite being more scripted and limited, having obvious setpiece moments.
Not a single Hitman has emergent AI by the way, they all follow scripts but the scripts happen to be simpler in older games and often have some severe holes you can exploit, in WoA the AI is much more well rounded and have much more detailed interactions and reactions, but things are also much more clearly presented which can be spun as a point against WoA, pretty much everything awards you with a challenge which conditions you to chase them around instead of just enjoying the maps for what they are, what you can do is expanded a lot from previous entries but the presentation changed. Freelancer loosens that up a lot and brings actually random and emergent AI in the showdown missions that the series never had before, but loses that handmade appeal that has always been a staple of the series.
Also please tell what you think qualifies as "not scripted" in older games and how WoA doesn't have it. I'm actually studying the series as reference for my own project and have never seen a proper, well thought out analysis on what scripted vs not scripted even means within the context of this series. From my own point of view it boils down to personal experiences and expectations because I did in fact wrongly think older entries were far more open than they actually are before I started breaking down every mission and how it was designed and programmed. It really goes to show how far presentation gets you and I think WoA did a mistake by pandering so much to completionism and SA rank playstyles, which is technically apart from the missions themselves but does have a huge impact in how they're perceived and how players are likely to play.
Agreed, the presentation in the new ones show all the strings being pulled behind the scenes, finishing a level pretty much shows ALL the possibilities available, you do get to see the limitations of what can happen instead of wondering about what other ways you could have handled it
>Yes it is, stop talking shit or insinuating you're the only person who played older entries. Name one old Hitman mission with as much scripting as Showstopper
Amandment xxv
Death on Mississippi
Yeah but in those old games characters didn't literally say shit like
>hey have you heard about guy A going to location B every 10 minutes! Wow that's crazy I hope noone kills him there!
In the old games you just kind of observed their behavior and felt clever for discovering some way to get to them.
Hells no, Blood Money has an enormous amount of scripting and most of it on very short loops making it very easy to find the freak accident kills, that being said I believe all except Absolution are good games, especially if you dont abuse design flaws every Hitman game has like pistol whipping every single guard in Blood Money or gun dropping to distract guards in the new entries.
nu-Hitman's gameplay is pretty good imo, I had fun replaying the maps over and over in different ways and modes.
It fails big time on the tone and story though, its not dark, its the opposite its bright and vibrant with a lot of humor.
Aren't these guys developing James Bond game?
Yep, it's why Hitman 3's post launch support has been much smaller scale than 2's
Do I have to buy dlc for Hitman 1 and 2 content or does it just come with the base "world of assassination" game
Just buy World of Assassination and you get everything.
buy WoA
simple as
you also get the QoL upgrades grandfathered in to the old missions such as hiding in bushes, briefcase, improved water and lighting (see the fountain in Paris), AKs for shithole country guards (the Cuban mock-up mission with guards carrying those franken-AR15s was immersion breaking as frick) etc etc also 47's new face from h3
>I'm glad we can all finally admit it's shit compared to contracts and blood money.
>The maps are too big and kill opportunities are too scripted.
Op is right, nuhitman is made for literal morons.
>Op is right, nuhitman is made for literal morons.
Speak for yourself homosexual. Aside from the dumb always online shit the Hitman games is at their peak right now and the old games don't even compare
Hitman as an art form peaked with Silent Assassin, Contracts, and Blood Money.
The new games , while very well made, just don’t have the same feel for some reason.
Exactly. New Hitman feels soulless, soundtrack is horseshit too. Old Hitman games had an amazing atmospheric soundtrack and game design, especially Contracts and BM.
>Exactly. New Hitman feels soulless, soundtrack is horseshit too. Old Hitman games had an amazing atmospheric soundtrack and game design, especially Contracts and BM.
T. Projecting low test zoomie neckbeard Black person
>T. Projecting low test zoomie neckbeard Black person
cope more Black person
new one is "fixed" absolution, it went the right path but still requires too much player input for anything to happen
>still requires too much player input
hmm
>The maps are too big and kill opportunities are too scripted.
This aids freelancer mode. It's fun.
nos sumus
magni eri
munitores
pyramidum
boomer nostalgia gay bait... nu Hitman games are amazing.
It's comfy as frick.
What's the best way to get to Cassidy in the suburb
Car bomb. Atleast it was before IO fricked everthing up
Blood Money is the perfect formula for.these games, so many ways to do missions and its genuinely fun just fricking around, and you can recover things if you mess up.
The new games you just end up reloading if your caught or you just die straight away, fighting and shooting is awful and it's clear they made it bad on purpose so its not a viable way to play. Instead it's
"Wow I can't believe the local crime lord comes down to this restaurant everyday when someone rings this bell, I heard he always has the fish for lunch I wonder where the chef is'
'The chef has lost his fish knife and can't work without it'
'Oh well'
>path started - find the fish knife
>perfectly placed body disappearing containers outlining the correct path to completing missions
big brain himtnan garem 4 big braein big thinken gaem er suchh a s myse;lf
smrat thiknk3r
Like world of Assaination doesn't do that too, the level with the F1 style race going on where you kill the arms dealer guy and his daughter comes to mind straight away. You get some evidence, she takes you down an alley way, her guards stand att he end and don't look at you, you shoot her in the head and put her in the load hatch your stood next to. Free silent assassin rating, guards don't even turn around when you leave the area.
>Like world of Assaination doesn't do that too
Where did I imply that it didn't?
I already said this
This literally doesn't happen if you don't play on easy mode, there's a guard constantly watching.
There was a lot of mystery in previous Hitman games, too. There were no pointers, scripted sequences had to be discovered, you could have gone for a shootout etc. Story was very important, and bizarre, with horror influences.
Even Absolution is better than the new trilogy.
>There were no pointers, scripted sequences had to be discovered
I feel like I'm crazy for apparently being the only motherfricker who actually played the series in this board.
Noooo you don't understand
BM having to buy intel (which costs almost nothing) that basically tells you how to kill a target on top of camera on camera highlighting the important places is based.
New games doing exact same thing is bad.
>There was a lot of mystery in previous Hitman games, too. There were no pointers, scripted sequences had to be discovered, you could have gone for a shootout etc. Story was very important, and bizarre, with horror influences.
>Even Absolution is better than the new trilogy.
>The new games you just end up reloading if your caught
no I don't
>Blood Money is the perfect formula for.these games, so many ways to do missions and its genuinely fun just fricking around, and you can recover things if you mess up
So same as a new games. Gotcha moron
>Hitman will never have this atmosphere again
kino lighting and le liminal aesthetic empty buildings were my jam and still are
I've been meaning to emulate the old Silent hill games if i could just track down a decent 4:3 display
I'm torn on this.
You were either doing stuff unintended by the devs or it FELT like it was unintended. Like trying to find that perfect spot to pull out your silverballer to shoot the jacuzzi in BM without being seen.
Meanwhile nu-hitman has these opportunities that kind of ruin it. "47. This jacuzzi seems to be constructed out of glass. A well placed shot might result in a...steep payoff."
It's all "curated" for lack of a better word.
But on the other hand you can still abuse guard behaviour like dropping guns or shooting silenced weapons to prompt investigations.
So if you play it on the hardest difficulty without opportunities or xray vision and go for SASO it's a lot of fun.
The one takeaway from WoA is that it's not enough to give people the option of a mini-map/xray vision or not. Instead the game designer should design the levels as if the player has no mini-map or x-ray vision and then add those features on top.
>Meanwhile nu-hitman has these opportunities that kind of ruin it. "47. This jacuzzi seems to be constructed out of glass. A well placed shot might result in a...steep payoff."
>It's all "curated" for lack of a better word.
>Outdoor Jacuzzi
>The glass-bottomed outdoor jacuzzi looks down on the pier 70 feet below.
Yup, so different.
>it's shit compared to contracts and blood money
Nope. They are as good as they could get. Same goes with Blood money and Contracts. The difference is that in BM/C the technology was too weak to portay a realistic world with a target and numerous npcs surrounding him, so they had to settle with a limited amount of npcs. This "limitation" allowed these two games to be fun compared to the new ones. Going on a rampage in Blood money is always fun.
Same goes with the kill opportunities as well. Less and very obvious, but fun and satisfying.
NuHitman is a more cerebral game because its fun lies on figure out how to kill a hypothetically "unkillable" character with zero weak spots and security on his ass 24/7. Killing npcs could be fun there as well, but its not as cathartic as Blood money.
I think Blood Money/Contract devs just got lucky with the balance when it comes to fun and seriousness
World of Assassination is a perfect game
Why do people complain about xray vision when the old games had magic maps that showed you everyone including targets in real time?
Because maps didn't show shit on higher difficulties except 47, target and occasional vip/target "disguised" as civilians.
>obviously the old ones are meant to be played on professional
>but not the new ones because I said so
Trying to bring to the alertness meter is moronic when your cover could instantly be broken for no reason in older games.
Because the people you're talking to played on professional, the difficulty setting these games were built around. Meanwhile numan was built around these handholdy features and playing without them is extremely awkward.
>and playing without them is extremely awkward.
moron
Original Hitman games had an alertness meter that was non-intrusive regardless of the difficulty level you were playing at and gave you a good sense of the situation without outright holding your hand and telling you who to break line of sight with.
Numan has moronic, obnoxious, intrusive alertness indicators over the heads of every goddamn NPC. You can disable them, but the game wasn't designed around being played with them disabled and now you have no good indication of how compromised you are until your cover is fully blown.
>Original Hitman games had an alertness meter that was non-intrusive regardless of the difficulty level you were playing at and gave you a good sense of the situation without outright holding your hand and telling you who to break line of sight with.
>Numan has moronic, obnoxious, intrusive alertness indicators over the heads of every goddamn NPC. You can disable them, but the game wasn't designed around being played with them disabled and now you have no good indication of how compromised you are until your cover is fully blown.
Why do you parrot kotti, again?
I have no idea who the frick you're talking about. You seem to be quite up to date with all the youtube/twitch/twitter celebs though.
>plays dumb
I accept your concession.
You've literally no argument besides seething over Finnish basketball players. Concede my sphincter over your lips.
>expects arguments to his moronic shit
moron.
In BM there's no such thing as suspicion to begin with and the meter is a holdover from older titles with AI that worked more like WoA's enforcers, it simply became a context meter telling you if there's an alerted guard nearby or if you're in a frisk zone. Also guards are extremely permissive and you're basically never going to die unless you shoot first.
It's no surprise that people like by far the easiest title in the series but that isn't necessarily good design.
Why do you keep bringing up BM when I already told you BM is essentially the foundation for the modern titles rather than a continuation of the originals? You're a bit slow in the head, aren't you?
You know I'm right and you're seething over being unable to do shit about it, which is why you insist on getting the last word in despite having nothing to say.
>You know I'm right and you're seething over being unable to do shit about it, which is why you insist on getting the last word in despite having nothing to say
In the older games you have no good indication of how compromised you are either so this seems like a moot point, you're getting the same information with the alertness meter but having to dart your eyes across the screen constantly to know how alert a particular guard is which is certainly a lot more awkward.
>In the older games you have no good indication of how compromised you are either
A single indicator giving you an idea of overall gamestate is much less intrusive than sight insicators over literally every NPC. This isn't even up for debate.
How can you tell who is an enforcer without the ingame indicators?
>How can you tell who is an enforcer without the ingame indicators?
You don't which is why they're there to begin with, blind trial and error is not fun or immersive. The older games had many instances of seemingly random compromises due to incomplete information, not because of proximity alertness but rather trespass areas that aren't delineated as well as they should be and poorly placed guards. Many maps had an intended route to follow and playing outside what the devs envisioned would often lead to these bullshit moments.
They're great at firing your neurons with the presentation and immersion but I don't think older titles hold up mechanically except for a few standout maps.
Except in the old games you pretty much treated absolutely every guard like a slightly nerfed enforcer, and it worked. The new games are the only ones where this stupid shit is a problem.
In WoA it's a problem because not all guards are enforcers and enforcers are more sensitive.
Enforcers deal with the BM problem of disguises being godmode, while also dealing with the problem of irrelevant NPCs blowing your cover in frustrating ways.
I think it's a good mix that allows for more variety in terms of approaches, it makes individual disguise choices a lot more important and also makes some guards constant and clear threats.
There's no elegant way to indicate this more individual approach to guard awareness, if you have a general awareness meter then you run into the old issue of things feeling random and like trial and error which would be particularly bad in a game that is an order of magnitude bigger. Another way I can think of is having enforcers wearing obvious badges but that would depend on the particular disguise and wouldn't be very intuitive, also more obvious facial expressions but that would require some serious hardware and eyesight to identify expressions in the often tiny-ass faces of NPCs.
>while also dealing with the problem of irrelevant NPCs blowing your cover in frustrating ways.
This was literally never a problem in 47/SA/Contracts. Guards are not irrelevant NPCs. If you can't play around their ability to suss you out that's a you problem. If anything it's the new games that are full of irrelevant guards who serve no purpose other than to give you a disguise or act as an obstacle for your gimmicky SO runs.
>This was literally never a problem in 47/SA/Contracts.
Now I'm convinced that you've never played these games because SA would bug the frick out and the AI for compromising your disguise was genuinely terrible.
Worked on my machine. Don't mistake bugginess for your stupidity and inability to understand their behaviour.
>say something completely moronic
>instantly get called out by 3 people
>"I-It works fine, you're just bad at the game"
No, you're just an idiot who's lying about the older games because you have shit taste and are angry that the new ones are a mechanical improvement. Stay in your lane and b***h about how they changed the "bleak fever dream atmosphere" if you want to complain about the new games without people pointing out what a fricking idiot you are.
Guards in older titles are often individually scripted to become aggressive, they are literally scripted combat sequences, even BM has some of them but they're most prevalent in the older titles.
Thanks for posting this and making it clear that you only have a passing understanding of the games and didn't play beyond the script.
>NOO PROFESSIONAL SA IS NOT ENOUGH YOU HAVE TO SOSA (a playstyle never intended by the devs) TO SEE HOW BROKEN THESE GAMES ARE OTHERWISE YOU JUST DON'T GET IT
Guards in older titles are INTENTIONALLY designed to be unpredictable while you tried to act smug about "understanding" their behavior despite that obviously not being the case since they are intentionally designed to be unpredictable, SA plays like a spy movie with constant ambushes from other agents because that's what they wanted the game to be like and it's intentionally unpredictable. Do you understand that?
>it's SUPPOSED to be shit!
You cannot in good faith argue that snipers and ninja ambushes are in any way good behavior, and that's not even counting the unintentional AI frickups.
Your statement doesn't match up with reality. Try going into the restaurant in the second mission in C47 and see what happens, the games are full of those moments.
>This was literally never a problem in 47/SA/Contracts.
You need to replay them then because it was very much a big problem.
>You need to replay them
I did. SA all of them. Like I said, the games are not the problem. Your lack of cognition is.
You're not smart nor do you have good taste for defending janky mechanics, no matter how hard you stomp your feet.
What's janky about them? Provide video footage.
>What's janky about them?
>47 and SA
>not janky
You had me going up until now.
I'm still waiting of the footage of all the jank in SA. Game is so broken you should have no trouble finding some, right?
>I'm still waiting of the footage of all the jank in SA.
You've literally never played the game because no one who's played Hidden Valley would pretend it's not janky.
There's literally just the one bug of the guard pathing in front of the truck getting himself killed. One bug throughout the entire game that doesn't even impede your progress. Again, I am waiting for the footage of just how broken the game is. How come you're having so much trouble coming forward with footage of something that is supposedly so prevalent throughout the entire game?
Weird how I was able to clear all the missions on SA with no saves then... huh...
>There's literally just the one bug of the guard pathing in front of the truck getting himself killed.
And the bug of the trucks not moving.
And the bug of guards getting stuck inside of tucks and then being right next to you when a truck starts moving.
But please, keep pretending you have any idea what the frick you're talking about.
>And the bug of the trucks not moving.
>And the bug of guards getting stuck inside of tucks and then being right next to you when a truck starts moving.
What the frick are you even talking about?
>What the frick are you even talking about?
Stuff that only people who've actually played the game would know about.
I played it
Never happened. Make up some some more bullshit though.
>he never tried to sneak up behind a guard in SA
Contracts was the only game with a balanced disguise mechanic, BM made it too easy, 47/SA guards were too triggerhappy
YAME! YAME!
>How can you tell who is an enforcer without the ingame indicators?
Common sense. Very few enforcers are random, most of them are people it makes sense could tell you are an impostor. Such as managers and foremen, or squad leaders. Almost all of them makes sense knowing you aren't a face among the people hired to do the job.
Enforcers were moronic in Absolution but they are good in HITMAN. Blood Money was easy as shit, once you had a disguise you had a free pass anywhere with no stealth or caution needed. Enforcers fix this by having you actually having to remain on alert about your surroundings and you can't just put on a random workers clothes and expect that literally no one would ever see through your bullshit. It added challenge and immersion to the series, the biggedt reason it was shit in Absolution was just because it wasn't tuned correctly so EVERYONE was a fricking enforcer. That and because the rest of the game was shit too
>Because the people you're talking to played on professional, the difficulty setting these games were built around. Meanwhile numan was built around these handholdy features and playing without them is extremely awkward.
why do I find the scripting so much less intuitive and satisfying than in older entries?
Because you are moronic.
>filtered by nuHitman
sad
It's satisfying for once seeing a thread where someone has actually fricking played the older titles instead of nostalgia wanking them from when they last played them 15 years ago. Whoever thinks the older games are less restrictive or more open is fricking drunk.
I think they had a perfect balance with some sandbox puzzle without being bloated
The series does a great job selling the illusion of sophisticated AI and conditioning the player to do what the design demands but it kinda falls apart when you really try breaking the rules, WoA is more upfront about its limitations and determinism but I wish they had the Freelancer approach right from the beginning rather than 6 years later.
Imagine this or The Jacuzzi Job in an advertisement-friendly new trilogy.
I found it entertaining for a little while, but it's too monotonous. There is no variety and you end up playing every map in a similar way. More weapon options would be great but since all rewards lead you toward SA or SASO it feels kinda dumb to go the genocide route (what I call the Dishonored paradox). The whole game should have been 5 maps and that would have been enough.
Contracts was the best hitman because its the only one where you can actually mess around with the entire selling point of the series being disguises
personally I can't stand the voice acting in the newer hitman games, like why the FRICK is everyone british????
stop trolling
Voice actors got more diverse over time and try to at least have funny accents, I wish they would go back to the older maps and update the voices, everyone having french accents in Paris would be kino.
C47 and SA didn't quite find their footing and were still too influenced by expectations of the action sloppage of their time. Contracts was a lot more confident about Hitman having its own identity but funnily that identity was not the accident-assassin most people know the series for (blame BM for that one).
More like SHITMAN
>compared to blood money
yeah
>compared to contracts
lol, lmao
FACT: the freelancer mode has the best gameplay the Hitman series has to offer.
it's shit
you are shit
>t-the old games are perf- ACK
the old games are priceless classic but they were hated on for their jankiness all the time. not to mention a lot of times you either had to cheese your way into SA or just follow a scripted sequence laid out to you even harder than in the new games. Appreciate them for what they are instead of being a moron gorilla Black person and starting a flamewar
it's just children, anon, who have a weird proxy rose-tinted glasses for "classic" games
anyone who grew up with the series since the first knows how much the series has progressed, absolution notwithstanding
I don't disagree that there are some children who name drop, but it's not exactly uncommon for people to have actual rose tinted glasses. Pretty much everyone has fond memories from their childhood that are heavily edited to be positive by their own minds.
>move into guard's line of sight
>he acknowledges you
>run back and hide behind wall
>seethe over AI having simulated object permanence
do zoomers really?
>do zo[SCHIZO HEADCANON]
next.
How come you posted a png instead of a webm?
because that screenshot is from around 10 years ago when I played it, unlike you who tries to make autists upset on the internet instead.
And what did you think you were trying to get across with the image? What information does it convey?
the old games have their own faults that while not
bad enough to ruin them, they still get on the way of the experience a lot of times. It is a complement to my post about the old games not necessarely being leagues better than the new ones, they all have their ups and downs and should be enjoyed for what they are instead, and starting a flamewar between new vs old is moronic when you can simply enjoy all of them instead of being a sperg like OP
>the old games have their own faults
What fault is on display in the image where you were clearly spotted through the open doorway and tracked after you moved behind the wall?
I don't know why you are so obsessed with the story you built in your head. I took the screenshot because the guard's head is turned 180 degrees to face my position behind a wall, and I thought it was funny. FYI I wasn't in the same room as him beforehand, the alarm was raised while I was in another location and the guard's head was spinning around like a radar trying to locate me. Guess what I did after I took the screenshot? I played the rest of the game and enjoyed it
It's a good game. put wayy too many hours into it.
Can someone explain me the roguelike mode please? How much of random is it.
Regular missions are just glorified contracts with a few regular NPCs in the map turned into targets, plus side objectives you can do like kill X guards with snipers or killing a target with some particular kind of accident.
Showdowns happen every 3-5 missions, they're the actual meat of the gamemode. They have one target but it's a new kind of NPC that walks its own path and has a random appearance and other traits like being a foodie, reader and such. The gotcha is that there are several suspects and you have to identify the right one based on the intel you get regarding their appearance and behavior. There are also other kinds of NPCs like lookouts who always see through your disguises and make suspects evacuate the map, and assassins that protect suspects and kill you in like two shots.
All your weapons and gear have to be bought from dealers in the map and you lose what you're carrying if you die.
It's not super random and you will get into repetition eventually but it certainly adds a lot of variety.
There are lots of other mechanics but that's the gist of it, it's essentially a game within a game but the procedural nature of it makes a lot of map mechanics and traps irrelevant and unused so you need to play the plot missions to really appreciate the full game.
>Headturning STILL exists
Noo, my speedr- I mean, casual playthroughs!
Nothing will recapture the SOVL of Contracts and Blood Money. Sad!
And Trump is going to prison. Sad!
What is wrong with people like you where you think everyone has this political brainworm and is part of your little red team vs blue team shit. Because I did the
>sad!
meme you think I'm like having some political debate with you about Trump now? Holy frick you people are cringe. Get a life, seriously.
>red team vs blue team
Why do alt-right incels always thinking hiding behind "le enlightened centrist" will ever work? Even women on dating sites know that it's codeword for alt-right Black folk at this point.
>oooga boooga i-incel
your next post will be ranting about pol
have a nice day
>I'm not an alt-right incel!
>Literally having a melty because their fascist orange leader lied to them and is now going to prison
lol
LMAO
You are literally insane. I didn't say anything about politics. Is it impossible for you to not relate something to politics? Me saying "keep your politics talk to
" you interpret as "aha that must mean your politics are XYZ!". Do you not realize how insane you sound? Honest question, do you really think most normal people live their lives thinking about American electoral politics all day long?
too big and too goofy for my taste.