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Hitman: Absolution Review

(Image from Steam Game Page)

Agent 47 is back in action. He hasn’t changed much. He still comes out as a harsh, vicious someone who approaches every killing as if it were a routine duty. However, he began to make his own judgments, to disagree with his clients, and to speak in full words more frequently. Although we can only speak in superlatives about the main character, the whole affair is far from ideal.

Hitman: Absolution is the series’ first game in which the narrative is so crucial. The agent is given a new mission: to assassinate Diana, who had saved his life but later betrayed the agency and kidnapped little Victoria. After dispatching the target, Hitman knows what his bosses have brought him to. He cuts communication with the agency, rescues Victoria, and places her in a secure location. He has no idea how significant the girl is or how many people are interested in her. When you sit down to play the game, you must bid farewell to the fantasy of an open universe. All missions have been broken down into smaller phases, with the typical scenario being exploring deep into a specific place and then slipping out unseen. Each room or plot of land is a distinct region with a unique duty to be completed. The margin for error has been greatly reduced – unfettered exploration has been replaced with simple pathways and prescribed paths. The narrative takes roughly 10 hours to complete, not including the possibility of a significant number of replays in case of failure. All missions are linked in some fashion, and the overall narrative neatly connects the separate assignments. No order appears to be by chance. Enemies may know each other or share similar aims. However, the most crucial antagonists for the story ended out to be in the game’s easier portions. Simply press a few keys to dispatch them, and the slow motion makes the job much simpler.

(Image from Steam Game Page)

Kills were still the most significant aspect of the game. Of course, we can remove the stated target in a variety of ways, not just by using cruel or silent methods. It’s sometimes worthwhile to demonstrate your inventiveness and seek out fresh ideas. Side characters can also be removed spectacularly, and more accurate impacts are accentuated with slow motion and minor blur. After all, there’s nothing more gratifying than a bullet striking an opponent’s head from a long distance. We are awarded in the game for playing quietly and calmly. To gain a big amount of points by finishing the objective, we begin each mission with a zero point counter. We lose them by killing individuals who aren’t our goal, putting bodies out in the open, or raising alarms. The death sentence for killing a civilian is the severe. We may complete a task with a negative point account at times, but we will always obtain a rating that corresponds to our gameplay style at the moment. While finishing the initial missions, I was wondering about the approach adopted by the IO Interactive studio’s designers. It turns out that I spent the most of my time hiding behind impediments, not coming out until the proper moment. Each location shift was predicated on a swift and unnoticed slip behind the adversaries’ backs. I could murder quietly and hide the dead, but the new clothing I acquired from adversaries were useless. The smallest error was enough to catch them red-handed. It was often simpler to simply rush from door to house, hoping that the adversaries would not see us.

After a while, the gameplay grew tedious, and the boredom was often outright aggravating. To have more fun with the game, I switched from being a quiet agent to a vicious murderer. The game immediately took on the characteristics of an action game, but it turned out to be far more dynamic, resulting in intriguing encounters. Because none of the assignments can be accomplished while adversaries are pursuing us, we had to either ditch the annoying trail or eliminate all witnesses. With a huge number of spent bullets and punctured bodies, we were able to finish the campaign with bated breath. There are five degrees of difficulty to select from. The one for veterans is the core of being an Agent and provides no assistance. The easier modes feature a lot of changes, especially for people who have never played the game before. We may see foes through walls, slow down time and remove previously designated opponents with one press, or momentarily trick them by passing by without being spotted, thanks to intuition, which is shown in the shape of a regenerating bar. Fans of gathering and collecting goods will enjoy this game. Even if the Agent abandons his luggage, his array of weaponry remains outstanding. There are numerous of them in each place, and they are typically held by opponents or sitting around ready to be used. We’ll only become excited when we see how many minor objects can be collected and utilized to shock or distract the adversary. Most of them are insignificant, ranging from bricks, bottles, knives, wires, pokers, radios, to toys and dog bones. They are both a collector’s nightmare and a pleasant surprise for those who persevere. The game has a variety of clothes. We steal disguises from opponents or locate them in ready-made packages. They have, however, utterly lost their significance. We are promptly observed and suspected of fraud when we play the role of a police officer and pass by characters of the same profession. Do all of Chicago’s officers know each other’s faces by heart? Changing the costume makes no sense in this scenario – law enforcement authorities would respond the same way if they spotted Hitman in a unique suit with a barcode on the back of his head. When we are in enemy territory, we are in the company of individuals who work in a different business and have no possibility of recognizing us as long as we behave suspiciously enough. Then we may take a deep breath and emerge from our hiding spots for a little period.

(Image from Steam Game Page)

The multiplayer feature is an intriguing concept, which was unexpected from a game like Hitman. Instead of the usual multiplayer mode, we now have contracts involving participants from all over the world. The goal is to design a mission that we can subsequently share with another user. We select the aim, disguise, weapon, and additional benefits for how we perform the mission. This, however, does not occur as a result of an artificial creator in which we are absolutely helpless and play almighty. We must first complete ourselves before we can build a mission. We pick a location from the plot, obtain a weapon and maybe an outfit, and start hunting. Contracts provide a lot of variety to the gameplay. The options are limitless, as long as they don’t deviate from the game’s concept. Friends can compete against one other and compare their performances in special rankings. They will never meet on the map, though, because each activity is completed independently.

Hitman: Absolution is a game that does not meet the legend’s image that has been built over time. Its boring and dull gameplay is underwhelming as a simulation of a professional murderer. Though it works great and is a lot of fun as a terrific action game.

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