I
was anxiously awaiting the announcement of a sequel to one of my all
time favorites from the new school of recent game releases, and when I
first heard of Silent Assassins' development; oh, how I wept with joy.
Okay, maybe that’s a poetic exaggeration, but I did yell out ‘SWEEEET!’
when I read the announcement.
As
most PC gamers will know, Hitman: Codename 47 was released to about an
even mix of criticism and praise. Those who loved it, revered it, and
those who didn’t like it, threw it into the unmemorable, indifferent
category. I fell into the former category of people and I must have
assassinated Lee Hong at least a hundred times, trying the mission with
every variation possible. Even though I am a huge fan of the original, I
can understand the frustration of some critics towards the controls, and
some of the elements of the gameplay and of the style. I was able to
overlook some of the game’s faults and enjoy stepping into the shoes
of a professional killer. Hopefully, this time around, no one will have
to overlook any faults in the game as I-O is working to overcome the
main problems that the critics hated about the original.
The
game is set after the ending of the original, as the Hitman has moved to
a monastery in Sicily where he is trying to come to grips with who he is
and what his purpose in life is. The soul-searching doesn’t last long
as 47 is tricked into coming out of retirement. The plot promises to be
more engaging this time around with a more solid story than in the first
installment. Hopefully this will appease the critics who thought the
first plotline was too unoriginal and bland (ahem *Tazman* cough).
Some
of the most common complaints about the first Hitman had to do with the
control scheme, and the camera perspective. I-O has listened to the fans
criticisms and have included a fully first person perspective as well as
the original over the shoulder third person camera for those of us who
enjoy the cinematic view of an elegant hit. Another problem that has
been fixed is the saving and mission reloading method. No more dying and
respawning in a hot spot with 10 guards who have just killed you,
swarming around. Players will have a limited number save feature, that
can be used at any point during the missions.
As
before 47 will have a limited number of weapons that he can take on each
mission. Pre-mission shopping will be a bit different also, as weapons
bought in previous missions will remain in 47’s possession, allowing
him to continue using them. Weapons this time have been more focused on
silent assassin types. Among them, players will be able to choose from
blow darts, knives, a greater variety of sniper rifles, poisons and
other weapons found during the missions. The choices of sniper rifles
will be in silenced or unsilenced and will vary in power, types of
scopes, and range. The player will also be able to use non-lethal
weapons such as chloroform, stun guns and blunt weapons. One confirmed
new high caliber weapon is a .50 caliber Beretta. Besides the weapons,
what’s a new game without new gadgets and Hitman is no exception to
this rule. For some of the levels, special gear will be available such
as lockpicks, laser sights and nightvision goggles. Explosives will also
be more available through grenades and other bombs. Players will also be
able to test new gear in training facilities which will be available
between missions.
The
focus of the game this time has been re-evaluated and the designers have
taken out all of the run ‘n’ gun type missions. A new rating system
has been implemented to evaluate a player’s elegance in performing a
hit. Things such as number of bullets fired, number of corpses besides
the mark killed, target accuracy, and choice of weapons, will all be
considered. A better rating will unlock new weapons and more
information.
Towards
the focus of more stealthy gameplay, an attention meter has also been
added to the player’s HUD. Lingering around guards in the appropriate
uniform will only last so long before they begin to notice that your
face is unfamiliar. This level of a guard’s attention will be
reflected in a meter that let’s the player know when to make a quick
exit.
The
game will also be lengthened a bit as there will be about twenty
missions spanning six chapters which will send the hitman to locations
such as St. Petersburg, Malaysia, Sicily, Japan, India, and Afghanistan.
Technologically,
the game will be using an upgraded version of I-O’s own glacier engine
which powered the first game. The modified engine will allow for an up
to five time higher polygon count, real time lighting, hardware T&L
support, and will take advantage of the capabilities of the Geforce 3
chipset. Also, environments will be destructible to an extent given the
type of material and the bullet that is being used. For instance a
bullet from a berretta may not be able to pass through a given wooden
door, but a bullet from a sniper rifle will be able to, but will not be
able to pass through a metal wall.
With
all these small improvements, the lengthening of the game, and the
graphical facelift, Hitman 2 should win over those who thought the first
Hitman was close to being great while actually being below average. For
those of us who used the piano wire to kill Lee Hong, rejoice; gaming
bliss is near.