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StashAugustine posted:One of the little things I really like about the game is how the various staffers on all the levels bitch about how the guys running the place treat them like poo poo. Doing the opportunity where Ken Morgan bitches you out about his room not being spotless up until you drown him in the toilet is cathartic enough to almost redeem Bangkok EDIT: Now that I think on it, Hitman '16 says a lot about class and wealth and how people in that group can afford to murder each other with an impassive superclone contract killer they don't even see coming because he just waltzed into their heavily-guarded event as a janitor. The way this is reflected in gameplay terms says a great deal about who the wealthy consider to be invisible, and how important those people are to the success of what the elite do; there's no shortage of handymen at the GAMA facility, after all. Every level involves killing someone super wealthy or well-connected... except Colorado, where you're arguably not even really supposed to be killing the targets. Though the Colorado targets are all kind of dicks, several of them come from poorer backgrounds and abuse (or had second thoughts about what they were doing, like Ezra Berg) and are made more sympathetic by that, culminating in the Shadow Client reflecting on his and (presumably) 47's childhood in the cutscene afterward. I wonder how much of Colorado's odd feeling comes from the map design and how much of it comes from thematic dissonance: Rather than sneaking into some hoity-toity facility to liquidate an rear end in a top hat rich person, you're wandering around some mudhole apricot farm that's been hastily reconfigured to serve as a militia camp for people resisting the global elite to murder a bunch of people who are bad, but maybe bad for the right reason. It feels bad to freak Penelope Graves out by pretending to be an Interpol agent and listen to her paranoid rambling as she contemplates whether someone knows about her defection in a way it doesn't to find out Silvio Caruso murdered his mother. Both are in kind of lovely situations, but the "yeah but" of the latter isn't enough to outweigh all the absolutely awful things they've done and will continue to do. EDIT EDIT: Also the audio barks from random NPCs when you're in a menial job outfit are really degrading. They gently caress around with waiters by joking about bad service or place orders that they claim are a joke, guests in Bangkok ask if you're a male maid, etc. By contrast they're very respectful of security people and security tends to be much nicer about approaching a checkpoint when you're not in a lovely job disguise, whereupon they'll tell you to just gently caress off outright. Nakar fucked around with this message at 19:28 on Jun 28, 2017 |
# ? Jun 28, 2017 19:09 |
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# ? Mar 28, 2024 11:14 |
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Holy poo poo. In between the pantomime that is this game and that post I think Hitman may have been the most sociorealistic thing I've played since that war game where you're not a soldier.
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# ? Jun 28, 2017 19:57 |
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I actually kinda like Colorado as a shakeup from the usual formula, but thematically it does have that going on- it's kinda funny that the terrorist training camp has the most sympathetic targets. (I missed Berg having doubts, odd given that he's the interrogator in the Michael Myers mask.) Additionally, apart from any political meaning, I just really like that you get little flashes of the lives of people in the mission- most dramatically Dalia's assistant who's spying on her and ends up running off with a guard who had a crush on her, but also just little fragments of dialogue like the siblings in Sapienza working for Caruso. And apart from any thematic talk, the enforcer mechanic is a really nice way to differentiate disguises, although I wish it was signposted a little better and some locations (okay, Bangkok) could afford to tone it down a little
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# ? Jun 28, 2017 20:02 |
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Vahakyla posted:Is ICA some sort of quasigovernmental organization, or fully private? Or what?
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# ? Jun 28, 2017 20:27 |
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It comes up in a few places that Berg quit Mossad out of self-doubt, among other reasons. He's also pretty respectful of his victim, to a degree; if you OD the guy Ezra blames himself for being careless with the dosage. The guards by the bridge exit talk about how he's a pretty nice guy as well. Sean Rose is likewise no good guy but he was raised by an abusive cult or something and is battling severe OCD. Sending him into drug psychosis to drown him doesn't feel quite so poetic and drat near crosses a line of cruelty even for Hitman. Also if you do the strike team training well when Rose is present he'll tell Parvati to lay off the yelling and defend the point man's flawless execution.
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# ? Jun 28, 2017 20:32 |
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StashAugustine posted:Additionally, apart from any political meaning, I just really like that you get little flashes of the lives of people in the mission- most dramatically Dalia's assistant who's spying on her and ends up running off with a guard who had a crush on her, but also just little fragments of dialogue like the siblings in Sapienza working for Caruso. It really frustrated me during the run of Season 1 that people would complain about the game having a lack of story, that six story missions and a handful of cutscenes was not nearly enough to get someone immersed in the world the game is trying to sell you. The people that actually played the game know how deep the rabbit hole of the story goes. I remember the first time I eavesdropped on Daila explaining to her bodyguard the situation with Viktor selling IAGO's secrets. I was surprisingly riveted at the conversation. Several weeks later, as I was finishing up the Paris challenges, I stumbled upon the conversation of one of Daila's model-spies handing in her resignation. (She's the one standing in front of the window in the hallway between Dalia's office and the auction room.) I was amazed that it took me that long to discover that. The way IOI chose to disseminate story revelations and world-building dialog was brilliant. The briefings and cinematics gave you the raw details. The major NPC conversations, which the player was almost guaranteed to run into, provided more information and secondary details. Scripted NPC interactions, which are happened upon, gave the targets dimension and helped piece together how they fit into the location and the story on the whole. And then there was the off-the-cuff stuff (Rocco) which just made everything more relatable and believable.
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# ? Jun 28, 2017 20:50 |
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I like the story being very light and kept on the side-lines. This way the story does not interfere with the game as it did with Absolution.
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# ? Jun 28, 2017 20:54 |
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Likewise. The story is dumb as hell and if it was just summed up as "you are a bald assassin this is your contract" then it wouldn't be any worse.
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# ? Jun 28, 2017 23:28 |
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This one goes out to all my Hitmen and Hitwomen and Hithomies in general. The ABCs of Murder (Sapienza-PC): 1-03-1887300-02 Kill five targets around Sapienza any old way you want. Seriously. Any ol' way. No restrictions, no surprises, just targets as far as the eye can see. That said, here's a run of it with most of the assorted restrictions I like to work under: Silent Assassin + Suit Only + Default Equipment + Fiber Wire Only + No Knockouts + No Evidence (All Bodies Hidden).
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# ? Jun 29, 2017 02:33 |
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Nakar posted:This one goes out to all my Hitmen and Hitwomen and Hithomies in general. I just wanna say I appreciate your Steam name
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# ? Jun 29, 2017 02:52 |
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Vahakyla posted:The fun park boss in Blood Money made me feel so bad right away. There's nothing like that in this one where they are all worthy of post birth abortion. In the first game it was implied they are or were a spinoff of MI5. Since then they're an independent organization that focuses on being the absolute best at assassination for hire (usually favoring institutional clients like NATO because global instability is bad for business). The exception is Absolution, where they're basically SPECTRE.
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# ? Jun 29, 2017 04:02 |
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Hopefully they employed a few more voice actors for season 2
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# ? Jun 29, 2017 12:44 |
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Overall, Hitman 16 is one of the best games I've played and a really good game just overall.
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# ? Jun 29, 2017 15:50 |
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julian assflange posted:Hopefully they employed a few more voice actors for season 2 StashAugustine posted:I just wanna say I appreciate your Steam name
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# ? Jun 29, 2017 17:25 |
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Nakar posted:It comes up in a few places that Berg quit Mossad out of self-doubt, among other reasons. He's also pretty respectful of his victim, to a degree; if you OD the guy Ezra blames himself for being careless with the dosage. The guards by the bridge exit talk about how he's a pretty nice guy as well.
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# ? Jun 29, 2017 17:49 |
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julian assflange posted:Hopefully they employed a few more voice actors for season 2 Yuri Lowenthal is the only voice actor you really need.
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# ? Jun 29, 2017 18:01 |
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Mark Brown makes some pretty interesting videos about game design. A recent episode dealt with good AI in games and specifically about how important it is that the AI responds predictably to player interactions. https://www.youtube.com/watch?v=9bbhJi0NBkk So, he doesn't really dig in to Hitman in this episode, but it did make me think of a very important piece of Hitman's design. When people in Hitman are about to turn around or change their current direction they always give some kind of visual indicator. If you sneak up behind someone after they've walked for a moment and stopped, you can see them adjust their stance from foot to foot before they turn around to walk the other direction. There are lots of these little tells in the game. Someone will put away a cell phone, or stop smoking a cigarette, or many other small moves to indicate that they're about to move. It's great stealth game design. I have definitely played other stealth games where you just have to memorize how long someone will stay in a spot before turning around because there isn't any indicator, the person just turns around. This was exacerbated in earlier Hitman games because of the incredibly slow sneak speed. In Hitman 2, You really had to get a feel for how far close you could get before starting the sneak and how long it would take to get to the person's back. Mark's other videos are very good also. He did a three part video about the evolution (and downturn) in the Dead Space series.
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# ? Jun 29, 2017 18:58 |
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The best thing about Hitman AI is how they'll react when you throw something at their face before it actually hits them. That little detail might've honestly pushed me over the edge to buy this game.
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# ? Jun 29, 2017 19:03 |
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Nakar posted:It's almost endearing, in a way. Maybe 47's genetic conditioning and language skills mean just hears everybody with generic bad FTFY.
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# ? Jun 29, 2017 19:28 |
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Pigbuster posted:The best thing about Hitman AI is how they'll react when you throw something at their face before it actually hits them. That little detail might've honestly pushed me over the edge to buy this game. don't yOU THROW- *CLUNK*
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# ? Jun 29, 2017 20:02 |
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One of my favorite little guard things is when they're dragging a body away. They'll say "You'd be surprised but I really do this a lot."
Tumble fucked around with this message at 20:43 on Jun 29, 2017 |
# ? Jun 29, 2017 20:40 |
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Tumble posted:One of my favorite little guard things is when they're dragging a body away. They'll say "You'd be surprised but I really do this a lot." Or something along the lines of: 'well, of to the trash! Just kidding haha'
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# ? Jun 29, 2017 20:45 |
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Does anyone know where they actually take the bodies?
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# ? Jun 29, 2017 20:52 |
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Security station I think? What's the best SA/SO route for Colorado? I got it for Paris (lure Dalia into her bathroom, ambush Novikov on the way to the safe room which probably won't work on Pro) Sapienza (Caruso with cannonball, De Santis with virus grenade, laptop for virus) and Marrakesh (poison Zaydan, push Strandberg off second floor on the embassy) and got Ninja on Hokkaido (heart in morgue, Yamazaki in spa) but I don't have a good grasp of the safe SO routes in Bangkok or Colorado
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# ? Jun 29, 2017 20:57 |
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KillHour posted:Does anyone know where they actually take the bodies? I think every map has a designated corpse closet where they just dump everyone.
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# ? Jun 29, 2017 20:58 |
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StashAugustine posted:Security station I think? Wait, virus grenade?
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# ? Jun 29, 2017 21:04 |
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StashAugustine posted:Security station I think? Bangkok is quite a bitch, probably the hardest SASO in my opinion. Generally, you want to poison the lawyer's food, then go out the walkway on the same floor as 47's suite, get to the crew floor, go into the back room of all the crew dudes (I blow up an extinguisher as a distraction to make it easy), knock out the guy there, climb the pipe, and make your way into the rock star's suite's bathroom. From there you can lure him in via coins and take him out with a corner subdue. Colorado is a lot of sneaking around the inner and outer perimeter. The general order is the barn chick via hay bale, torturer in his shed, poison syringe the girl near the clock in the farmhouse, and lure Sean into the basement via audio distraction to use his face to open the exit. Both are pretty tricky. Abuse saves.
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# ? Jun 29, 2017 21:05 |
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Pigbuster posted:I think every map has a designated corpse closet where they just dump everyone.
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# ? Jun 29, 2017 21:12 |
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Tumble posted:Wait, virus grenade? Caruso is (rightfully) paranoid about De Santis and keeps a strain of the virus tailored to her as an insurance policy. Break the model ship in the storage room adjacent to his room and it'll drop a virus sample that breaks when you throw it and will poison kill De Santis and only De Santis if you land it nearby SubponticatePoster posted:In Bangkok it's in the basement by the laundry room. I was loving around seeing how many people I could kill before I got spotted, and the entire area was stacked with bodybags That would explain why they kept dragging people one room over when I was doing Himmapan Horror
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# ? Jun 29, 2017 21:18 |
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Jolo posted:Mark Brown makes some pretty interesting videos about game design. A recent episode dealt with good AI in games and specifically about how important it is that the AI responds predictably to player interactions. Mark Brown's videos are really good, I recommend digging through them and picking out talks about games you like if you need something to watch. Very insightful and informative. Jolo posted:When people in Hitman are about to turn around or change their current direction they always give some kind of visual indicator. If you sneak up behind someone after they've walked for a moment and stopped, you can see them adjust their stance from foot to foot before they turn around to walk the other direction. There are lots of these little tells in the game. Someone will put away a cell phone, or stop smoking a cigarette, or many other small moves to indicate that they're about to move. It's great stealth game design. Unless you're a speedrunner/gamebreaker. Kotti and his ilk complain about the headturning to the point where they feel it completely ruins the game. No, it ruins the game when you play it like they do. It's completely logical that someone will see something in the direction their head is turning, instead of a video-gamey static FOV coming out of their chest or something dumb and old-fashioned like that. It makes their movements more natural, and gives stealth that extra dimension you have to deal with. The tells the NPCs give off are the balance to them having a wider/more random field of view, in that you can predict exactly when they'll be blind to you so you can act accordingly. That feels like the kind of stealth that 47 should be engaged in anyway.
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# ? Jun 29, 2017 21:22 |
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StashAugustine posted:That would explain why they kept dragging people one room over when I was doing Himmapan Horror
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# ? Jun 29, 2017 21:24 |
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KillHour posted:Does anyone know where they actually take the bodies? the morgue in Hokkaido can become quite the center of attention
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# ? Jun 29, 2017 21:25 |
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It becomes very entertaining when you go on a silent killing spree and the body storage starts overflowing
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# ? Jun 29, 2017 21:31 |
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qbert posted:Bangkok is quite a bitch, probably the hardest SASO in my opinion. Generally, you want to poison the lawyer's food, then go out the walkway on the same floor as 47's suite, get to the crew floor, go into the back room of all the crew dudes (I blow up an extinguisher as a distraction to make it easy), knock out the guy there, climb the pipe, and make your way into the rock star's suite's bathroom. From there you can lure him in via coins and take him out with a corner subdue. And if you wanna go for style points, do the Intervention opportunity where you confront him head on in his suite with the audio recording during your SASO.
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# ? Jun 29, 2017 21:38 |
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double nine posted:It becomes very entertaining when you go on a silent killing spree and the body storage starts overflowing WindyMan posted:Unless you're a speedrunner/gamebreaker. Kotti and his ilk complain about the headturning to the point where they feel it completely ruins the game. No, it ruins the game when you play it like they do. It's completely logical that someone will see something in the direction their head is turning, instead of a video-gamey static FOV coming out of their chest or something dumb and old-fashioned like that. It makes their movements more natural, and gives stealth that extra dimension you have to deal with. Imagine how pissed off everybody would be if poison/emetic vials just randomly didn't work on the people who drank them. You can't plan for that, you can't play around that. And it affects the wrong approaches more: If I'm trying to break the game headturning is the least of my worries because I can make effectively every NPC do whatever I want with lures and coin tricks and thrown objects and dropped weapons. The game shouldn't be rewarding me for cheesing it and knocking everyone out over plotting a route that lets me avoid people and unnecessary violence, but that's precisely what the headturns in idle state are. If dropping a gun on the ground makes a guard less alert (doesn't turn, stops briefly multiple times, doesn't look left and right which can lead to 180 degree spots) than dropping a coin, something is hosed. If the turning wasn't random and NPCs didn't have telescopic eyesight for crimes committed within the length of a football field from their view cone (EDIT: Also where their view cone was 3-5 seconds ago because lol x-ray vision) I'd be fine with it though. But since it is and they do, it has no place in the game. Nakar fucked around with this message at 21:50 on Jun 29, 2017 |
# ? Jun 29, 2017 21:46 |
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Nakar posted:They might be whiny but they're 100% right, random headturning that causes identical actions to lead to wildly different outcomes is an indefensibly bad part of the game design. It punishes you for trying to eschew knockouts and makes formulating approaches to contracts annoying when the thing that worked the first 3 times you tried it suddenly doesn't anymore because an NPC you couldn't even really see halfway across a map has their head angled toward you 5% of the time you happen to be doing whatever it is you're doing. I just think it's not unreasonable to ask that doing the same thing leads to the same result. This is what I mean, though. The same thing does lead to the same result, it's just that speedrunners have a different definition of "the same thing" from normal players. I know that if an NPC has his head turned and sees me, he'll react the same way every time. As a player, I have to read a guard's movements as I happen upon them and act according to the situation. The "randomness" of the headturning is consistent; I know a guard will naturally check to his left and right, as guards would realistically do the same way every time. It's just that I don't know which way that guard will turn to look at any given moment, and for the majority of players there's nothing wrong with that. I say it was designed to be this way, to reinforce to the player that the only 100% foolproof way to get close to someone safely is to approach from completely behind them. This is evidenced by the obvious, consistent, and universal cue that this safety is about to be compromised and a guard is about to turn around—always turning in the same direction on top of that. I'd agree with your view if guards turned around 180° in a random direction or headturned/headturned back with random cadence, but they don't AFAIK. It's critical to the game that the player knows that the 90° (or whatever) cone directly behind a guard is always safe, the 90° cone directly in front of one is always dangerous, and the rest of the space to the sides are risky unless reacting to a guard's change in head movement. Players can consistently react to (random) headturning because guard's heads stay looking in a direction for a consistent amount of time, every time. Remember all the complaints about some opportunities and NPC movements being proximity triggered instead of on a universal timer? Speedrunners want that because it leads to predictability. But it would have been a horrible game design choice for the majority of people actually playing the game, since the levels are so massive that they'd never find everything or even know when/where to look. IMO the headturning thing isn't a bad design choice if you're playing the game normally, which means it isn't a bad game design choice, period. It's consistent where it matters, only being random enough to help with realism and to shepherd players into being stealthy based on what the guards are capable of seeing and doing, not to manipulate what guards are programmed to do.
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# ? Jun 30, 2017 03:16 |
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WindyMan posted:This is what I mean, though. The same thing does lead to the same result, it's just that speedrunners have a different definition of "the same thing" from normal players. It's not that the head turns and you only have yourself to blame for being spotted — it's that the game will randomly decide that, no, standing 180° behind an NPC will let them spot you because, no, the head was actually turned 90°+ this time with nothing to indicate that this even happened. It's actually worse than the old x-ray vision bugs, because those tended to be tied to specific parts of the map and were most likely due to slightly broken geometry. This, however, is just random. The game decides to gently caress you over, and if you're running on Pro, you're just plain old screwed. It's even inconsistent in the opposite direction: NPCs can be looking right at you and see nothing, presumably for the exact same reason — the vision cone isn't actually pointing where the head is. Granted, that one happens more often if there's a difference in elevation, so it could just be that the vision cone is severely misshapen, but it is the same kind of unpredictable inconsistency only in the opposite direction, and that's just as bad. quote:I say it was designed to be this way, to reinforce to the player that the only 100% foolproof way to get close to someone safely is to approach from completely behind them. This is evidenced by the obvious, consistent, and universal cue that this safety is about to be compromised and a guard is about to turn around—always turning in the same direction on top of that. I'd agree with your view if guards turned around 180° in a random direction or headturned/headturned back with random cadence, but they don't AFAIK. Tippis fucked around with this message at 03:43 on Jun 30, 2017 |
# ? Jun 30, 2017 03:39 |
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One little bit I really dig about Ezra Berg is that he'll come out of the basement and stand around casually chatting with the guards, and after awhile they mention the mask and in this jolly voice he goes,"Oh! I forgot I was wearing it, haha " His restraint when chatting to the enthusiastic guard in the garage is great too. "Look I appreciate your help but I've already done all this..." StashAugustine posted:Virus Grenade Caruso is (rightfully) paranoid about De Santis and keeps a strain of the virus tailored to her as an insurance policy. Break the model ship in the storage room adjacent to his room and it'll drop a virus sample that breaks when you throw it and will poison kill De Santis and only De Santis if you land it nearby
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# ? Jun 30, 2017 04:25 |
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WindyMan posted:This is what I mean, though. The same thing does lead to the same result, it's just that speedrunners have a different definition of "the same thing" from normal players. Also you're not addressing the point that normal guard behavior is actually more unpredictable and alert than when a guard sees a gun or a body. That doesn't make any loving sense. I can make a guard stupid by putting a gun on the floor but if he's just standing bored at his post he's Mr. loving Eagle Eyes. If somebody's going to sweep an area visually it should be after they're alerted and not before. WindyMan posted:I say it was designed to be this way, to reinforce to the player that the only 100% foolproof way to get close to someone safely is to approach from completely behind them. This is evidenced by the obvious, consistent, and universal cue that this safety is about to be compromised and a guard is about to turn around—always turning in the same direction on top of that. I'd agree with your view if guards turned around 180° in a random direction or headturned/headturned back with random cadence, but they don't AFAIK. WindyMan posted:It's critical to the game that the player knows that the 90° (or whatever) cone directly behind a guard is always safe, the 90° cone directly in front of one is always dangerous, and the rest of the space to the sides are risky unless reacting to a guard's change in head movement. Players can consistently react to (random) headturning because guard's heads stay looking in a direction for a consistent amount of time, every time. Also the area behind a guard isn't safe. If a guard gets even the tiniest inkling of you out of their peripheral vision they can (but won't always) turn completely around immediately. And someone responding to a sound will look back and forth so wide that they can literally spot you from directly behind them. It's all super random and it rewards cheese strategies like knockout throws and legshots. I hate having to knock NPCs out. I'd rather distract them and sneak past. But distracting them and sneaking past is actually more risky than incapacitating them in a lot of cases, and that's stupid. WindyMan posted:Remember all the complaints about some opportunities and NPC movements being proximity triggered instead of on a universal timer? Speedrunners want that because it leads to predictability. But it would have been a horrible game design choice for the majority of people actually playing the game, since the levels are so massive that they'd never find everything or even know when/where to look. IMO the headturning thing isn't a bad design choice if you're playing the game normally, which means it isn't a bad game design choice, period. It's consistent where it matters, only being random enough to help with realism and to shepherd players into being stealthy based on what the guards are capable of seeing and doing, not to manipulate what guards are programmed to do. For example, I'd be fine with a wider vision cone on NPCs if it weren't random. I'm not asking for the game not to be difficult, I'm asking for the difficulty to be consistent. I cannot see any valid argument for why this shouldn't be the case in a speed-based puzzle stealth game. Solving a puzzle isn't fun when some rear end in a top hat periodically comes in and sweeps all the loose pieces onto the floor. Tippis posted:It's not that the head turns and you only have yourself to blame for being spotted — it's that the game will randomly decide that, no, standing 180° behind an NPC will let them spot you because, no, the head was actually turned 90°+ this time with nothing to indicate that this even happened. It's actually worse than the old x-ray vision bugs, because those tended to be tied to specific parts of the map and were most likely due to slightly broken geometry. This, however, is just random. The game decides to gently caress you over, and if you're running on Pro, you're just plain old screwed. As much as Kotti whines, and he whines a lot where the rest of us have just learned to deal with it, Hitman definitely is at times a great game that I don't want to play because the bullshit just makes me angry. Tippis posted:It's even inconsistent in the opposite direction: NPCs can be looking right at you and see nothing, presumably for the exact same reason — the vision cone isn't actually pointing where the head is. Granted, that one happens more often if there's a difference in elevation, so it could just be that the vision cone is severely misshapen, but it is the same kind of unpredictable inconsistency only in the opposite direction, and that's just as bad. The only way I could discover any of this was by repeated trial and error. Observing the situation would've completely misled me. This is why some speedrun videos get comments like "That works?", because it doesn't look like it should work and only does because of some obscure gnostic game mechanic knowledge that a person either discovered (like my Napoleon pre-lure thing) or that someone else in "the community" shared with only those who care about that kind of thing. Like did you know that even though guards have the dot above their heads they won't spot you in high alert? But they will spot you in regular alert. What is the difference between regular and high alert? Did you even know there was a distinction between alert, high alert, and combat? And did you know regular NPCs won't spot you in any panic state? But only if you're trespassing; being armed or taking an illegal action causes them to still spot you. Why does any of this make sense? How was anybody supposed to know about it? I sure as hell didn't until a couple of top speedrunners explained it to me, and I'd had the game for like six loving months before I even knew about that bullshit. Dropping and exploding a duck or emptying an unsuppressed handgun into a wall shouldn't allow you to just run through a trespassing area. It's idiotic and it shouldn't be rewarded. But it works, and it's often more reliable than trying to sneak past because civilian NPCs who would otherwise catch you are panicked and won't spot you even if you walk right up to them. That should not be more consistent than crouch-walking quietly behind two Tech Crew guys who are looking at their equipment and conversing with each other, but go ahead and try it on the second floor part of Paris and you'll find that firing a loud handgun out of their lines of sight makes it easier to get past them than trying to sneak. That shouldn't be how it works.
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# ? Jun 30, 2017 05:52 |
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# ? Mar 28, 2024 11:14 |
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ChaosArgate posted:And if you wanna go for style points, do the Intervention opportunity where you confront him head on in his suite with the audio recording during your SASO. did this with my signature suit, disappointed there wasn't a specific challenge/achievement for doing it, but i regret nothing
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# ? Jun 30, 2017 06:42 |