You can show each of those individual assassination techniques in 30 seconds. Plus, thanks to the magic of Youtube, promotions need not be 30 seconds!
Blood Money's marketing got the point across fine. Assassination isn't that hard of a concept to convey.
Edit: I mean, they did a pretty thorough runthrough of the first level. It just didn't help because it was a bad level to use as an example of the rest of the game.
And that was just one level. One level that, thanks to extraordinary freedom, complex set-ups and fish-based kills, could last hours. And that's forgetting collectible security tapes and goals encouraging re-runs (the Chameleon challenge, for instance, rewards wardrobe changes with points, but IO aren't yet saying what they're for). In true Hitman fashion, each scenario, from hotel to orphanage to small mountain town, welcomes both tiptoeing agents and AK-wielding maniacs. Equal parts devious and ingenious, this is not only Hitman, but the best Hitman. Make no mistake: Absolution looks absolutely bloody brilliant.
Yeah, that looked good, so like I said in the first post last page, marketing is disconnected from actual games. Shitty stupid trailer, rad gameplay vid.
A couple of things in that video bother me about the movement. The graphics are awesome, but everything still moves the same way it did in the first game. Why does 47 still glide up stairs at a walking pace? Doors and dumpster lids still fly open through telekinesis. A few more contextual animations would go a long way towards making things feel smoother. And the crowd he's pushing through has zero return effect on his momentum or heading. I'd just like a bit more reactive simulation in character movement.
So, apparently it is not possible to appreciate the artistic merit of games like Braid or Bastion while, at the same time, enjoying a game that hyper-sensualizes sex and/or violence.
Got it. I've got a quite a few games I need to burn in my collection, then, because of the icky blood and boobies.
(Cheekiness aside, those nuns were coming after him with rocket launchers and automatic weapons. Trained killers or not, I would also beat the fuck out of them if I were in the same boat.)
A couple of things in that video bother me about the movement. The graphics are awesome, but everything still moves the same way it did in the first game. Why does 47 still glide up stairs at a walking pace? Doors and dumpster lids still fly open through telekinesis. A few more contextual animations would go a long way towards making things feel smoother. And the crowd he's pushing through has zero return effect on his momentum or heading. I'd just like a bit more reactive simulation in character movement.
Let's not forget that 47 still puts on disguises instantaneously, possibly via OctoCamo.
(Cheekiness aside, those nuns were coming after him with rocket launchers and automatic weapons. Trained killers or not, I would also beat the fuck out of them if I were in the same boat.)
A couple of things in that video bother me about the movement. The graphics are awesome, but everything still moves the same way it did in the first game. Why does 47 still glide up stairs at a walking pace? Doors and dumpster lids still fly open through telekinesis. A few more contextual animations would go a long way towards making things feel smoother. And the crowd he's pushing through has zero return effect on his momentum or heading. I'd just like a bit more reactive simulation in character movement.
Yeah. The graphical step ups aside (food in a pan being flipped, etc.) animations haven't changed much. Especially 47 opening doors with his forehead, apparently.
Doors requiring actual interaction would interfere with my ability to drag bodies through them desperately hoping to find a chest freezer before someone walks in.
A couple of things in that video bother me about the movement. The graphics are awesome, but everything still moves the same way it did in the first game. Why does 47 still glide up stairs at a walking pace? Doors and dumpster lids still fly open through telekinesis. A few more contextual animations would go a long way towards making things feel smoother. And the crowd he's pushing through has zero return effect on his momentum or heading. I'd just like a bit more reactive simulation in character movement.
Let's not forget that 47 still puts on disguises instantaneously, possibly via OctoCamo.
God, this so much. Maybe Max Payne 3 and the Uncharted series have spoiled me for character animation, but everything about the way 47 moved in that video just felt... lazy. Completely lazy. Weapons just show up in hands, bombs get planted and clothing changing without any animation. Lazy lazy lazy. 6 years to work on this and we're still getting the Hitman 2 animation system.
Like the decision to go full Frank Miller-retard in the nuns trailer. Fucking lazy and cynical and boring.
A couple of things in that video bother me about the movement. The graphics are awesome, but everything still moves the same way it did in the first game. Why does 47 still glide up stairs at a walking pace? Doors and dumpster lids still fly open through telekinesis. A few more contextual animations would go a long way towards making things feel smoother. And the crowd he's pushing through has zero return effect on his momentum or heading. I'd just like a bit more reactive simulation in character movement.
Let's not forget that 47 still puts on disguises instantaneously, possibly via OctoCamo.
God, this so much. Maybe Max Payne 3 and the Uncharted series have spoiled me for character animation, but everything about the way 47 moved in that video just felt... lazy. Completely lazy. Weapons just show up in hands, bombs get planted and clothing changing without any animation. Lazy lazy lazy. 6 years to work on this and we're still getting the Hitman 2 animation system.
Like the decision to go full Frank Miller-retard in the nuns trailer. Fucking lazy and cynical and boring.
The animation of 47 changing his clothes may seem novel at first, but once you realize that he takes five minutes to put on his new clothes, the more you will appreciate the older animation which appends that.
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because they weren't running around killing people
they were incredibly incompetent and just portrayed as victims of 47's violence
which could itself be fine if they weren't also pointlessly SEX NUNS
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Why the hell none of the promo material is anything like that, I have no idea.
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Because you can't show any of that in 30 seconds
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Blood Money's marketing got the point across fine. Assassination isn't that hard of a concept to convey.
Edit: I mean, they did a pretty thorough runthrough of the first level. It just didn't help because it was a bad level to use as an example of the rest of the game.
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*points upwards*
PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Yes, a leaked E3 playthrough is exactly what they have been officially releasing for the past few months.
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Gonna be so good. I wonder if you can poison his coke
47 can beat anyone easily, even himself!
xbl - HowYouGetAnts
steam - WeAreAllGeth
They are Sisters of Perpetual Indulgence. At least if they were that'd be entertaining and a twist.
That level is like an updated Murder of Crows.
Having been hit across the knuckles with a ruler a few times in my life by various nuns, I endorse this nun murder simulator.
Got it. I've got a quite a few games I need to burn in my collection, then, because of the icky blood and boobies.
(Cheekiness aside, those nuns were coming after him with rocket launchers and automatic weapons. Trained killers or not, I would also beat the fuck out of them if I were in the same boat.)
XBL: InvaderJims
Bnet: Pudgestomp#11153
utter nonsense.
Everyone is incompetent when facing 47.
The nuns at least managed to put up a fight.
Let's not forget that 47 still puts on disguises instantaneously, possibly via OctoCamo.
And it wasn't 47's fault they were stripper-nuns. A deserved beat down is deserved.
XBL: InvaderJims
Bnet: Pudgestomp#11153
They never asked for this.
then why were they sex nuns if they had the skill of random mooks
Yeah. The graphical step ups aside (food in a pan being flipped, etc.) animations haven't changed much. Especially 47 opening doors with his forehead, apparently.
Because BOOBS! Duh.
XBL: InvaderJims
Bnet: Pudgestomp#11153
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You've got to be fucking kidding me, right? RIGHT?!
Please tell me this is a fucking joke. Fuck. Fuck. shit. I think I'm having an aneurysm.
The music for Contracts and Blood Money was superb.
Blood Money had dragging, and I only saw dragging in the new video as well.
God, this so much. Maybe Max Payne 3 and the Uncharted series have spoiled me for character animation, but everything about the way 47 moved in that video just felt... lazy. Completely lazy. Weapons just show up in hands, bombs get planted and clothing changing without any animation. Lazy lazy lazy. 6 years to work on this and we're still getting the Hitman 2 animation system.
Like the decision to go full Frank Miller-retard in the nuns trailer. Fucking lazy and cynical and boring.
Steam ID XBL: JohnnyChopsocky PSN:Stud_Beefpile WiiU:JohnnyChopsocky
more like
5hitman
The trailer was made by Visual Works. (Square Enix's CGI dudes)
You would have thought that at least one of the IO guys would have looked at that trailer and said "yeah, that's not what our game is about."
Steam ID XBL: JohnnyChopsocky PSN:Stud_Beefpile WiiU:JohnnyChopsocky
Maybe they did? Doesn't mean that they would have much say.
The animation of 47 changing his clothes may seem novel at first, but once you realize that he takes five minutes to put on his new clothes, the more you will appreciate the older animation which appends that.