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Hitman 2 review | PC Gamer

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What is it? Sandbox like a clone that's good to kill. Again.

References: Windows 10, 16GB RAM, i5-6600k, GeForce GTX 1070
Price: $ 60 / £ 45
Publisher: Warner Bros

IO Interactive
Multiplayer: None
Link: Official Website

Staff Bed. Choked. Electric shock. Drowned. Technically, Hitman 2-like's predecessor is an incredibly violent game. Your job as the master assassin Agent 47 is to ensure that a hit jerks hit a macabre end, preferably silent, without witnesses or alerts. But again, as its predecessor, Hitman 2, is not obsessed with his violence. It's not terrible or ghastly. Your assignments are more cerebral; a jigsaw puzzle where the winning state is an arse hole that is dead.

I could write "as its predecessor" a lot when describing Hitman 2. Perhaps more than any previous games in this 1

8-year-old series, Hitman 2 feels like a continuation of the 2016 Hitman. Hitman 2: Silent Assassin was a big improvement on Hitman: Code Name 47. Hitman: Blood Money was a significant upgrade over Hitman: Contracts. Hitman: Absolute … actually, let's not talk about it.

Hitman 2, however, is an iteration. It looks more impressive, but not so much. Its crowd is more dense but not too much. UI, menus and disguise systems are all the same and share the same sharp aesthetic style. Even the tutorial is a direct copy – the same two tutorials that are put in a plywood simulation take place in a massive underground silo. This is more Hitman: Season 2 than what you can traditionally expect from a full sequel.

It's something important to mention, but it did not hinder my enjoyment of the game. That's because, as a whole, Hitman 2 is more consistent in the quality of its levels. Where Hitman was episodic, this sequel offers six missions on launch. And with one exception, all large and intricate maze structures and winding streets are full of challenges to overcome and opportunities to pursue.

The first correct mission has a combined race track and exhibition center, separated by an underground parking facility. The Colombian village of Santa Fortuna is even bigger, with a mansion, a building site, an underground cave network, a drug plantation and a part of the rainforest. Even after over an hour spent on his three goals, I had not fully explored the room.

Mumbai is like a better version of 2016 Hitman's Marrakesh, with vast, busy crowds that border more restricted areas that are crucial more fun to cross. A building space that doubles as a movie set is a special challenge, with a smart location of guards that ensures – even with proper disguise – you have to take a circuit or scale the unfinished elevator shaft. A great Hitman level forces you to adapt and react while you go, and the Hitman 2 environments are excelled in providing routes and options needed to adjust your plan on airplanes.

However, only five of these giant sandbox environments are. The first actual mission, located in New Zealand, has 47 exploring a small beachside property. It works more like an introduction to the game concept than a real level. The other five, while all good, suffer from knowledge. The last episodes of 2016 Hitman began to play with the structure of what a Hitman level could be, leading to more experimental spaces like Hokkaido, where the approach was directly linked to the apron 47. Hitman 2 feels more limited. It rifles well-known design principles, invoking Sapienza, Paris and even Hitman: Blood Money's American suburbs.

As the predecessor, the way each mission is played, is mostly up to you. By default, Hitman 2 has a lot of hand holding. You will walk around the public space for each mission until you hear a conversation that is related in some way to your assignment. It triggered a call for a "Mission Story" – the new name of Hitman's Opportunity system. Choose to follow this query and you will be guided in a number of steps that will put you in line with your goal. In Miami, for example, I hear a military general talk about his upcoming meeting with one of my goals, tech CEO Robert Knox. In response, the game suggests that I steal his clothes.

It's a basic example – many of the Mission Story strings are more complex – but it illustrates how the lens system strips away the puzzle for the benefit of basic execution. I'm told what to do, but it's up to me to actually suppress NPC and hide his body and make sure he's not discovered. Even playing like this, only some of these trails understand with an obvious death. Hitman 2 is designed for repeated playthroughs, and some of the more inventive ends require extra planning, using knowledge from a previous round.

Customized dressed, I meet Knox for a private demonstration of some new military equipment, giving me the reach of him, and thus his death. However, contextual questions in the room indicate that I could beat his technology against him. I have to leave it for a second, more gratifying implementation, where I use my extended knowledge to hunt for the specific items I need to execute my plan. Ironic deaths are always the best.

Personally, I prefer to play with the Mission Story tips disabled – at least for my first run through each level. The possibilities are still there if you find them, with relevant information logged into your own intel-fan, but it feels more natural and allows you to identify the relevant steps. Thanks to the size of each level, this meant my first attempt on a mission, usually took well over an hour to complete. Still, for me, it's the most satisfying way to play and I appreciate how the granular options are – let me define the exact challenge I want while providing a helping hand for those who want it.

There are also difficulty options, but I have never felt the need to experiment with them. Master, which limits you to a single storage and adds extra guards and cameras, feels more of a role than a challenge. Professional, the default option, is pitched just. Again, the option is there if you want it, but here feels next to the point. Hitman as a series is designed to let you define your own level of competence and ability. You can manage yourself through a level simply and let a path be dead when you go. Or you can bet on the Silent Assassin ranking, just kill your goals and leave without traces.

Each mission has a variety of challenges that reward you for all achievements, from killing your goals in certain ways to impressive achievements like getting a quiet murder rating without having a disguise. As always, in Hitman, your primary infiltration method is wearing your clothes – wearing the clothes of someone who is allowed to be on the spot you have to go. But Hitman 2 is also a more competent hidden game, with a new hidden feature that lets you interfere with crowds or hide in Bush's Assassin's Creed style. It will, for the most part, not change how you play, but give you a little more breath before you need to start doing the plan.

The advantage of completing challenges is its predecessor-you're rewarded with XP that unlocks new tools, new launches, and new stash points to smuggle into multiple items. There is another way for Hitman 2 to increase more entertainment out of the same five levels. My playing style means that, for my first race, I did not walk anywhere without my locking pin and a handful of coins used to distract NPCs. But after earning some levels of mastering, you have access to a fun arsenal of weapons and toys. IO has brought the suitcase, which means that you can finally carry a sniper rifle without being attacked by every guard on the map.

Many of the other new features do not really get known. The detection user interface has been updated a bit, which is fine, I suppose. And apparently, NPCs can now see you in mirrors, which have not yet been a factor in any of my playthroughs. The other major change is the cutscenes, now being presented as a slide show of dynamic images. I have never been specifically invested in Hitman's history, but the switch is distracting, especially because the (repeated) tutorials are present and fully animated.

Known issues continue as well. Occasionally, these intricate simulations break down, with characters that stop a call in the middle to trigger another conversation before returning to the first as if the scary interruption had never occurred. And as its predecessor – all but requires you to have an online connection. You can play offline, but you can not complete challenges or unlock new things.

Finally, Hitman 2 feels safe. It's some of a double-edged sword. This means that this sequel offers very little in the way of innovation, but also means five quality levels (and New Zealand) that can compete with some of the best in Hitman's long history. Perhaps more importantly, it's a robust platform for more than once Elusive Targets, more user-defined contracts, more Sniper Assassin maps and more levels through future extensions.

When the 2016s Hitman was announced as episodically, I was confused Yes, but also concerned with the idea of ​​constantly expanding space for new Hitman levels. By being as much as its predecessor, Hitman 2 is set to fulfill the original goal. When paired with the extra Legacy Pack-free to owners of the 2016 Hitman who adds to the previous game levels, Hitman 2 represents itself as the essential platform for entertaining killings.

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