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Monday 30 September 2013

"47 I'll be Damned" : Hitman Absolution



when I played hitman absolution I thought Eidos had done its maximum to improve the deformities the previous games had. I remember in Silent Assassin, regardless of the fact you were in disguise you get shot.  Meh. what is the whole point then.  The story behind this edition of the game is conspiracy well put and executed (pun??!?).
Diana Burnwood, 47's trusted and mysterious intel who made her appearances in the previous games  only through voices is finally revealed. unhappy with the inhumane methods of the agency and entire cloning business , she turns rouge and betrays the agency and goes into hiding. Ironically en el  escenario  you find 47. Diana ready to accept death asks 47 to do her one favour. to promise her that he would take care of a teen , Victoria , whom she had saved from the agency (cloned you can guess I suppose). The entire game revolves around 47 trying to protect Victoria and to seek answers to the question "why is Victoria a priority to the agency?"

Absolution has lot of new changes which were not present in Blood Money. Taking a look at these newly added features my favourite but not the most important one is the ability to throw sharp objects.  you can kill anyone silently by burying objects like knives, scissors right in the middle of their forehead. the important additions in the game are the "instinct" and "point and shoot". instincts help you blend in with the enemies, track enemy motions and facilitates point and shoot. point and shoot is not a feature which is new. it is there in different games in lesser as well as better evolved ways. The(legendary)  slow motion in Max Payne , " I have no clue what it's called" in James Bond Blood Stone, Mark and Execute in Splinter Cell Conviction and Splinter Cell Blacklist (the latter was released after Absolution though) ; all similar to point and shoot, the only difference being there is no limit to as how many people you can take down before your so called instincts run out.
Absolution is IO's first Hitman game since 2006. Hints of it remain in the design of a couple of levels and the eye-watering challenge that's presented by the highest difficulty setting. But IO have made a number of design choices aimed at broadening Absolution's appeal beyond the core Hitman fanbase, and while there's still plenty to admire here, unfortunately not all of the changes work in the game's favour. IO Interactive had all other projects and studios cancelled and half its staff on a lay off just to make this game better.. is it better? it has improved in ways in terms of gameplay. but when it comes to graphics , it is better than Blood Money but not that brilliant. IO and Enix claims that a lot maybe even most of the graphic detailing was done by AI. it sure has given importance to detailing because  minute  factors like breathing and the struggling during a close quarter combat seemed pretty realistic.

as awful as the plot is, it would be acceptable if it could be ignored completely, but unfortunately, the game's campaign contains several levels that are designed around pushing the narrative forward. As Agent 47 marches towards his final quarry, the player encounters a stream of increasingly outlandish characters, each one more depraved than the next. n the instances in the campaign where players are encouraged to observe, plan and execute, Absolution shines brightest. They're also the most heartbreaking aspects of the game because literally all the hints are highlighted which leaves our imagination empty and puts restriction on experimenting.
the missions are very different in this game. this is more of a personal business  47 has to take care of. this gives a platform to say that 47 is not the stoic silent assassin we thought him to be all the while but an assassin who feels. Think of the game as a job. you get some perks but you work overtime. the game has it flaws and perks scattered over here and there. But in the end it is very satisfying and am sure it doesn't fill you with regret