Instale o Steam
iniciar sessão
|
idioma
简体中文 (Chinês simplificado)
繁體中文 (Chinês tradicional)
日本語 (Japonês)
한국어 (Coreano)
ไทย (Tailandês)
Български (Búlgaro)
Čeština (Tcheco)
Dansk (Dinamarquês)
Deutsch (Alemão)
English (Inglês)
Español-España (Espanhol — Espanha)
Español-Latinoamérica (Espanhol — América Latina)
Ελληνικά (Grego)
Français (Francês)
Italiano (Italiano)
Bahasa Indonesia (Indonésio)
Magyar (Húngaro)
Nederlands (Holandês)
Norsk (Norueguês)
Polski (Polonês)
Português (Portugal)
Română (Romeno)
Русский (Russo)
Suomi (Finlandês)
Svenska (Sueco)
Türkçe (Turco)
Tiếng Việt (Vietnamita)
Українська (Ucraniano)
Relatar um problema com a tradução
It is an evolution of these games in many way but people hated bad plot and everything related to disguise/instinct in that game even though it made sense to have it the way it was.
WoA trilogy took very safe route during the development and in the end we got good sandbox but limited by casual approach, lack of atmosphere, weird design choices and bland or annoying characters.
Good stories and though limited in graphical detail, it was a really good game for its time.
Absolution was a step sideways, man.
The idea behind 47's movement and the cover system, etc. was a step up. You still see it in WOA, grab from cover and the ability to stay concealed even if you are technically visible, is part of the cover system, and Absolution was the first to have that.,
Just like Splinter Cell, with Conviction, both series changed their recipes, and some like it more, other less.
I'm talking about the overall feeling of the game. What I never really liked about stealth games like Metal Gear and Splinter Cell is that all the missions are kinda linear. You always have a "get from here to here", even if you have more ways of doing it.
Hitman gives that special feeling of not having a direction, so you create it. That of course causes the story to become less impactful and relevant, but that's inevitable. The more story-driven the game becomes and the less freedom the player will have (since it's a stealth game based on contracts about killing targets). In Absolution they tried to move in the other direction and people hated it because they felt this would kill the Hitman franchise, turning it into something less original
The "Sandbox" label doesn't truly mean it isn't non-linear all that much.
Splinter Cell at least has a history of leaning towards stopping a threat that makes everyone (in a region or country) vulnerable.
The Stories in Hitman WOA are fairly brow-raising, but only a couple Missions actually have anything worth killing over.
Try Splinter Cell Blacklist (the least linear, and most story driven as far as a puzzling threat that must be stopped goes.)
I feel like the main mission story targets are just a start. Every map is made to be like a sandbox environment where you can experiment and make custom contracts. Even if other NPCs have limited mobility and AI, it still makes it an enjoyable and revolutionary experience.
What other stealth game does this?
I think it would take an impressive effort for the developers to make every NPCs have a complex routine.
PS: I have only had experience with SC: Pandora Tomorrow and Chaos Theory
But killing based on a hunch or a really thin story is just trying too hard to make the game have more options, and then calling it sandbox is just "meh" to me.
I always liked Splinter Cell better than a game with stories that can be created by a player of the game. Off-Books orders from strangers isn't really my thing.
iOi's storty-telling just seems to be after the fact, and even if it's compelling, it still seems poorly executed.
WOA has the advantage of being a game with large maps and if you like that sort of thing, can kill in myriad ways with plenty of weapons.
The stories in all the games are basically fluff, as they don't have any substance to believe in.
Maybe i think Blood Money is the most realistic, simply because cloning isn't usual and the though of a killer clone taking out HVTs for a shadows agency was new, and remains unique, more or less.
Sexy evil nuns.
Let us not forget Diana had the appearance of an Irish or British lady, and nice n' thick. You can almost see her boobies \o/
But none of these games are really for gamers who want serious games with stories that fall in line with a good sense of morality.
Perhaps, Absolution was the first to have that sense, to save a girl who has the same traits as 47. And to save a friend, though it's iffy because 47 doesn't really understand anything he is feeling, more like he senses the difference between killing Diana or sparing her, and chooses to save her.
The only missions that seem to be 100% solid in terms of a moral obligation is Sapienza in the Campagns (Not Freelancer.)
A virus that passes through so many people, but kills only the target. It was discussed as put up as contract for ICA on ethical grounds.