Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
If you're really stuck somewhere and don't know what else to try, I wrote a spoiler-heavy little guide in the meantime, which should tell you the secrets to each level :)
http://steamcommunity.com/sharedfiles/filedetails/?id=123773760
thanks again
Careful now. Don't assume everyone who doesn't agree with you is insincere. People love this game for a reason (independent of any sequels). It seems much more the case to me that you don't like stealth games, so you tried to play it like a straight-forward shooter, and got frustrated because the game didn't let you. It is a very slow-paced game which is much more about observation and precision, than shooting and reflexes.
Also killing any guard in tower instanly aggroes every single gurad in towers but not anyone in the ground.
The list of obvious AI bugs in this game are enormous.
I repeat, this is a stealth game. So of course you can't walk around wielding a minigun. I assume you're disguised, otherwise every guard would already be hostile anyway. As soon as you enter the line of sight of any guard with a minigun, they will see through your disguise and open fire. In order for enemies to be fooled by a disguise, you can only carry weapons that other guards in the same uniform also carry. This excludes the sniper rifle and minigun. I wonder how you got the idea that guards shouldn't mind you carrying a minigun?
Pretty much the same thing for the towers. Tower guards have very far line of sight (sometimes higher than your viewing distance without binocs, to be fair). They can see guards in other towers near them. If you kill a guard in a tower, guards from nearby towers can see their bodies and will look out for you. Guards on the ground cannot see the bodies up in the towers, so they won't know. They will only turn hostile if they hear one of the tower guards firing on you.
None of these are bugs!
- Did it frustrate me to die 25 minutes into a mission and have to restart? YES
- Did it drive me up the wall doing the same mission 10 times over? YES
- Did I curse out the Developers over and over again? YES
But,... running through a mission undetected and walking out that door having just made the 'perfect hit' gave you a feeling of accomplishment few games today will achieve.
It's not a perfect game, and very difficult at parts - but this is one game you just have to respect.
I find that's what's most frustrating for today's gamers (who don't know the game from back in the day), too. But what I think is the most important thing you learn from playing the game is that all missions are fairly short if you do them the right way. So if you're taking considerably longer than 15 minutes, it's probably best to try a different approach entirely than to replay the entire 15 minutes.
Of course, figuring out that right way is where the whole trial-and-error thing is actually the way you're supposed to go, which is where your second point comes in, a lot of people don't like that approach. I don't either, games that force me to always start over usually frustrate me, but for some reason Hitman didn't that much. Maybe because the levels were so cool and dynamic.
The only levels that used to really drive me nuts are the ones in Colombia, because of the wide open spaces and long distances. It's really easy to get randomly killed before you even know where the bad guys are coming from.
"Trial and error" while challenging, shouldn't be apart of a game where you're a master assassin. Because 47 doesn't get to 're-try' in canon, he does everything perfectly the first time around. Expericning the same thing over and over kind of loses the master assassin feeling. My main issue is not being able to save. That is very frustrating but isn't a deal killer.
Well, you can look at it both ways. It's only trial and error for *you*, the player, for the very reason that 47 doesn't do that. Execution has to be perfect every time. If you fail, the game is over and in the game world, nothing beyond that point ever happened…
There's maybe 2 or 3 missions where I would've liked to have a save feature as well, just because the approaches are so long and boring (Ochoa's compound comes to mind, and the Rotterdam ship mission). But a single checkpoint before the meat of the mission would have been enough there. Most other missions are, in my opinion, short enough or exciting from the very beginning, so saving would destroy a lot of the fun.
I kind of liked the balance that the original Operation Flashpoint had in the save system: free saving, but only once per mission. You choose when the best time to do it is. Try to save only before a difficult bit near the end, but risk having to retry several times to get there, or use up your save early and have more left to do before the end.
That's why only a success IS canon ^^ Imagine all the failures as alternate universe versions or "What if" versions maybe? ^^
Seriously I have at times wondered if the slo-mo easter egg was a game mechanic originaly
I thought that level was one of the easiest. I forgot the name of it, but look for the highest rated walkthrough in the community guides. It helps if you get stuck. Wait until you get to "plutonium runs loose" that level is the hardest of all...... holy crap.