HITMAN™ 2

HITMAN™ 2

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SynthLizard8 Sep 24, 2019 @ 5:29pm
Haven Island feels a bit odd and rushed?
Now I understand that there's no public testing and understand that these sorts of things will have issues upon release...but there's some striking oddities here and there in both design and accident.

  • Like for example how when the storm comes in (very cool BTW) all the guests and Bradly still basking and exercising, I can accept the fact there may be limitations with the engine but it does break the immersion a little when you have this BIG incoming storm (almost like a tsunami) incoming and everyones all chill.

  • How that one guard to Bradley's sectioned off island (connceted by a small bridge) seems to have unpredictable omnipotence.

  • Oddly placed dialogue triggers, like that guy with the big belly getting he's back rubbed by he's wife outside the bar and how you have to be North of him (between the bar and restruant) to trigger the conversaiton.

  • For some reason the Water Horse mission story doesn't activate for me after Brad's had a conversation with CJ who looks after the water gear

  • And when you're in the Gym with the storm and music, it's just a utter cluster-F of audio that completely blares out any dialogue (and ties in to the cognitive disodence I mentioned.

  • You don't even need to read the note to call Vetrova

    Anyways, I'm sure all the wrinkles will be ironed out and I quite frankly love this map, IMO the best so far, just wondering if I'm paranoid of if anyone else shares my grievences.
Last edited by SynthLizard8; Sep 24, 2019 @ 10:17pm
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Showing 31-36 of 36 comments
SynthLizard8 Sep 27, 2019 @ 4:54pm 
Originally posted by Burn:
the only thing that annoys me is how every target has a bodyguard that follows them around like pets everywhere they go...... like Steven Bradley's bodyguard runs after him when Steven starts jogging that's just ridiculous and unrealistic

i think they should stop with the monkey-see-monkey-do bodyguards, it's a bit ridiculous... it's damn near impossible to snipe the targets from the tower and get SA rating because of the bodyguards
I fully agree with you but to be fair just about every target in the game is designed around to be a set of eyes on them at all times, other wise you'd wait in a blindspot and poison syringe them and would make setting up scenarios to seclude and kill them seem completely arbitrary.

Although I do feel that at least some targets in the game like the Maelstorm or any of the targets in Freedom Fighters should at least pull out a gun or engage you in hand-to-hand.
Last edited by SynthLizard8; Sep 27, 2019 @ 5:00pm
Hyperion Biga Sep 27, 2019 @ 5:39pm 
Doesn't feel rushed at all... IMO one of the best maps in the entire game, after playing it more. Way better than Bank, that was already good. Also it seems to have more content than Bank.

There's much more to it, than meets the eye, lots plot wise going on and lots of hidden secrets. Doesn't lose at all to maps like Whittleton Creek. (Was Whittleton "rushed" because it's smaller?)

Only thing I don't like is the Storm lighting, when storm first rolls in, it briefly looks OK but it goes too far (the blue/overblown effect). Like a nuclear explosion went off nearby, this is not the Atolls for USA nuke test. The storm isn't right above either, but in the distance, so it wouldn't affect lighting that much. But it looks really weird, luckily by that time you're done with the mission mostly. And it's not a problem indoors, just outdoors
Last edited by Hyperion Biga; Sep 27, 2019 @ 5:43pm
Kunovega Sep 27, 2019 @ 5:42pm 
What video cards are people using that are complaining about the blue filter? The sky turns slightly grey for me, looks perfectly natural. (GTX 1080)
Hyperion Biga Sep 27, 2019 @ 5:43pm 
Originally posted by Kunovega:
What video cards are people using that are complaining about the blue filter? The sky turns slightly grey for me, looks perfectly natural. (GTX 1080)
1080 Ti every setting on max (except motion blur off). Different screen might affect it I guess. But it's an annoying stain on otherwise masterpiece level. Every other map in the game looks fine, and the clear weather lighting of Haven is brilliant

I mean, it's not unplayable or anything like that. Just noticeable in a negative way. Like someone turned the effect knob one notch too far (it rolls in gradually, the first moments look alright)
Last edited by Hyperion Biga; Sep 27, 2019 @ 5:48pm
Harris Sep 27, 2019 @ 6:28pm 
Originally posted by SynthLizard8:
Although I do feel that at least some targets in the game like the Maelstorm or any of the targets in Freedom Fighters should at least pull out a gun or engage you in hand-to-hand.

It's because they only have three AI behavior patterns for the whole game, and that is civilian, guard and target. And this imposes some limitations.

Like have you ever noticed that once you start wreaking havoc guards start coming from the other part of the map, to the place where they are technically not even allowed to be? Somehow this rule always applies to you, but never to them.

The flaw is even more noticeable in missions like Mumbai, where you can have guards of all three different factions (that's supposed to kinda be rivals/enemies) happily team up against you and act as a whole entity.

A bodyguard is a "sub-type" of that in a meaning they will always try to prioritize their target, will send someone else to investigate distractions etc.

And the targets are programmed to fetch 4 guards and run to one of the designated safe spots. If some of them engaged 47 instead, then such a behavior would be rarely used and, even then, pretty exploitable.
45 Sep 27, 2019 @ 11:47pm 
Originally posted by Kunovega:
Originally posted by LunarSail:
I hate to be a nit picker here, but a tsunami is a wave caused by a sudden shift in the ocean floor, commonly as the result of an earth quake, not a storm lol.

Indeed, this just looks like a normal tropical storm, it doesn't even grow to hurricane levels

There's actually planks of wood flying around once it starts.
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Date Posted: Sep 24, 2019 @ 5:29pm
Posts: 36