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My first playthrough took about 1 - 2 hours for each level, because I was doing enough challenges and mission stories to get to level 20 in one single run (with reloads). No need for SA or stealth whatsoever. Just getting as much XP as possible until mastery is full.
There is also no need for the HUD to show open challenges because we already got those when we press F1. Only really lazy people need that in their HUD.
Does F1 give a current mission status on whether you've been spotted, who/when/where was killed, bodies found, etc? The HUD aspect isn't a huge deal, but I'd really appreciate the ability to push a button and see whether or not what I'm trying to achieve is even possible without having to play a mission to its completion.
SA, suit-only SA and on the higher difficulties without knowing the map very well. Obviously we're talking leisurely suboptimal runs here with a great deal of exploration and back-tracking.
The fun part of Hitman for me is playing new maps without any assists (including Hitman vision), as it reminds me of what it was like to play the original Hitman games on harder difficulties where you don't know what's around the next corner.
Noticed kill, body found, tresspassing(that doesn't breal it now), are all tracked on the screen.
Is there a prompt that says whether you've been "spotted"? Is that prompt tracked in a progress log that you can see at any point in case you missed it? Does the game even use the term "spotted" elsewhere aside from the SA description? What does "spotted" mean? Does it mean visible at all? Disguise compromised? Similarly, how do tresspassing and deliberate "accidental" deaths factor into being "spotted" and having bodies found. The answers to these questions are not spelled out by the game's UI (as it should), but rather through user trial and error or discussions through social media.
I'll give you an example of what I want:
Let's say I'm trying to achieve SA and as many other assorted achievements, challenges, discoveries as possible in a single run. I would like the ability to highlight them before the beginning of a mission and have them function like a quest tracker, either visible on the HUD, or accessible through the F1 menu.
Right now the F1 menu sends you to a global unsorted list of badly named challenge achievements, spanning across all of the difficulties. Everytime I go into that list to remind myself of the half-dozen different things I had set out to do, I have to sift through each category front to back, and then double check which difficulty setting is actually applicable to the setting I'm currently on.
Or at least you should get them.
Another thing would be accessing the map. Why isn't it accessible by the single press of a hotkey, "M" for example - like it's pretty much standard in pc games for 20-30 years now? Why do I always have to press F1 and select the map tab? It's just a few seconds everytime, but it's annoying af to do this unnecessary step. Whoever is responsible for that deserves to get banned from making pc games for the rest of his life.
It's pretty obvious that the entire UI in the game is centered around console gaming. It's okay that devs design a UI with that in mind, but the pc version needs adjustments. I'm really sick of developers being completely inconsiderate and not adjusting the pc version of their games in any way to mouse & keyboard gameplay and the fact that we do not sit several meters away from a huge TV screen.
Also: no quicksave/load? Super annoying having to do everything through the menu.
Or that clunky rotating inventory? Jesus...
say I've a couple of save games, and I didn't play for a few days. When I come back to the game, I would not remember which save game has failed which condition. Such things should be tracked for each save game, without requiring any memory work from the players.
The text prints above the map, you are not going to miss it.
I believe they do intend to provide hand-holding. Tracking has improved from season 1, with proper counters and objective locators for certain challenges. still, there are areas of improvement.