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There are numerous chandeliers and cages hanging around that they both walk under which can be dropped on them. Zoe walks under cages outside, and under chandeliers inside. The easiest to shoot is from the outdoor passage next to the warehouse, shooting in as she comes out of the museum, or shoot the cages near the funeral area.
For sophia, there's a very easy music distraction in one of the sitting rooms, it's a radio on the shelf. you can either knock out the one guard that comes with her or leave a weapon on the floor, he'll wander off leaving her alone. The only trick is knowing the timing so that you don't attract everyone else out in the hallway first.
All the solutions you suggest are harder than what I've used for SA/SO
The game rarely offers more than a few suit-only paths, if it did all the missions would be super easy. If you drop the SO requirement there's tons and tons of really good/fun SA options, scripted and otherwise
Amazing. So did you "explore all rooms" 8 times then? I'm asking, because I did the mission around 40 times and still am in no shape to be able to claim that I "know" the whole map like my pockets. It's a huge, complex map, and that's a great thing. Makes me want to play some more so I can check out all those dqark corners and hidden secrets.
Every map has parts that are "unused". Because when you run straight to your targets, shoot them in the skull, and head straight to the next exit, you will not see 80-90% of the maps. But I personally wouldn't call that "wasted potential" because I'm not a ♥♥♥♥♥♥♥ moron.
When a person claims there is a "close to 0 chance" to do something, or "being unable to do any of them", I instantly know that this person was just too lazy or too stupid (most likely both) to explore all the possibilities available.
Tldr:
Git gud.
I wouldn't say this is a bad thing.
It's true that Sigail has a lot of areas that you only need to visit on specific runs, but I honestly don't think this is the hallmark of a bad map. Look at Sapienza, it has numerous back alleys that have nothing to do with the targets, and the church/town hall have full interiors despite the targets never visiting them.
IMO having "extra areas" has two main points of map design value that Sigail does utilise decently:
-Maps in 2016/18 Hitman aren't just built around the one mission, they're designed for all kinds of other targets as well that appear in other locations.
-These extra areas can often have "opportunities" in the form of items to grab. Hitman '18 actually IMO does this arguably better than '16 because many of its extra area items are especially valuable, like the Kashmirian's unique sniper rifle, the remote explosive hidden in the ruins of San Fortuna, and so on. Sigail fufils this in spades with the unique knight armor that partially blocks damage, the wealth of stuff in the storehouse, the uber-OP Elite Guard disguise, and the commemorative token treasure hunt that can give you dozens of distraction items to use.
I can definitely understand why some people dislike Sigail of course, I'm just not one of them and I feel like the implication that "areas aren't important if I don't need to pass through them to get to my target" isn't a correct one.
It certainly is the hardest to do SA:SO (bar Colorado probably), there aren't scripted, deviation from a scripted or naturally obvious way to do it; but that's fine being a harder and final level. My problem with the twins is that most of their scripted actions need direct interaction with NPCs. Basically, they are like Caruso, but without the possibility to trigger things like the tape, telescope and the food bell. Like the only deviation from natural movement possible is through the delivery man or the psychiatrist. Most other targets in both games, there are a lot of hand's off method to tick things on; Mumbai being the shining example. And there is nothing interesting about killing Sophia and Zoe with a radio and coin distraction; it feel a lot like a typical kill in Contracts mode.
I don't think having "extra" area for other stuff is a valid excuse. My problem is not that is it is spare, but there is a lot of fluff to pad out the level. There are plenty of spare rooms dotted around Sapienza for whatever ET or challenges, but they never feel unused, just spare. You point to Sapienza, but the church and the town hall are valid methods to attack the target via sniping. But the difference is that, they are there and out of the way but can still be useful, instead of being in the way.
Or out it another way, the game design couldn't convince me that a lot of "unused" areas as to be part of a grand design, rather than just there to be a road block to make the level bigger in size.
There are two helicopter landing sites, one near the chapel and the other on top of the constants tower in addition to the boat docks (and they would use smaller landing craft / speed boats, you don't dock at a facility that size with a mega yacht) This is an old castle, it would not have modern suites to stay in. Very likely they are all expected to return to their yachts after the party which would be anchored just off shore that they can speed boat over to or helicopter back and forth from easily in minutes
As a secret meeting location that is rarely used it's no surprise they don't have a bunch of bedrooms. The few they do have are probably taken apart and repurposed during the party and would be reassembled after. There's several storage rooms full of clutter.
There is a bunk room for guards, so there are at least on site staff that stay there year round
I don't find any of the locations believable, most are truncated versions of a theme
Hokkaido:
What hospital has 1 surgery room and only 4 patient suites?
Where are all those other patients staying? Where do they even get examined?
Why are patients expected to use stairs and walk everywhere? Any modern hospital I've been in would move patients around by wheelchair and have elevators
How do you even move a body in and out of that morgue? In what world would those dead bodies get dragged up and down stairs like that?
Why is the morgue larger than the hospital itself?
There's way too many donated organs in storage for a tiny hospital that size. Donated organs (whether harvested illegally or not) simply do not have a very long shelf life, these things need to be implanted within hours of harvest, not sit around in storage waiting on that one surgery room to be available
I could go on and on, but Hokkaido makes no sense as a hospital design or as a resort
Whittleton Creek: you can't even go in all the houses, some of them you go in have rooms that you can't enter. That secret tunnel that leads into the house next to Janus has a basement and garage that don't even have doors leading into the rest of the house.
None of the attics make sense, big heavy stuff up there with just ladders instead of fold out stairs
Sapienza: it's mid day, why are most of the shops and stores closed? why are so many of the apartments not able to be entered and the ones that can are super tiny, I've seen closets bigger than some of these apartments. And what's with the walk-through bathrooms that lead to strange parts of buildings?
And really: no traffic? ever?
Paris: where did all these people park? there's like 1000 people at the party and very few parked cars visible.
Sapienza again but: there's a massive staff in that cavern under the mansion and thats in addition to mansion staff, where do all these staff park? There's like 3 cars for 500 people. A mansion that size would have more bedrooms, there's like 2 and one of them isn't used because it's a museum to silvio's mother.
Colorado: did all those people walk there? Where do they all sleep? There's really only Sean's bedroom and a couple of bunk beds in the house and a few more in the barn. It's set up for like 10 people not the hundreds present.
Marrakesh: you know what stands out the most? All of those pyramid spice piles. Those aren't as common as you would think from how commonly placed they are. There's even pyramid spice piles in storage rooms as if they are that easy to move. In storage those spices would be covered and contained or they would simply fall over or blow away while being moved. Spice piles like that are famous images from Marrakesh spice shops, but they are only done for displays and only while they are busy, those piles get used up during peak sales times. They are not kept that way all the time because the spices would be lost and/or contaminated. It's one thing to have them out in the market area, they make no sense in the storage rooms.
These are just a few things off the top of my head, but honestly you can nit pick every location. It's not about making them real, it's just a theme with interesting bits that lend themselves to game play
My first comment on getting to Sgail was why are these spoiled children in charge? It felt very out of place
However, if you listen to every piece of evidence you can gather in whittleton creek, it made me feel a little bit better. Janus hated those girls too and the Ark society is actually divided over whether they should be following those twits or not, the entire society is in turmoil over the change of who is in charge. The extended story of Jerimiah Block further cements just how foolish the society overall has become. Block himself is a fool who has handed over billions without even understanding what he's been buying into and he along with others are fighting for control against the two sisters.
As childish and stupid as much of the Ark society story is, it's not quite as bad as it first appears once you start digging into the details of how the entire society is falling apart from within and the sisters are barely clinging to power.
The writing? The writing is the best it''s been for a long while, Hitman 2 fully embraces it's straight-faced hangman humour better than any other installment in the series. Blood money tried the 'disgraced, sap who needs to die" literally at the start, middle and end of most all assassinations. And absolution wanted to try a serious angle.. Hitman 2 maybe does the vague nature of who you're playing with a bit much, but the bios you're given in the mission selects are pretty good.
As for the actually topic..
I've no issues with assassinations here, I think the stories are some of the coolest, but I find the design of the level to be underused, I totally agree. Much of their routes don't push them anywhere interesting for 'boring kills'.. and many locations force stories to be used. Not terrible, just very rail-roady... It's too bad that most of them require other suits, making SASO runs a bit more resourceful.
I feel the mission is much more interesting in contracts and escalations. Rather than the main assassinations. The elusive target hosted here was good too.
It employs the same design concepts as with the levels I like, but thematically and aesthetically it just doesn't speak to me at all. I also have very little motivation to leave anyone on that island alive. To me the ark society is quite evil and doesn't deserve the treatment of surgical precision of eliminating leaders in a tower with a scalpel, but rather a good bludgeoning with a hammer.
I want to say that the level is too big, has too many rooms and feels like three levels crammed into one, but every point I can come up with also applies to a level I like.
I think the levels are more or less all the same with the biggest difference being the theme.
What is distinct about the level is the tower. I don't like the transition points from areas to each other and feel more constricted than in other levels.
The only Hitman game with worse writing than Hitman 2 was Absolution.....
The best ones have the least story, I just want 47 to do his job, not be fed some anti-hero conspiracy garbage that seeks to connect every mission together
I don't need missions that connect with each other, I need targets I'm paid to kill
I think you're mistaking explicit "Story" and "Writing". I'm not hyped about the story either, but the writing is great.
Story is plot, driving factors and characters.
Writing is dialog, interactions, meta and how situations come to be, along with the actual 'writing' and how characters speak obvs.