Absolution is definitely a good game, and if you like stealth, exploration, and the thrill of concocting a clever plan of attack and then pulling it off perfectly, you should consider picking it up. For Hitman fans who enjoyed devising new and outlandish ways to kill their targets in ways the development team never dreamed of, this too is likely to feel restrictive.Īt this point, I feel like I may be coming across too harshly. Taking out a target clearly has a tightly-designed "right way to do it", or more usually several right ways. In contrast, the paths the player can follow through a level in Absolution feel almost like they are on rails, despite their variety. In previous games, the large, complex levels offered countless ways to assassinate your targets, with many possible paths emerging organically, rather than being explicitly designed. As beautifully designed the new game's levels generally are, long-time fans are likely to feel claustrophobic.Īlso of concern is the relative lack of options in how to carry out your mission, and the obvious flagging of the methods that are available. I can still remember playing the original Hitman: Codename 47, and trudging through what felt like several kilometres of jungle, hunting for downed helicopters and playing hide and seek with guerrilla troops. This scrunching down of the gaming space feels like a step backward. Once the final section is complete, a scoring screen will then tally the entire mission, giving an overall score. One whole mission might take a couple of hours to get through, but rather than one big space that can be freely backtracked through, you get as many as four mini-levels, each with its own goals and scoring. The levels are still large, but only on a technicality: most are broken up into multiple sections, separated by one-way gates.
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