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Small detailed bug reports . Simple and helpful

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@Ian_Sevsek wrote:

Remember it's for the better of the game not to hate or pick apart . A few nice details clear and polite for the guys and gals at IO Interactive.

-Notice when you move your silenced weapon back and forth the silencer moves out of sync with the gun looks a little sloppy but no biggy.

-Bullet holes and decals should be stripped and re-done. Balancing has thrown everything way off from colors of red blood to grey and sometimes not appearing at all for all weapons and kills . Knife wounds show up on chest not neck( throat cut ) sorry if that's too graphic to say.

-Sound effects going off and on and out of sync from guns to NPC and targets . Voices stuck in loops, delayed audio etc.

-Neck snap! This is with all do respect for the dev. team but along with alot of other small details you have put in for our enjoyment which is what hitman is all about .(a very fine detail in a very big gaming world) would be good to see some more fluid and detailed actions and maneuvers .

-Some different ethnicities/ languages to give authenticity would be superb .

All and all a great game which I have always loved and always will support thanks for reading and if this can get any attention from the team my only advice would be to keep on top of the bug reports and ideas and hopes of your fans and we will continue to support great games like this . Game on !

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Future Elusive Target locations

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@DrowNby47 wrote:

First of all, this topic is for places where elusives can appear, places where ETs will be iteresting to kill.

PARIS
1)Auction. Somewhere on upper floor, participating in auction and really hard to kill cause people don't move there.
2)Catwalk. Elusive target who will be model and participate in fashion show is already confirmed it's blackmailer, also he will walk at bar area and maybe makeup room.
3)no known location. As it was with for example Twin, we don't know current place where he hangs out so it will be harder than others

SAPIENZA
1)Laboratory. Enforcer was there so, why not.
2)Office. This office that is located in the centre of the map is the most strange location cause there's no even NPCs in there. So here ET will be 100%
3)Sapienza ruins. Some kinda explorer would be nice. And ruins itself would be imposseble to enter it's hard so far without ET inside.
4)Port. Some sort of yecht party or fishing event where target particiate would be nice
5)Observatory. Observatory and garden around some bad guy who loves space:)

MARRAKESH
1)abondoned school. General of other country helping Zeydan would be nice.
2)Swedish consulate. Big boy from switherand who wants to help target, maybe.
3)BaZzaar. Bad guy wanna buy pear...
5)Cafe. Cafe area maybe he just wants to smoke or drink something
4)no known location. As it was with twin. Walking somewhere around the city.

I Didn't play bonus episode so add please.

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Ahm...Japan OR USA?

Elusive Targets: idea to unlock unlimited attempts

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@Immadummee wrote:

*****PLEASE USE MY POLL AS I HAVE THIS LIVE ON OTHER FORUMS*****

So there's lots of talk about the elusive targets being too short or whatnot. People like to play it more than once, as do I, so I was thinking of an idea how that could come to fruition. And I think I have a pretty decent idea that could work and at the same time be rewarding.

As of right now, you get 1 attempt at him. Once you kill or be killed, that's it. So this is how it works:

If the elusive target could come with an optional disguise & weapon to kill with, that would unlock the elusive target for an unlimited amount of times to play it while the timer is still active.

So for example, elusive target #10 is Joe Schmoe. Option to kill with Needle and kitchen assistant disguise. So if you kill the elusive target with these two options, then you unlock that mode to be played as many times as possible, even if you die, for the remaining time on the elusive target.

It's just a way to give another reward to the mode that people wanna play more of. Of course the same reward system is in place if you choose not to do it or find its too hard and you can still add up your successful elusive target count to unlocks suits.

So what do you guys think of this?
Even if you don't wanna leave a comment, you can leave your YES/NO vote here, but please vote.

http://www.strawpoll.me/10807364

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Gary Busey missed for a my double stupid error!

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@C06r9610Sp wrote:

Fuck off ! I was following this Gary Busey along the beach after that I scannered him, and suddently walking on my foot with the visual shifted because I was watching on my phone for a few seconds, when I recalibrated the visual I press Q button too ! And I "killed" a goddamned bikini walker just in front of all ! Of course everyone with a gun started to kick my beautiful ass leading me to choose the wrong way out (but this is just my ourtbust against them because it's my fault, I wasn't careful), I get up the street above the tunnel instead of enter under and break the metal door with a crowbar so that I got a chanse to kill Gary Busey again ! I would like an extra possibility though...I mean the contract stays avaible for 6 days and I wasted it because of one my niggling action !

Is anyone there who has failed this contract too ? I'm curious, especially for those who had done a fucking thing.

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Custom kill camera: (video inside) bring back from blood money

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@Immadummee wrote:

Remember from blood money that whenever something of importance happened that the screen would split and show you what's going on? Well they don't need to make it Iike that again cuz it was kinda cheesy, but I would like to see a kill cam to be implemented. Cuz whenever you kill your target, with a bomb, you're not there to see sometimes. So, it will only add more to the game to see the kill as you walk away. Or are completely elsewhere.

Here's an example of what I mean. I made a video of the summer bonus in Sapienza (the icon) with the custom kill cam. Maybe not so much be a full screen, but maybe a 30% box (or picture in picture box) to show the kill.

But here's the video, watch and let me know what you think of it if you think you'd like this option. And of course, you can turn it off in the game so it is as is now if you don't like it.

Enjoy.

https://youtu.be/Ir9PB0EVEl4

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[IDEA] Points Accumulation Challenge

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@Honzas4400 wrote:

This might be a little controversial idea, but whatever:

I feel like that each level/big area/mission/episode should (could/might) have some kind of "Points Accumulation" challenge.

What it would be is basically, that in order to complete that challenge, you need to "get" for instance 3 million (example) unique points from the location. So you would have to play the main mission and escalations (and contracts and Elusives) the best Hitman-way possible to get as much points in leaderboards as you can and literally "accumulate" these points to get 3 million points and complete the challenge. It would just made a little "push" for players like me to actually care about the best rating in, for instance, Escalation Contracts. I literally don't care about my rating in them and I just rush them until level 5 where I try SA. This way, I wouldn't that much.

What do you guys think?

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A house built on sand - strategy spoiler discussion

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@ampburner wrote:

I've started playing this mission - a wonderful breath of fresh air from "a gilded cage". It's not perfect, but a bit of variety goes a long way.

What are your favorite strategies?

So far
- "Dropping the F bomb" and the casually collecting the documents is a simple way to get two birds with one stone, but it feels very rewarding
- Sniping the gas heater is fun - but the major downside is that you have to collect the documents from the rooftop later on.

I was disappointed that it is not possible to disguise as Mendola and rolling into the shisha Den like a a trojan horse

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So I really like the new inventory markers. But I still hope we get two more things

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@Golgo_13 wrote:

I really want the option to equip an item without pulling it out of my suit. I like using firearms a lot. But at least on PS4 there is no option that I can see that allows you to queue a gadget, item, or weapon without equipping it and pulling it out first.

Also, correct me if I'm wrong, is there still no use for the burst fire toggle option on PS4?

Maybe these are very nitpicky things but I'm just suprised they don't have solutions yet. It has been months.

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Personal Opinion] Reasons why HITMAN is the “best“ and “worst“ Hitman game yet

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@Honzas4400 wrote:

Before I begin, I just want to disclose something – as of now, I have played HITMAN (“HITMAN“ being the new Hitman game while “Hitman“ being the series itself) for 134 hours, finishing Episode 1, Episode 2 on 100% while having just a few challenges left in Episode 3 and Summer Bonus Episode. I like, maybe even love this game. But it does have its fair share of problems making this game not only “bad“ to some degree, but the “worst“ Hitman game yet.

I understand if you don't agree. That's why it's my own, personal list and opinion. PS.: Excuse my English, since I'm not a native speaker.

LEVELS

The Good:
- Levels in HITMAN are, for the first time in the series, really big and really open. Paris is said to be bigger than the biggest level in Absolution (Streets of Hope) and I'm pretty sure that Sapienza itself is probably the biggest level in Hitman series yet.

And this is good. This is really, really good. The levels feel sandbox-y, having hundreds of NPCs with their activities, several streets or accessible buildings and god knows what else. Paris building has several floors as well as gardens; Sapienza has villa, lab, beach, church, square and shops and Marrakesh has school, consulate and market. You can go literally anywhere you want and everything is at your disposal. You have dozens of possible ways to kill the targets and these open, big levels also allow for not only Elusive Targets, but Escaltion Contracts as well.

The Bad:
- Though big, open levels help HITMAN in many ways, there's also a little harm in it. Why? Well, for starters, levels can feel a bit empty. In case of Sapienza for instance, all three targets are more or less in the same are (villa and lab underneath). Square, beach, church, shops,… al of these are pretty much useless, unless you pursue to do either Escalation Contracts or challenges.

This is also visible in Marrakesh, where, I feel, the market (which is more or less 1/3 of the map) is useless and unused. If you are not the type of player who explores every bit and just goes straight for the targets, these open big levels will give you literally nothing but less space on disk.

EPISODIC RELEASE/“Early Access“

The Good:
- Yes, believe it or not, I think that there's a good side when it comes to episodic release and, quote unquote, “early access“ of the game.

Why? What? Well… Not only the developers have more time to make each location more “nice“, they can also change and upgrade the game with new options and a few changes here and there. Whatever these changes are small or big.

The Bad:
- This, of course, leaves the game in a state where it simply feels unfinished in every way possible. There are tons of bugs, serious optimization problems and lack of content when it comes to missions, story and features.

They are slowly added, but the space between each update is big and there's no way of saying whatever these changes are what you want right now or even if there's something new.

ARTIFICAL INTELLIGENCE AND SCRIPTS

The Good:
- This is where it gets tricky. Many players hate the way the AI reacts in this game and they hate scripted moments even more. And I do too, to some degree. AI is very “straight-forward“ and with time and understanding, it can be very easily exploited. But I personally don't look at HITMAN as a 100% stealth game. I look at HITMAN as a part stealth, part puzzle game, where there's dozens of solutions to a single puzzle and as far as puzzle games go – you know every single mechanic and you can use it to your advantage. So that's why I don't personally have too much problems with knowing how AI will react most of the time or the fact that some of the things in missions are scripted when certain action or event happens.

The Bad:
- Of course, this leaves me on a verge of that, as a full-blown stealth game, HITMAN fails at being good at it. Well, it's good, but not good enough I guess. For me, it's a good stealth-puzzle hybrid, just not a good stealth-only game.

CONTRACTS (CUSTOM, ELUSIVE, ESCALATION)

The Good:
- The biggest reason that this game is always-online, is its “live“ element. This includes, mainly, contracts. Whatever they're created by players or by IO-I (Elusive Targets and Escalation Contracts). And these are good. These are just good. New content is always welcomed. Elusive Targets proved to be interesting concept (even though it's really shame you can't replay them just to try it a different way. Especially if only your first try would count towards “win/fail“) and Escalation Contracts are fun to do. Especially when they add interesting modificators, including more (observant) guards and changing certain stuff. And these are quite frequent, so it's always a + from me.

The Bad:
- The biggest issue I have with this, though, are user created contracts themselves. Not that they're bad, not by any means, they just don't (because they can't) offer that much of a “depth“ as Escalation Contracts and/or Elusive Targets.

The editor itself is very 'naked', I feel. It doesn't count accident kills, you can't change paths or behaviour of your targets, you can't add modificators that are used in Escalation Contracts and the list goes on an on. I just feel that the whole editor is very bare and its shame.

OTHERS

The Good:
- Honestly? Other than very specific things, there isn't much more of the “good“. But… if anything, the cut-scenes are great, as well as voice-acting. So… there's that, I guess.

The Bad:
- Though there wasn't much of other goods, there are few bads. Mainly terrible performance and the always-online “DRM“. The performance is getting a little better with every patch (sort of), but it's terrible. And the always-online DRM sucks too.

I personally experienced very, very frequent internet crashes in the past month and a half, making it 100% impossible for me to enjoy Hitman unless I didn't want to keep any of my progress and using any of my unlocked equipment. And when my internet didn't fail, their servers did. So I still couldn't enjoy it.

VERDICT

I, personally, feel that this game still balances between “best“ Hitman game and “worst“ Hitman game. Best because of open, detailed and living levels, interesting concepts (Escalations Contracts/Elusive Targets) etc. And worst because of technical issues, lack of content, scripts and always-online DRM.

Since we're half-way through Season 1, there's still room for improvement. And if I'll judge HITMAN from March and HITMAN from now, I believe that by the time this game gets “full“, it can be really good. And I hope it will be. Anyways, if you've read it this far, I congratulate you. I just needed to get it off my chest, I guess.

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25.07.2015 (07.25. 2015) Hitman Game Update

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@ingrobny wrote:

A new update for HITMAN was released on July 25th for PS4, Xbox One and PC.

This updates focuses on general stability improvements.
In addition, the updates also adds the following fixes:

  • Improvements to the 'Golden Touch' opportunity in Marrakesh when saving/loading.
  • Fixed a rare issue causing a crash in Sapienza when taking a bodyguard disguise.
  • Fixed a rare issue that could cause the game to crash when switching between saves in Paris.
  • Fixed an issue in Marrakesh that could cause 47 to fall 'out of world'.
  • Fixed an issue in 'The Icon' mission that could cause the target to stop moving after loading a save.

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The FASTEST way to beat the HELMUT KRUGER mission *SPEEDRUN*

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@ToniP wrote:

This is my run on that particular mission. I have no seen anyone beat this yet, but am curious who would like to try :slight_smile:

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Christopher Schmitz joins Io-Interactive

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@Honzas4400 wrote:

[press release]
Io-Interactive is happy to announce that Christopher Schmitz has joined the studio in the role of Executive Producer.

A prominent games industry figure, Schmitz joins from Quantic Dream in Paris where he served as Director of Production and prior to that he spent 7 years at Ubisoft Blue Byte most recently as Director of Product Development.

“I think it’s safe to say the industry has been watching closely what IOI has been doing with the latest HITMAN game,” said Schmitz. “I’m excited to be a part of this team and it’s a new chapter for me, plus I’m looking forward to getting to know Copenhagen a lot better.”

“We are always looking to strengthen the talent we have at the studio and so we are delighted to get Christopher on board,” said Hannes Seifert, Studio Head at Io-Interactive. “His experience, energy and perspective on game development is a perfect fit for us, he has so much to offer our team, our studio and our games.”

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Running and Detection + Breaking Cameras w/Throwable Objects

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@K.Korner wrote:

Rather specific topics, but they are two things about the game I've been thinking about.

First, how do you guys feel about NPC turning to look at you if you're running while trespassing, but they don't turn to look if you aren't no matter how much you run around? I'm not saying you should be able to run around trespassing and them not look, but rather their turning to look shouldn't be a result of whether you are trespassing or not alone. I think it would make more sense if there was a X% chance of NPC turning to look based on location, number of NPC around, distance to NPC, walking vs running, stealth vs non stealth (if crouched and walking up from behind there should be no detection possible via footsteps, as is with most stealth games) etc..

For example, if you were running down a hallway in, let's say, the Paris level, and it's an area where the NPC would not expect anyone to be but maybe a few bodyguards. There should be a higher chance the NPC would turn to look if you're running, or even walking out of stealth if we're being real. Whereas somewhere where there's lots of people, or it's less strange for people to be, should have a lower chance of turning to look because hearing footsteps, walking or running, wouldn't be as suspicious. Rather than use trespassing as the difference between them looking or not, this would add a little more realism, and even some difficulty in non-trespassing kills as they could still be curious about your footsteps, particularly if you're approaching them at a run outside of stealth.

Edited to add - With their back turned, they would have no way of knowing if you are trespassing or not, which is originally what made me think of this.

Number 2 is breaking cameras with throw-able objects. Particularly blunt ones. If I throw a hammer at a camera and hit it, it should break. Would add more depth, and give a camera breaking option for those nasty moments you may have to give up your gun to get frisked for whatever objectives that may happen with.

What do you all think about these two aspects of the game?

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HITMAN PS4 Update file Version 1.11. What does it do?

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@badeaguard wrote:

I'm downloading now the Version 1.11 and its 2.482 GB. Does anyone knows what it fixes and what are the changes?

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Hitman needs a new game mode - what should it be?

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@JetBlackIris wrote:

I'm enjoying playing the evolution of HITMAN but it needs another layer to it.

I enjoy the Elusive Targets and the Escalations, and of course the main story missions, but we need a new game mode. We're at the half way point for the season and we don't want things to become formulaic and stale. At this point, the escalations don't take very long, and the ETs consist of sniping, fire extinguishing, or luring. It is starting to feel a bit repetitive, even with the new locations (which are great).

Any ideas for some kind of a new wacky game mode? Something completely different and off the wall?

Here are some suggestions:

Just throwing it out there (after playing Hitman Sniper Death Valley), but how about some kind of zombie mode, whereby all the NPCs become lethal and if you're spotted, they'll head towards you and try and kill you. Or a version of the level where every NPC is armed and visibly killing anyone turns the whole level against you. See how long you survive in a shootout when the whole level is armed...

Or how about some kind of prevent the assassination game thread, in which a rival assassin spawns in one of a number of random locations (the church tower, the Sapienza ruins, the town hall), and you have to get around guards and get to them in a certain amount of time (disguises, climbing up drain pipes) to prevent a public assassination? You spawn in the middle of the villa and only have 5 mins to track and tackle the sniper...

Most of the work goes into the maps, but now that they're made, there's huge potential to make new mechanisms with them.

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Massive stuttering problem after a certain amount of time

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@YungSpaceWalrus wrote:

On PC, whenever I launch the game, I can only play for a certain amount of time before it becomes unplayable.

The performance completely disintegrates over the course of about 10-15 minutes, resulting in massive stuttering, especially when I shoot a gun or try to melee kill someone.

Then the loading times become extremely long, and the loading animation visibly stutters and freezes. This has been happening for a while now and it's been turning me off the game. The only way to solve the problem is to restart the game.

It happens in no other game. I've tried turning off the memory safeguard thinking it could be a video memory optimization problem, but it does nothing. I've tried turning down the graphics settings, it does nothing.

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The Sniper Rifle Case wont be in HITMAN (2016), and the game is better because of this

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@introvert_ wrote:

A lot of people have asked about the addition of the Sniper Rifle Case in HITMAN (2016), I've seen it crop up on this forum multiple times, and on the weekly live-streams on twitch, people really want it in the game. but my question is why? What does it add? How does it benefit the game with its addition?

Because while on paper it would be cool to walk anywhere with a sniper in a case, the game isn't designed with that idea in mind. IOI have a vision on what the game should and will be, and they have made the conscious choice of its removal. Think about it, does the game benefit from the player being able to walk into the Paris Fashion Show with a sniper case from the get go, or did the developers put the barge in the river with an ICA unlock near it for a reason? IOI want the player to be reserved in their use of snipers, and not be able to waltz around with it willy nilly.

It would be way to overpowered an addition at this stage in the game for it to be even considered. Its addition wouldn't compliment the mechanics already put in place or the map design. I think when people suggest what they want in their games, they think about what would be cool, and not would compliment the game mechanics or the experience the devs want to give the player.

Or I could be wrong and it is in the game as a mastery unlock for Japan or something. IOI haven't talked about what the unlocks are and don't want to ruin the surprise? ¯_(ツ)_/¯

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Cannot do Time to Meet the Fans Opportunity (RESOLVED)

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@RARusk wrote:

I am trying to do the Hold My Hair Challenge and need Dino to leave the set to set him up. The game simply will not cooperate. No matter how I time turning off the lights he simply will not leave the set. I even tried shooting an explosive Fire Extinguisher when he begins his run - nothing. I shot the Generator Box from the window - nothing. I turned off the Box by hand - nothing. I tried shooting the Box as he starts his run only to watch in amazement as he stops shortly after he begins then rubberbands back to his starting point and starts his run again even after the Monster goes on ahead of him. I am frustrated at this point. Is there any other way to successfully sabotage the set besides the Generator Box or using some kind of explosive? I should point out that I am on the PS4 and just got the latest patch so it could be that this is bugged in some way. Any advice and help is appreciated.

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Speedrunning Starters

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@DravosValdin wrote:

Hey guys, I've been watching/interested in sp for a loong time now, mostly Dark Souls stuff via one LobosJr. Now I was hoping to start off my own runs. I was now hoping for some general tips to get started, nothing level I'd really appreciate the help.

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