@Hitman2016 wrote:
(Weapon reloads & aiming animations are detailed in the "Weapon Problems" thread.)
Animations:
This is just a few ideas worth brainstorming but, it'd be nice if the animators would go the extra mile and just add slings & holsters rather than having weapons magically appear and float on the NPCs & 47s back. It'd also make the game more challenging if the player's inventory were limited to what can be realistically carried by 47 in whichever outfit he's wearing. For example if a starting suit, disguise, or costume had additional pockets he'd be able to carry more ammo and gadgets. That way the player would have to be a little more selective about which weapons and items he/she wants to utilize and would have to plan more critically throughout the mission. There are a lot of different slings that would be easy to animate, the easiest probably being a single point sling method. SBRs and SMGs can be slung under the armpit and potentially be concealed depending upon the weapon's size, while rifles and shotguns can be slung over the back and suspended there as they are now albeit with a visible sling. All that would be needed is the animation of 47 reaching over his shoulder to grab or sling the weapon and the addition of a sling around his chest over his suit.
Take a look at the different methods Italian Instructor Zero uses to sling and retrieve the AK with a simple 2 point sling.
https://www.youtube.com/watch?v=zanylOAFIPc
Here are some Holster ideas:
Dual pistol holster idea, should we see dual wielding return.
Covert magazine carriers can be worn under a suit jacket.
Concept for a suppressed pistol holster, this model rotates so the pistol can be angled horizontally along the belt and drawn by pulling straight down and out. Worn on the small of the back or from a leg platform.
Traditional Kydex holster.
Weapon Idles and Animations:
Generally speaking 47’s movements in Hitman 2016 are quite natural and well executed. Some of the idles and ways that he holds weapons however are not. Here are some things to think about in that regard. When brandishing a weapon, 47 is still going to concern himself with stealth and being as inconspicuous as possible, hence hiding pistols behind his back etc. However when he has equipped anything other than a pistol that philosophy goes unnecessarily right out the window.
When 47 equips the rifle and shotgun for example, he expands his profile by holding it out away from his body.It would make more sense for him to carry larger weapons more vertically in line with his body, so that someone that sees him from behind is less likely to notice. (Similar to how he’s holding the Fusil G2 in the picture below.)
When 47 crouches with one of these weapons he makes no effort to have it at the ready, instead lazily carrying it like someone running through a trench in one of the World Wars rather than a modern assassin. It would be more characteristic of him to shoulder the weapon like he did in Absolution while moving crouched.
The last two points to make are with pistols. Now I’m not going to argue that it’s unprofessional to shoot with one hand, as that’s an iconic 47 look. While I know that in games like Hitman: Contracts he did shoot with 2 hands, and it would be neat if they incorporated both into the game (such as holding LT + RT = 2 hand shoot, while just pulling RT = 1 hand shoot) I don’t think it’s terribly necessary for the game. No. My criticisms are WAY more anal.
When 47 takes cover next to a corner he holds his handgun up in the air, which does little good and unnecessarily exposes him. It would be more professional of him to hold the weapon against his body and pointed in the direction he’s facing. This way if an enemy were to come around the corner unexpectedly, he’d be able to take action.
When facing the opposite direction he should switch hands, firstly because it’s the most prudent thing to do and secondly because his use of dual wielding in past games tells us 47 is adeptly ambidextrous.
Additionally, when aiming from a corner with any weapon, 47 should not step out of cover and expose his whole body. He should instead step away from the cover, keeping as much of it between himself and the point of aim.
Lastly are the ways in which 47 attempts to conceal pistols and some melee weapons behind his back or in front of his crotch. While I’m glad to see this return to the series, it still looks rather unprofessional. The present animations make 47 look like he’s obviously trying to hide something. Instead I’d suggest he hold the pistol lower and just behind or in front of his right leg. Like in Blood Money he could possibly move it higher as an NPC passes him.
In Game Melee Weapons & CQC:
The hand to hand combat animations need a bit of work in my opinion. Some of the movements look nice but others like the half-hearted karate chop are outright laughable. It seems like once again IOI didn't really have an adviser or do much research for the hand to hand combat. If IOI is looking to change this I'd highly recommend Kevin Secours who was the combat consultant and did most of the combat mo-cap for Spinter Cell Blacklist. Heck if they're going to take on Ryan Barnard they might as well grab Kevin as well. He's fluent in both French and English, as well as being a master of Kali, Russian Systema and more.
https://www.youtube.com/watch?v=egC-BeT6Dtk
https://www.youtube.com/watch?v=cnbqP1Y6VXM
Another possible combat consultant could be Italian Kali Academy master Patrizio Belcaro. I can't see 47 doing any kind of combat that would dirty his suit so Russian Systema is out, but elements of Israeli/Korean Krav Maga and Philippine / Indonesian Kali (such as Panagang empty hand techniques) would be right up his alley.
Panagang (empty hand):
https://www.youtube.com/watch?v=6_y-W64mn8Y
https://www.youtube.com/watch?v=nNB6hkF00TE
https://www.youtube.com/watch?v=XUnDKgyJ41oDumog (Takedowns):
https://www.youtube.com/watch?v=ljXq6tu6oggKnife:
https://www.youtube.com/watch?v=m4ApWdAMa9wIt would be great if 47 actually used his environment like a weapon, as has been done in many other games such as Splinter Cell and Assassins Creed for instance. If 47 is standing next to a wall / desk / table etc. when CQC is initiated, the take-down could include slamming his opponent's wrist / elbow (for a disarm) or head into it. If there's something like a book, bust, pencil or one of the other melee weapons on the table, the take-down (which would now be more cinematic) could include him picking that item up and using it mid fight, ending with it still equipped to deal with the next assailant. This would add an additional dimension to choosing a good spot for the arrest and ultimately make it more interesting and with more satisfying results. Another idea is to add an additional level to the "arresting" status, where NPCs will try to tackle and cuff 47 (resulting in mission failure) rather than simply opening fire when hand to hand combat is initiated. As it is now, the hand to hand is sloppy and seems tacked on like some other aspects of the game, though I will applaud that it is still better than Hitman games in the past, just not really up to par with other games of this generation. I think these additions would really push the combat of Hitman to the next level and make it stand out among its competitors rather than staying kinda half arsed.
The Fiber wire - I love this in the game and would like to see some additional animations associated with it. Some players have expressed concerns that it's a little too loud. Also 47 should be able to use all melee weapons on NPC's that are sitting down without forcing them to stand.
The Syringe - While this is a very cool melee weapon for 47, I'd like to see the return of both lethal and non-lethal syringes as well as the ability to poison food/drinks with them but at the cost of being noticed by anybody no matter your disguise. At the moment the current syringe has little use over the fiber wire since it can be only used once and is noticeable by NPCs. I think that there should be iterations of the syringe possibly in smaller doses (just enough to make the NPC sick) that can be used in plain sight without being noticed. At the moment it's annoying how the 47 crouches down immediately after using it. Back in the 60s-70s this was a common method of assassination used by the KGB in England, France, and Germany. Usually the victim would feel a small prick on the back of the leg or small of the back as someone brushed passed them in a crowded place. Over the next few weeks they'd gradually become ill and die from whichever poison they'd been infected with. It'd be neat if the syringe / poison kit were an upgrade-able item. There could be various animations for the different syringes to balance gameplay. For example, a lethal syringe like the one currently in game or a non-lethal sedative that would instantly knock out the NPC could be injected at the neck like in Blood Money and be an obvious assault. Smaller doses that have an effect over the course several minutes could be done covertly while passing the target in public, similar to how the hidden blade worked in the Assassins Creed franchise. Whether or not the syringe makes the target ill, is lethal, non-lethal or the dosage could all be a part of the upgrade system. There could also be a top tier upgraded case that 47 could carry inside his jacket pocket and hold up to 4 syringes depending on their size/dosage.
The ICA Remote / Proximity Mines -
A mine is a mine and these are just fine. I would of course like to see customization return with possible upgrades including: a long range detonator, additional disguised explosives such as the white duck, variable amounts of explosive either increasing or decreasing it's size, the ability to carry more than one depending on size. It'd be neat to have the upgrade option to equip multiple small precise explosives that are just barely powerful enough incapacitate one NPC, or perhaps two of the current size explosive and maybe one large explosive that can thoroughly destroy a vehicle.
Weapon Problems Part 1:
http://www.hitmanforum.com/t/current-in-game-weapon-problems-suggestions/5617/9Weapon Problems Part 2:
http://www.hitmanforum.com/t/current-in-game-weapon-problems-part-2/5618Long Term Weapon Additions:
http://www.hitmanforum.com/t/long-term-weapon-additions-to-the-game/5611/15NPC Tiered Injury System:
http://www.hitmanforum.com/t/npc-tiered-injury-system-ideas/5615
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Participants: 3