IO Interactive recently released Hitman's re-launch in an episodic style. In the game, the authors gradually added individual scenarios linked by a short story, eventually combining it in the first full season. They are now restarting, but have already dropped the episode format and went through the whole season at one time. At the same time, the game was also linked to the original season and will be followed by third. So they create the whole universe of Hitman in one place.
If you do not yet know Hitman, a bald man with a barcode tattooed on the crown of his head, you know he's a rented killer trained and genetically engineered to kill him without mercy. The author began to approach his story in the first series, pointing to his mysterious roots, to expand it now and zoom in from where it grew up. Again only in simple form and again only in animations between missions. Now, even without CGI animation, just in animated pictures. It's a pity, because it degrades the whole story of Hitman, and it's also done completely uninteresting and maybe too complicated. See how the authors have redefined their priority in missions. It is a shame, because in the original games, the story of the number 47 was very nicely narrated and the missions connected with its past are commemorating. This is still missing, despite the fact that the story is still missing.
This time, players are waiting for one smaller and five massive environments in one package, with the other two coming as DLC content (so if you want a set, wait a year again). The environments are now large, diverse, offer smaller or larger crowds, and especially great interactivity where you can go beyond your primary goals, then follow side stories and dispose of other goals. Of course, you will be able to test different ways of killing, unlocking levels of new weapons and new possibilities of killing. You can simply spend a long time in one environment again.
Tentoraz begins with a small beach training session that offers a small level in which you repeat the basics of gameplay. So slow shutting down, watching the environment, watching enemy movements, searching for cameras, and then quietly and slowly disposing or inconspicuous steps to keep anyone from killing. It will pull you back into sandbox slaughter in which you can create your own way. The Hitman style of gameplay is not prescribed, you have dozens of options to cross the level, you can track the tracks that will open your way to the target, show you an interesting place for destroying the goal. These are often the paths for pure execution by "accident." The cleaner the way, of course, the more points to get the level and the subsequent opening of other options, especially the following larger levels.
The first big mission will start in Miami, where you get to the racing circuit and you have to eliminate both the racer and the other character. It offers great possibilities for car detonation and a total of 18 different types of killings of both targets by "unfortunate accidents", as well as 7 different stories in the scenario you can watch, a great level full of people and cars. Finally, your liaison Diana Burnwood will tell you where you want to talk about, and the menu itself tells you what you can look for and what deaths you can get.
This is not a special "hitman" look that will help you to make the most of the game and show you what's going to be your goal, and it's one of the basic elements of game playability, you do not have to use it and you can go blind, but it's here to use it and the game is built on it, just as it is built on quietly removing the guards or the people you want to replace, stunning them, screaming for them, and if you want to get a clean finish, even silently drag and hide them in the cabinets. no one finds you, they do not start to look for you, but do not worry about knowing that someone is always aware of your staff or colleagues, and if you have long been in the company of such characters, it will reveal and trigger an alarm.
But if you're careful, the headers allow you to get close to your goal and start looking for a way to eliminate it. You can always pull a gun and shoot it near you, but then you have to pay attention to its guards that I will follow for you. Therefore, it is always advisable to leave it to an accident. Accident situations are always high in levels and you only have to find them and prepare them for a while to reach your goal. For example, you will destroy an enemy using an armed android, you can let the stage explode at the evaluation and awarding of prices, the next you let the mowing in the mower, or someone to feed the hippopotamus and many other fun scenes that simply pay to appear.
Weapons, of course, do not miss and go from your classic pistol with a muffler, through a variety of traditional pistols, shotguns, submachine guns, but you can also use different things like knives, scissors, iron, or just pull people away with a coin or can. Weapons will always be enough and if you do not even have them at the beginning of the level, you can get to them quickly. However, if you're in a fierce battle, wait for the guards to start, trigger the alarm, and when you're in the open area, you'll hardly survive. After several interventions, go down. On the other hand, if you are around a corner of a building or in a room, you know the nice incoming enemies shoot. Gradually, they are coming in and you can make a nice kick of the bodies without any problems. AI has remained the same as in the previous game. It can be a shame but also fun. But this is not the way you get points for a clean pass. Apparently, therefore, the authors do not explicitly address it and leave it as a complement to the game.
However, when shooting, consider that the targets may go mad and miss. I think no new level is a condition that you should not upset them. They hide the maximum and you have to find them and shoot them through even more enemies. But when you're running, it's like a butterfly. It is much harder and time-consuming to get through the game as it is to find traps, but the deaths are worth it.
From the levels, except for Miami, you will also get to Colombia where you go to the drug cartel with the villa and the adjoining town, you go to the densely battered India where you mix into crowds in dirty streets, you will also get to America where you disrupt a peaceful a quarter and an old castle where a mysterious society meets. The big maps are not so much and at least one more would have gone, but this time is not all you can find in the title. Besides the mission itself, the authors added two other game modes.
An interesting add-on mode is the Sniper Assassin - mini-games with the addition of co-operation. In it you are a sniper and you are trying to eliminate your intended goals and their security. It's fun, but demanding at the same time as you have to look at the delay in the impact of the charge. You can play solo or two online. Unfortunately, there is only one map. Another mode is multiplayer for two gamers in ghost fashion. Here, they compete on who better transmits the murder of a certain character in the environment. Players start at once and the game generates them randomly. Who gets more points for a cleaner job wins.
Finally, there are no conventional contracts. That is, tasks that can be created by the players themselves, and only by determining which character should be killed on one of the maps. They can also add more detailed terms of killing. These tasks are shared with other players. However, it is a pity that this part of the author has not expanded significantly and, for example, did not allow changing the leveling or defining the path of characters.
And now Elusive targets will be added to the game, where Sean Bean is the first to be known for his death in many films. Now it's going to happen in the game as well. Elusive goals are always available only for a while, and you have only one chance to go, without storing and restarting.
When we summarize it, it is enough content that will last for you from 7 hours to 100 hours. It's about how you play the game exactly and how much trouble you choose. You have a casual level designed for fun passing, standard professional setting where you have help, but the rules are harder and finally the master setting without help. But keep in mind that Hitman is not a level-up, but also a dozen transitions where you can test various ways of killing yourself.
IO Interactive's Glacier Engine re-excels again. It offers great processing environment, uniquely interactive crowds and, of course, high-quality graphics. Graphics details are high in every step, but the authors are surprised by reflections that are not far from raytracing. However, most of them will enjoy the vastness of environments that are massive and sophisticated as a bell, as well as from the inside with a ton of interaction. The environments are built with much more than the individual missions need, and it is precisely because you can come back with other tasks and stories. The initial Elusive target mission with Sean Bean shows it. You're still in Miami, but you're approaching the environment altogether and you're in places where you do not even have to get into the story.
Interestingly, the improved engineers have also applied to the original levels that will be linked to the game if you own the first Hitman. If not, you can buy them as DLC. So you can play the whole story right in a new game and enjoy the unique Sapiens again, an environment that has not yet been completed in the new game. There is no such map style here, but if I had to evaluate it, the most impressive of the new offer is probably the last mission to a secret community castle hiding various secrets.
Overall, Hitman 2 is a very nice sequel to the first season. Perhaps it is a shame that it is exactly the same style as the first season, and so they are separated by separate scenarios plagued by an insignificant story, which is furthermore being narrated only through static scenes. In any case, the mission itself is great, as well as the possibilities in levels and interaction. If you are a fan of Hitman and want tactics, the necessity of discovering, this is the right thing for you.