Something went wrong. Try again later

hughj

This user has not updated recently.

228 0 1 1
Forum Posts Wiki Points Following Followers

hughj's comments

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Edited By hughj

@s5n8k3 said:

The main thing that bothers me is the AI, "mate". It's weak. Too weak.

Agreed. Going back to watch the Hitman play-throughs, you can see how much Brad and Dan seem to presume the AI is doing that it actually isn't. The sort of things that your natural intuition would have you assume (behaving as one of the crowd, standing how they stand, walking rather than running, etc.) The fact that if you're actively being hunted you can't even rely on moving into a crowd to obscure the AI's vision or deter them from opening fire on you is very jarring. The AI will shoot you straight through a crowd of people as if the bystanders were just ghosts.

Had Dan and Brad done those original Hitman streams actually knowing how little was going on under the hood with the systems and AI, I'd imagine they'd have toyed with the game a lot less and given less praise to what the game was actually accomplishing.

Granted it's been a while since I've played some of the older Hitman games, but I recall a time where you could draw increased suspicion by not being mindful of how you were standing/walking/behaving, or by letting a guard get too long a look at your face (the direction you faced impacted how well your disguise worked.) Instead of that we've got 'press [X] to blend in with a crowd', 'press [X] to drop speaker on AI that's scripted to stand in a particular spot every 3 minutes, and QTE hand-to-hand combat.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Not sure if this was made clear in the reviews, but if you already own Hitman1 on steam, you can download Hitman2 without any further purchase and get access to all the Hitman1 content running on the new engine, new unlocks, etc. So if you want to get a taste of the changes to the engine, UI, menu, etc, you can do that without spending $60. You don't get access to this Hitman 2 levels, multiplayer modes, etc.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

I can't think of a bigger failure with an open world game than finding yourself trying to read the developer's mind in order to figure out the most rudimentary elements of game mechanics (pathing, boundaries, failure conditions). This seems inevitable with Rockstar's games where you spend hours learning one set of rules that are continually being reinforced by the game world, and then each story mission seems to play by an arbitrary set of rules that can only be probed through trial and error. The most recent example I can think of was trying to play GTA Online's heists a couple years ago.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Having a multi-episode marathon game of Civilization (max map size, max turn count, etc) involving all the staff from both studios seems like it could be pretty amazing, and far easier logistically than pubg or the Destiny 2 raid was. With all the downtime you get in that large of a game, you could probably even blend the bombcast and beastcast's news, mail, and call-ins while the game is being played.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Edited By hughj

Re: Hitman 2:

I'm kinda lukewarm on it, mainly due to the price of the game considering what it's offering. It very much reads to me as the season 2 DLC for Hitman 2016, while the launch promotion and bundle prices are dressing it up as if it were a major AAA re-engineered sequel. Having the AI able to 'see' through mirrors (doing some extra reflected raycasts is literally a few lines of code), UI tweaks, and some beta multiplayer modes are the sorts of baseline feature additions you would expect to roll out for free post-launch in this sort of game, so the fact that they're with Hitman 2 isn't much of a value-add that justifies the price. Had the game been called "Hitman: Season 2" and been sold for $40 rather than $60, you probably wouldn't see people needing to apologize upfront for what the game is and isn't.

Re: Destiny 2:

I'm completely new to Destiny, other than having watched the GB raid streams. I downloaded the free Destiny 2 base, binged through the campaign and hit the level cap in a few days. Pretty graphics, the core gunplay feels solid, but the world is very segmented with instances, and sparse with players and enemies. The product feels like a Diablo-like multiplayer FPS, but lacking the sure-handed refinement, and breadth and depth of character+gear progression that allows Diablo's endgame to keep people invested. In terms of development resources and attention, Diablo3 feels like 20% campaign+leveling and 80% endgame+gearing, whereas Destiny 2 feels like the inverse.

I briefly weighed buying the full-priced Forsaken expansion, but for the price it was too hard to shake the cynicism of how much of a treadmill the game is. I uninstalled, assuming I was done with it. Saw that Forsaken was 25% off, I said 'fuck it', and bought in. It took a single day of playing (albeit a lengthy one) to go from the base level 20 cap to the new level 50 cap, and now I'm back to a new endgame of acquiring better gear. Forsaken's gear system does have a few more moving parts than the base game, but it's still not on the level of an MMO or aRPG/Diablo where I could imagine being satisfied spending 1-2 months pursuing, learning and refining a particular build.

Fundamentally the combat is just a basic Halo-style arcadey FPS, so the role you play and actions you do between skills+gear or even between classes does not really vary much, and as a result the endgame experience of acquiring new gear doesn't lead to discovering new gameplay mechanics that keeps the gameplay feeling fresh.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Yep. It's also a key way of being escorted through heavily occupied areas without any risk, and you always have the option of borrowing your escort's clothes along the way if you happen to get walked through an isolated area. Same idea with leaving unconcealable weapons on the ground and having guards find and transport them for you if their designated weapon dump room happens to be in the direction you're needing to go.

Also sorry for two posts in a row (not sorry) but @brad you can be caught trespassing and not get in trouble. They just calmly walk you out, or get a security guard to walk you out. You don't need to start anything over trespassing.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Weird criticism regarding Hitman2's multiplayer deducting points for killing non-targets, given that that's how the points system works in the single player of every Hitman game, including these recent ones. If non-target kills don't matter, then the safest and fastest strategy on every map just boils down to eliminating a handful of threats that can see through a particular disguise and then using it to sprint to the targets and nearest exit, and in that case what decides the winners and losers is fast execution of combat rather than interacting with the disguise and stealth systems. Even playing on 'professional' difficulty, completing the progression challenges and escalation sequences are pretty trivial if you're allowed to eliminate anything that's in your way.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Finally got Hitman2016 last month after having seen GB play it off and on, and it was surprising (and slightly disappointing) how much simpler and more methodical the game is than the GB videos made it seem. It's probably been 15 years since I last played Hitman (Hitman2:SA), but I seem to remember the interaction with the AI's alert/suspicion system feeling more fluid and natural, and there being way less focus on scripted set piece kills and conveniently located body storage containers that erode the sense of improvisation and agency (no pun intended.)

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

This is one of the first batch of early VR indie titles that got started with the first Oculus devkit launch from the kickstarter. One-man development team, made in Unity, conceptually simple as it obviously can't rely on any sort of art department and years of development.

Avatar image for hughj
hughj

228

Forum Posts

0

Wiki Points

1

Followers

Reviews: 0

User Lists: 0

Getting that fight or flight response triggered in VR is a hell of a feeling -- my reaction during the early days of VR was usually to close my eyes and concentrate on not moving my limbs (punching or bolting). That sudden panic of being chased while your body responds sluggishly is the stuff of nightmares and can make you do crazy things.

https://i.imgur.com/umYTJP1.gifv