Cue the beautiful, yet slightly unsettling, Ave Maria.
Nothing
warms a gamer's heart more than dropping a pixelated piano on someone, or
spiking a wedding cake with poison, or even dressing like a scarecrow and
snatching up unsuspecting victims in a cornfield. That's right, boys and girls, if you didn't
know already a new Hitman game has been announced from those wonderful
developers at IO Interactive. So this
December, gamers everywhere can strap in and hopefully have the most fun that
can be had in pixelated assassinations.
But between Hitman: Blood Money (2006) and Hitman: Absolution (2012) sat
a lengthy six years, and die-hard fans of the superb (yet slightly outdated) Blood Money were somewhat dumbfounded when
it was announced that Absolution would be an easy welcome into the Hitman world
with the added Intuition system, new Disguise mechanics and even *gasp* checkpoints. And in less than six months, IO Interactive
will release a new Hitman game and attempt to appease long-time fans and
new-comers alike. But the question is:
What are the elements that make a great Hitman game? How can IO Interactive keep from veering off
the tracks?
"Dammit, Lady, you said you didn't feel good. Just give me one burp and I promise it'll help."
SOMETHING FRESH:
When
you're a developer or a creator of anything—and you've done that anything a few
times over—there's always a feeling of having to reinvent the wheel. Make that "something" feel fresh.
Feel revived. And when that
feeling comes, here's what a creator should do: take all the new ideas, write
them down, stick them up on the fridge, stare at them for a good long time, and
then douse them in gasoline and set them on fire. Because completely changing something isn't
what fans of that something want. For instance:
The Splinter Cell series was awesome…right up until the point they took Sam
Fisher's patented outfit away and stuck him in the sunlight. They even gave him slow motion shooting
abilities, virtually making him a Rambo instead of Sam Fisher. Ubisoft basically took all the main elements
that made Sam Fisher…Sam Fisher, and flushed them down the toilet. So what are the elements that the Hitman
franchise is really known for? Large
sandbox environments, incredible—yet whacky—kills, and stealth. That's the basics. Those three things should be kept no matter
what is done to the game. Because the
secret is fans of a video game don't want a completely new experience. They want the same experience they felt when
they first played the original game, just enhanced for the current video game
times. If you're going to change
something so much that it doesn't resemble the original form any longer, then
slap a different name on it and sell it as something new.
"Sometimes people throw out the silliest things. Why just yesterday, someone tossed a perfectly
good Cappuccino maker...and now this."
FREEDOM:
If
you think back to all your favorite moments from Hitman: Absolution or Hitman:
Blood Money, what do you remember the most?
Do you remember the claustrophobic hallways and tiny checkpoints you had
to get through in Absolution? Or do you
remember the pixelated playgrounds in Blood Money? Most gamers will remember the do-anything
playgrounds that were prevalent in Blood Money.
Why? The Freedom. Sure, Absolution had some nice updates to
combat and graphics, but nothing in that game came close to the amazing
environments of Blood Money. Being able
to go anywhere and do anything at any time is a staple of the franchise. This is the heart of Hitman. Oh…there are three targets to take out? Cool.
Letting the gamer decide who dies first is the key to making a Hitman
game feel like a Hitman game. The
greatest feat Blood Money ever achieved was talking to your friends and finding
out they took a completely different route to a level than you did. The shock that anything could be done to
obtain the Silent Assassin rating and that no two gamer's play-throughs would
be exactly same is the key to victory.
Creating checkpoints and tiny hallways and linear environments takes
everything that is pure about the Hitman franchise and throws it out the
window. One of the best moments in
Absolution was the cornfield, and not because of the idea or the environment or
the crazy nuns…no, it was a great moment because the level was large and you
had more freedom to take out your objectives.
If this new Hitman game wants to recreate that magic, then freedom is the
key. Do away with checkpoints. Allow the player to decide when they need to
save and who they need to kill.
"Will you quit squirming! This is the only way to get rid of the hiccups."
HUMOR AND WHACKY
KILLS:
Every
time someone mentions Hitman, the next thing out of someone's mouth is a
ridiculous assassination they pulled off.
You never hear someone talk extensively about how they just snuck behind
someone and pulled the trigger.
Why? Cause that's not what makes
Hitman…Hitman. Sure those moments
happen, because they might be necessary to move forward on a mission, but it's
the humorous situations and crazy environment kills everyone talks about. Remember that time 47 snuck into a hallway
and lumped an idiot over the head? No? Okay.
But you do remember knocking on a van and offering poison-laced donuts
to unsuspecting agents now don't you? Or
entering a Christmas party as Santa Claus and injecting a sausage with
sedatives. Why do you remember these
moments? Because they're unique and
frigging hilarious at the same time.
It's the unique kills or accidents and the dark humor that makes Hitman
remain Hitman. Sure the story can be a
little dramatic at times or maybe even sad, but never forget to inject the
gameplay with a little humor to make it memorable.
STEALTH:
This
is the biggest factor of the Hitman franchise.
Any fool can go Rambo style, pull out an Uzi, and gun down every moving
thing on a level—not that there's anything wrong with that. But the real Agent 47 is all about
stealth. Not being scene. Having targets virtually disappear and no one
knows how or why it happened. This is
Hitman. And adding slow motion shooting
or the ability to go full commando is not necessary to a Hitman game. Leave that for the hundred other games
that'll come out. If you want a Hitman
game to succeed, it has to have uniqueness.
Not match every other game on the market. So the addition of close combat kills and a
cover system were excellent upgrades in Absolution, because they kept the
stealth vibe. But being able to gun down
enemies in slow-motion does not. Sure,
47 might be in a sticky situation and have to resort to over-the-top violence,
but every level/environment and target should be able to be dealt with by using
only stealth…should the player wish.
"Alright, hold still."
"Are you sure about this?"
"I guarantee you, enough of these bad boys and it'll look like you have a full head
of hair again. Trust me."
CONCLUSION:
Sure there are other factors that can be
improved and/or talked about to create a great Hitman game, like the disguise
and scoring system or maps or dealing with witnesses, but to make a Hitman game
still feel like a Hitman game, just three simple elements are needed: Sandbox environments, unique kills, and
stealth. If IO Interactive sticks to
these basics, the next Hitman game should appeal to all audiences and even feel
fresh amidst all the Rambo-style games that will be adorning the shelves this
Holiday Season. Here's hoping IO Interactive
knocks it out of the park. Do you have
an opinion or disagreement about the above?
Or want to share your favorite Hitman moment? Feel free to vent in the comment
section. Thanks for reading.
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