Jono8;30492277 said:You seem to be associating taking a human shield as wreaking havoc. I always used it for the opposite. It was a great way of taking someone out of play quickly and still being able to potentially take out someone else (very quickly if needs be). Room with two people you need to take out? Human shield one, take out the other then incapacitate the guy you are holding. That felt pretty bad ass in Blood Money when you got it right
It is the principle. Why remove it? Why remove holstering animations? Why remove light switches? Why remove the first person view? Why remove customisable weapons? Why remove taking someone as a human shield? Why remove looking through keyholes? Why remove one the best save game mechanics a game has ever had? etc.
All those things being removed either break immersion and/or offer less choice and variation.
Loads of very good features have been removed. It just simply felt more simple and genuinely felt like a very pretty, but ultimately watered down mobile/"lite" version of Blood Money or something.
I am not saying its is a bad game. It just isn't an improvement overall and it takes too many steps in the wrong direction in my opinion. The contracts and large levels are obviously a plus but those things are hampered by the watered down core gameplay.
I get you about the light switches, keyholes etc. but I still think you wrote the game off way to early.
And honestly, human shield would be pretty much useless here (and it was in previous games as well IMO). How would you use it effectively in a game with such level layout?
I think it's an immense improvement overall because it's simply fun and it adds so much creative stuff that wasn't there previously that I don't think I'd trade all those fantastic maps and options for looking through keyholes or light switches (especially that pretty much all missions happen during daytime, unless they made it that way specifically because of this;p)
And yeah, I do associate human shield with a bit of havoc. I think the difference lies in the way we play a Hitman game. I don't want to kill anyone except the target and I don't want to be seen doing it or get in direct contact with more than one enemy. That's why I don't fuss over customisable weapons because I rarely even use them. Realistically, what customisation or weaponry does an assassin really need apart from a bog-standard silenced pistol and/or a sniper rifle?
There are a lot more really fun and hilarious options that weren't in past games and discovering them with all the cues turned off is a joy. And what's even better, many of them don't require you to kill anyone except the target.
I get the fpp complaint but Hitman was always a tpp game to me and playing it in a different perspective didn't ever cross my mind. Just my preference, though.