I was not a big fan of the previous attempt at a film adaptation of our favorite bald and bar-coded assassin in 2007's Hitman. It felt too much as though the writers were trying to develop 47 into a character quite unlike the one seen in the games. An example of this was the scene where Timothy Olyphant's Agent 47 reads a magazine article about animal mating in order to learn something about human women. It is true that 47 is not simply a rabid killing machine totally lacking conscience; we see his attempt at living a peaceful life at the beginning of Hitman 2: Silent Assassin. However, this does not mean he is also attempting to settle down and have a family. That is just not him. Neither is 47 a curious adolescent trying to learn more about human sexuality. This scene simply didn't fit with the character and was written by someone seemingly unfamiliar with the games.
Fortunately, Hitman: Agent 47 improves upon the previous movie in this respect and is enjoyable for what it is. They do not attempt to engage in much character development of 47: he is an assassin, he is very good at what he does, and he was a clone bred to be a killer. (Which reminds me of another indication that the writers of the previous movie were unfamiliar with the games: there is a fight scene between 47 and other agents who happened to be ethnically diverse, which makes no sense as they are supposed to be clones.) But the improvement is only slight. It still feels like a rather generic action movie. What I would really like to see out of a Hitman film adaptation are the distinctive aspects of the series' gameplay. In other words, fewer shootouts and more creative smuggling of weapons where they are prohibited, over-the-top disguises, and elaborate assassination plots (perhaps of morbidly obese mob bosses). Hitman is (supposedly) a stealth game after all, and the films should reflect that.
Showing posts with label Hitman 2: Silent Assassin. Show all posts
Showing posts with label Hitman 2: Silent Assassin. Show all posts
Wednesday, May 11, 2016
Thursday, February 27, 2014
PS3 Review: Hitman: Blood Money (2006)
I'm filing this review of Blood Money under PS3 because I own the Hitman HD Trilogy, which also includes Silent Assassin and Contracts. Of the three, Blood Money's HD version is by far the purtiest. Definitely pick the collection up if you don't already own the games for PS2. Nevertheless, this review still applies to the PS2 version.
Blood Money fixes virtually all of the issues I had with Silent Assassin and Contracts. Don't get me wrong, I love Silent Assassin, but it had some problems, specifically: uneven difficulty, too much trial-and-error progression (especially on the higher difficulties), guards with an often preternatural ability to see through disguises, and concomitantly, somewhat wonky stealth that works about as often as it doesn't. Blood Money fixes just about everything, though.
Unlike Contracts, which presented missions in a more episodic manner, Blood Money returns the series to a more straightforward, linear narrative. Missions are presented as flashbacks, introduced by cut scenes from the present that follow a reporter's investigation into the alleged death of Agent 47. These flashbacks do an excellent job of introducing each mission without interfering with or inhibiting a player's freedom to complete the job as desired, not as dictated by the plot (this is my main gripe with Absolution; more on that in a later review). Blood Money rarely requires you to go about the mission in any specific manner. Now, this is not to suggest that there is total freedom; there's certainly an optimum way to skin these cats, but it's rarely clear from the start, and as a result finding that optimum path feels organic rather than forced. The game is also more forgiving than the others in the series as there's a considerable margin for error, even on the higher difficulty settings, just in case everything doesn't go exactly the way you planned. Your creativity and skill, rather than your patience and memorization, win you those coveted "Silent Assassin" rankings. This is an especially nice touch given the long, involved missions in the latter half of the game.
For instance, consider "A New Life," one of my favorite missions. In this one, 47 is tasked with taking out a former mafia boss currently hiding out in suburbia with his family. You can complete the mission in numerous ways: you can tranquilize the guard dog from a neighbor's tree house, sneak into the backyard, and set the barbecue on fire; you can steal the outfit of a clown and infiltrate the birthday party; you can poison the donuts of the FBI, turn off the outside security cameras, sneak inside the house through the basement, and push the mafia boss as he's walking down the stairs; you can use a surveillance van to prank call the mafia boss, and when the poor guy picks up the phone, you can snipe him from a neighbor's garden; you get the idea. Each method has positive and negative aspects, and while some will undoubtedly score better than the others, the real replay value is in finding new and increasingly weird ways to off you targets.
This replay value is only furthered by an inventory system in which the money you earn from each mission can be used to upgrade your weapons, adding silencers, laser sights, larger clips, and so on. It's not as effective or integral as it could be, as the missions rarely demand that you constantly upgrade your tools. Still, though, it's a welcome addition if not a totally necessary one. But my only real complaint about Blood Money is the poorly implemented "Notoriety" system. As you play through the game, your actions in each mission attract a certain amount of attention: going in silent and eliminating only your targets keeps you a shadow, while additional casualties and gunfire raise your profile considerably. At the end of each mission you can bribe witnesses/police to keep your notoriety low. The problem is that you always have more than enough dough to pay these people off and reset your notoriety rating, thereby rendering the whole idea relatively pointless. The consequences of your actions in one mission, then, rarely affect your behavior in the next, unless you accidentally skip through the menu too fast or you spend an obscene amount of money on upgrading your inventory. The whole idea is more innocuous than anything else, but it could have added an interesting dimension to the game.
Overall, however, Blood Money is one of the best; it's easily the best game in the series, and certainly one of the best games on PS2. For a game without a multiplayer option, Blood Money has amazing replay value. Too bad Absolution failed to match it. More on that soon.
Blood Money fixes virtually all of the issues I had with Silent Assassin and Contracts. Don't get me wrong, I love Silent Assassin, but it had some problems, specifically: uneven difficulty, too much trial-and-error progression (especially on the higher difficulties), guards with an often preternatural ability to see through disguises, and concomitantly, somewhat wonky stealth that works about as often as it doesn't. Blood Money fixes just about everything, though.
Unlike Contracts, which presented missions in a more episodic manner, Blood Money returns the series to a more straightforward, linear narrative. Missions are presented as flashbacks, introduced by cut scenes from the present that follow a reporter's investigation into the alleged death of Agent 47. These flashbacks do an excellent job of introducing each mission without interfering with or inhibiting a player's freedom to complete the job as desired, not as dictated by the plot (this is my main gripe with Absolution; more on that in a later review). Blood Money rarely requires you to go about the mission in any specific manner. Now, this is not to suggest that there is total freedom; there's certainly an optimum way to skin these cats, but it's rarely clear from the start, and as a result finding that optimum path feels organic rather than forced. The game is also more forgiving than the others in the series as there's a considerable margin for error, even on the higher difficulty settings, just in case everything doesn't go exactly the way you planned. Your creativity and skill, rather than your patience and memorization, win you those coveted "Silent Assassin" rankings. This is an especially nice touch given the long, involved missions in the latter half of the game.
For instance, consider "A New Life," one of my favorite missions. In this one, 47 is tasked with taking out a former mafia boss currently hiding out in suburbia with his family. You can complete the mission in numerous ways: you can tranquilize the guard dog from a neighbor's tree house, sneak into the backyard, and set the barbecue on fire; you can steal the outfit of a clown and infiltrate the birthday party; you can poison the donuts of the FBI, turn off the outside security cameras, sneak inside the house through the basement, and push the mafia boss as he's walking down the stairs; you can use a surveillance van to prank call the mafia boss, and when the poor guy picks up the phone, you can snipe him from a neighbor's garden; you get the idea. Each method has positive and negative aspects, and while some will undoubtedly score better than the others, the real replay value is in finding new and increasingly weird ways to off you targets.
This replay value is only furthered by an inventory system in which the money you earn from each mission can be used to upgrade your weapons, adding silencers, laser sights, larger clips, and so on. It's not as effective or integral as it could be, as the missions rarely demand that you constantly upgrade your tools. Still, though, it's a welcome addition if not a totally necessary one. But my only real complaint about Blood Money is the poorly implemented "Notoriety" system. As you play through the game, your actions in each mission attract a certain amount of attention: going in silent and eliminating only your targets keeps you a shadow, while additional casualties and gunfire raise your profile considerably. At the end of each mission you can bribe witnesses/police to keep your notoriety low. The problem is that you always have more than enough dough to pay these people off and reset your notoriety rating, thereby rendering the whole idea relatively pointless. The consequences of your actions in one mission, then, rarely affect your behavior in the next, unless you accidentally skip through the menu too fast or you spend an obscene amount of money on upgrading your inventory. The whole idea is more innocuous than anything else, but it could have added an interesting dimension to the game.
Overall, however, Blood Money is one of the best; it's easily the best game in the series, and certainly one of the best games on PS2. For a game without a multiplayer option, Blood Money has amazing replay value. Too bad Absolution failed to match it. More on that soon.
Monday, February 10, 2014
PS2 Review: Hitman: Contracts (2004)
Some think of Hitman: Contracts
as the weakest of the trilogy (Hitman 2: Silent Assassin,
Contracts, and Blood Money). In a way, they might be
correct. However, this is more a testament to the strength of the
series, as Contracts is not at all a bad game. I think what
people have in mind when they consider it to be the weakest link of
the series is the story; while Silent Assassin and Blood
Money have interesting narratives that culminate in confronting
the worthy adversary of Agent 47, Contracts is told in the
form of flashback missions that don't come together to make a story.
It is somewhat comparable to 007: Legends, where as Daniel
Craig sinks after being shot off the train by Moneypenny in Skyfall,
he takes time to reflect on favorite memories such as Goldfinger,
OHMSS, and Moonraker. These do nothing to tell the story of Skyfall,
just as the old assassinations have little to do with advancing the
story in Contracts. They are little more than a bit of
character development and tying in some continuity between the
original Hitman: Codename 47 and the trilogy.
Fortunately, the weak points would
appear to end here. The gameplay resembles Silent Assassin
closely and offers the familiar, open-ended style of missions, only
now with greater autonomy in deciding how to complete missions. This
was probably the weakest point in SA, where several missions
appear to only have one way to complete them properly (by which I
mean attain the mission-rating of “Silent Assassin,” which pretty
much requires perfection; no alerts, no blowing cover, no dead
civilians, no missed shots, etc.). Contracts is also more
forgiving (at least on the easier difficulties), whereas guards in
Silent Assassin seemed ready to shoot at you if you looked at
them funny. This created what I thought to be a slightly more
playable game. Several times in SA I saw no easy way to
complete a mission other than precisely by the book or shooting my
way through; there were no other options. In this respect, Contracts
received less credit than it deserved.
But it's funny. If you've followed CRN
for awhile, you might know that I tend to discount the importance of
story-telling in games. The Timesplitters series is easily one
of the best FPS franchises ever, yet story-telling was not one of its
strong suits. This suited me just fine; with its quirkiness and
oddball style of characters, it didn't really seem to need that.
However, other series have led me to consider the narratives told in
games to be more important. This is quite clear in my treatment ofSplinter Cell: Blacklist, where I felt that the character and
spirit of Sam Fisher had been sold out (as had the stealth gameplay).
And I think the same goes for Hitman
in the sense that the story-telling is important. Without it,
Contracts feels more
like an expansion pack that offers many playable levels rather than a
story of its own.
Bottom line is that Contracts is a
must-have if one enjoys the Hitman series. One cannot like the
rest without liking this one. It doesn't quite reach the standard set
by Blood Money, and it doesn't add much to the Hitman mythos,
but it is a solid entry in the series.
Sunday, August 18, 2013
PS2 Review: Hitman 2: Silent Assassin (2002)
My first exposure to the Hitman franchise came through the form of a demo disc that I got through a demo copy of the official Playstation magazine. In the beginning it was an experience not unlike learning to play Splinter Cell, where you gun down many enemies because to this point in your gaming career, you never learned how to be stealthy. Unlike Splinter Cell, this was a viable option in Hitman 2, at least on the easier difficulties, as Agent 47 tends to be much better armed than Sam Fisher. But this gaming experience was obviously quite different than the stealth tactics of SC: you are out in the open, wearing disguises to pass security. Also, Hitman 2 offers much more of an open-ended gameplay than the early SC titles.
This demo of the first mission of the game offered so many options of how to infiltrate the Mafia Don's Italian villa: did you want to take the clothing of the flower delivery man? How about the grocery delivery boy (which allows you to smuggle your weapons in the grocery crates)? Or you can sneak in as a bodyguard, though you'll be the only one whose bald with a bar code tattooed on his head. What then? Did you try to get to the Don's bedroom to off him with a golf club? Strangle him in his office? Snipe him with the rifle in the garage? Out of all the demos I've played, this might have been the one I played the most because of all its opportunity for experimentation.
Does the full version live up to the demo? Yes and no. Without a doubt, there are other missions in the game that have an open-ended character, where there is more than one way to skin that cat, but many of them don't. The latter group seem to have very few options, if there was, in fact, more than one, and they would be very specific and difficult to figure out. If you lack the patience to figure it out (or have too much pride to look it up online), you'll often find yourself getting a "Mass Murderer" rating for your performance (which is another issue: it often seems like there is but one method to achieve the coveted "Silent Assassin" rating for each mission). It was also disappointing that the demo offered features that didn't appear in the full version. One was actual names for the guns in the game ("Beretta" became "9mm pistol" and "Desert Eagle" became "Deagle"). Another was that 47 could punch people, which needed refinement, but was tossed out in the final release. Hand-to-hand combat skills seem like something necessary for an elite assassin, but they didn't find their way into the game until Hitman: Blood Money.
This isn't to say that Hitman 2 isn't a great game; far from it. It is a solid action game that offers an exceptionally high amount of replay value for this genre and also requires a relatively higher amount of patience to master (the very first FAQ offered on GameFAQs.com for this game literally advises the player to "Kill everyone in site [sic]."). But if the player takes the time to learn how to play the game as Agent 47 would do things, it can be a rewarding experience.
The Hitman franchise features an iconic character who isn't just a generic action star who blows up every vehicle he gets into and causes the ladies to swoon. As far as video game characters go, he is unique and one of the most recognizable with his bald head, black suit, red tie, leather gloves, and twin silver .45 pistols. He is an antihero, but one we can feel justified in supporting.
Thus, Hitman 2: Silent Assassin seems to be a complete package: an intense and interesting character, the uber-interesting world of global assassins, widely varied and open-ended gameplay, the option for 1st or 3rd person perspective, high replay value, a masterpiece of a soundtrack by Jesper Kyd, and an engaging story (if you can manage to follow it). It is a classic and deserves one of Code Redd Net's highest recommendations.
This demo of the first mission of the game offered so many options of how to infiltrate the Mafia Don's Italian villa: did you want to take the clothing of the flower delivery man? How about the grocery delivery boy (which allows you to smuggle your weapons in the grocery crates)? Or you can sneak in as a bodyguard, though you'll be the only one whose bald with a bar code tattooed on his head. What then? Did you try to get to the Don's bedroom to off him with a golf club? Strangle him in his office? Snipe him with the rifle in the garage? Out of all the demos I've played, this might have been the one I played the most because of all its opportunity for experimentation.
Does the full version live up to the demo? Yes and no. Without a doubt, there are other missions in the game that have an open-ended character, where there is more than one way to skin that cat, but many of them don't. The latter group seem to have very few options, if there was, in fact, more than one, and they would be very specific and difficult to figure out. If you lack the patience to figure it out (or have too much pride to look it up online), you'll often find yourself getting a "Mass Murderer" rating for your performance (which is another issue: it often seems like there is but one method to achieve the coveted "Silent Assassin" rating for each mission). It was also disappointing that the demo offered features that didn't appear in the full version. One was actual names for the guns in the game ("Beretta" became "9mm pistol" and "Desert Eagle" became "Deagle"). Another was that 47 could punch people, which needed refinement, but was tossed out in the final release. Hand-to-hand combat skills seem like something necessary for an elite assassin, but they didn't find their way into the game until Hitman: Blood Money.
This isn't to say that Hitman 2 isn't a great game; far from it. It is a solid action game that offers an exceptionally high amount of replay value for this genre and also requires a relatively higher amount of patience to master (the very first FAQ offered on GameFAQs.com for this game literally advises the player to "Kill everyone in site [sic]."). But if the player takes the time to learn how to play the game as Agent 47 would do things, it can be a rewarding experience.
The Hitman franchise features an iconic character who isn't just a generic action star who blows up every vehicle he gets into and causes the ladies to swoon. As far as video game characters go, he is unique and one of the most recognizable with his bald head, black suit, red tie, leather gloves, and twin silver .45 pistols. He is an antihero, but one we can feel justified in supporting.
Thus, Hitman 2: Silent Assassin seems to be a complete package: an intense and interesting character, the uber-interesting world of global assassins, widely varied and open-ended gameplay, the option for 1st or 3rd person perspective, high replay value, a masterpiece of a soundtrack by Jesper Kyd, and an engaging story (if you can manage to follow it). It is a classic and deserves one of Code Redd Net's highest recommendations.
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