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Hitman 2: For Better Or For Worse?
by: The Button Man | November 23, 2002
Cut-scenes
This may seem like an odd thing to complain about, but I hope I'll make myself clear.
I'm not having a go at the general cuts-scenes, or at their quality. In fact, I thought
they were excellent (especially when it got to explaining the inspired idea of having
47 die on a white background - inspired). The reason they are here? I don't
think there were nearly enough of them.
One of the brilliant aspects of the original Hitman was that it felt like you were taking
part in a film. This was enforced by the cut-scenes that would occasionally interrupt
the gameplay, not only showing individual actions (like climbing through open windows
you had found), but also important plot points (like the brilliant attempt on Lee Hong's
life). They gave 47 a real sense of character, and forced you to remember that he was
a cool, calculating, quick-witted, and clever man. They also bucked the trend of many
games of only giving cut-scenes at the beginning and end of levels, and could often
herald a plot twist in the level, leaving you to re-think your tactics for the remainder
of play (like the SWAT team suddenly turning up, or the Nuke going off, which really
forced you to change your tactics).
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Brilliant cut-scenes add character and depth to the game experience
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Without them there is, surprisingly, less sense of "being there," and less bonding
with the character. These in-game cut-scenes are present in Hitman 2, but to a far
lesser extent than in the original and this is something that I feel was a mistake.
Remember the brilliant scene of strangling the good dentist in the pool? Or perhaps
you gave him a heart attack in the sauna? These were brilliant, and unbelievably cool.
Where are these little gems in the sequel? After all, it was fun poisoning Hayamoto Jr.,
but it would have been far better to have had a cool cut-scene as a reward for thinking
a little bit laterally, and getting him to eat the transmitter, then poisoning him.
After all, the true professional doesn't turn up at the scene of the crime to see his
handiwork, so you miss out on what can be quite a fun scene.
The Little Things
Ok, now here comes my list of unbelievable omissions on the part of IO-I.
It may be nit picking, and I'll tell you why I think they've been removed at the
end, but they still should have been in here. Firstly, where are the gunshot wounds?
It was eternally amusing to fill people with holes, especially when they had caused
you so much trouble. I find this strange, since with the inclusion of blood spatter
marks on the scenery why, if I shoot someone in the head, does blood spray onto the
walls and ceiling, while there is no visible mark on the target of a bullet having been
fired?
Secondly, another strange omission, since this was probably built into the physics
engine of the original. Why don't bodies float? I'm sure you remember the screen
shots of the Budapest Hotel pool full of floating bodies. It wasn't much use (well,
it could help cover up your crime for a while if you were clever), but it did add to
the realism, and it was quite amusing. Now, bodies sink like stones. Shoot someone
so they fall into the pool, and they hit the bottom pretty much immediately. This is
very strange.
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Bodies head straight to the bottom.
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Thirdly, where are a few of the fantastic details that made the original even more
realistic? Where are the mirrors? Why am I always faced by strange grey walls?
Come on, the original even had curved mirrors (that went round the corners of rooms),
and could actually play a part in your downfall if you weren't clever. In addition,
mirrors add "cool factor" to a game, since they let you see what you're doing from a
different perspective. Next, where are the funky plants? What do I mean? Remember
brushing past potted ferns and wondering through the jungle undergrowth, and the way
that the plants would bend round you in a very satisfying manner. Where are they?
It isn't a major detail, nor is it a gameplay factor, but it does add to the suspension
of disbelief.
Fourthly, a really little complaint. What the hell has happened to the laptop?
Before, it was a wealth of information, and easy to read. It still is a wealth of
information (slightly less amusing videos, but good none the less), but what's with
this scrolling mission briefing. I don't know about you, but I like to be able to read
the briefings as well as hear them, and if you miss a point on the way thru, it's a pain
to get thru to that point again. As I said, a minor niggle, but I find it annoying.
Finally, where are all the innocents? Ok, the original didn't have a hell of a lot
of non-targets, but the ones that were there took wide, varied routes through the
levels, and could really cause problems (because they seriously counted against you
in the mission roundup - remember the cleaners?). Apart from a few exceptions (the
excellent "Temple City Ambush" and "Basement Murder"), the streets, buildings, and
locales of the game are pretty much devoid of normal everyday people. This isn't a
major complaint, but it does seem odd. Even the Ambassador's party has relatively
few guests, and they don't really stray outside the main hall, making this a surprisingly
easy level. The only level that does this well is "Temple City Ambush," which is cleverly
designed, well executed, and the innocents can be a real pain. This is almost the way
it should be.
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