If you time it right for that kill you can get him on his own under the crates, either with the bomb above or with a close combat kill. It's also possible to get him as he enters the room with a poison needle, because there is a box to hide him in there.
The piling up the bodies thing is really time consuming though, you have to get them all to come at you in the area you want the pile-up. It's fun, but some levels are just way too big and you have find a sort of middle position that you can quickly drag the corpses to. I managed it on at least 6 levels (PS2), one level continually crashes and I need to plan some others.
I agree with that sentiment in the sense of targets who conveniently were standing on balconies or in front of some other large drop, but I believe the things like 'rigging' something to kill them was still a pleasurable way to go about it - because , lets face it , you still have to plan and figure out how the elements come together while minimizing other casualities (like with the bombs). With constant replay it's always going to be boring after a while.
By using only handguns you only have a choice of two if you want it to be silent and that was a low point for me; that you couldn't individually 'attach' a silencer to other pistols to get more variety. You could mean just using the pistols in a loud way but on certain levels if you did that you would be quickly surrounded and busted in terms of the rating.
I just liked using silenced handguns because I felt like a spy from the movies.
In Blood Money, having the environmental kills took what made the series original. Pure, organic way of thinking. Previous assassination targets in previous games had multiple ways of killing them but the designers never pointed it out to you. In Blood Money they did. I didn't feel like an assassin but more of a guy who is not playing the game the right way.
Other games, you felt like an assassin because you planned it yourself. It's a very small thing but I felt like it made a huge difference in how the game felt.
To be fair they only point out the location of the 'key' areas in Blood Money; you still have to figure out the way to use that area to complete the hit. I agree it would have made more of a challenge had they been removed or lessened but at the same time with the earlier games you could be floundering around not knowing what to do sometimes and some missions would end up in chaos (and with those 'instant fail' missions it's highly frustrating to keep trying).
I think its all about the balance really between the challenge and still being able to follow the various paths to a high rating. I only play the 'rookie' rating because I'm a chicken, so I don't know if these 'points of interest' are removed or not as the difficulty is increased. Even if they are not you've still got the lack of saves and all the other added conditions to make it more of a challenge.
To say I'm a huge Hitman fanboy is an understatement.
I'll be there on release night drooling at the mouth ready to break another Hitman game.
The introduction of melee takedowns is exciting. I reckon 47 is gonna save Diana and the two of em are gonna take everybody down.
Things I want-
-The ability to take down an entire guard army trapping a target in their retreat like in the dock level in Hitman 1.
-For the AI in the game to have a clockwork precision timing when making their routes.
-Silent Assassin speed trials online. And I heard from people inside that levels will be released as online content.
-Quick escape levels like the last level in Hitman 3. When a swat team is moving through the apartments you are holed up in and you must not only escape but kill the fed out in the street.
-Newspaper ratings system like in Blood Money but more clever.
Last edited by the ninjak on Nov 21st, 2011 at 04:24 PM
I wouldn't bother with the first. It controls like shit and I remember being frustrated with it because it was more like a demo/experiment. The second game I had a good time with years ago but I recently played it and I was so frustrated with a few areas of it. It was just not forgiving.
Hitman: Contracts was a collection of new missions and old missions from the first game and I had a fun time playing it. I remember them adding a lot of new ideas to it.
I like the casino/hotel hit the best, with all the sneaking around, fiber wiring and the satisfying conclusion with my souped up rifle.
I fully completed the game on 'rookie' and with a little help from the internet managed to secure all the weapons; although the practice room is rubbish on that game - a better target range, moving bodies to test the fiber wire/needle/knive throwing and a bomb testing area would have been a lot better.
All you get is a slapdash pile of boxes, jars and rats to shoot at, with a limited supply of ammo.
While I kinda agree, I think that Hitman 2 was, while not the best (but better then Contracts that just recycled old maps imo) still was important for the development that Hitman as a genre has taken. IIRC (and granted it's been a long time since I played the first) but it was in Silent Assassin that you first got the Silent Assassin mark when you performed a flawless hit, which in itself was very satisfying. Codename 47 had a bit to much scoot and shoot, but it as a contrary the later hitman games had some interesting choices in regards to equipment and so forth.