The fact that we even get Hitman's next game feels like a miracle. After the development of IO Interactive was released in 2017 by the Japanese publisher Square-Enix, it was unclear who would retain the rights to develop Hitman and whether it would continue. But in a remarkable show of goodwill and good faith of IO and franchise fans, Square-Enix gave IO Hitman IP to do what they could.
Surprisingly, IO found a new publisher in Warner Bros. And a little more than a year later, despite the chance, "Hitman 2" is here and there are some of the unfortunate compromises that hit Hitman in 2016 such an uneven path game.
"Hitman 2" is labeled as a sequel, but more than any previous franchise game, it continues in a story that ended in "Cliffhanger" in "Hitman 2016." The brilliant super-bomber Agent 47 still radiates the identity of a secret society that is trying to destabilize the world for its financial benefit, learning more secrets than negotiating in this process. However, unlike "Hitman 2016", "Hitman 2" is a complete package from the beginning.
The "Hitman 2" opening virtually bludgeons one with technical improvements over the last game. Improving lighting and detail, as well as the world around 47, is impossible to omit, especially in 4K on the Xbox One X (although it comes with a catch: in various places with pre-release of the game, framerate in higher resolution mode has often submerged into unacceptable levels forced the switch to the framerate priority mode, which gave a blessedly smoother experience).
It looks nice, but the entire pack of "Hitman 2" feels better gathered from top to bottom. Slow bids and ridiculous load "Hitman 2016" are generally gone, and the bugs that plague her are not here. "Hitman 2" also enhances the already significant improvement in the Hitman 2016 range of control and interaction in the world. More than ever, what a human being in the real world has thought of as a possible solution to the problems before them is generally attainable in the world of "Hitman 2".
Players do not need coins with them in missions – if you want to turn away enemies, there is always an object around them that picks up and fits to get some attention. Physical passage also appears to have somewhat less friction and / or delay than its closest predecessor, making it easier to move, aim and shoot. It is clearer that he feels easier to play than the series he has ever had.
There are more discreet add-ons. IO Interactive has brought the ability to bring your briefcase to levels, assuming you choose it in your burdens, which allows you to bring more tools like a sniper rifle or other long weapon if the firearms were your tool of choice. The novelty of the series is seemingly something apparently raised directly from the recent Assassin's Creed games – the ability to hide in tall grass and bushes as it circles and automatically hides when it gets up to the crowds.
This is a great addition, because in most cases there are a lot of people in the "Hitman 2" levels. It seems that there are more people in Hitman's game – including the Mardi Gras Stage in Blood Money – than any previous area, and there are plenty of rooms to accommodate all of these bodies. Without talking about a real square record, each level feels bigger than anything comparable in the "Hitman 2016".
"Hitman's 2" hugeness goes beyond the raw, uncomplicated level of tracks. These new spaces are much more complex and complex than they did in the past, even when compared to Hitman 2016. Missions have several goals that are not new in themselves, but the interconnectedness of their patterns and behavior brings them a greater sense of relationship and credibility. is particularly engaging. Hitman's games have always given their goals to do something – largely to provide more of the Rube-Goldberg-of-Death-defining series of ways to kill them – but "Hitman 2" really expands the potential scenarios in which your goals are.
It feels like something inside the Io team's design has broken or maybe just clicked on the spot. After years of softness, "Hitman 2" is perhaps the first creator of the Io Interactive time series, who seemed to be a hellbent to make sure everyone who plays them knows that there is much more to each level than is immediately apparent.
Heavy lifting is done with the new system gain to Hitman 2, which IO calls missionary stories. Hitman games have always been filled with strange and exciting narrative moments, but they were often the things you really were looking for. "Hitman 2" adds more of them than ever before, and more closely links these different story queues to different strategies that you can use to put your goals into a classics such as a fibrous garrote or a silent head shot.
Now that you see strange crap – and the good master is a lot of weird things he finds – he'll be more likely to bind on a mission. And more than ever, "Hitman 2" will actively tell you that these bits of the story can lead to a mission.
This may be initially shocking for some fans with a long time. The initial state of "Hitman 2" is to lead players through queues of mission stories with signs and challenges, practically portraying some of his more sophisticated killings and traps. This continues the availability trends that Hitman has been developing since 2012 "Hitman Absolution", which has added an instinctive mechanic who has been able to see enemies and targets across the wall.
You can turn everything off and have a dramatically more penalty experience if you want it to be useful. Default master story settings may appear to be a case of overloading information. Callback information provided allows players to find mission-telling challenges.
Even without hiding the user interface and hints, Mission Stories challenges players to be more curious than ever before in Hitman hits. There has always been a hint of voyeurism in Hitman's games, but in "Hitman 2" there are times when a player can feel as good as a stalker. Mission Stories add a huge amount of clearly articulated replayability and motivated discovery for Hitman 2 even more than the challenges posed by "Hitman 2016" and creating the right connections and seeing things to complete was very enriching.
Mission stories are often associated with specific killings, which in turn block other mission stories, which means you will never be able to get it all by yourself; if one, for example, used an industrial concrete mixer to build a goal into the pit, they would not be able to maneuver them into a compromising romantic position with another aim to kill two birds with one stone – and if one of them killed them together, they would not be able to feed one of them on their poorly recommended exotic pet. And if it's not clear that IO wants you to repeat these tasks to find more things and try to resolve the problem, after completing the mission, after driving all the challenges you have missed or completed, the game actually invites you to play to reveal more stories about missions.
This comes to one compromise, which is most evident in "Hitman 2". While "Hitman 2016" was episodically delivered, it eventually contained eight missions: two introductory scenarios and six correct levels. "Hitman 2", on the other hand, represents an introductory level that is beautiful, is very small and has five places. It's not fair to say that it's a light on the content – the Hitman 2 levels are huge and they are full of things that need to be seen in a way that is much more motivated than ever before. These are some of the best levels the series has ever seen, integrating the smartest pieces of Hitman franchise hits and some of the ultimate bravura of their best moments. These are the most beautiful, fully-accomplished spaces of any Hitman game. There are not many of them.
This minimal number of missions can have a common cause with the second, bizarre "Hitman 2" – cutscenes. Cutscenes in "Hitman 2016" were dramatic, well-performing and well-animated. In "Hitman 2", these cutscene are mostly static, with immobile characters built on a slightly changing background, and with no sync voice. They are stylistically consistent, but it's such a deep, massive change in the game that is clearly trying to be considered the second season for the first game that can not help but just shake.
There are, of course, some new co-op options that were available for testing at the time of printing, including the spiritual regime, a semi-passive competitive assault that is at least promising. There is also the Sniper Assassin cooperative mode, which, even if it is a fun divergence, is not really the best for Hitman. The bulk of the "Hitman 2" content after the release – up to the promised expansions, ie – will be a time-consuming goalless goal. They were often creative and entertaining additions to "Hitman 2016," but we'll have to see how things get shaken when Hitman's first hit in a few weeks.
If the "Hitman 2" package would be easy to recommend, though with these qualifications, but here's more. In a particularly friendly turn and business savvy, IO returned to "Hitman 2016" and brought the entire game to the "Hitman 2" game, including bonus missions and expansion in the campaign.
These missions have received visual enhancements based on improved Hitman 2 engine, as well as new mechanics like a briefcase. And perhaps in the most drastic addition to these missions, the entire content returned was fully complemented by Mission Story. Even for players who have finished releasing the 2016 release, there is now reason to go back and try again. And in the fact that in 2018 you go from a studio of games that owns the most consumers if you own "Hitman 2016" and its DLC, this virtually remastered, updated content is completely free and completely integrated into "Hitman 2"
It's a cliché saying that one or the other game is a love letter … anything. But after a certain time when the Hitman's future seemed insecure and where her last predecessor felt compromised and divided because of the terrible financial realities and the limitations of the modern gaming industry, Hitman 2 was hardly readable as anything other than a wild love letter to fans series. It's not a perfect relationship – no one will ever be. But in his heart "Hitman 2" managed to be the most acclaimed articulation of all the things the series has ever done well.