newdarkcloud plays Hitman: Blood Money - Episode 6: Part 2 - Have a Holly, Jolly Hitman
Let’s try this again….
Let’s try this again….
This next one is short, but I promise to make up for it.
It only occurs to me now, but they could easily solve that subtitle problem by just shifting the subtitles down into the black space under the cutscenes. They’re half-in and half-out of the shot.
One thing I should make a note of now, since it could cause some confusion: I can barely hear what’s going on in the game when I record.
The mic I use to record my audio is extremely sensitive. I’d ideally have a headset set up to pump the game sound directly into my ears, but I already have headphones in my microphone so that I can hear my own voice in case something happens to the recording.
I have my TV set to a really low volume to compensate. Generally, this causes no problems, and I would take the same set of actions regardless of whether I had sound or not. However, there are occasions, like when a guard is stopping me, that I can’t hear their warning. So I’ll keep doing what I’m doing despite the game waning me against it.
That guard stopping me… was one of those times.
Welcome to the party. I hope you remembered your chicken suit.
One thing I noticed about this mission after watching the tape is that the chicken suits serve an second purpose, other than just being a joke.
When you consider the massive crowd roaming this space, you realize that the designers needed a way to separate the NPCs that have an effect on the mission from the ones that don’t matter at all. It’s easy to do that with the police officers and the waiters, since they have their own uniforms and large exist on the outskirts of the crowd. You’ll see those guys in plain sight anyway.
But what if you need to make an NPC visible enough to spot and tail at a glance, like the diamond deliver guy. Well, a chicken suit that goofy and flamboyant stands out among the otherwise nondescript NPCs that are scattered about the area.
Or if you choose to not tail the delivery guy and instead look for Mark Pariah’s base on your own, then we need another type of chicken suit so that you can spot your destination once you’ve arrive. This is where the yellow chicken suits that the target’s guards wear come into play. Since they are only in the one building, their presence can tip off an observant player.
At the same time, we can’t have the actual targets blend into all the other chicken suits. I/O Interactive needed to give them their own color palate. This is why they have black chicken suits. As a bonus, they can use the crow motiff for a punny title.
And since this contract takes place during Mardi Gras, the player won’t even question the fact that these guys are all running around in chicken suits. It even adds to the charm of the universe that something so silly can just exist.
And thus, the iconic Hitman chicken suits were born…
And thus we begin one of the most well known and loved missions in Hitman: Blood Money.
This video talks a lot about one of the problems in Blood Money, and that’s how quickly guards are willing to open fire on you.
The guard’s in this game are almost binary. With very few exceptions, they are either fine with you or open fire without any sort of middle ground. You won’t notice it in most situations, since the player openly strangling a character in full view of another should cause alarms.
Entering and exiting a bar at Mardi Gras… isn’t one of those situations. You can argue (and I will fight you on it), that it could maybe be considered suspicious for someone to enter a bar. Even if that were true, that doesn’t warrant being shot on sight.
Even worse, one guard open firing will attract the attention of other guards. And as soon as you know it, you’re either dead, or causing the next St. Valentine’s Day Massacre.
This would be solved if there were more states that guards could enter, like Suspicious (but not hostile), which could be cooled off over time.
It’s part of the jank that comes with the game. I love Blood Money, but there’s no denying that it has flaws.
You’ve been invited to a very special day. It’s the day where Suzie’s dad dies during her own birthday party…
This is without a doubt my personal favorite mission in the game. Though the actual house is small, there’s so much going on within that house that you’d be surprised. There are donut-loving FBI Agents, seductive housewives, used panties, pool boys, waiters, and even a party clown. And any or all of them could come into play during the mission.
But the area of play isn’t limited to the house itself. You can also pilfer supplies from neighboring houses, like sedative and a BB gun, to make use of during your real approach.
Players with for knack of sneaking can even sneak in through the basement or the garage without even getting a disguise at all. It’s tricky, but certainly doable.
All sorts of playstyles can find something that caters to them in such a small field of operations. This is where Hitman is at its strongest. The way I demonstrated is only one method of getting Silent Assassin (and admittedly one of the easier ones).
Creativity, exploration, and experimentation is encouraged more than anything else. Shame about the guard who sniffs the panties… 2006 humor doesn’t really translate well into the modern day, but we’ll comment on that in some of the later episodes.
In this episode, we redeem our failures from the previous run:
You can kinda see the genesis of the Contracts Mode that I/O Interactive introduced in Hitman: Absolution (and Hitman 2016 later) here. Even though we have a clear, primary target to take out, we also have two other targets that provide bonuses.
And all three of these targets have their own separate set of opportunities, schedules, and blind spots that can be taken advantage of. In essence, you have three separate contracts in one level, along with the mission to save Agent Smith.
So it’s easy to see how the concept of “focusing on someone other than the mandatory hit” could come about from that. Back when Absolution was first released, I/O Interactive talked about how they took inspiration from players doing something much like all over. We’ll see similar kinds of characters in later missions, but this level is where that starts.
As for the level itself, it other one of those smaller, but very dense locations that I like most in Hitman. They tend to make for some the better levels in the game.
In this episode of Hitman: Blood Money, we save one dude in order to murder three.
…or we would if I didn’t screw it up.
I’m really glad that I messed up the way I did though, because this is a lot of what Hitman ends up being. You try one method, make some mistakes, and learn from them. Then, armed with what you learned the last time, you try something new. This process keeps going until you can make stunning assassinations flawlessly. Going back to that video I mentioned in the last episode, this is a good demonstration of that.
Next time, I manage to do this right…
In this episode, we enter the opera house to enjoy the show… and murder some people!
In order to elaborate a point I made in the episode, this game operates on a “realistic surrealism”. What I meant by that is that the things that Agent 47 can do are completely absurd in the context of real life. There’s no way that his disguises should work, and many of the props in the game (like the over-sized laundry bins and trash cans) are deliberately created out of proportion to facilitate gameplay.
That said, there is a internal consistency with our actions. Even though the disguise mechanic is crazy, we can believe that Agent 47 is skilled enough to pass himself off as someone who belongs there. It’s an abstraction, but it’s a plausible enough abstraction and it creates enough fun opportunities that no one will notice or mind. A lot of game suspends or alters what one would expect of reality to facilitate the feeling of being a master assassin, and that’s largely why the game works.
As to the point about the game making you think like an assassin through repetition, I said I got that from an article. However, it was actually a video. Weirdly enough, Sam linked to me a few days after I recorded this episode. I had already seen it, but he did save me the trouble of having to find it again.
Another new series for you guys, and this time it’s just me, going solo. I’ll be running through and talking a bit about Hitman: Blood Money.
I also admit that I found it extremely hard to keep the dialog going. I’m used to playing off other people after all the many projects I’ve been involved with. Without that buffer, I suffered a bout of stage-fright and just kinda went blank. It’s something I hope to practice and iron out the more I do these solo LPs.