#121 - Hitman Takes Itself Seriously Because You're Not Supposed To
Will Never Smile, No Matter What |
Agent 47 (deadpan): “Do I look fabulous?” |
The Many Absurd Faces(?) of Agent 47 |
Pictured: An Entire Film Crew Missing the Point |
Will Never Smile, No Matter What |
Agent 47 (deadpan): “Do I look fabulous?” |
The Many Absurd Faces(?) of Agent 47 |
Pictured: An Entire Film Crew Missing the Point |
First off, allow me to begin my apologizing once again for the quality of the video footage in this upload. For some reason, OBS begins to falter once I start to enter areas in Hitman 2 that have large crowds. I suspect it has something to do with the toll it takes on the GPU. After this recording, I spent an hour coming up with and testing a solution to this problem, which should fix the broadcast for the next recording. Please bear with me until then.
That said, after spending nearly a year playing Hitman (2016), you didn’t think I would let this new Hitman go quietly in the good night so easily, did you? Of course I was going to play it on stream. And, like with the Dishonored series, I want to get into the habit of “failure” shape my run in interesting ways that I don’t usually get to see. That becomes a lot easier with a crowd keeping me honest.
Enter the Hitman 2 Improvisation Run! Today, we took on the tutorial mission, and the first real mission of the game, in Miami.
In addition, because I wanted to savor my Hitman experience a bit more, I opted to end the stream with an Escalation Contract. (Again, apologies for the video quality.)
I won’t talk much about Escalation Contracts here, since I already spent already spoke about them in my original Hitman (2016) series, but it was great to do another one live on stream.
And here is the link to the Rock Paper Shotgun article I was talking about in the Miami map.
Since the original ICA tutorials are included in the base package for this new Hitman game, it really calls into focus how much of a bummer this new opening mission is by comparison. It’s no Blood Money tutorial by any means, but it does nothing to help players get into the correct mindset to play Hitman, nor does it introduce some of the zanier elements of the series that make it as great as it is.
That said, there are a few really smart decisions there. For one, the fact that nobody is in the house when the player first touches down means that they have time both to get used to the game’s basic controls and explore the area before they have to start performing inside it. By the time the target arrives with her entourage, there’s a strong chance the player will already have a plan if they’re familiar with how Hitman works. In that sense, it still has the sense of escalation that the original tutorial does, but it’s not as strong and doesn’t go far enough in instructing players.
Further, the map is small, since it is only the size of one house. However, it is still big enough to big players quite a few options for how they wish to break in to the house and deal with the target. There are several places and moments where both the target and her boyfriend are left wide open, and the “loud” option is always open if that’s what players want to do.
Despite the complications towards the end, I’m ultimately happy with how Miami turned out. It’s moments like this where Hitman truly shines. The best part of Hitman is that no matter how dire the situation is, the player always knows that there is a way to succeed. It might not be elegant, nor will it give you the best score, but there’s always a path.
We’ll talk more about that next time. 🙂
After finally wrapping up Russia, the Closure Alert band returns to Taipei to finish what we started in the pursuit of the insidious unknown assassin attempting to murder Ronald Sung.
Don’t forget that if you want to see content like this as it’s recorded live, be sure to check out my Twitch at https://www.twitch.tv/newdarkcloud.
First off, props go to anaphysik here for his very involved research into the nature of Taiwanese/Chinese relations and the political quagmire that encompasses it. Up until he started talking about it off camera, I was completely unaware of the finer details behind it all. Though Obsidian gets a lot of that wrong, it colors the whole Taiwan section of the game in a way my younger self couldn’t possibly appreciate.
As we were talking after the recording ended, he also made note that while they did mess up their version of the Taiwan/China conflict, talking about it at all is a brave and risky move. It could very easily have gotten them blacklisted in China, which would be disastrous given how large the market there is. And it doesn’t feel like there was any maliciousness behind the various mistakes they made in representing Taiwan/China relations. Rather, it feels like a combination of not having the time/resources to research into the subject with an already aggressive production timeline.
The last time we were in Taipei, when we did Disclosure Alert over 5 years ago, I made a point to talk about how the entire plot behind Omen Deng makes no sense, and that’s only grown more clear with time. Not only is there no reason to suspect that Deng has any involvement with Sung’s assassination, but his actions are only plausible if we go under the assumption that he is involved (which, as we said in the episode, he isn’t).
He has no reason to guard this thumb drive with the details behind the assassination attempt with a program that deletes the files if it gets hacked, because he wouldn’t want to destroy the only proof he has to give to Sung. Further, why wouldn’t he be aware that Thorton (as we will show in the next episode) went directly to Sung to share said information. It just doesn’t make sense, and the fact that Scarlet is only tangentially related is such a missed opportunity, because a lot of problems would have been solved if she was more directly involved.
I wish the writing in Taipei was stronger, because there’s a ton of fun stuff there. Stephen Heck, voiced by Nolan North, is a fun character. The hotel mission is one of my favorite concepts (even if the execution leaves a bit to be desired). And most importantly, I got to rub Sis’s death in Albatross’s face.
Post Script:
Anaphysik sends you this, with regards.
Poor Sean Bean. He’s a legendary talent, and an incredible actor. But despite that, there’s one thing that he’s more famous for than anything else: Dying in almost every single role that he’s done.
So when IO Interactive not only makes him the very first Elusive Target for Hitman 2, but gives him the code name “The Undying”, they know exactly what kind of challenge they are giving to their player base.
And I, being a very prolific Hitman/Elusive Target player, had no choice but to answer the call.
First off, props to Sean Bean for being such a good sport about this, and to IO for getting him to agree to it.
As people might remember from the last time I took on these Elusive Targets, the following rules are imposed for them:
In other words, it is high-stakes Hitman, where every move counts.
This means it’s all the more important to properly scout out the mission in dummy attempts, fishing for a viable strategy, before one makes their final attempt.
My attempt is no different. While the above is my final attempt, I spend a good 30 minutes before hand poking around before I found a winner. Though the footage is choppy due to my stream setup/graphical options, you may watch/listen to it here.
My first instinct was to find a way to poison the coffee or to get him to leave the meeting via my favorite coin. There wasn’t a good way to sneak in the poison though. As for the coin trick, you’ll see in the scouting video that it ends in disaster. That outside area is well guarded. (And by the way, it was a little chilling to have Sean Bean call me out for two different strategies I already considered when I actually sat down for the meeting.)
What tipped me off to the hallway was the realization that aside from those two guard, there wasn’t a single person watching Sean Bean go down this hallway. This made it the ideal place for me to strike, if only I could get rid of those guards.
I kept following him looking for a way, but I didn’t see anything. I got one of the guards with the coin trick in the lab area, but I couldn’t safely get rid of the other. It wasn’t until his walk back that I saw the bathroom, and since it had a closet I could dump bodies into, that became my best option.
But that still left one problem… the fact that I had been caught on camera during every single attempt while climbing up the stairs. To get Silent Assassin, the player either can’t be caught on tape, or needs to destroy the evidence on CCTV. From playing the Miami mission proper, I knew that security room was on the top floor, and going for it was just too risky. That left one option: Shooting down the camera before it has the chance to see me. There were no other cameras in the section of the map I was working in, so dealing with it was no big deal.
And now that the stage has been set, and I had a viable approach to getting to a vulnerable Sean Bean, I only had to figure out a method. I could shoot him in head, snap his neck, or blow him up, but all 3 of those options led to the very real likelihood that the body would be discovered. When going for Silent Assassin, the player cannot have a body be discovered, except for a few scenarios.
What I failed to explain in the video is that if the death was due to a poison or and accident kill, it can be detected and not count against the “No Bodies Found” criteria, so long as there are no witnesses to the attempt. Since the target was completely away from prying eyes, this meant that the Modern Syringe was the best possible method to take care of him.
It’s a deceptive simple contract, but it requires the player to be cognizant of their environment and aware of the options at their disposal. That’s the key when it comes to Hitman.
One of the biggest selling points behind The Quiet Man is that the game has little audio, to help viewers better understand the viewpoint of protagonist Dane, who is born deaf. (Which, considering this means the player can’t understand things he clearly can, isn’t helpful, but I digress.)
Post script (added on 11/30/2018):
I didn’t even talk about how some of the most irritating aspects of the game’s presentation. One of which is the subtitling. You’d think since the story is about a deaf person, they’d be cognizant of how to build effective subtitles, but The Quiet Man fails in even this aspect. Firstly, there is no outline around, or black box behind, the stark white text. This means that when they are displayed over something like a bright white dress, I have a hard time reading them. On top of that, there subtitles aren’t often up long enough for me to read them, and Chris had a similar issue during the stream.
There’s so the many, many times where people are talking to Dane, who cannot hear, when he is positions where we could not possibly see their lips move, and thus would have no idea what they are saying. Once I started noticing it, it became a massive distraction.
I knew going into The Quiet Man that it wasn’t going to be a good game, but I was absolutely shocked by how terrible it truly was. What should have been a mediocre FMV game about a deaf person turned out to be one of the most pretentious and confused piles of bad decisions I have born witness too.
And, if you’re so inclined, you are welcome to join me on this adventure into The Quiet Man.
And yes, for all my trouble playing The Quiet Man, my reward was for it to freeze just before I unlocked the ability to play it again with audio and the trophy for completing the game.
The next day, I tried again, and it froze again. Here is the video evidence…
It’s honestly hard to understand exactly what happened behind the scenes to turn whatever idea spawned this game into such a bad experience. It seems hell bent on making sure that the player is left as confused as humanly possible.
Part of that comes from the game’s most infamous design choices: To remove audio from most of the game. Verbal/word-based communication is only one way to convey thoughts and ideas to other people. With this in mind, a good script writer/director would take advantage of those other ways (expressions, costuming, body movement/positioning) to clearly signal the big events of the story to the audience.
But The Quiet Man doesn’t do that. Instead, they spend their time on long stretches of shot/reverse-shot dialogue scenes where people are just speaking to each other. This is pointless in a game without audio, because we can’t hear what any person is saying, and their aren’t enough non-verbal queues to understand the conversation.
This would be a fascinating choice if it was meant to help us sympathize more with protagonist Dane, who is (allegedly) deaf or hard-of-hearing, but that can’t be true. If the lack of audio was supposed to draw us into Dane’s viewpoint, then we would have subtitles when he can understand what other characters are saying with words or ASL. This is clearly not the case, as there are plainly times where Dane isn’t just understanding what is going on, but actively responding back. And since there’s no audio or subtitles, the player is left in the dark with regards to what their own character is doing.
This ambiguity extends to the combat. I got the basics down, with light/heavy attacks, grabs, and dodges. But when it comes to the finer details, like counter attacks, parry windows, “focus meter”, and guard breaks, it was impossible for me to figure out what was going on for most of the game. I didn’t even realize the game had counter attacks until the one boss where I had to learn how to do it, over 3/4 of the way through the game.
There’s no real way around it. This game is bad, shockingly so.
Edit:
Square Enix issued a copyright claim. If you’re having issues viewing the stream, that would be why.
Our first major boss fight has been completed, and we were able to show off quite a bit.
If you wish to watch content like this as it’s recorded live, be sure to follow my Twitch at https://www.twitch.tv/newdarkcloud
One of the most pointless cruel things you can do in this game is murder a young girl and then throw it in her parental figure’s face. You’d only ever do that if your goal is to make Albatross as angry as possible.
Going through Brayko’s mansion again, especially in the version where Thorton has a high enough Technical Aptitude to save your partner and get the data, makes me wonder what this mission was intended to be like before Alpha Protocol transitioned to having more linear levels, when the hubs were going to be wide open sandboxes. You can tell there’s some fudging, since the vault with the data is located in the same building we first entered (the courtyard we enter to go back there is ever the same courtyard we began the level in).
There’s also the point Wil/anaphysik made about how it seems likely that players were always supposed to go in with SIE, since Albatross gets a less intense cutscene and frankly would not be on site for a mission like this. Artifacts like this are part what make Alpha Protocol so fascinating. It excels in a few key places, but there are also so many glaring imperfections to discuss as well.
As for Brayko, he’s a small sample of what the other bosses are like. By far, this is one of the strangest choices Alpha Protocol made. These bosses are so different from every other point in the game that it makes me wonder where they came from, especially if you specialize in Stealth. It’s very similar (though not quite the same) as the problem Deus Ex: Human Revolution had with their bosses.
Aldowyn, anaphysik, and I continue our redemptive journey with Closure Alert – Part 3. Here, we finish dealing with Shaheed, and discover that the Halbech missiles weren’t stolen. In the ensuing chaos, we’re turned loose to stop a cold war from turning into a real one.
Way back in the day, I was one of the few people who defended Alpha Protocol’s timed dialogue system. At the time, I liked them for the way they kept the conversation flowing at a good pace, to keep up the illusion that the player is part of a spy movie.
To some degree, I stand behind that. However, I’ve had a chance to reevaluate my opinion in the time since. After all, Telltale uses a similar formula for their games. In hindsight, there is a crippling flaw with the system: You are making dialog choices without their full context. Not only does the player need to choose what your character is going to say before the other person finishes speaking, but often they are doing so with one word phrases like “Sarcastic” or “Comfort”. So with only a rough idea of what is going to be said, and what the other person is actually saying, the player is expected to make a decision of what they are going to say.
While Alpha Protocol does alleviate this by using it’s tone system (every response is either Aggressive, Suave, Professional, or a special dialog gated by choices/skills), and characters do have tones they generally respond well to, it’s not perfect. There are still moments where players are asked to make snap decisions without having the time to put in much thought. Despite improving the pace of conversation, there are still areas with awkward flow. And like real people, the cast of Alpha Protocol sometimes change their mood and respond to different stances differently, and it can be hard to keep up in the moment.
A good experiment, but with mixed results.
Normally, I stream Magic the Gathering: Arena every Saturday at 8-10 PM EST on my Twitch channel. As someone who has gotten really into Magic over the past few years, I’ve enjoyed sharing my appreciation with others.
But this past weekend, Arena’s servers were gearing up to be reset in anticipation of moving from Closed Beta to Open Beta, so I didn’t feel a strong urge to play it. Instead, I decided to stream a bit of a game I’ve been slowly diving into. It’s called Eternal, and it was made by professional MTG players.
The MTG influence is pretty easy to see, but they make a number of intelligent choices both to alleviate some of the problems inherent to it’s inspiration, and take advantage of the fact that the game exists in a digital medium, rather the physical cards that define Magic.
The stream audience and I had a very pleasant back and forth about it, and I thought it would be worth it to share with the rest of you.