Stealth, few of what genre is so directly trying to appeal to the brightest children’s memories, games and instincts. Hide and seek have always been one of the most popular children’s games. In the end, which child did not seek to hide from the driver to hide, so that at the most decisive moment he would make his move and postmate him. Therefore, stinging precisely from these simple children’s entertainment and developing them in the virtual space, such a genre of games as stealth was born. All these legendary series of games about the thief of Garrett, agents of the special services of Snake and Fisher were based on the process tied on hide and seek in shady corners and hidden passages.
However, one episode made a hide and seek for everyone in sight, so that you, without hiding, could penetrate into the forbidden places with proudly raised your head under a stranger and do your wet business. This series of games Hitman. And if the last time I examined the very first experience of the series, in some places awkward and not understanding my strengths and weaknesses. Then now my attention fell on the game that made the 47th just such a killer that the players wanted to see him-a quiet killer. And the game is Hitman 2 Silent Assassin .
Between the first and second
If the first game was developed as a not so large and large -scale semi -experimental project. Then by the time of development of sequel and developers from the studio Io Interactive and publishers from Eidos Interactive They perfectly understood what kind of gold lived in their hands. Therefore, much more efforts and resources were abandoned into the development of continuation. In addition, the game was supposed to visit not only the narrow framework of the PC, but also to reach the prefixes relevant at that time PlayStation 2, Xbox And a little later Gamecube.
And the bet played: the game, released in the fall of 2002, turned out to be much more obvious success than the first part. Reviews of players and press were much warmer, and in terms of sales, the game became the most successful in the series with its almost five million copies, among classical squares so accurately. And later HD interpretations in collections for PS3 And Xbox 360 Added to the total piggy bank at four hundred thousand copies.
Personally, however, it was this game that the series was bypassed for a long time. In the end, she did not carry for me some special nostalgic value, but by the moment when I began to get acquainted with the series more tightly, it was a more relevant novelty Hitman Contracts . But still, a little later I attempted to get acquainted with the game, but then she seemed to me too harsh and punishing for every extra step and I am not sure that I was able to go through it then then. Therefore, I started this game with the most pure and not blurry gaze.
Plot paths
The game returns to our bald killer-clone, after some time after the final of the last game. 47th, understanding all the circumstances of his origin, he decided to tie up with his deadly craft and went to a small temple in Sicily, where he began to take care of the garden, lure his sins and build friendship with the local pastor by the father of Vittorio.
True, the past does not let go of our anti -hero – the brother of one of his past fatherly victims Sergei Zavorotko comes out on his trail. And the mafia abducts the priest, and therefore the 47th will have to take up the old craft in an attempt to find and save his friend, simultaneously working out orders of the International Contract Agency. And under the leadership of his curator Diana, who has now found a voice, he has to cross half the world, killing a wide variety of people. Get into the next cunning plan and break the web of intrigues with your post -silver trunks.
Changes in sensations
Unlike the first game of the series, local tasks were much more aimed at a secretive passage. Moreover, there will also be a place of purely linear missions to the passage from point A to point B, and the tasks of the objects passing at classified facilities without any civilians. But it is understood that all these tasks can be completed without lifting unnecessary anxiety and without arranging fingers to the right and left. The game decided to completely abandon the concept of an aggressive stealth, which of course can be practiced, but there will be no much use from it.
The basis of the basics and the most common business will be tasks where it will be necessary to quietly penetrate the protected place, without killing anyone if possible, which is facilitated by the opportunity that appeared in the game to put an opportunity to put the enemy with a bottle of chloroform. True, the disconnected enemy in case of being can bring to life, but his dream in any case will not last forever. So, cutting off the guard, you actually run the timer until the guaranteed anxiety. But who will worry about the complaints of naked and funny if you have already completed the case.
In addition, the very practice of extremely quiet and inconspicuous passage, the game began to encourage the entered rating system. From now on, in the course of completing the assignment, all your actions: murders, raised anxieties, shots, sleeping are analyzed by the game itself. And at the end of the mission, you will be given the title depending on your passage style. And if some “professional” or “executioner” tickle your internal perfectionist, then it will be difficult to wash off from the “maniac” or “mass killer”. But the main goal of the rating will be the title of "silent killer" of the same Silent Assassin, mined in subtitles. For the most accurate fulfillment of goals, in addition to the honorary title, the game will give out by unique and powerful weapons for the first five missions passed on the highest rating.
The local map was also processed, which in the first game, despite all its benefits, was quite inconvenient to use. Now the card is not only extremely simple and understandable even for not the most skillful player. So, interesting places, goals, caches of the agency began to be celebrated on it, and at lower levels of complexity and protection with passers -by, and on the map you can easily find out the direction of the view of all the noted characters. The card turned out to be so convenient and useful that it was practically unchanged from unit to part to this perfect form.
In addition, a system of conservation of progression along the tasks was also processed. The non -existence system has gone system of checkpoints crossed with additional lives. From now on, during the execution of the mission, you can persist in any convenient and uncomfortable place. The number of available conservations depends only on the level of complexity. If at the very light level of difficulty you will be given seven free conservation cells, then at the "professional", if you please go through the entire mission at a time in the good old days of the first part. True, all the same, on particularly long tasks, upon achieving certain goals, you will be given an extra conservation cell. And if on light difficulty such a reward is unnecessary, then on high difficulties you will pray for every extra preservation.
Artificial boob, managing local security and civilians, also underwent radical processing. Instead of binary values, they introduced a wider “scale of suspicion”, however, in inexperience, the scale with paranoia enemies were inflated to unprecedented heights. As a result, the NPS began to hyer from any of your sneezing: the guard began to suspect you for running, for sneaking, for being not in those places, for the throat next to them. In general, it was better for you not to exist with them on the same map for their peace. Because of which the game at times became just a walking simulator. Moreover, sometimes AI could have completely crossed, and a particularly zealous guard began to walk literally on your heels, and you just had to confuse him with particularly stubborn routes, so that they would be behind you. Although the game emphasized quiet murders, there were places in it for one of the most humid missions in the series, from the attempts of which, you were just starting to shake – yes, the same couple of Japanese missions in the castle, coupled with the Afghan ambush on the convoy. Not only did these missions in their concept contradict the rest of the game, so they were also broken by the. Even the final tasks with the action were perceived as a tribute to tradition, but these tasks simply go by the forest.
The economic system was thrown away in the game to hell – it was already so, without seating the mare tail. And rather looked like an absurd rudiment than really influenced the gameplay. Now you could collect in your hub – the Sicilian temple, all the weapons carried away from the missions. And if you went to the first passage with a standard set of weapons and tools for a specific mission, then for repetition you could already choose everything that the Killera Dusia pleased. In the end, who will refuse to grab the machine gun into their hands and arrange a total stripping of the card from an annoying guard after an incredibly stuffy and grave task.
Squeezed control
Especially considering that the game has the opportunity to switch the view from the third person to the first thing that somewhat facilitates the game about the noisy scenario of aka ordinary Shuan. Well, plus to everything in the game, they radically processed the control system, having left inhuman practices of the past game in favor of a more standardized layout. At the same time, the management itself has become more smooth and tactile. Sometimes as if unnecessarily smooth and leisurely. So in attempts to sneak up, you can just fall asleep somewhere-our killer will steal so slowly.
And in all the 47th he acts imposingly and in no hurry, like a well-fed kitty, because of which he sometimes wants to spur it. But the local guard really does not like running, as if their closest relative caught a heart attack during the morning run, and therefore the pace of the game will be as leisurely and prolonged as possible. If in the first game we seemed to be on the corner to corner, trying to allow the next murderous puzzle as soon as possible. Then here we will slowly go there, here. Watch how the guard walks and on the map. Watch what is still going on around. Walk to the marked points of interest and collect the bookmarks of the agency with lotions and weapons for each mission.
And so in no hurry to wind circles on the map until you come to understand your personal route, time and place to strike. In order to then slowly fulfill your plan. After the last game, this one manages to give such a slightly relaxed sensation, despite all the paranoia guard and the confused card. Where in the last game you were nervous and swearing in the next crooked place, here you calmly and on a relaxation swear to the next no less crooked place. But still, once again you catch the desired pace and rhythm, and then you just go through the task without much anxieties and unrest. Without this sprouted mandrazh and nerve of the first game. It is not surprising that along with the reproduces of many missions for the sake of the cherished rating of the "silent killer" the game took me almost 17 hours.
Audiovisual changes
Graphically pumped the game – https://www.trsports.co.uk/ my respect, right to a very ill -level level by the standards. The authors seemed to reveal the entire potential of their engine Glacier. The models began to be much more like normal people. The interiors moved away from the dirty gray-brown gamut, and gained genuine multicolor. After the last game, you directly want to squint from the whole variety of colors and bright shades that the game began to give. In addition, in place and flowing fabrics and rather highly detailed textures in places. And the game with light and shadow, coupled with the total increased level of production, began to create such a cinema atmosphere. It’s just nice to look at the eye, especially after the first game.
Jesper Kid Again, at the height in the second game, we were already met by the real orchestral accompaniment with the choir – the most pathos and make -up. Working together with the symphonic Budapest orchestra, the composer managed to create a number of gloomy pathos and pompous melodies, which seem to reflect how the legendary person in his world is already the 47th. All pathos and solemn escalation are not just for the sake of anything, but only emphasize the upcoming triumph and triumph of the very bald clone. Although it is a pity, of course, that, unlike the last game, we did not get a single stroke track, under which it would have fun to dance and bypass city streets.
According to the results
As a result, we can say that the success of this game did not arise from scratch. The authors accurately understood that they had best in the first part and that the players fell most of all. Focusing precisely on the quiet murders and the most inconspicuous passage, the game managed to find his face, and the main character is his character, a laconic, restrained, neat professional. And even if the authors could not avoid a number of mistakes and frank nonsense during the use of this formula, but the general direction, the given series no longer changed until an attempt to rethink the undertaken Hitman Absolution .
At the same time, the game gives a lot of freedom so that a player who does not suffer from excessive perfectionism can play and go through the game, as he wants. The rating system, although it encourages a certain style of the game, does not interfere with all kinds of experiments. And let the game sometimes seem too harsh and punishing, but at least when you begin to understand the local pace of the game and fall into it, the process of passage even begins to bring joy. Perhaps the game does not carry any nostalgic flager for me, but I went through it not without pleasure.
P. WITH.: And again I went through the game with localization from New disk. Like the last time it turned out to be such a neat localization of a pretty combining game and removing the same fair portion of pure Russian swearing from the same Sergey. But at the same time, the voices of the 47th and Diana were picked up at the very point.
A little notes and personal impressions of the passage of each mission.
Act 1 Sicily
Task 1 is also a training. Although this is far from the first game of the series, but for the enormous audience of prefixes, it became an acquaintance with the 47th, and for PKShniks, the changes between games were enough to quickly conduct the roads of cognition of management. But it’s funny that in general, the entire training section can be skipped even faster than in the last game. Although to study the local church, and it was interesting to be amazed at the beauty of the updated engine.
Task 2 is also mafia. It is quite strange that the game meets us not with some small cards with simple tasks, but a rather confused mission, by penetration into the protected mansion of the Don Kosa Nostra. Let the game immediately throw a couple of interesting ways for penetration, but the general complexity and not the friendliness of the local AI to the player immediately lift the complexity curve with a rather sharp angle up. To be honest, it seems as if I had a mission from somewhere in the middle of the game. Yes, here you can try a huge arsenal mechanic and approaches, but this is more necessary for the demonstration version, and not the first task in the game. But then it immediately becomes clear to you what kind of game it will be.
Act 2 St. Petersburg
Task 3 is also sniper. In fact, we have the almost free Rome of the first Hong Kong mission from the last game. We take out a sniper rifle, steal to a point and take the target with one well -aimed shot. True, it will be much more interesting here, trying to get to a point without raising anxiety at all. But here to your order and extensive sewage, and, to the place, a scattered form, and even a truck bringing to the right place. Much easier than a last mission and more interesting than a sniper mission from a previous game.
Task 4 is also bombing. And again, the game offers you to play a free arrangement of the mission about mining of cars from the previous part. Of course, you can turn the mission into sniper, but why, if with a bomb: went, went out, work for five minutes and without dust.
Task 5 is also tunnel. This mission to me along with the next became the favorite of the St. Petersburg Act of the game. Let it be extremely linear, only with a couple of possible forks, but at the same time it is set very cool and at least for the first time to pass it very interesting. The only problem may arise with the murder of a video surveillance server, because of the non-obviousness where to shoot, but the rating of the mission directly depends on the number of shots made. Well, the goal can be killed either pathos or funny. Oh yes, our old acquaintance agent Smith from the Central House of Center in Star-striped cowards again was captured, from which we save him.
Task 6 is also embassy. This mission can simply be called the reference for the very concept of the Hitman. A large embassy where the party takes place, several diverse pathways and possible larvae. Inside, just have fun to your taste. Atmospheric, interesting scripts of events, a lot of variability of ways to solve problems is a very cool and interesting mission. If the past task was shown by a cool linear passage, then this gives a steep killer sandbox.
Act 3 Japan
Task 7 is also poisoning. One of the shortest missions that I saw in this part of the hitman. Of course, you will have to enjoy somewhat in search of the perfect route, but during a couple of attempts the mission is split like a nut, and the fish, together with the monitoring beacon, is in the stomach of our victim.
Task 8 is also a random. This is something level of Colombian jungle from the first game, with which broken and funny even more Colombian exrases of the 47th. Not only are you scorching at least on the surface at least in underground tunnels, but also the disguise is almost useless. Ninja-Zhran, barely seeing our clone, runs up close to him and instantly recognizes the impostor. Patrol routes can easily break, intersecting with traveling trucks. But still a truck can easily bring down the guard, after which anxiety will be raised at the level and patrols are reinforced. And this is not counting that the whole card is simply huge and even without enemies to cross it will need to be 5-7 minutes. Just a whole mass of completely useless and enrasting walking. With all these circumstances, this task is sent to the piggy bank of the most humical moments of the game. And if the penetration of the elusive boss Yakuza was completed on this.
Task 9 it is also a stranger. Well, this task, being a continuation of the past mission, is already slightly more likely. At least it becomes clear what routes can avoid intersections with curious enemies. Well, when it comes to the gate itself, everything seems to become a bit more interesting. But all the other shortcomings of the past mission are still with us, from hyperparaanum ninja and ending with misunderstandings with scripts. Ahh yes, between the missions we lose our camouflage, but why? Questions, questions, and the answers we will rain?
Task 10 is also magnificent. This is the type of missions for which we play the Hitman. Huge guarded citadel for the purpose at the very top of the tower. A few interesting opportunities. The protection is suspicious, but not off. There is even a side purpose of the okrome of the elimination of Hayamoto. Throughout the mission, I had a flashbek from the murder of Lee Hong. Here you can even once again meet a familiar prostitute from the Hong Kong brothel – the lady clearly strives for more, but it can still help us. Even the fact that again between the Missions is bald, somewhere dried up his disguise makes the beginning of the assignment much more interesting, and not like the last time. But in general, there are two relatively safe ways to eliminate the criminal leader, but one requires a very clear performance, and the second rat approach – which is closer to you, your business.
Act 4 Kuala Lumpur Malaysia
Task 11 is also a firefighter. By tradition, the next act begins with a simple mission, which, nevertheless, can be split in several ways, although one path directly hints at the game. It’s quite funny and “minefield” from chips and candy wrappers near the victim. It’s a pity only at the end to complete the mission has to be cleanly on the ball: you run out of the room in the elevator right in front of the guards – they will have time to suspect or not, the work of the random.
Task 12 it is also stolen. Here the whole point of the mission at first seems extremely simple, but when you are confused by the rating, it will immediately become more complicated. Probably the first mission in the game, where I had to just mummy between the guards literally on their heels. But having achieved your goals, only a even more confused session of wrapping on the roof between the two enemies awaits you. In short, some Sam Fisher instead of 47-O this time. And why did our agent get rid of the disguise between the tasks again?
Task 13 is also a predatory. This task turned out to be quite interesting, albeit unevenly implemented from a technical point of view, despite the rather small scale of the map. Here you have a neat selection of timing to get into the shield, and attempts to cut down the secretary when she opens a safe so as not to spend extra seconds, and a hide and seek in the darkness from the vigilant guard, which at one point can be blind like moles, and at another moment you see you as a clear day. If it were not for the technical jambs with the implementation of the assignment, the murder of a hacker-playboy would have become one of my loved ones in the game.
Act 5 Afghanistan
Task 14 is also bazaar. This mission is much simpler than it looks at first glance. The authors simply set up two very convenient loopholes to eliminate targets. Yes, and they threw a certain number of tools, but who needs them if the task is so elementary.
Task 15 is also convoy. And here we are again a pretty broken mission in front of us. Not only is it just to go to a point where you can remove the target in an armored limousine, with a huge rifle that is still an absurd task. So, even after a successful shot, to leave the card is a rather difficult matter, especially if you intend to take your boom to the collection of the collection.
Task 16 is also a cave. This mission can also be quite unpleasant if you do not lick the card in order to detect the perfect route. Of course, the very ambush arises when trying to leave, because here I would like to pick up a machine gun and arrange a total cleansing of the Dushmansk Nor. But if you do not proceed to noisy methods, then clearing the landing site can be the more quest.
Act 6 India
Task 17 is also lavage. And again, during the mission, we have to help the unlucky agent Smith – he is in a series that will be a local princess of Lyd? But seriously, the task is potentially quite interesting and difficult, but in fact its passage will not take any significant forces and time. Although of course, a local random can throw a goat’s face to you, but this can only be found out with reprints. Well, for once, the equipment from an agency in the form of a Drobash is completely useless only if you did not intend to arrange a fierce massacre among Indian shops and trade rows.
Task 18 is also candy-bouquet. But this task requires a clearly extinct eye and inner sense of time, to at least penetrate the local sanatorium without unnecessary violence. But in the future, everything will go a little easier, the main thing is only the right routes to dive the victim’s body, but after the entrance, verified by seconds of steps, this will not be difficult to do at all.
Task 19 is also surgical. And again, we have a fairly long and multi -stage task, which will again require at the beginning of the exact eye and the right hand, and then banal caution, accuracy in its steps, and some fraction of fiction, but after the Japanese castle, this is already a familiar business. The main thing is only at the end not to catch a crazy bullet from a suddenly declared brother. But of course, guess how to cut a commander -in -law right on the operating table without attracting excessive attention, this is a task for our bald.
Act 7 final St. Petersburg – Sicily
Task 20 is also a front. The mission at first gives the impression that it will be a banal repeat of the same first sniper mission in St. Petersburg. And what are we again in the city on the Neva, even on the same map. We are again given the SVD and offered to impress the target in the same building and from the same point as last time. This time there are not even patrolling soldiers, which radically facilitates the passage to the sniper. But instead of the goal, we literally have a cardboard figure, the cartridges issued by the agency, idle, and in the building itself with the "goal" our unfinished Brother-Clon with Snipa settled, and even he has the same ammunition. Therefore, we will have to try to defeat an unexpected relative by hook or by crook, and then hide from the map, which will simply be filled with the hordes of guards who know you directly in the face. In short, the mission is clearly not for average minds and requiring more ingenuity and ability to improvise than eye or a sense of time.
Task 21 is also church. Well, what is the final of the Hitman without a purely action mission. We return to the Sicilian Church again, which has served our hub for so long. Of course, you can try to get sick of the first enemies and sneak into your barn behind Arsenal Volyn, because you can’t understand one beat at the start with one beat at the start. But where it will be more reasonable at least a carcass at least with a scarecrow on the ball to run to the barn, grab the first trunk in your hands and shoot everyone who runs to you on a rendezvous with bald. After that, just sequentially clean the church and using the tips of Father Vittorio to calculate the whereabouts of Seryozha Zavorotko and still rolve the boss of this rocking chair. Wow what is this game long -lasting compared to the first.