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Putting the 'hit' back in hitman
By Martin
Kingsley
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Don't
move...
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Open-ended gameplay is one of the
generic catchphrases of the horrifyingly inept, yet utterly merciless
gaming PR machine.
Usually, it is just a tagline added on to the box, in order to
heighten the marketing potential of yet another mediocre game that
finds itself unable to sell any amount of copies based on the merit
of it's gameplay.
In very rare cases, this usually indisputable rule is ignored.
One such case is Deus Ex, which, even today, still provides a benchmark
for gameplay.
Now we have a second rule-breaker: Hitman 2. In most games that
revolve around objective-based action, there is only one way of
achieving said objective.
Oh sure, you can shoot people in a different order, but you still
only have one way of the completing the mission. Hitman had the
same attitude, but allowed you "some" freedom of choice
in your approach to completing the objective.
I say "some", because this amounted to nothing, for the
simple reason that the levels were scripted, so that if you didn't
adhere to what was considered the optimum path, then the mission
either became fiendishly difficult, or just plain impossible to
win, which pretty much defeated the whole idea.
To counter this, Hitman featured a cracking storyline, (at the
time) great graphics, and an amazing physics engine, but more on
that particular later.
The storyline of Hitman 1 was explained in my preview earlier this
year, but for those of you who missed it :
Hitman puts you in the stylish yet practical leather shoes of 47,
a contract killer ready to baldly go where no genetically-altered-and-perfected-assassin
has gone before.
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So, what's
the verdict on my special neck massages?
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His weapons (apart from a full arsenal ranging from his customised
Hardballers to the SPAS-12 automatic shotgun) are stealth, impersonation
and a gleaming dome.
Created in a lab by the Mad Yet Brilliant Scientist© and trained
by said Mad Yet Brilliant Scientist©, you "escape"
and begin work for a shadowy organization known only as "The
Agency".
The Agency supplies assassins to clients in dire need of the kind
of expertise that only a contract killer can supply.
Needless to say, you impress a lot of people and quickly rise in
prestige, carrying out more intricate assassinations and getting
juicier paychecks.
However, there is something bigger going on beneath the surface,
as with all good thriller plots. This fact does not escape your
attention and, after various escapades, you head back to where it
all began, a mental hospital in Romania that is actually a cover
for the white-haired-boffin's R & D.
You head to the basement, only to discover that you were not as
unique as you thought. The number "47" is your model number.
46 other hitmen were born, and then there was you: The new and
improved Hitman. And, as you destroy the lab and holding your dead
creator in your arms, the credits roll.
Fast forward to the present. You have given up the contract killing
trade, and have relocated to a secluded church on the island of
Sicily.
There, you tend to the garden and maintenance of the church, and
work for Father Vittorio, the priest.
All is well, until the local Mafioso nab the preacher and leave
a note for you, telling you to leave $500,000 for the Mafia, or
the priest dies.
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Oh. Seems
as though I have the wrong room...
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Knowing that you cannot pay that much, you decide to dig up the
past.
In the shed that doubles as your home, you take the Hardballers
that were your only friends in the world of lies, deceit and treachery
that you called home for so long and the immaculately tailored suit
that was your only calling card.
Once doing so, you reach out to the only ones who can help: The
Agency.
As dramatic as all this sounds, it happens exactly like that. The
cut scenes are all rendered in crisp detail and you feel like you're
watching a John Woo classic, with wide panning camera angles and
a music score written by Jesper Kyd and performed by the Bulgarian
Orchestra.
The voiceovers, especially in the cases of Father Vittorio, 47,
and Agent Smith, are perfect - with the actors speaking in their
native tongues and their characters coming through perfectly.
Diana and Smith make return appearances from the previous game,
along with the last of the 48 series Hitmen.
The interface has been changed somewhat since the last game. Notable
differences include:
1. That you keep weapons from previous missions. This works because
47 now has a nice little shed that doubles as his weapons storage
facility. By scavenging weapons from dead bodies and enemy facilities,
you increase the range of your collection, and it makes you quite
proud to see your beautiful Barrett .50 cal anti-vehicular sniper
rifle up on the wall, besides the long-range huntsman's crossbow
and M60 light machinegun.
2. First person mode. Yes, that's right, Quakers. You can now look
through 47's eyes and make cannon fodder out of the legions of ninjas,
soldiers, and others that get between you and your quest for revenge.
3. No more money. In the original, you could only supply yourself
with what you could afford and, usually, you couldn't get to play
with the really spiffy toys until the last few missions of the game.
Since your services are in such high demand, funding is no problem.
To sum up how wealthy you really are, I shall quote from the game:
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There's
a number of sniper rifles on offer in Hitman 2
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47: "What is the current Agency rate for a hit?"
Diana: "The current going rate is
let me see
US$100,000."
47: "Good. You just triple that, and deposit it in my usual
overseas account. In gold."
Diana: "A
I
That's
quite a lot of money, 47!"
As you can see, 47 is anything but poor.
Hitman 2, as I said in my opening, has managed to become what its
predecessor could not: Freeform.
You can certainly try to be the stealthy, unseen angel of death,
dealing with foes swiftly and delicately, leaving confusion and
fear in your wake.
But if that fails, you are better off to screw safety and subtlety
and let loose with a Desert Eagle in one hand and a .357 in the
other.
For instance, take the Malaysian contract: You are sent in to eliminate
local genius hacker and criminal Charlie Sidjan, who has stolen
some rather tasty files from a client, who needs them back pronto.
The whole point of this mission is not to cause too much attention,
since Sidjan resides in the basement of a very large public complex
overflowing with Malaysian police.
Now, I tried to be nice and knocked out a guard with a golf club
while he was on his way to the lavatory, before dragging him to
a nearby stall and taking his clothes.
Just as things were looking up
I got caught going through
the metal detector. This caused the other guards to notice my overly
white complexion and lack of hair. Suffice to say, it wasn't pretty.
The second time round, I didn't even bother with stealth and opened
fire on everybody. Civilian and policeman alike spattered the floor
and walls as I ripped apart the lobby with my dual .45s.
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47: "It's
time for a corporate down-sizing..."
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The game judges you on who you kill, how you killed them and where,
as well as how many times you were noticed and various other criteria.
After pondering the above massacre, is it any wonder that my overall
rating was that of "Mass Murderer"?
Speaking of death and destruction, I'd better explain how Hitman
works during all the mayhem:
In most games, when you shoot an enemy, the game executes a wounded
animation and when said enemy dies, one of several death animations
is shown.
This saves on CPU time, since all it has to do is run the animation,
but consumes RAM, since the game loads all the animations in between
levels.
Real-time physics work in the opposite manner, with the CPU and
graphics card taking the load of calculating the math.
The process of implementing high-end physics is long, complex and
ultra-difficult; many games don't bother with it. Hitman 1 went
against the trend and used a process called Inverse Kinematics,
along with a highly advanced skeletal structure, which IK requires
in order for it to be used to even a third of its potential.
An example: You fire at a bodyguard, IK calculates the atomic weight
of the model, and calculates the velocity and angle of the bullet
then takes the figures and makes the bodyguard respond accordingly.
That is, he is thrown backwards, the bones moving according to
the impact, the severity depending on where the shot was fired from
and by what. Nowadays, this kind of system is known as "ragdolling".
And it should have been a very good system, but it had one fault:
The physics were out of this world. The general code wasn't implemented
properly, and as such, the corpses tended to jump around like a
severely retarded Clark Kent on kryptonite.
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47: "Nobody
has eaten my pizza... And survived."
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While making for very scary screenshots (have you ever seen someone
hang by his groin from a chandelier?), this tended to diminish the
realism factor somewhat.
After all, what is worse than eliminating your target with a perfectly
executed (pun intended) .45 round to the head, only to have the
corpse rebound off the nearest wall and smack you one, taking you
over the side of the penthouse apartment balcony and forcing upon
you a fatal overdose of sidewalk?
Not much methinks...
In the time since Hitman 1, animation technology had come a long
way, and now there are people who actually know how IK animation
is supposed to work, and the bone structure of the characters had
been improved dramatically as a result.
The bodies in Silent Assassin react very realistically to damage,
sagging to their knees before slumping backwards or sliding slowly
down stairs, head banging on every step.
And, boy, is it pretty! Environmental bump-mapping, insanely high
poly models, lens flare, visual filters and dynamic light sourcing
are only parts of the graphical trickery that Silent Assassin pulls
off in the background.
The graphics do a wonderful job of immersing you in the world of
contract killing, and the levels reflect this. From the snowy landscape
of mountainous Japan, to the parched deserts of Afghanistan, to
the soaked populace of St Petersburg - all of these look just brill
and are laid out well, to boot. Yay! No more dead-ends.
In the end, there are a multitude of reasons to buy Silent Assassin,
like a cracking plot that is as good, if not better, than the original,
great voice acting, freeform gaming, beautiful locales and an arsenal
that leaves Soldier of Fortune for dead -- the PC.CD also comes
with some truly kick-arse wallpaper.
In short: Hitman 2 rocks hard.
Game: Hitman 2: Silent Assassin
System: PC, PS2, Xbox
Players: 1
Online: No
Developer: Io
Interactive
Distributor: Infogrames
Rating: 90%

(Ratings
Key/Explanation)
Hitman 2 is on the shelves now.



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