Hitman 2 Gameplay: American Exterminator

You need a javascript enabled browser to watch videos.

Please use a html5 video capable browser to watch videos.

This video has an invalid file format.

Sorry, but you can’t access this content!

Hitman 2 Review: Hit Parade

Hitman is a game about killing people. Well, killing specific people and trying not to kill other people unless you really have to. But it’s also a game about exploring large, real-world-inspired spaces, learning about how they operate, finding multiple solutions to problems, and using that knowledge to improvise and manipulate the environment to hit the people you’re hunting. The episodic nature of the Hitman refresh in 2016 saw IO Interactive release one level every month–a contentious move at the time, but one that helped accentuate the potential in each mission. Hitman 2 ditches the episodic model and adds a few new minor mechanics, but the loop of continuously replaying a single location, slowly uncovering the wealth of possibilities, and being able to effectively draw upon that knowledge in new challenges is where Hitman is strongest.

Hitman 2 takes you to six new locales, and each poses unique situations to overcome as you attempt to assassinate your targets. Mumbai is a standout with its densely populated streets and labyrinths of tenement buildings–a great environment that makes the most of a new Assassin’s Creed-style crowd blending mechanic, allowing you to disappear into big groups of people. A mission in Miami, Florida takes place at an active raceway, a loud and vibrant stage that feels like a theme park with its swaths of attendees, distinct zones, and a concealed backstage underbelly.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

These levels are overwhelming in the best way possible, and it’s exciting to begin peeling away the layers of these large, intricate areas–exploring the spaces, discovering routes, finding tools and disguises, and figuring out the best places to utilize them. If you’re familiar with Hitman, you know that each stage and its AI inhabitants run on routines like clockwork, making Hitman a game that rewards social stealth and patience. Eavesdropping, tailing, and passive observation are good first steps to success. Even the Whittleton Creek stage, a small, sparsely populated suburban block in Vermont, feels like a mindmap of interconnected causality when you begin to dig deeper. Having the curiosity to uncover how things operate within levels, stumbling upon minor plotlines and amusing flavor dialog along the way, is interesting in its own right.

Hitman does make an upfront effort to help focus your scope and give you some momentum toward your objectives, though thankfully your initiative is still necessary to solve some predicaments. Stumbling across a Mission Story (previously known as Opportunities) might lead you to a machine you can sabotage, for example, but you need to find the tool to do so and work out the best method of either distracting or dispatching the people around it.

Mission Stories are a great first step, but Hitman becomes its best when you start to internalize the stages and uncover the more obscure ways things can unfold in subsequent playthroughs, be it through pursuing alternative Mission Stories, Challenges that ask you to perform specific tasks, or your own improvisation. There are few fail states other than your own death, and there are so many approaches and tools at your disposal that the path to victory can be as creative and elegant or as bumbling and messy as it needs to be. Completing a stage typically takes a long time, and there will be plenty of moments when a guard catches you doing something you shouldn’t be doing and calls for backup. Unhinged gunfights still feel as futile as ever, but when things get out of control there’s almost always the opportunity to escape to a less hostile part of the level, swap your disguises, and come up with an alternative “make do” approach. In fact, Hitman is sometimes more exciting when your initial plans fail.

The only problem with being presented with such a staggering array of interactions is that the limitations of the sandbox will eventually reveal themselves if you push the wrong way. For example, while you can stash bodies in dumpsters and closets, I was disappointed to discover I couldn’t stash them in one of many vacant portable toilets. While Agent 47 can leap tall fences and shimmy across daringly high ledges, he seemingly can’t muster the courage to drop down from certain first-floor balconies. Guard AI behavior is stern but generous–if you’re found trespassing in a restricted area they’ll give you a chance to find the exit before reacting, but sometimes it’s too generous. I was amused to see a target’s personal bodyguard decide to go home for the day after his employer “accidentally” fell off a building, even though I was the only other person in the room.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Hitman 2 continues to embrace a trial-and-error playstyle in its campaign. The levels are long, but autosaves are generous and manual saving is encouraged, which gives you the freedom to experiment with different ways of approaching a problem. And the closer you get to bending the systems in just the right way–trying to narrowly squeeze past a guard’s sightline from different directions, or using coins and cheeseburgers to divert someone’s attention–the more thrilling it feels, no matter how goofy it actually looks. Hitman 2’s interstitial cinematics are as grim and dramatic as a British espionage drama, and it’s hard not to let yourself buy into the clinical overarching conspiracy. But in the field, the series’ tongue-in-cheek absurdity happily remains with ridiculous costumes, unlikely weapons, and Agent 47’s self-aware deadpan acting, which perfectly accompanies any bumbling improvisation. Both exist distinctly, don’t really compliment or detract one another, but are still enjoyable in their own right.

Hitman 2 also boasts a few significant modes outside of its campaign, including Sniper Assassin, which adapts the design seen in the Hitman: Sniper smartphone game and tasks you with taking out a series of targets from a single vantage point using only a scoped rifle. It’s a straightforward but enjoyable, low-stakes mode that allows for a surprising amount of creative freedom, and it can be played in two-player online co-op. But Hitman 2’s most enticing bonus, at least if you own the previous Hitman, is the ability to download the original stages into Hitman 2, which gives you feature-complete versions of them with the addition of new mechanics like functional mirrors (which enemies can spot you in) and the briefcase (which lets you conceal and transport tools discreetly), among other things. These legacy stages are wonderful to revisit under a new light.

It should also be mentioned that one of the most compelling elements of the 2016 Hitman was the continuous, free live content updates that occurred after the game’s launch. Escalation Missions, where you’re given specific conditional challenges of increasing difficulty, and Elusive Targets, limited-time events where you have only one chance to take out unique assassination targets, added tense trials that tested both your knowledge of levels and improvisational skills. IO Interactive has announced that these familiar features will be making a return, along with free content updates to Sniper Assassin and Ghost Mode. We obviously can’t judge the quality of this content at launch, but it’s surely something to look forward to.

The addition of other minor mechanical changes–like concussive weapons, a picture-in-picture enemy activity alert, and visible security camera sightlines–help to improve Hitman 2 overall as a dense and accessible stealth assassination game. But the new locations are the real stars, impressive and inventive sandboxes ripe for picking apart with exciting experiments. Hitman is about experiencing the anticipation of seeing whether a plan will work when you try it for the first time. It’s about feeling the tension of briskly walking away from a bad situation, hoping you can lose the suspicious guards. It’s the satisfaction of knowing the machinations of a level so well that when a target moves into a particular place at a particular time, you have the perfect way to intervene. Hitman 2 is a familiar experience, but in the Hitman world, familiarity is an incredible strength.

Hitman 2 Review: Hit Parade

Hitman is a game about killing people. Well, killing specific people and trying not to kill other people unless you really have to. But it’s also a game about exploring large, real-world-inspired spaces, learning about how they operate, finding multiple solutions to problems, and using that knowledge to improvise and manipulate the environment to hit the people you’re hunting. The episodic nature of the Hitman refresh in 2016 saw IO Interactive release one level every month–a contentious move at the time, but one that helped accentuate the potential in each mission. Hitman 2 ditches the episodic model and adds a few new minor mechanics, but the loop of continuously replaying a single location, slowly uncovering the wealth of possibilities, and being able to effectively draw upon that knowledge in new challenges is where Hitman is strongest.

Hitman 2 takes you to six new locales, and each poses unique situations to overcome as you attempt to assassinate your targets. Mumbai is a standout with its densely populated streets and labyrinths of tenement buildings–a great environment that makes the most of a new Assassin’s Creed-style crowd blending mechanic, allowing you to disappear into big groups of people. A mission in Miami, Florida takes place at an active raceway, a loud and vibrant stage that feels like a theme park with its swaths of attendees, distinct zones, and a concealed backstage underbelly.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

These levels are overwhelming in the best way possible, and it’s exciting to begin peeling away the layers of these large, intricate areas–exploring the spaces, discovering routes, finding tools and disguises, and figuring out the best places to utilize them. If you’re familiar with Hitman, you know that each stage and its AI inhabitants run on routines like clockwork, making Hitman a game that rewards social stealth and patience. Eavesdropping, tailing, and passive observation are good first steps to success. Even the Whittleton Creek stage, a small, sparsely populated suburban block in Vermont, feels like a mindmap of interconnected causality when you begin to dig deeper. Having the curiosity to uncover how things operate within levels, stumbling upon minor plotlines and amusing flavor dialog along the way, is interesting in its own right.

Hitman does make an upfront effort to help focus your scope and give you some momentum toward your objectives, though thankfully your initiative is still necessary to solve some predicaments. Stumbling across a Mission Story (previously known as Opportunities) might lead you to a machine you can sabotage, for example, but you need to find the tool to do so and work out the best method of either distracting or dispatching the people around it.

Mission Stories are a great first step, but Hitman becomes its best when you start to internalize the stages and uncover the more obscure ways things can unfold in subsequent playthroughs, be it through pursuing alternative Mission Stories, Challenges that ask you to perform specific tasks, or your own improvisation. There are few fail states other than your own death, and there are so many approaches and tools at your disposal that the path to victory can be as creative and elegant or as bumbling and messy as it needs to be. Completing a stage typically takes a long time, and there will be plenty of moments when a guard catches you doing something you shouldn’t be doing and calls for backup. Unhinged gunfights still feel as futile as ever, but when things get out of control there’s almost always the opportunity to escape to a less hostile part of the level, swap your disguises, and come up with an alternative “make do” approach. In fact, Hitman is sometimes more exciting when your initial plans fail.

The only problem with being presented with such a staggering array of interactions is that the limitations of the sandbox will eventually reveal themselves if you push the wrong way. For example, while you can stash bodies in dumpsters and closets, I was disappointed to discover I couldn’t stash them in one of many vacant portable toilets. While Agent 47 can leap tall fences and shimmy across daringly high ledges, he seemingly can’t muster the courage to drop down from certain first-floor balconies. Guard AI behavior is stern but generous–if you’re found trespassing in a restricted area they’ll give you a chance to find the exit before reacting, but sometimes it’s too generous. I was amused to see a target’s personal bodyguard decide to go home for the day after his employer “accidentally” fell off a building, even though I was the only other person in the room.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Hitman 2 continues to embrace a trial-and-error playstyle in its campaign. The levels are long, but autosaves are generous and manual saving is encouraged, which gives you the freedom to experiment with different ways of approaching a problem. And the closer you get to bending the systems in just the right way–trying to narrowly squeeze past a guard’s sightline from different directions, or using coins and cheeseburgers to divert someone’s attention–the more thrilling it feels, no matter how goofy it actually looks. Hitman 2’s interstitial cinematics are as grim and dramatic as a British espionage drama, and it’s hard not to let yourself buy into the clinical overarching conspiracy. But in the field, the series’ tongue-in-cheek absurdity happily remains with ridiculous costumes, unlikely weapons, and Agent 47’s self-aware deadpan acting, which perfectly accompanies any bumbling improvisation. Both exist distinctly, don’t really compliment or detract one another, but are still enjoyable in their own right.

Hitman 2 also boasts a few significant modes outside of its campaign, including Sniper Assassin, which adapts the design seen in the Hitman: Sniper smartphone game and tasks you with taking out a series of targets from a single vantage point using only a scoped rifle. It’s a straightforward but enjoyable, low-stakes mode that allows for a surprising amount of creative freedom, and it can be played in two-player online co-op. But Hitman 2’s most enticing bonus, at least if you own the previous Hitman, is the ability to download the original stages into Hitman 2, which gives you feature-complete versions of them with the addition of new mechanics like functional mirrors (which enemies can spot you in) and the briefcase (which lets you conceal and transport tools discreetly), among other things. These legacy stages are wonderful to revisit under a new light.

It should also be mentioned that one of the most compelling elements of the 2016 Hitman was the continuous, free live content updates that occurred after the game’s launch. Escalation Missions, where you’re given specific conditional challenges of increasing difficulty, and Elusive Targets, limited-time events where you have only one chance to take out unique assassination targets, added tense trials that tested both your knowledge of levels and improvisational skills. IO Interactive has announced that these familiar features will be making a return, along with free content updates to Sniper Assassin and Ghost Mode. We obviously can’t judge the quality of this content at launch, but it’s surely something to look forward to.

The addition of other minor mechanical changes–like concussive weapons, a picture-in-picture enemy activity alert, and visible security camera sightlines–help to improve Hitman 2 overall as a dense and accessible stealth assassination game. But the new locations are the real stars, impressive and inventive sandboxes ripe for picking apart with exciting experiments. Hitman is about experiencing the anticipation of seeing whether a plan will work when you try it for the first time. It’s about feeling the tension of briskly walking away from a bad situation, hoping you can lose the suspicious guards. It’s the satisfaction of knowing the machinations of a level so well that when a target moves into a particular place at a particular time, you have the perfect way to intervene. Hitman 2 is a familiar experience, but in the Hitman world, familiarity is an incredible strength.

Al Gore Is the Hero South Park Deserves

Warning: Full spoilers for the episode below.

Apparently Season 22 really is the year South Park revisits its greatest hits. We’ve already had episodes geared toward old favorites like Mr. Hankey and Towelie. And now in one week we get the long-awaited returns of both Satan and Al Gore. And along the way, “Time to Get Cereal” proved there’s still some gas left in that old ManBearPig tank.

If it wasn’t obvious already that Manbearpig is basically just a metaphor for climate change and the public’s reluctance to take activists like Al Gore cereal, this episode made that pretty darned explicit. It’s a well-joke at this point. This episode marks the third time the series has focused on the Al Gore/ManBearPig rivalry. But given the recent news headlines about how the world is basically screwed on the climate change front now, it’s a gag that feels more timely and more meaningful than ever.

Continue reading…

Final Fantasy XV Director Leaving Square Enix

Final Fantasy XV director Hajime Tabata has resigned from Luminous Productions and the Square Enix Group as of October 31, 2018.

This news was delivered as part of a special Final Fantasy XV presentation that also announced that three of the four upcoming DLC for Final Fantasy XV are also being cancelled.

Tabata took over for Tetsuya Nomura as Final Fantasy XV’s director in 2014, while Nomura went to focus on Kingdom Hearts III.

Prior to FFXV, Tabata was also the director of Crisis Core: Final Fantasy VII and Final Fantasy Type-0.

Earlier this year, Hajime Tabata opened Luminous Productions, a global studio within Square Enix, to work on AAA games and “utilize innovative technology and creativity to change the future of gaming and entertainment.”

Continue reading…

Lord Of The Rings: Viggo Mortensen Gives Advice To The Next Actor To Play Aragorn

Amazon is spending a mountain of money on producing a new Lord of the Rings TV show that is rumoured to at least partially focus on telling the story of a young Aragorn. Viggo Mortensen played Aragorn in Peter Jackson’s Lord of the Rings trilogy, and now the veteran actor has offered some advice to the next person who plays the role of the famous Ranger.

In an interview with Collider, Mortensen started off by confirming he hasn’t seen any scripts for Amazon’s show. That being said, he said the next person to play Aragorn should “very thoroughly” read J.R.R. Tolkien’s The Lord of the Rings, as well as some of the Nordic sagas that might have inspired it, including Sigurd the Dragon Slayer and Volsunga.

Mortensen said the next Aragorn should also watch movies by influential director Akira Kurosawa.

Also in the piece, Mortensen talked about his own preparation for his starring role in The Lord of the Rings–or lack thereof. Because he replaced Stuart Townsend just before filming was due to begin, Mortensen had to learn a lot on his feet. It was challenging and not ideal, Mortensen said, adding that he hadn’t read the book before signing on to make the movie. As Mortensen says in the bonus features of The Lord of the Rings, his young son pushed him to make the movie.

“My son was really into me doing it, and he was 11 at the time, and that kind of pushed me over the edge to say, ‘Yeah, okay,'” Mortensen said. “And obviously I’m glad I did it. It opened a lot of doors for me, and we had a lot of fun making those three movies. But it’s not ideal. I sometimes have said no because I’m not gonna be able to do justice to it.”

The new Amazon Lord of the Rings show is based on Tolkien’s acclaimed and much-loved novels. Amazon is committed to multiple seasons of the show, which will be produced in partnership with the Tolkien Estate, HarperCollins, and New Line Cinema.

Little is known about the story for Amazon’s Lord of the Rings show, but it’s been confirmed that it’s set in Middle-earth and will “explore new storylines” in the time before The Fellowship of the Ring.

The show is being written by JD Payne and Patrick McKay. They have no previous TV writing credits, but neither did Game of Thrones TV show writers D.B. Weiss and David Benioff. That seemed to work out pretty OK.

According to reports, the contract between Amazon and Lord of the Rings rights-holders states that the show must enter production within two years.. Amazon is reportedly spending $1 billion to produce the Lord of the Rings TV show, so it is no small undertaking.

Final Fantasy 15 DLC Canceled, Director Hajime Tabata Leaves; Square Enix Posts $33 Million Loss

In an unexpected announcement today, Square Enix announced the cancellation of three of the four planned Final Fantasy XV episode expansion packs and also confirmed that game director Hajime Tabata has left the company. Tabata’s last day at Square Enix was October 31.

The canceled Final Fantasy DLC episodes include Aranea, Lunafreye, and Noctis. The fourth one, Ardyn, remains in development, and is scheduled to launch in March 2019.

The expansion packs were being developed by Luminous, the new Square Enix internal studio. However, that team will now focus on making a new AAA game, though it hasn’t been announced yet. In an earnings report, Square Enix announced a major change to Luminous that resulted in an “extraordinary loss” amounting to $33 million. Until now, it wasn’t know what that loss was related to, but now it looks like it’s connected to the DLC cancellation.

Also during the announcement event, Square Enix announced that Final Fantasy XV’s Comrades multiplayer will now be released as a standalone game, meaning you don’t need the base game to play it. There will be a further 10 new bosses, as well as more costumes and weapons in the standalone game.

FFXV: Multiplayer Comrades, as it’s called, will launch on December 13. Those who already bought the Comrades expansion will get the new, standalone edition for free.

Also during the presentation, Square Enix announced a new cross-promotion with Fina Fantasy XIV Online. An event called “Adventurer From Another World” will be available inside Final Fantasy XV on PS4, Xbox One, and PC starting on December 12.

Another announced as a short-form anime called Final Fantasy XV Episode Prologue is on the way. A teaser will be released on December 15, with a second one coming on January 10.

Netflix Announces Anime Series Based on Pacific Rim and Altered Carbon

Netflix has announced five new anime titles are in development, including series based on Pacific Rim and Altered Carbon.

Pacific Rim will expand upon Pacific Rim and Pacific Rim: Uprising, and focus on two siblings who pilot an abandoned Jaeger in an attempt to find their missing parents across a hostile, Kaiju-peppered landscape. Craig Kyle (Thor: Ragnarok) and Greg Johnson (X-Men: Evolution) will act as co-showrunners.

Altered Carbon is set in the same universe as Netflix’s live-action series, which is receiving a second season. It will “explore new elements of the story mythology,” is all Netflix has said about the anime series so far. It will be written by Dai Sato (Cowboy Bebop, Samurai Champloo) and Tsukasa Kondo.

Continue reading…

Nintendo Removing Super Smash Bros. Ultimate’s Native American Reference

Nintendo has said it plans to edit an animation in Super Smash Bros. Ultimate that features an offensive depiction of Native Americans. The company has said that the decades-old reference does not reflect its current values.

The animation comes from Mr. Game & Watch, whose attacks are based on the LCD handheld games from Nintendo. Reset Era noticed the move, which comes from the 1982 cowboy game Fire Attack. That game had you defending a wooden fort from Native Americans wielding torches. The move was shown last week during the final Nintendo Direct presentation for Smash Bros. Ultimate.

In a statement, Nintendo indicated it already had plans to remove the animation and that it appearing in the Direct was a simple oversight.

“Nintendo has been planning to distribute an update for Super Smash Bros. Ultimate that removes the feather from the silhouette of Mr. Game & Watch,” a Nintendo spokesperson said. “The original game on which this depiction of the character is based was released more than three decades ago and does not represent our company values today.

“We sincerely apologise that this change was not noticed in our marketing material and are continuing our work to make Super Smash Bros. Ultimate an experience that is both welcoming and fun for everyone.”

This wouldn’t be the first time Nintendo edited Fire Attack to comport with the times. When it released the Game & Watch Gallery 4 for Game Boy, it removed the feather from the Mr. Game & Watch character so he would no longer appear to be a Native American stereotype. That same treatment is likely here.

Smash Bros. Ultimate releases on December 7, and Nintendo is planning a lengthy post-launch period of extra characters, stages, and music as downloadable content. Game director Masahiro Sakurai recently said those DLC plans are already set.