IO’s rejuvenated stealth series continues to work the crowd
![Hitman 2](https://magarticles.magzter.com/articles/5196/302348/5ba480ddb2223/Hitman-2.jpg)
Of all the stealth-action series in videogames, only Hitman could make a suitcase exciting. One of a handful of new props in IO’s first Hitman game since buying the IP back from Square Enix, it serves as both a portable hiding place for eye-catching toys like foldable rifles, and as yet another way of turning each level’s complex AI script against it. You might, for example, drop the suitcase somewhere for a civilian to find, much like a weapon in the 2016 instalment, but where a weapon would probably be taken to a safe room (where you might later recover it), the suitcase is comparatively innocuous. Perhaps the civilian will take it to a guard, who might then ask another guard to watch her post while she figures out what to do with it – opening a tiny hole in the map’s defences. Perhaps the suitcase contains a bomb. Perhaps somebody will carry it closer to the target, allowing you to bag your prey with minimal legwork.
It’s a cliché to say that little details make a game, but Hitman’s details generally go a long way – especially in the hands of an unsuspecting bystander. Admittedly, many of the additions here are quality-of-life improvements, a sharpening of Agent 47’s act following 2016’s well-received return to sandbox action. There’s a new picture-in-picture HUD feature, which makes it easier to work out what a CCTV camera can see or which NPC specifically has noticed that something’s amiss. The combat AI is said to be more coordinated, less prone to galloping one-by-one into a chokepoint, though we’ve yet to put it through its paces.
Diese Geschichte stammt aus der November 2018-Ausgabe von Edge.
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Diese Geschichte stammt aus der November 2018-Ausgabe von Edge.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
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Bulwark: Falconeer Chronicles
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The road from Vernworth to Bakbattahl is scenic but arduous. Ignore the dawdling mobs of goblins, and duck beneath the chanting harpies that circle on the currents overhead, and even moving at a hurried clip it is impossible for a party of four to complete the journey by nightfall.
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The creator of Spelunky, plus a super-group of indie developers, have spent the best part of a decade making 50 games. Has the journey been worth it?
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