Even outside environments have a stained yellow tinge. It is limited to similar looking locales, all of them dingy, rain-slicked and realistically cluttered. Whereas Blood Money felt varied, exciting and experimental – a “cool locations” tour funded by target dossiers – Absolution suffers from its straight shooting story. We don’t need to like him, we just need to be him. Having Agent 47 as a front-on, walking, talking protagonist feels a bit wrong. The directed narrative often ruins missions, taking the controller from your grip and putting Agent 47 into far too many action man sequences for any Hitman fan to feel entirely comfortable. IO Interactive has a story to tell and it won’t let player agency get in the way. This is the attitude directed at the player throughout Absolution’s single-player mode. Spent the entire level undetected with no kills? Why not kick back and watch us ruin your smooth run with a non-negotiable balls-up of your mission? The story is important, so stop your whining. ![]() Don’t worry about actually completing a level – we’ll take that off your hands and enact a cut-scene the moment you press Y at the exit door. Hitman: Absolution may aim to provide depth to its sub-heading through its firmly guided story, but on a meta level it removes consequences and obligations from the player. An interesting title for a game that scores you on how you kill people. Absolution – the freeing of blame or guilt, removing consequences and obligations.
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