Hitman: Blood Money Review
Hot Fuss.
Version tested: Xbox 360
Hitman is a divisive sod of a franchise. Apologists are quick to express their opinion that unless you play the Hitman games 'the right way' then you're missing not only the fun, but the entire point. The clue is in the title, they're fond of pointing out.
But, put any of the Hitman games in the hands of the average gamer who hasn't been schooled in 'the right way' to play it or given the well-honed 'pitch' by the developer, and the chances are that their experience will be very different from the evangelist. Sure, they'll start off with the best of intentions and try using the fiber wire against unsuspecting foe, swapping outfits and conscientiously hiding bodies. But then they'll inevitably keep getting caught. Out of frustration, more than anything, you'll probably blast your way out of trouble and quickly find out how effective it is. Like any other game, you'll work out the path of least resistance.
Choice words
But if you're capable of resisting the temptation to completely ruin it for yourself, and bother to play the game like a Hitman then Blood Money is a superb realisation of that sinister premise. Like the very best games, it's a slow burner, often hiding its charms and subtleties from the player until you've invested the time and effort to understand how the pieces of the jigsaw fit together. At its best, Blood Money feels more akin to a puzzle, where there are many solutions to discover if you fit the pieces together in a way that suits you. The design is so intelligent at times that it feels quite unlike any stealth action title around, and a world away from linear fodder we're used to in Sam Fisher's world. Just like previous incarnations of Hitman, it's open-ended, crafted, atmospheric, beautifully rendered, and gives the player so many ways of approaching the central tasks at hand that the replay value is immense. If you're a fan of old school adventure games, you'll definitely appreciate the cunning evolution that's beating at the heart of the game: each assignment feels like a mini playground rich with possibilities for you to try out or ignore. It's your choice.

47 resolutely unmoved by the comedy outfit.
Granted, the formula hasn't been messed with too much since we last caught up with Agent 47. What has been changed, though, helps nibble away at some of the minor issues we had and contribute to Blood Money feeling a much more rounded, slicker affair. For example, the old over-the-shoulder view has been ditched, and replaced by the far superior central camera approach favoured by most third person games, while the previously rather rubbish first person view now feels indistinguishable from any other first person title, should you prefer to play it that way.
Agent 47's animations have had a complete overhaul, too, meaning we no longer have to put up with his bizarre 'puppet leg' movements that blighted the first three games in the series. In fact, the entire game engine has been given a noticeable overhaul, with varied, richly detailed internal and external environments providing an excellent setting for the game, with characters that look the part and move with a conviction absent from previous titles in the series. Vast crowds mingle realistically, security staff and members of the public go about their business in a believable manner. On the 360 it looks fantastic in widescreen high def - like the PC version on full detail settings with no frame rate loss or V-Sync tearing. Lovely stuff.
All ears

Io's fantasies laid bare.
In terms of delivering an immersive environment, Blood Money does a brilliant job, helped in no small part by the impressive attention to detail in every new level (with each completely different from the last), coupled with a sublime audio ambience that goes far further than most games in immersing you into the task at hand. Whether you're strolling around a vineyard, attending a redneck wedding or mixing with the Vegas gambling crowd, it's an area Io has invested a huge amount of effort in, and its importance shouldn't be understated. As ever, Jesper Kyd's brooding soundtrack contribution adds a satisying layer to an already impressive mix; those with a decent surround set up and an appreciation for the best in gaming audio should prepare to be blown away.
In terms of general interaction with the environment, Io has gone for a context sensitive approach to allow 47 to react more dynamically and intelligently to his surroundings. For example, simply pushing the bald assassin against an open window will allow him to vault through it. Pushing against a negotiable gap between balconies allows him to jump across, and the same context sensitive approach applies to pipes, ladders, narrow ledges, you name it.
The same dynamic approach enables the player to perform a diverse array of manoeuvres in a combat context as well. For example, if someone's got their back to you, the game will let you push them if you hit the right trigger (to, for example, push them off a railing to their doom), take them as a human shield, or strangle them with the ever-useful fiber wire. If they're facing you there's a broader move set, including a vicious head-butt, punch, and the ability to disarm an enemy about to fire at you; it's a pretty reliable system that removes the need to learn combinations for the main set of moves.
Mind of a killer
Elsewhere, there's a much greater sense of being able to properly use the environment to your advantage. For example, you can hide in closets and peep out, dump bodies out of sight in appropriately sized containers, climb up lift hatches and strangle unfortunate victims standing below, plant bombs on key installations to make deaths look like an accident (chandeliers being a favourite in Blood Money) and (finally) you can conceal your weapon for quick, easy access. None of them are exactly what you'd call massive enhancements, but together they all drag Blood Money up to the standard we've come to expect in most other games of a similar ilk.
With so many more ways to get around, and more ways of playing the assassin's role, the possibilities that lay before you have opened up even more. Sure, a lot of this might go over your head if you're taking the aforementioned Path of Least Resistance, but those prepared to invest the time will feel handsomely rewarded. In literal terms, Agent 47's actions actually result in financial rewards now, giving you the chance to buy a dozen upgrades or more to each and every standard weapon in the game, including more powerful ammo, faster reload, laser pointers, scopes and so on. As you progress through the game, new upgrade tiers unlock, allowing you to effectively carve your own path regarding which weapons you prefer, and what sort of Hitman you want to be. Naturally you can pick up enemy weapons as well, giving you an even greater arsenal to choose from as you see fit.
As one of the game's most trumpeted new features, it's important not to forget the effect that Notoriety has on the way you play the game, but it's just as crucial not to overstate its importance, either. It seems that Io wanted to find some tangible means of giving players a reward for playing like a real hitman and being stealthy, but only went about a quarter of the way.
No-no-notorious

47 unimpressed with the latest 'slaphead' jibe.
As things stand, if you make a mess of things, you can expect to pay for your indiscretions one way or another. For example, if you kill innocents, leave witnesses and incriminating evidence behind repeatedly then your notoriety rating will shoot up and the papers will show an increasingly accurate photo-fit. From there, you either have the choice of paying increasingly hefty bribes to get this rating down, or face the prospect of people recognising you and alerting security to your presence.
On paper, this sounds like a great way of encouraging players to get into the spirit of the game, but it's flawed in several crucial ways. For example, once you realise that killing every single person in a level and stealing any CCTV footage negates any chance of anyone witnessing your murder spree, you'll make it your business to do that. It's a sad, sickening sight, to be sure, but far from making you a better hitman, the persistent notoriety system actually motivates you to kill everyone, just in case they grass you up. Even if you do need to pay the bribes, you've always got plenty of spare cash so it's no big deal. It was a good idea of Io's, but in reality the temptation to 'Rambo' through the game to finish it has actually increased.
That would be fine, in itself, but in Hitman: Blood Money's case, playing it like a third person shooter and taking the path of least resistance also happens to be showing off an otherwise fantastic game in the worst possible light. Even on higher difficulty settings, the general AI behaviour is just plain dim. Shoot any patrolling bad guy and their cronies radio one another and swarm on your position immediately. As a spectacle this is a bit ridiculous (in a lemmings kind of way), but in practise it's even worse. All you ever need to do in the entire game to succeed is find a safe cul-de-sac (not hard), pick a fight with someone and safely pick off any subsequent foe one by one. Eventually, you'll have cleared all hostiles with minimal health loss and can move onto the next section and repeat the same formula until you've located your targets and moved on. There's not even an element of surprise when you encounter an enemy - your ultra helpful map gives an instant top down indication of every person on the map, helpfully colour coding them to make it even easier to tell who's about to appear around the corner.
Without labouring the point too much, if you want to get the most out of the game then the only reason you'll play Blood Money like this is as a means of 'scoping out' a level. To see what disguises work, where you can go, what those exclamation marks on the map mean, and so on. In fact, your first play through may feel like a brief tutorial, a mere taster of what's to come. Strangely, you won't spoil the surprise by seeing the whole story, but simply open out the game to allow you to scalp those Silent Assassin awards in the order of your choosing.
Save our saves

Human shield, or throes of passion. You decide.
However much love you may have for Blood Money, we'd still question why Io felt it necessary to wipe your mid-level progress whenever you power down, quit to the menu or reach the end of a level. Although you have three save slots available to you (and seven chances to save on normal, three on hard, none on expert) any saves you happen to make during a session will simply disappear in any of those circumstances, meaning you'd actually have to leave your console switched on if you went out and wanted to pick up where you left off. Blood Money? Bloody Minded, more like. This petty approach to saves is mind-boggling, and only just about excusable on the basis that none of the levels are that long. Even so, for those gunning for a perfect run-through, often unique circumstances have to align, and having to do it all in one go is - to say the least - tough. Bad form, Io.
With everything taken into account, though, we had a great time with Blood Money and look forward to eventually cracking each of the 13 levels to Silent Assassin rank. It's a shame that it still doesn't work as a bona-fide shooter, because it's likely that a fair chunk of the audience will still want to play the game that way regardless of anyone's recommendations. Until Io can sort out its rudimentary AI routines and flesh out the whole package we'll be left imploring you to completely gloss over the less-than-brilliant combat, and focus on trying to be a Hitman. And when you do, the penny will drop as to what a great game this is.
Judged on that basis and played in the right spirit, Blood Money is a fine addition to the Hitman series, boasting significant improvements that make it not only a more rounded, slicker affair, but a more enjoyable one in the long run. If the impressive visual enhancements, tighter controls, more coherent narrative and bigger production values don't draw you in, the thoughtful level design and degree of freedom will keep you coming back for more. Best yet? Bloody right.
8 / 10
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Comments (61) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Also, I loved collecting all the weapons in my shed.
Seems ticketyboo if you ask me then.
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When you're going for Silent Assassin rank, not being able to pick up from where you left off (maybe only cocking up one tiny thing at the end) is a real bitch.
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My only real gripe with Hitman is the way it always saves your last run through a level instead of your best one - so once you get a Silent Assassin rating on a level you can't go and slaughter everyone on it for fun without having to do your slient assassin run again. Have they fixed that in BM?
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And there is the thing that will make me not buy this game. I do not need that kind of gaming frustration.
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Enjoying alot so far.
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Don't thank 47, thank vin diesel....
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Seriously, why would they bother to have a top ranking and *not* make it hard to attain? If you just want to play through, fine, if not then prove you're good enough by not making mistakes. I don't see where the flaw is in that.
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Let's see:
1) Control issues - maybe this isn't so bad if you're a fan of the series, but I found it pretty unintuitive to say the least. Inventory/holster particularly irritating.
2) Game issues - press the trigger to push the guy over the balcony? How about - nothing happens. Keep trying for a bit until guard notices you so you gun him down. Same thing happened with the human shield part.
3) More game issues - try to open a door while crouching, when it has a keyhole. Maybe I wasn't looking at the precise pixel needed or something, but crouch+keyhole means action=look through keyhole. So you have to stand up to open the door, and they notice you faster. Dumb.
4) Graphics. Multiformat game. It used to be that the powerful machines got a decent frame rate. No more! Why the hell is this juddering around and leaving movement trails? Couldn't make up my mind as to whether it's 30fps or actually 20, but it's certainly not smooth. Please take lessons from the CoD2 programmers.
5) AI of hilarity. Why can I open and close a door next to guards and they don't care, then I throw a coin some distance away and they're all pumped up about it?
Nice audio though, great atmosphere, I wanted to like this one, but kudos to them for releasing a demo so I could find out it's not for me - saved a good 40 quid there.
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Some of us don't have hours at a time to play video games. We go to work, we go out, we socialise, we go to BED fer f**kssake, we do all kinds of other things apart from play games, which might make it just a little bit useful if the people releasing these video games would make it possible to SAVE our progress when we are no longer able to contine playing.
I've been anticipating this game for over a year (loved the last 2 HM releases), but if you seriously can't save your game, then there is seriously no way I'm going to be buying their game.
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Misunderstood, I believe. You can save, but you have to finish a level in one sitting for it to be recorded.
As for the general concept of it being mediocre as an action game, it's not really a problem in my estimation. The whole 47 character is so obviously not like that - shooting everyone in sight, that is - so you just feel wrong about brute forcing levels. Especially since that approach makes the game quite short as well.
Also, why didn't people like Contracts? Nothing very much wrong with that one either, other than the re-use of level concepts from the original.
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Pah!
<A HREF="http://en .wikipedia.org/wiki/The_Invisibles">King Mob FTW!</A>
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I played the demo from XBL and I was appalled by the horrible clipping errors throughout the first level. Also I noted that the AI is ridiculously stupid at times (for example: take the two guys that you have to distract with a coin - just try to open the door, stand there, toss the coin, close the door and watch: when they approach the door, just stand a little behind the door, one guy "clipped" through the door, saw my character, and said "nothing here." and so on and so on.
Also the graphics are ok but nowhere near what I'm used from other games, and what's with the shadows that characters have - which can miraculously be seen through closed doors???
Controls are also clumsy and not very intuitive.
This game has serious technical problems.
On the other hand the atmosphere is just right, the dev-guys had time to include a lot of sick stuff... (I like the scene with the "manager on the toy-horse"
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Is their any difference from the ps2 to xbox versions. I used to by multi platforms on xbox as I have that linked to a 5:1 system, but as my ps2 is on a bigger better telly I have started to buy for this again (sensi soccer will be ps2) so could anyone let me know any major reasons to buy xbox over ps2.
Cheers
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Seriously, why would they bother to have a top ranking and *not* make it hard to attain? If you just want to play through, fine, if not then prove you're good enough by not making mistakes. I don't see where the flaw is in that.
You can save, but the saves get wiped when you quit the game. That's a fatal flaw.
Trial and error gameplay without decent save system = not buying it.
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However, this save system is just stupid. I very rarely have so much time to get down with a game that I might imagine myself completing entire Hitman missions in one go. I mean, they can take hours, when you're silently scoping out the place.
I really don't see why it has to wipe your saves when you quit the game. What's the point? Do they just want to make you so hardcore that you complete them in one sitting? There's the highest difficulty level for that already. This has to be a bug, surely.
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(And before anyone asks, I've got over 25 360 games and apart from Oblivion freezing during loading - a software issue I believe - I've not had any problems with any other 360 game freezing during play so I suspect the problem lies with the game not my 360).
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The game saves properly everytime you complete a mission btw, encase anyone thought that all saves were temp.
The demo or tutorial level is really not a good example of what the game is about. The rest of the missions are all diverse and allow for multiple ways to complete them.
Basically, if you enjoyed the previous Hitman games then you'll like this one too regardless of it's faults I'd wager. It's a return to form for the series.
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You can save all throughout the level you're currently playing. Fine.
When you exit the level, all those savegames are lost.. like.. tears.. in.. Wrong!
But it's still the best Hitman yet and certainly a "return to form".
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oh well, it's only £18 on play (pc version) so i'm sold.
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Saves also disapear when exiting levels, and you get restricted saves, but contrary as i thought, only thing restricted is save spots, not how many time you save in a level. You can save unlimited times but only on three save spots, not much of a difference to easyer difficulities imo.
Now there's a slight problem with controls in pc version. Mouse cursor is lagging a little. Inventory, is very awkward, you must press and hold(!) r-mouse while navigating it using mouse wheel, then theres coin tosing. Logicaly it would be, you select it then aim and throw it with mouse, but no you aim it with mouse jet you throw it with G button!? Also that mentioned rambo stile in killing everyone is actually even easyer on pc becouse of easy headshots with mouse.
Still, game looks to be very good, havent noticed any bugs. 7/10 for what I've seen so far.
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Good Review btw.
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This is a pure puzzle game and you have to learn to embrace the trial and error structure of it instead of letting it get to you. I don't consider the save system to be a problem since assignments/targets don't take very long to execute once you've figured out how to approach them (a previous poster pointed this out as well). The hard part is to keep the sequence in your head inbetween play sessions; I opt for the old-school pen & paper save system...
I also think the "radar" (which lets you track the movement of each and every person on the map) works really well from a gameplay perspective, even if it's not exactly realistic.
I've yet to see the point of the Hideout, a secluded area where you can test-shoot your weapons on rats (and not much else). It also bugs me that it's so difficult to acquire stats for previous missions, since replaying missions with bigger ambitions and on a higher difficulty setting is a big part of the game. Am I missing something here? Is there a laptop with mission stats hidden in one of the dark corners in the Hideout that I haven't spotted?
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Let's see:
1) Control issues - maybe this isn't so bad if you're a fan of the series, but I found it pretty unintuitive to say the least. Inventory/holster particularly irritating.
2) Game issues - press the trigger to push the guy over the balcony? How about - nothing happens. Keep trying for a bit until guard notices you so you gun him down. Same thing happened with the human shield part.
3) More game issues - try to open a door while crouching, when it has a keyhole. Maybe I wasn't looking at the precise pixel needed or something, but crouch+keyhole means action=look through keyhole. So you have to stand up to open the door, and they notice you faster. Dumb.
4) Graphics. Multiformat game. It used to be that the powerful machines got a decent frame rate. No more! Why the hell is this juddering around and leaving movement trails? Couldn't make up my mind as to whether it's 30fps or actually 20, but it's certainly not smooth. Please take lessons from the CoD2 programmers.
5) AI of hilarity. Why can I open and close a door next to guards and they don't care, then I throw a coin some distance away and they're all pumped up about it?
Ok first of all...You can't review a game based on a demo.
Secondly: If you spent just a *bit* more time with the game you'll see that the inventory/holster is actually *very* intuitive. I've never had any problems with pushing people but I have to agree on the human shield part. It seems you have to align perfectly behind your victim and face him (really really face him, none of that "I'm looking at your shoulder" stuff). It works if you walk up behind someone but when you want to grab a cowering guard (or civvie) it's horrible.
The stealth-dooropen is actually very simple. If you stop walking while stealthing you look through the keyhole, if you keep walking into the door you'll see that the action changes to 'open door' ta-daaa....
I found the graphics very smooth and I love the way the game slows down when your system cant hack it. Instead of moving like a strobe-light you just move at turtle speed keeping the game playable. Nifty.
About the doors: doors are meant to be opened, arent they? Coins don't drop out of themselves. If you're in a disguise and in an area where your disguise is 'common' why should the guards notice you? Try walking into a guard shack with your suit on and see what happens...
Furthermore, a little addition to the original review: It mentions the tactic of killing one guard and wait for the rest to come while looking at your map to see when and where they'll "surprise" you, mentioning the usefull map with colour-coded guards.
This is only true for rookie and normal mode. I found that on expert the o so helpfull guard icons on my map were gone. (Excellent tho!).
Excellent game, great fun.
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I'd add the the calls to play this 'the right way'. Just completed the 'witness protection' mission with 1 kill, no shots fired, no witnesses and not caught on tape. Made me feel warm inside my cold, black heart.
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*SPOILERS*
Perhaps you should try the bint in the bikini who's walking funny. Maybe she's hiding something. Somewhere...
*SPOILERS*
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Subtle, eh?
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Save system doesn't bother me one bit.
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By that I mean it can be quite frustrating at time, making a few failures whilst you scope out an environment and make a plan. I finished the first two missions on normal with a Silent Assasin rating, but it took a fair few (as in loads really) goes to get it right. For the second proper mission (the vinyard one) I actually killed both targets using poison rather than any of the contrived traps, but it still felt real, it didn't feel like I "hadn't done it properly".
On a critical note, a bit more info about what counts as silent and what doesn't would be nice. The manual is very slick, but it gives me bugger all info about specifics. Like will I fail to get a Silent Assasin rating if I use a silenced pistol (because its violent), or will I fail the same if I kill a non-target NPC?
These are the things the player needs to know when making their plan. Knowing your boundaries and fitting within them is a key part of enjoying the game. No-one likes unexpected negative surprises that don't feel like they were your fault. Especially if said surprises mean you don't get the top rating you were expecting (me, at the end of the 3rd mission yesterday, bloody witness apparently, what constitues being "spotted by a witness" I ask you).
Some really nice touches, like various NPCs carting cameras around the place. It still suffers from "reload and try again" syndrome, like the previous games did. Because if things kick off, your Silent Assasin rating is as good as gone so you may as well reload.
As for reducing the number of saves with difficulty. STOP DOING THAT! Who is making that decision, it just breaks so many good design rules. I will consequently never play the game on the hardest setting, because playing with no saves in a game like Hitman is simply not fun. And if its not fun, its not a game.
Very nice overall though. Just play it the way you want to play and only worry about the aspects you want to worry about, and I think you will find it rewarding.
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wow, the showman demo was fucking terrible.
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About that new life lvl.
SPOILERS
I put quite a lot of time into that one, first got garbage uniform so I could get into pet lab for ether, then get clown uniform to get into house. Getting microfilm was easy since that wife of his loves clowns, killing her man was harder since there is always one agent near him, and you cant go upstair unless in fbi costume. I had to climb into second flor via drain pipe, then the I put ether on those girly panties. That cooled one of the agents who loves to sniff, got uniform from him and killed the target while his playing pc.
SPOILERS
Loved that level, all that peacefull neighborhood, with a coold-blood killer on a loose theme.
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To those who bitch about opening doors, you might want to note that if you actually hold DOWN the context button(s), you get to choose which possible action you want to take. Yes, that's actually intuitive. There's nothing wrong about the controls save the rare clipping error or so.
And yes, this at the very least deserves an 8/10. And that's coming from somebody who so far suffered more than 20 crashes because of Hitman Blood Money (computer freezes every time I quit the game).
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I understand time/real-life issues, but this series has always been about immersion. You're a hitman for crap sakes--there's a level of reconnaissance that you have to expect before you can run through a level in a couple of minutes (and I mean that literally--I've seen a google video of someone finishing the Vineyard level in a minute and a half and getting Silent Assassin). The first few times you play a level you're just gathering information, figuring out what you think will probably work. If you're taking 30 minutes to an hour to beat a level, you probably want to play through again and better yourself anyway, so why save? The fun of this game is figuring out how to get through a level as efficiently as possible. Though I have to admit going through a level (particularly the crowd ones) with guns blazing is an excellent stress reliever.
I can't speak to the control issues that were mentioned with the 360 version of the game, but I can add my piece about the PC controls. The controls are, well, different from previous games, and at first disconcertingly so. I was used to, even fond of, the system from previous games that involved picking an option from a list of actions, with a single key. They did a pretty nice job of making the default action the one you probably wanted to perform (makes more sense that you want to open/close doors you're next to when dragging a body than dropping the body, no?, etc.) Now you pick things up with space, drop/throw things with G, interact with most other stuff with E, but interact with some other things (e.g. poisoning a drink) with the fire button? Some of that seems non-intuitive, but I think I'm getting used to it. (btw, you can still get to a list of some additional actions by holding down rather than tapping, E, but it doesn't pop up instantaneously). As a side note, climbing up on things may be a touch sensitive. I've ended up on top of a crate a couple of times that I was trying to hide behind, which oddly enough, guards find mighty suspicious.
Holster weapon/pick weapon seems the most intuitive thing in the world to me now, though it didn't while playing the demo.
The AI is, if anything, too forgiving. While in real life it would seem odd to see your (guard) buddy stand at the door opening, closing, opening, closing, and 47, being the badass he is, only heightens the hilarity, you have to admit that if you, in real life, had either (1) a guy you don't know but in a uniform you recognize, opens a door near you, and then closes it, or (2) you hear the metallic clattering of something *over there* when nobody's around, which would you more likely be interested in investigating? It seems that most people either love or hate Hitman's AI, and I honestly can't think of a reason it's not in more games--I mean it just makes SENSE that guards halfway across the level would NOT be alerted to your presence because you killed a guy when nobody was looking. Yet most games suck in that department. Again, I can't speak to the "AI gets better later in the game" as I'm only halfway through it, but it seems quite adequate to me.
And I agree with the (seemingly majority) opinion that the level they picked was a poor choice to represent the game. After playing it, I was almost disappointed, hoping that the whole game wouldn't be like that. Thankfully it's not--it's a whole lot like the rest of the series.
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Hitman? more like shit man.