Hitman: Absolution
Stealth. Secrecy is a long part of human nature. Since ancient times, primitiveness, when survival and the success of hunting depended on secrecy. Before children’s games of hide and seek that imitated this kind of occupation. Even today, military successes are often based on deception of the expectations of the enemy and secrecy in the implementation of their plans. Including the most ordinary average person from time to time experiences a desire to become invisible, thereby getting rid of the overwhelming attention of the surrounding society. Therefore, one should not be surprised that the games in secrecy found their grateful player and as part of computer virtual entertainment.
Moreover, despite the fact that each of the most eminent games of the genre like Mgs , Splinter Cell or Thief , possessed her highlight in the form of original mechanic, stylistics and approach, but at their core they relied on avoiding attention from the enemy so that no one even noticed you. And only one episode Hitman I decided to go in a completely different route, setting a social stealth in the center of the game, when the player had to hide in sight, rely on social conventions and apply a mortal blow, sometimes looking at the goals directly in the face. And this time my hands reached the most controversial game of the series, which some fans hastened to brand a departure from the canons of the series, others quickly ran a blockbuster as a banal action movie from a third -person on a minimum complexity. And the creators later decided to take the maximum possible from him, but put on more familiar rails. And, of course, we will talk about such a game as Hitman: Absolution .
A murderous return
After the success of the last game of the series, developers and publishers managed to change a lot. The same Io Interactive Once again I tried to move somewhat away from my main series, giving out a cooperative shooter about Kane and Lynch. While potential continuation "Bloody money"Was developed without much haste and enthusiasm. The next problems were supposed to drive up from the ruined publisher Eidos Interactive, However, the Japanese from Square Enix turned out to be rather generous owners and publishers. They decided that the game about the 47th could become a big AAA blockbuster and therefore allocated to develop another game of the series incredible in terms of the scale of past games resources. And in the end of autumn 2012 Hitman: Absolution I saw the light in the framework of the PC, PlayStation 3 And Xbox 360.
And after the release, the game turned out to be quite successful, collected in general good reviews from publications and a wide mass of players, but there were some kind of success in all aspects of success but. Yes, sales of six and a half million copies were the best in the series, but they were still lower than the expectations of the publisher from such a large and expensive game. Critics about the game were not bad, but did not reach the best games of the series, dangling, somewhere in the area of the very first game and "Contracts". The love of the players turned out to be fleeting and soon the game was in the mass consciousness rather controversial than really good. Yes, the long game brought all the new and new profits: it was not without reason that it was released for apple OS X, and for later prefixes PlayStation 4 And Xbox One The game came out within the framework Hitman HD Enhanced Collection. But this was clearly not the result that the Japanese giant was counting on.
Personally, I took this game for myself in the year of exit, but I never lingered in it longer than a couple of missions: apparently I simply checked its performance, but the game itself could not involve me. Although at about the same time I was not without pleasure watched her passage on YouTube. But the years are going on today, since I already undertook to drive the whole old bald, then bypassing this game did not see any sense. In the end, the last game of classical pentagogy right before the restart of the entire series. And the game turned out to be somewhat not what I expected from it from a half -old old memory. True, first I will make a small bonus retreat.
Hitman: Sniper Challenge
Each time, when releasing the next large large -budget game, the publisher and developers, the question arises of how to better advertise it, and at the same time encourage players to design pre -orders. And if a massive advertising campaign in the profile press and related media is not something new, then more exotic options are one way or another to attract a closer look. Often publishers cost a banal release of comics, literature or other media products, but in the case of Hitman: Absolution Thought came to the release of a small accompanying play-head Hitman: Sniper Challenge , which could be obtained either along with a pre -order of the game or by acquiring Hitman Collection V Steam. Moreover, for the series, this was not something fundamentally new, because before the release of the second part, a browser flash game was released Hitman 2: Christmas Game, And after the exit "Bloody money»Mobile toy followed Hitman: Vegas. But this time I happened to feel this game personally.
The game is a sniper puzzle in which our 47th, who arrived in Chicago under the leadership of its curator Diana Burnwood, must eliminate some kind of weapon magnate. Heatman sits motionless on the roof of the skyscraper and must complete his task on the roof next door. Interestingly, the game is implemented directly on the engine of his big brother and is felt by a piece of gameplay directly torn directly from there. Therefore, such a small puzzle boasts a good graphone directly from Absolute.
It would seem that it can be especially sophisticated here, because of all the available tools we have only a sniper rifle at our disposal. But in fact, the authors have prepared us a series of simple tools and a mechanic, because if you quietly kill the guard, you can clear a certain zone, and if his body is made by a chatter from the roof or to the pool, the body will be hidden.
With shots on the walls and objects, you can attract the attention of opponents and put them to the right points. But the authors have yet prepared a lot of interactive objects with the help of shooting, at which it will be possible to arrange all sorts of interesting things, for example, open the elevator shaft or activate mines.
In addition, there were many all sorts of funny and exciting tasks and challenges, sometimes not even related to the main mission. Glasses are awarded for all these actions, with which your rifle is pumped, and not only here, but also in the main game.
So it turns out that this, at first glance, is the simplest and primitive trifle is able to entertain and take away about five, six hours, especially if you just go into the game a little pose for fifteen twenty minutes after work. In any case, wanting more from a purely advertising product would be the height of naive impudence. And so a small dose of fun can provide, especially if you are a lover of such Heatmen puzzles.
A real plot
In the game of a series, for once, a real plot appeared: yes, everything is like a big uncle with a hero and his arch, antagonists, a sequence of events from point A to point B through a point. No longer any overwhelmed salad of one-or less single canvas binding to the game. That’s just from the fact that a normal plot appeared in the game, this plot did not make this very plot. He turned out to be full of cliches and stamps, caricature frivolous characters and very convenient circumstances pushing the plot further and further. The only turn, where the bald one, because of his negligence and self-confidence, falls into the paws of enemies, is repeated twice. However, the plot itself draws a story from the swamp of mediocrity. For the local directing and stylistics, inspired by the trash graindhouse films a la Tarantino and Rodriguez, fills the space with a dirty atmosphere of sexualized violence, a sniffed American outback and a rubberized film of old cinema.
In general, the game tells how to make an order from the agency to eliminate its long -term curator Diana, who betrayed the whole office from the agency. But how, it turned out, she betrayed the agency for a reason, because it turned out that some people in it decided to use the achievements of Dr. Ortmeier and unknown scientists from a competing company of the past game. As a result, Diana entrusts the concerns of the 47th girl, created as another perfect killer. But not only a manager from the agency begins to hunt for it, but also the mysterious billionaire-guard from South Dakota-a kind of modern cowboy without honor and conscience. And, having landed with the ward in all this knead, the bald killer begins to spin. Saves the small in order to fulfill the will of Diana. In addition, he is trying to put an end to all persons interested in her genes, as well as leave the agency’s cap. So the narrative will lead us from the task to the task, where you are not so much performing other people’s contracts, but busy with your own personal goals.
Play in a new way
From the side of the gameplay, the game is a certain rollback to the very first game of the series, implemented at a qualitatively different level. For, unlike past games of the series, the game process does not represent unwinding exclusively murderous small sandboxes. No, there is a place for fragments and whole tasks to penetrate somewhere, somewhere you just need to extract the necessary information or object, and somewhere the game frankly pushes you to the shooting gameplay and an attempt to quietly or not really shoot half a card. Of course, the sandboxes themselves have not gone anywhere and they still remain the main dish of the proposed game, but they are constantly framed by more linear tasks and fragments, often representing the usual movement from point A to point B, along a small corridor with branches and alternative routes.
Moreover, the scale of the cards has somewhat decreased compared to the past game, but the details and saturation of locations increased by order. As a result, on a completely insignificant, by the standards of past games, a Piglet can be bored for a long time in an attempt to extract all the possibilities from the card.
It contributes to the careful study and rejection of the missions and the new challenges system, within which you have to fulfill a lot of diverse activities on the map and reveal all the possibilities of locations. From standard challenge on the search for evidence, all costumes, quiet passage and passage without a change of costume, to more exotic tasks characteristic of some one map. Perhaps the only pair of claims to this system can serve as some blurry of the formulations of the calls themselves, and we are talking not only about special secret, but also the most common tasks, and the excessive stuffiness of some of them. For example, during one of them you have to invisibly to complete and break the neck of almost five dozen opponents, stripping the entire task in zero. But in general, such a challenger system provided me with enough interest in reprinting the tasks, and without it I would hardly have lingered in the game for more than ninety hours.
Sometimes some challenges may be prevented by a new system for conservation of progression. From now on, you yourself must look for control points in missions where you can fix your progress. At the same time, control points can be far enough from your movements of movements, which leads only to excessive body movements. In addition, control points retain only the statuses of your goals, your clothes and objects with weapons in your hands. As a result, restarting the control point, you will be surprised to notice that the game has restored everyone, all the enemies on the map except for direct goals, and restarted all the scripts at the level, unless of course they were tied to your targets. From some side, I can understand this decision, but still it is felt by some overly crooked and creamy, when you just go around the control point in places, so as not to look and listen to the same long-lasting scripts and dialogs and not to kill long-killed enemies.
Your inventory has also been changed: from now on all categories of weapons and objects are clogged on separate keys, and the noose and branded silverbollers are carefully hanging on the first two digits. If you need to pick up some other item or the old gun will be thrown away. And the heavy and sniper weapons now calmly hide in some other dimension of dimensionless pockets of the bald, which is why the need for special cases hiding their presence has disappeared. Just click on the wheels and if you have at least a huge machine gun in your hands, it will evaporate from view. It is a pity, of course, that the inventory system was not completely associated with the reproduction of the missions. After all, the game knows how to remember what costumes, trunks or objects you managed to feel during the execution of tasks. So they would give the opportunity to choose clothes and inventory at the start when the missions are restored, from among those felt by the clone.
And the rating system has turned into something slurred. Yes, in some places you can seek ratings, accumulating glasses literally for every useful action, simultaneously with the summing up of the general statistics at the end of the task. It is quite possible to get such a macar so cherished “silent killer”, but only there will be no sense from all these ratings. Neither rewards nor monetary systems are tied to ratings, and therefore soon they stop disturbing you, remaining some strange atavism of the past.
Instinct management
But from the point of view of the movements and ease of management, our 47th has never been so smooth, fast and athletic in its movements. He clearly and deftly sticks to shelters and walls, is able to jerk over the distance between them. With much more hunting, the bald man began to climb the tops and cornices, of course, he was still very far from some Sam Fisher, but more from him is not required. In addition, a cloned killer for once became a formidable shooter and fighter. From now on, when it comes to combat clashes, he quickly and clearly puts shots at the target, and thanks to the shelter system, the third -person’s rather good working shooter begins to play out. Of course, he is still far from the level and depth of the third mass of effect, but the same second masses have already been reached. Unless the local hand-to-hand combat system failed, turning into a banal QTE, and at least with some object in your hand you can end the fight until it starts with one blow. And if you begin to avoid hand -to -hand fights with all your might, then with all other objects in your hands you literally turn into a real maniac from a slasher that can turn literally any thing that came across a tool. Although, of course, the entire management will have to get used to it, because the number of the necessary buttons, as if it has grown up and the first you will every now and then get confused in your own keys.
The artificial intelligence of opponents also survived the next return to the roots, this time to the second game of the series. The former paranoia and suspicion returned to the opponents again. Moreover, unlike the last game of the series, dressing again pretty much lost in its effectiveness. From now on, the enemy should notice a strange bald in the same clothes as he, as he immediately begins to grow, a scale of suspicion. As a result, you begin not so much to rely on someone else’s larva, but just avoiding a suspicious gaze, hiding behind the corners and sneaking on its heels. Although of course, such suspicion concerns exclusively the same clothes that the security itself wears. As a result, you begin to see more sense in costumes of more rarely encountered inaccuations in order not to fall so much in front of everyone. However, unlike "Silent killer»Local cards have become more densely shot down and closely inhabited because of which even the oldest steepness tricks begin to fail.
And here a completely new system of “instinct” begins its work, which allows you to focus on cards so tightly stuffed with capabilities, and eliminate whole packs of enemy in shootings and avoid such annoying attention of others. Squeeze his button and all interactive and interesting objects will be highlighted for you, and all the security and goals not only will be visible even through the walls, so you will see even their closest routes. Someone will say a legal cheat, and I will say that this is a banal replacement of the card from past parts, where it was also possible to spy on the entire population of the card and plan their actions based on this. Squeeze the "instinct" with weapons in your hands and you will have the opportunity to quickly mark goals in the field of view, then to eliminate everyone in the stylish slum.
Moreover, the capabilities of the “Frust-Bay” system depend not on the number of shots, but on your quickness, when at least five enemies can be knocked out at least about at least five, at least ten. Well, if you squeeze the “instinct” button as disguised, then the bald head will simply bring his hand to his face, thoughtfully scratching the crown or wiping his nose, which will temporarily provide you with a decrease in suspicion to zero, and regardless of how many eyes are looked at you and how closely you are squeezing with them. Such a system gives the answer to three main gameplay problems at once. At the same time, the instinct is restored literally from each of your beneficial sneezing, imperceptibly strangled the enemy or put a headshot – the instinct has grown a little, hid the body in the closet – even better, fulfilled your target – the instinct will all be replenished with the whole.
Perhaps the only indigenous problem, which consists in new systems, is manifested exclusively at higher levels of complexity, where you are thrown up with additional security, and slow down the restoration of instinct, and at the very tops all new -fangled systems and interfaces will be cut off at the very tops. But the game has already been developed for new systems and their use. Because of what the game begins to give you such a tough, uncomfortable and overwhelmed game that you begin to launch a little. No, such hardcore in empty drove definitely needs some special masochists and connoisseurs of a strange. For me personally, just high difficulty remained the peak of a convenient hardcore, not turning the game into some kind of clown phiesta.
In addition to all this, the game was attended by the network mode of “contracts”, only now his server has long been disconnected. And even if the developers have been promised to tear out servants from the hands of the former publisher for some time and still chop him back, but still there. So I can’t say anything about him.
Impressions in the style of AAA
On the visual side, the game has undergone significant changes over the past from the last part six with a little years. Not surprising, after all, between the very first game and "Bloody money»The same time has passed. Therefore, it is surprised that the game moved to a new engine Glacier 2, Do not have to. However, it should be noted that the game looks incredibly beautiful, even if you compare it exclusively with its same time. Here, the authors managed not only to update all animations, models, faces and entourage, moving away from a slightly hypertrophied and subtilled style towards harsh realism, but also saturate the picture with a large number of all kinds of post -effects, filters and particles. Moreover, all this beauty was not very voracious to the player’s resources. And all of the above gives the game the general impression of an expensive large blockbuster, the real AAA-Igra from the world of stealth. What to talk about if in places the game looks worthy even now almost twelve years later.
And if, from the point of view of the picture, the game showed the real splendor, then the sound disappeared somewhat. And no, ordinary sounds, voice acting characters and all kinds of shots work with dignity. But music, in music, the lack of an important creative component is clearly noticeable. For Jespere Küd completed cooperation with the studio, and the newcomer openly did not extend his role. There is no from the embedent side everything seems to be in order, and purely formally the music performs its function. But for the whole game I did not remember a single melody, although some bats and orchestrations from earlier games still settled in my head. Even music from the main menu, on my personal hearing, is some kind of remake of the Tariverdievsky theme from the "seventeen moments of spring". What to talk about, if at one of the most climbered moments of the whole game that finish the enormous act, a sacramental Ave Maria, not something of your own.
The general atmosphere of https://hellofortunecasino.co.uk/bonus/ the game turns out to be sustained in this tone of the high -budget graindhouse trashak from Tarantino and Rodriguez. All these strange and completely traveled characters, where one scumbag is even more vile quenching than another. And no, we are not talking about the universal atmosphere of decay and human decline from "Contracts". For even the next frostbitten pervert, it will turn out to be a completely miserable and worthless type from some side, with some funny character trait.
And of course the game is sexualized to the fullest. All counter-transverse ladies, except for our ward and episodic nun from the shelter, turn out to be exclusively sexy predators, which are literally ready to use every bend of their body and all their charms in order to break through the highest possible in the hierarchy of forces. Moreover, some of them are quite ready to use their attractiveness even against the 47th. At the same time, some of the rivals will also turn out to be obviously bdsmans and dominatrix. And if in the year of release, the magazines were slightly drunk for all this sexualization: they say, what a ringing vulgarity? Then today a similar dear-God game, from a major publisher, so clearly rests on the dark sides of sexuality, looks some kind of alien from another world.
The final point
As a result, we are faced with a game that clearly tried to jump above his head and turn the hitman into mainstream. A game that will become a truly massive hit and will be able to repulse all those tons of money that the new publisher poured its creation. At the same time, it is noticeable that the authors carefully studied the entire previous series and tried to borrow the most interesting thing from each game: from Codename 47 The game received a variety of tasks and missions; from Silent Assassin got a tight and complicated AI system; Contracts They poured the game a little of their gloomy cinema atmosphere; A Blood Money issued the density of filling maps and a variety of ways to fulfill the fulfillment. And from above all this was sprinkled with an updated picture, convenient management and all other delights that should differ in high -budget games.
And maybe for someone, the game has become a betrayal of the whole series and a strange experiment, which has become between your favorite people ”Bloody money"And rested by the series. But personally, this genre experiment was quite to my taste. Yes, this is not quite the hitman that many are accustomed to: it still has some curves and banal flaws that will be eliminated already in restart. But from the fact that this game is a game about a slightly different hitman, it does not cease to be a game about Hitman. Ultimately, all the efforts of the authors did not disappear and the already rested series, with might and main used all those mechanics and techniques invented for this part of the series. So Hitman: Absolution It is definitely not worth all those spit and curses that rushed after her, and this is not only a good game as a whole, but it is also a completely worthy part of the series. In the end, one cannot exclude the fact that some of the particularly zealous shy of the game did not see anything in the series except the last game. And this game is quite worthy to pay its share of attention.
P. S.: The game in Steam is already lies with someone’s complete localization. And localization of the wave for itself is normal, except for some wild jamb in the voice acting of the rollers, where the sound engineer, as if not leveled frequency balance, and all the speech hollows at the top, torturing your ears, no matter how you configure your speakers. Due to such a strange approach, every time it is tempting to miss the next video.
A little notes and personal impressions of the passage of each mission.
Introduction
Chicago
Task 1 it is also training in the mansion
In general, all this task is divided into three subsurbs. First on backyard I was taught an updated layout of control, there to shoot, strangle, hide bodies and hide using a new system of shelters and sticking to them is clear and intelligible. Then in greenhouse Throw tasks for throwing various objects and an updated masking system when changing clothes. As it turns out, all colleagues know each other and immediately begin to suspect a bald beginner and in order to discard suspicions, it is necessary to use a certain “instinct”, replenishing literally from any useful action. Well, on a rocky ledge demonstrate a slightly expanded acrobatic capabilities of the clone. Well, already Inside the estate A microscopic sandbox will be thrown to you, where you will have the opportunity to experiment with poisons and disguises, and in general, to pamper with some possibilities. And then on second floor Teach the new system "Drive-wrap". Such a completely normal training mission according to the best samples of the last game.
Act I
Task 2 it is also Chinagorodskoye
This task is the most ordinary classics of the series, and that we have a medium -sized map, crowds to the people and a whole mass of means to ditch our goal. Even compared to the last part, the local variety of methods for eliminating local authority cannot but surprise. Well, the crowd no longer looks like an army of clones as last time. And in general, the atmosphere of market square in Tyuna-Town cannot but rejoice.
Task 3 is also hotel
The task is a typical penetration card to the goal. Moreover, on first floors The task pleases with its density and saturation of passage options. Moreover, even the most arrogant and stupid moves can work at the lighter levels of complexity. And already on upper floors Three paths give you a choice at once, one of which is dangerous, the second beautiful, and the third is light and reliable. Well, in general, this whole atmosphere of the buggage of the hotel, where in one room they barely finished removing the remains after the murder, the adultery is planned in the neighbor, and in the third some kind of psycho labels on the electric guitar. The whole environment of mud and shame. Just joy.
Task 4 is also a runaway
Is a stretched pursuit of you from the police. You run away from them then Hotel roof, hiding from the eyes of the police in puffs of smoke. Then you find yourself in library, where you have to literally dodge for us to slip between the patrols of the cops of the Tutelka in the Tutelka. Then again on the roofs, through Pigeon, hiding behind the cells from the helicopter, you finally get to the house with Plantation of marijuana, in the bushes of which you can so deftly slide between the policemen. Well, separately pleases the opportunity to distract the valiant ministers of the law with an open safe, and lure them on a dance floor, so that they would get on all money. And in the end, spinning like a top, you pray to metro station, where you turn on the desired signs of semaphores and flow between the arranged fingers of Themis. The task is filled with staging, “cool” moments and scenes, but at the same time it is also the hardcore in lean oil, reaching the peak in the last level of level. You need to hide from the police in the crowd at the ground metro station, but the police, the impression that he sees you at all in some random and was sometimes completely incomprehensible how to hide in this whole situation – as if this mechanic seemed cool, but they did not work hard to shake it to perfect predictability, which in the end only enjoy. As a result, I was able to go through the metro station in my suit simply shaking the mechanics, because without this I just could not go down the stairs to the landing platform. This exploit was to learn how to spin on the spot like Yula, because of which the suspicion of cops temporarily flies from you. Of course, the clowning is also the same: who is more suspicious of the bald, in a suit slowly walking through the crowd or bald, who passes through the crowd, at times spins in the place, trying to drill the well to the center of the earth, or, having unwinded, flying up on his ears aki helicopter? But in general, the task is intense, with interesting surroundings and diverse moments.
Task 5 it is also clubburn
This task, perhaps, will be one of the most multi -stage in the entire game, at least from those levels that I have already passed. It all begins for health, first Lane past police patrols we steal to the right place. Then we find ourselves in Stripping club, Where at our disposal a small sandwriter is again from sets of ideal options for eliminating the target, including both iconic shooting through a mirror glass in a booth for privat dancing and a trolley overturning of a disco-shara. Then we make our way through Grimerial to the cabinet, and it turns out that our task is just beginning. Then we make our way through some abandonment distracting the cops with a corpse of stripper, then we follow Trading shops, Using the bustle from fireworks. So that in the end, having flown through Warehouse, again to be in China-Town From the first task in the midst of the celebration of the Chinese New Year, where we will have to remove three customers as part of free hunting. It’s funny that one of them can be quarreled with the police in general so that they confuse him. But in general, the variety of options here cannot but rejoice again. And so the task is certainly quite protected, but some of its stages are too fleeting to annoy, and the very opportunity to visit two sandboxes at the same level at once is generally legal?
Task 6 is also shelter
Well, what kind of hitman can do without a mission, clearly sharpened for shooting. For first we just carry a girl from chambers. And then in The lobby Catholic shelter, we can hone our Aim on all adversaries, and enjoy local left -handed. Когда можно начать стрельбу в одном месте, потом через вентиляции перебраться к другому углу, чтобы вновь застав врага врасплох положить всю толпу через систему помечай-убивай. So wemage through the location like a hurricane. So that later in basement he will deal with all the dimensions, but tolerate offensive fiasco. And so a very good combat level, however, if you try to go to the stealth, then it will be the other stuffiness, well, who needs it when the game is such convenient shooting.
Act II
Hope District, South Dakota
Task 7 it is also a fighting
The task is a fairly miniature bar where you just need to get to the bartender to talk with it. That’s just in order to get to him, you will have to arrange a real saloon fight. But to be honest, all this level is created solely so that the player can practice his skills QTE-Drak, and if he still does not really understand how they work, then he will understand it, how he will understand how it will understand it. Of course, you can always get confused with hidden passage, but who needs it when you can tie such a chic brawl with the participation of a certain Kane from a neighboring game of developers.
Task 8 is also firing
If the past task gave you an occasion to fix the skill of local fights, then this task is given to you to teach you the local shooting mechanics: to train your accuracy, speed and use of the “Drive-Drive” system. No, of course, you can always get confused with all sorts of more cunning methods for the extraction of native trunks, especially since the shooting range itself is quite interesting for studying – what is worth at least Lynch, which shoots garden gnomes. But we are for an honest game: what will cost cloned perfection if our bald head can not beat the records of the daughter of the owner of the shooting range.
Task 9 is also a shelter
Finally, we were again given free rein in the sandbox, in the form city street: three goals, several interesting ways of liquidation, several premises and closed zones, the atmosphere of the American province. In fact, nothing more can be said. Moreover, the segment in hairdresser It will turn out to be almost identical (several goals and options for their accurate elimination), except that it can be found there the perfect camouflage. Perhaps the biggest misfortune of this level can be called the very decision to divide it into two parts. If both segments were united by one large card, it would be a very solid and hazardous mission, which assumes a multi -stage approach and a variety of the required maneuvers in the spirit of a mission on a ship from a last game. And in the end, we just have a couple of medium segments that are interesting to pray, but nothing more.
Task 10 Desert Interludion
Well, this is just a playable interludie, where you can go to all of Losh Lenny, whom you took to the center of the desert,. But if for garlic – why was this at all ended as a mission, and not left a simple video?
Task 11 is also factory
Almost every hit should have a purely militarized task that practically does not provide for special diversity and social stages: Colombian jungle, Japanese snow and all that. So in this game it is time for such a task. We start a mission on service entry to the territory of the Glavzlodey factory: the matter is simple, stealing, stealing, chopping off the signaling and moving to the next segment, the main thing is to maintain the patience and accuracy of the inner eye and chronometer. Here sawmill This is another two -minute fragment, which can only be thrown an automatic for pure passage, and nothing interesting. Then we go to some Caves, where we need to move for a long time, long and tedious, trying not to get caught by the security. But who needs this boredom when so many anti -personnel mines are scattered on the map. Why do you need this stealth, if in one place a successful throw can undermine almost a dozen guards. Well, on The input of the factory, There is a place for a secretive passage with the option will pretend to be a client, and for a sniper option, when you take a successful position, you can shoot almost the entire guard. Such a task where it is boring, but it hurts to shoot at first.
Task 12 is also laboratory
This task logically continues the previous one and is not united in one large mission, most likely, no matter what the excessively impressionable players. First, you penetrate through the secret door Testing ground, where a kind of driving scientist drives pigs to minefields. In fact, a fairly fascinating sandbox, where there is a place for a convenient stlax and all kinds of mocking-ironic options for eliminating the target. Unless you can’t change your yourself with excessive challers. Then we find ourselves in shower, which at first glance seem unrealistically complicated to quiet passage, but the impudence, as you know, takes the city, and therefore guessing the moment you can dissect, this segment of aka knife butter. Well, the opportunity to replace the stripper in the cake is a separate joke. And then we find ourselves in laboratories, where you can finally stretch out in full. Not only is the map itself very interesting with all this verticality, the central barrel of the mine and the rear passages through the laboratory rooms. So also ways to eliminate local goals, one more fun and more entertaining. Unless a local challenge with strangulations and hide and seek of unconscious scientists seemed unnecessarily harsh. And so a very funny and cheerful task and close not as terrible and harsh as it might initially seem.
Task 13 is also fighter
This mission is another example of two segments of allocated incomprehensible why. For some hangar, from which the task begins simply microscopic, and the number of crushed security is simply huge. Of course, all of them can be shot, but why is it necessary, if you can dodge the wrestler’s clothes with a dodge, in order to go to the next segment ring with a huge Mexican and take revenge on his fiasco at the end of the second task. Of course, there are all sorts of alternative options that include a sniper rifle and heavy sofits, but my choice in this case was always in the ringing of the explosives, blow up the fighters and hide in the night while everyone boils.
Task 14 is also piquant
This mission was crucified by all cracks and trailers, with sexy "nuns" sent on the head of our bald head with an agency. Yes, and the 47th itself begins the task in a small silk robe, so that the ladies here will be something to evaluate. It is most surprising that, despite the fact that the game directly pushes you to the power solution of all issues, having caught the most severe timing, you can eliminate all the "saints" in quiet or accidents. And so yourself motel It is quite easy to go with a fight thanks to a very convenient and accurate agency machine gun. And now Parking where it is more convenient through an aggressive, but inconspicuous stealth. Then cornfield It was simply created in order to change their minds of all the bald arms, changing over the scarecrow – just some kind of slasher turns out. But the task was remembered by the most rushing and tough challenge, which consists in finding out everyone, all the same opponents unnoticed, and there, there, throughout all levels, almost forty heads. This is the game that went.
Task 15 is also judicial
This is an example of a mission that begins very well, but rolling to something passing. For the beginning in Court building Made very cool. Because here you are given a non -hut of possibilities, starting from the impudent rash, ending with disguise under the judge or the accused conspiracyologist in the cap from Foil. And all the circumstances here just cause a smile. But the next Board insulator It is another two -minute trifle interesting except perhaps the touching letter of his daughter. Yes jail Finally, the next stlax on the heels of the guard is tossing you – tedious and too hard. Such a task begins for joy, and ending behind. Especially at the end the hitman again falls into a trap like a boy.
Task 16 is also slaughter
Here is another task that is not at all what might seem to you at first. For first in The sheriff section It may seem to you that we continue to play as on the last task: we sneak on the heels of the police, again return our trunks and leave, pulling the hat on the very neck. Then we encounter The agency attack on the city and finally we can shoot in love. Moreover, the enemies on the map are located very conveniently to shoot them in packs, especially when using the “Drill-Bay” system. Then we get on Small warehouse, Where our bald man can arrange a real genocide of the mercenaries of the agency, hiding in the clubs of smoke and hiding on the top of the warehouse shelves. Then we find ourselves on executed fair, Where and a bunch of explosives with mines and a sniper rifle and an ideal position that gives the look along the entire street falls into your hands – shoot, explode and enjoy. Well, in the end in the church we still catch up and kill the sales sheriff with strange sexual deviations and leave the flaming city to the sacramental sound of the “third song of Ellen” Franz Schubert is better known as Ave Maria. The bald man appeared in the city, which was a stable base of the weapons baron with the current system of purchased power and business, and left the glowing ruins. Wow the train turned out, but we never saved the girls – let’s go on.
Act III
Chicago
Task 17 is also dressing
It is, by greater account, the next interludia interrupting game events. True, unlike the desert, we just have to go to change into our company suit. There is something in all of this from John Wick. And again, the mission could easily replace the usual video. At least you can move a number of cool suits, which is worth at least a bird uniform from a carnival mission of a past game. It’s a pity, no matter what suit you leave the tailor, you will start the next mission in your company suit.
Task 18 is also a skyscraper
This mission is perhaps the most stylish action in the whole game. Almost everything from the scene in the form of a chic skyscraper in a neo-Gothic style with art deco elements to the internal environment of the premises, from a tight design of locations, coupled with a lot of variant of ways to achieve goals, works in full. In the first fragment, it is necessary to second The first floor of the skyscraper, to which some household premises, and entering the underground parking, and the entire lobby with elevators and security premises are adjacent. And may it seem at first that everything will be quietly an impossible task, but, already, being an experienced stall, you quickly notice the necessary positions, timings and penetrate the very heart of the building. So that then, penetrating into Penthouse, enjoy the most impressive location of the whole game. Moreover, let the map first amaze you with the number of security and its suspicion, but little by little you begin to understand that this card is literally created to be the most stylish and beautifully as possible. The premises themselves are simply huge and includes huge halls with a bunch of exhibits and a museum, and galleries of interesting crossings and balconies. There are some crazy number of beautiful options for eliminating the target, which include even an attempt to survive deadly striptease and renovation of katana, being dressed in samurai armor. It was just dumbfounded.
Task 19 is also roofing
After the last mission, you even begin to regret that this task is not simply the third stage of the past. For you just penetrated from the penthouse on the roof of the skyscraper, why would you lose disguise and the stems scored is completely unclear. Unless the authors could be unsalued to fence a whole act of only two missions, one of which, moreover, a simple interludes. On the other hand, why did they then not divide the skyscraper into two separate missions – solid misunderstandings. And so the task as a task: we sneak on the roof in the fog between the minefields and the guards, trying to meet the local timer in order to get rid of the chief company at the end. After the past task, this climax is played and feels like some kind of joke. Of course, here you can find a couple of interesting moves and places, but still the total size of the culmination mission does not justify. Moreover, here the game does not really give a normal shootout here – exploding the entire roof at the first alarm.
Epilogue
England
Task 20 is also a cemetery
And already in the second consecutive game, Heatman ends his affairs in the cemetery – just some tradition is outlined. But unlike the final mission of the last game, although it is without iconic scenes of resurrection in the middle of the funeral, at least the task itself does not run out of the inadequate complexity of the action. Everything begins on English cemetery, where the 47th was already comfortable on a hill with a silent sniper in his hands – a hint, in general, then obvious. No, of course, here you can not dodge the most and still secretly passing the whole fragment, but, firstly, the sniper cleaning is far from as simple as it can turn out, and secondly, copyright hints, when you need to understand and leave all sorts of perversions for later. This is how then we find ourselves in crypts And already here you can arrange a real social stealth, especially after you get the desired dress of the expert, so that then adjusting all sorts of misfortunes with a completely innocent look in all the white. Although if you managed to save at least one cartridge to the rifle, the entire fragment can be bugged at all, without contacting special secrecy. And already at the very end you find yourself right in front of some chapel, where you have to eliminate the elite elite, guarding the traitor from the agency. Moreover, the elite, she is really an elite without any hikhonk and hakhonk: it is worth entering an open shootout with them so they can give you headers even at a sniper distance. That’s just all their coolness is not able to protect from the string protected on the neck. Here the main thing is to move carefully and do not get into the laser stretch marks, which are filled with the entire surrounding space. And in general, just a good task combining fragments of an aggressive stealth with a rifle, quiet stages with hide and seeking under someone else’s larva and hide and seek between graves with stretch marks. So far, the best of all the final missions of the entire series.