Reads like "seriously, we hated Absolution too we promise! Diana is back! Real Hitman is back! Please give us moneys..."
Well, didn't the game go through a lot of different phases? I recall reading somewhere where they actually considering making it a grindhouse themed Hitman game, or at least take influence from it. Absolution seems like a game made in response to a hiatus; a game that has loose connections with its previous incarnations, but enough changes in an attempt to make it more modern. It seems that the changes they made, based on taking the claims by IO to heart, have not benefitted them. Perhaps it was the lukewarm reception to Absolution that got them to wake up and realize "okay, we didn't have to change all of this". At least, that's what I hope.
All I want from them is the following.
- David Bateson
- Consider getting back Jesper Kyd (I know he's done a lot of other projects since Blood Money, so he might be busy with other things. If not...GET HIM INVOLVED)
- A decent disguise system. One should not have to take cover and fucking hide in order to not be outed, and using Instinct is a pleb response to it.
- Make Instinct a tool for people who are terrible at stealth games, IF it is to return. The Super Guide to Hitman, if you will.
- Based on the removal of magic pockets, which I assume means you cannot hide big weapons, I do hope that they don't allow guns to warp to 47's hands.
- Offer an element like Silent Assassin and Blood Money to where you can plan with weaponry and maybe get information on your mission before entering it. Knowing an area might be armed with heavy defences could incentivise the player in considering to bring a submachine gun or something.
- Make the targets the victims of the player how the player seems fit. Absolution was designed intentionally with the designers planning out all of the possible options. Make it like previous games to where you can do something not expected or "scripted" by the designers to kill the target.
- Linearity in Hitman is fatal. Avoid this at all costs. The worst missions in the franchise are the missions with the smallest room for player imagination and improvisation.
- Try to design the game that if levels or scenes continue, there's at least continuity. It was always jarring to see in Absolution that if you bothered to use an attire, the game assumed in a scene that you just stuck with the suit. The biggest offender could be seen as early as
the first mission in Absolution