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Klarden
3:20 PM on 07.29.2012



(Also on my blog)

So, IO decided to do a huge spoiler on one story point of Hitman Absolution. Something, that i didn't get was the reasoning behind the thing that happens int hat spoiler - it was necessary "to bring emotion to a character like 47". Now, i still hope Absolution turns out to be a good game and everything, but... Why would 47 NEED emotion?

That may sound strange, especially from a huge fan of a good story in a game like me, but Hitman is fine without "emotion". hell, it's fine without a story, apart from the background one. 47 has a background we know, Agency has a background we know, there may be some "bad guys" or "conspiracies", who want 47 dead. With that out of the way, can i play the missions now?

Hitman series work fine with thought out gameplay-wise missions, each of them containing a mini-story of some sort to give it some background, to give us a reason to go on the mission and play it the way we want. An important part, but very small and forgettable, as it's only a tool to get us a bit more involved with the main course - gameplay. Contacts had no coherit story or noticable connection between missions and who cared - it played amazing, we loved it. Hell, the infamous Saints trailer for Absolution would be fine, if only it was not so retarded in it's setup, even by the already silly Hitman standards.

It surprises me how some indie games, like Super Meat Boy, give us what we want from it - gameplay, and don't give a damn about "emotions", while Hitman, loved for the very same reason, the gameplay, suddenly needs those "emotions brought to the character of 47". What emotion did you have while playing batman: Arkham Asylum? Probably the one called "I'm Batman!" You play as a bald guy with a barcode on his head who is supposed to be the ultimate killer in his fictional world and can decide who lives and who dies. You are, effectively, a superhero. Add great gameplay and what else do you need?
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