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Hitman: Absolution what you need to know

The latest Hitman series, Hitman Absolution is out today, after a six years waiting and you can imagine the expectation of the fan is pretty high. Let hoe these expectation will be met

Agent 47 and Silenced Silverballers

In 2000 the Hitman: Codeman 47 was the first series of Hitman and was launch on the PC. Then after that other series followed like Hitman: Silent Assassin being released in 2002 for both PC and consoles, with Hitman: Contracts following in 2004 and Hitman: Blood Money in 2006.

The Hitman series is about you being paid for your service as assassin. You take on missions where you navigate a sandbox full of enemies, killing/knocking out the bad guys, taking their uniforms to blend in to the environment, and then assassinating the target.

In the game you are given the opportunity to try each mission with differing weapon load-outs, as well in-game currency, the ability to buy equipment.

Agent 47, a bloke with the barcode tattoo is back and this time the adventure is about more than just killing people. The scores system actively encourages players to use as less violence as possible, subtracting points for unnecessary deaths.

High scores unlock "assassin techniques",making it easier to sneak through the next mission like a true professional, rather than rushing in all guns blazing, unlocking nothing, and having to do the same again. Points are, however, awarded for silent kills and hiding bodies, so players keen to cause a bloodbath can salvage their scores by keeping their massacres quiet.

Hitman: Absolution (PC / PS3 / Xbox 360) is a third-person level-based stealth-'em-up, or, depending on your play style, a third-person shooter. It follows genetically engineered super-assassin Agent 47 as he tries to unravel the mystery – and protect the life – of a girl named Victoria. This, naturally, involves a lot of assassination, starting with the offing of his former handler, Diana, after she kidnaps the girl.

The first mission of the game is to kill Diana. This mission is more of learning their patrol routes  and you might have to distract them. The killing here isn’t hard you can use a single silence pictolshot or with garrotte around the neck.

The game starts to get better in its second level, as the second target , a vicious gangster awaits him in the central pagoda of a bustling Chinatown courtyard, the town is full of civilians, gangsters and police milling about.  Mind you the Chinatown gangster can die in different death like being shoved into a manhole or crushed by a falling crate, poisoned with food or cocaine, garotted in an alley, gunned down in the street or sniped from afar with his own prized rifle. There are more than 80 possible improvised weapons and more than 50 unique "accident" opportunities.

There is about 20 chapters in this game and the new contract mode lets you challenges others to play, you can replay mission but select your own target.

Designing the Hit

Firstly, Agent 47 simply isn't dynamic enough of a character to carry a story, and that certainly doesn't change in Absolution. Secondly, and of utmost importance, is that a plot-driven game significantly alters the mission structure and pacing of the game.

Unlike the previous Hitman series where assassination contracts allowed player to partake in each individual almost as its own succinct story, Absolutions overarching plot creates disconnect between the native and mission at hand. Each mission is broken into several stages, whether that be escaping after an assassination, continuing pursuit of a target, or progressing through an area just to find out what the next goal is.

In the beginning Hitman absolution the agent 47 rescues a girl and seems faced with questions about his own background. The reasons for this are to bring back memory of his childhood life, but he dismisses the question. Then the girl gets captured under Agent 47’s care and the agent ending up hunting down a misogynist weapon merchant and the person who capture the girl.  However the girl doesn’t return until near the end of the game.

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