Hitman Codename 47
Stealth. Few of the game genre indulges in the primitive aspirations of a person, because on the hunt slowly sneaking up to prey, as you can easily get to a cautious beast literally at the distance of a spear or stone throw, and then make a clear and accurate blow directly to the target, has always been the most massive dream. However, the games were in no hurry to satisfy such a thirst for active hide and seek. Stealth then escaped into the light, then again hid in the shadow of the attention of the gaming industry and the public.
But his golden century can rightfully be called the border of millennia: the end of the 90s and almost all the 00 years, which the heyday of the most popular and famous representatives of the genre came. But if Thief , Metal Gear Solid And Tom Clancy’s Splinter Cell It was more classic varieties of a secretive genre with hide and seek from enemies in shadows and corners, then one series chose a radically different path. And in the series Hitman About the hired bald killer with barcode, you had to hide in the point, with a proudly raised head penetrating into the most impregnable chambers under the guise of another person. In order to then strike at the very right moment to a surgically accurate blow, and then leave the crime scene, leaving numerous security and police officers to perplex from what happened. So there was always an agent 47, but whether he was always like that. So I was interested.
How he appeared
I will not particularly delve into the history of creating the first game of the series, unless I note that one game-developer from Denmark was responsible for all the games Io Interactive, Whose roots, like many other European developers, go into a rather specific subculture of democrats. Yes, and it will not be superfluous to notice that the game was originally developed and positioned not as a stealth, but as an action from a third person in which Stlas elements were present only as a hymimic diluting a common gameplay. However, producers from their publisher Eidos Interactive During the next inspection of their projects, they drew attention to the fact that Stlace mechanics seem the most interesting to them and it is necessary to focus on it, leaving the action component on markedly smaller roles.
And the publisher did not lose – when Hitmen Codename 47 I was published in November 2000, the game sold pretty well, received warm reviews from the press and players, and even began to form a narrow but devoted circle of fans around me. True, success was somewhat limited due to the fact that the game was a PC exclusive, and then it was the console that were the main driver of sales. But half a million copies for a fairly narrowly specific genre on just one platform are very good, and this is not given the enormous success of the game of pirates especially in the open spaces of the CIS.
Personally, I still remember how I first saw this game: I come to visit cousins, and they are passionate about some strange game. Aim from sniper, put some Chinese people flying out with the then stunning rag dollars. Then they try to plan and eliminate the police chief in some kind of fish restaurant for a long time. I then tried the toy myself, but, like all the players, quickly rested for a mission with a restaurant and surrendered. Much later, I happened to get this game and on my computer. Let by that time all lovers of the series drove in Hitman Contracts , But I was happy to drive the oldest bald. But since then even more time has passed and when I wanted to touch the series again, I decided to start from the first part. And, oh my God, it was both very interesting and in order to frustrating experience.
What is interpreting
The game tells about the mysterious agent 47: a high, bald man with a barcode on the back of his head who travels around the world and kills a wide variety of bandits and terrorists for generous payment from the International Contract Agency. The plot in the game, so, is present and allows more or less tie all the tasks in a single chain leading to the finale and reveal the secrets of the protagonist.
Our hero turns out to be a clone created by a crazy Nazi scientist Dr. Otto Ortmeier in the Romanian clinic by recombination of the genome of the five most notorious criminals and thugs, once met each other in a foreign legion. Just once a scientist decides to remove all his former accomplices, the hands of his creation, and then tame his “rebellious son”, putting cloned killers on the conveyor. Everything is simple and clear. The truth is explained by the whole plot only in letters that can be selected from the bodies of the dead comrades in the gene, and in the speech of Dr. Ortmeyer to the final.
How to play
The game turned out to be extremely uneven and diverse in its gameplay. There are as purely “branded” missions with dressing, near the creeped tasks, penetrations directly to the target and one surgically accurate blow at the right time. But there are missions concentrated on clashes and shootings with enemies, when stealth becomes as aggressive and loud as possible. There will also be purely linear missions, where you just need to go from the start to the exit, the levels of puzzle and even the real zarube with a dozen clones at the end.
There is a map in the game, which, in theory, is very useful, and in a number of missions to get lost without it to spit, but using it is extremely inconvenient and each time the appeal to the card is more likely to cause a headache, although it helps in orientation. Also in the game there is an economic model in the form of a fixed payment for orders, which can be spent on purchasing equipment for the next mission or payment of fines for the dead civil and cops. But to be honest, the system is screwed purely for the sake of surroundings, because it is necessary to lose the exhaust of the bank account, this must be directly tried, despite the fact that the task can always just be started again.
AI is arranged as binary as possible: either it is calm and then you can dance at least in the air around enemies, or it is alarmed and then only a moment separates you from the moment when the bullets begin to espy your carcass. At the same time, the only reason to observe this same stall is the fear of shootings, because they are made quite inconvenient, there are many enemies on the maps, and they kill you in a matter of seconds. With all this, each passage of the next mission gives some masochistic satisfaction.
At the same time, the camera somehow hangs so close to the shoulders of the 47th that a rather specific sensation from controlling it is created. Well, the local conservation system is something. The game like old dandy toys has a life system. Moreover, as the level passes through the game, some checkpoints fixes, but in case of failure, you are loaded back to the map with all raised alarms, condensed armor and spent cartridges. Because of what special value in such a system for preserving the progression of the game I did not see literally a couple of exceptions. And so you just after time you begin the same task in attempts to hone the passage sufficiently so that the gods of the random this time play in your favor. Perhaps this smacks of madness, especially on the most vast missions with confused tasks, but some feeling of the sparkle stream begins to overcome.
Well, at least once I had a chance to go through the game, and therefore literally after a couple of minutes on each task I quickly remembered what to do and therefore the game was quite vigorously running around 7 hours. At the same time, the game is enough curve and without dancing with a tambourine, it really is not to launch it, not to mention its normal work.
Control paralysis
What gives even more masochistic impressions so is the game management scheme that was created, such an impression, people for the second time in their lives saw the keyboard. The game has extremely strange management. Not only does the game initially suggest you play from the digital pad, so even in an alternative WASD layout management is implemented strange. Since the current layout is drawn to name not WASD, but SZXC, because the bald clone only turns to the right and right instead of a strip, and for running should be pressed W.
You have to shift your hand directly to one row of keys down. Okay, I can still understand this logic at least somehow, but who even thought of putting accurate aiming, drawing and reloading weapons on the dials, dials, as you could guess to such a thing? Although in the end I even managed to learn to the local layout, but it was wildly strange. However, local contextual menus for interacting with the environment on quite high resolutions become directly testing your vision.
What will we see and hear
Well, the local graphon is rather dirty gray and ugly even compared to many games of the same years. What is the purely technology of the corporate engine Glacier It is able to give out rather interesting things, only flowing fabrics, original physics of the dead of those and working mirrors, coupled with the total volume and the magnitude of the available cards, can only please for the game of 2000. But the work carried out with the engine artists looks quite superficial and too dirty.
Jesper Kid Throughout the game, he gave me the most wonderful music accompanying life and the adventures of the 47th soundtrack was a rather tremendous mixture of electronic music and ethnic motifs. It is not difficult to imagine music from the main menu that sounds in some night club of the milestone of millennia as a break between the main tracks, because it only swings up. And the tracks from missions make a light electric region and tools characterizing the scene of the scene.
Total
So what can be said https://stakezone-top.co.uk/ as a result. The game is more than an artifact of its time and was old not at all good. Yes, the rudiments of all that will bring the entire series greatness and glory are visible in it, but the authors seemed to fully understand what exactly they wanted from the game. Yes, they made a game about the hired killer, but they still did not realize that this killer should be mainly quiet. Because of which the game made an extremely diverse and most reminiscent of a much later Hitman Absolution In their desire to insert quiet multi -level missions with dressing, and linear sections and shooter.
But with all this, even the most complex tasks are felt quite linear due to the fact that the authors provided for exactly one linear sequence of the scripts, which you need to go in order to go without problems. This is what the game turned out to be full of contradictions, interesting and various ideas, crooked and broken moments, but, for me personally, causing nostalgia and some kind of warm feeling of an unordored, but mental product.
P. WITH.: I went through the game with localization from New disk, It turned out to be such an accurate localization, which was released years after the global exit of the game. At least the 47th is pretty good in Russian.
A little notes and personal impressions of the passage of each mission.
Introduction
Task 0 It is also training in a psychiatric hospital. I really loved to play it in childhood, because where else could it be possible to shoot from the trunks, without fear of breaking the answer. But still, as training seems to be made quite competently, but does not teach the good half of all the gaming mechanics. So throws the foundations, and then, they say, you yourself doster. It’s funny that at the end of the mission you can rode an electric shock and start everything over. When I played for the first time, I had to face it. But at least it is not annoying and runs in a matter of minutes, not at all demanding to do almost any exercises.
Act 1 Hong Kong
Task 1 is also sniper. In childhood, he also loved this mission, because in the course of its implementation, it was simply possible to cut out the dude from the top with impunity – the main thing from the machine gunner from the turntable to fight off. And so went and went, work for a couple of minutes.
Task 2 is also bombing. During the game, for the first time, he did not love him very much, because each time he immediately undermined the car and tediously shot up with protection at the beginning of the map. Now knowing where to blow up the bomb rushes even easier. In the event that you still want to shoot the blue Cheliks at the race on the map, then in one of the lanes lies an immense sniper. The main thing is not to catch the eye of civilian and guard when choosing the drive. He discovered that the local Garrota is a very fast weapon, which is little inferior to the knife – there is only a couple of seconds there is a longer stifling animation. Annoyed the cries of the killed from the back yet, I still did not understand that before the attack, it was better to squeeze the following button.
Task 3 that is the godfather. When he first played, it was at this place that he finished the game, for he stupidly did not understand what to do next – he just shot Kopov without any sense. And even later when I got the game for himself, everything went in an extremely crooked way. And today everything turned out smoothly and purely. What is called, feel like Corleone.
Task 4 is also a labyrinth. Here, once my adventures were interrupted for a bald chela. The card is simply huge, and a significant part of it is stupidly not needed. And because of the random with the necessary safes, the complexity can walk from trouble-free, to the asshole, if the right safe is in the VIP zone or guard room. But if you go correctly on all the necessary scripts, then in general the mission is interesting and diverse and quite cool to be honest. But her smooth current depends on so many accidents for almost 30-40 minutes and this is without conservation, that from the failure at the end you will just want to burn and burn the game bite behind the bat. It’s funny by the way, that after the whole of the fingertips the target arranged by the bodyguard, you just hide the barrel and watch with the pokerface how the guaranteeing guard is fussing near the corpse of Tolstopusa – here are the fools. It is a pity, of course, that for the correct passage provided by the authors, they have to bring down a civilian waiter.
Act 2 Colombia
Task 5 is also Indian. Here the game seems to change its style, mood and even the game pace. Now you are stupidly running on behalf of the end to the end of not the smallest card, through the jungle in which without a compass and a card it will just get lost to spit. The game begins to hint at the fact that it becomes a joke from the very beginning, when it offers a M60 machine gun as a starting weapon, although it is funny that if at the very beginning only pistols, so that you can hide them, then until a certain moment the enemies will not even aggress you – think about the jungle is dissected by a kind of bast, he does not threaten us with weapons. But already on the way from an airplane to the village, soldiers can run over you, from whom it will be possible to remove both clothes and acquire the trunks more abruptly. Later, when you free the leader of the leader on the bridge, you can get an officer uniform. This was the first mission in which the local Chekpunts were still useful, because having emitted the head of the bridge, I was loaded not far from it, and I was able to prove the bridge without any problems.
Task 6 is also a cat. In fact, you just need to roll one of the enemy and bring his corpse to the altar of the jaguar. And cats are full and pigs are intact. And after such missions, someone else complained about corridor tasks from Absoloyen?
Task 7 it is also a scam. In theory, this is a task that could be monstrously difficult if the local AI was not so stupid. The stripping of the mansion of Tony Montana does not present any special problems, and the cocaine guy himself, although he is ready to catch entirely from the machine gun, but it was much more convenient to run behind his back and carefully strangle the reptile. The mining of the laboratory has become another example of broken scripts: you are allowed inside when you are in officer uniforms, but still the guard will mutter something, although in theory you should be silent in a rag. The most difficult thing, it turned out to run to the plane in the hangar, without leaving for a successful hit in the pumpkin. Who generally came up with the entrance to the camp on the opposite side from the start to him that it seemed that the players would be at high every time for 5 minutes to run around the fence? It’s funny that you can find a minigan in the camp, but why did he give up in this game completely impossible to understand.
Act 3 Budapest
Task 8 is also hotel. I honestly liked this task much more than all the previous ones, except for the “murder of Hong”, and then, unlike the final Hong Kong mission, the task itself does not create the impression of gigantomania. Yes, a hotel where the action takes place is not small, but it is arranged in an understandable and logical way. It is very easy to navigate in it, plan routes and move. In addition, the sequence of actions itself is much easier than in a Chinese restaurant. And at the expense of all this, the task goes much faster and cheerful. There is even a murder through an accident, when we lock a dentist with a weak heart in a sauna with a twisted temperature. The only thing I did not understand – why you may need to take a shotgun in a box with flowers after the murder of a terrorist – there really is no one to shoot from enemies, and you grab the fines for killing the cops.
Act 4 Rotterdam
Task 9 is also train. This task in fact is a hybrid of a simple puzzle about redirecting a railway shooter, so that the locomotive is stuck to you the necessary gates, and a clean jestan about stripping a small warehouse from a small gang. At first it seemed that there wasn’t enough time to conceal the bodies of bandits, but it turned out to be quite enough. The most difficult thing was to understand how to get into a stripper bar, because finding a single bandit from the “Fiery Worners” is not the easiest task. Well, over the animation of the dance of striptezers, the authors still confused.
Task 10 is also port. Oh, this task. If someone complained about the abundance of useless walking on huge empty territories in the jungle, then what the port will do with such complainants. For in the jungle there are at least the jungle themselves and, in general, it’s still nice to look at the green, but here there are simply long-term races in a gray-black void between the places where it will be at least interesting. In addition, there was little on what task was such a combination of aggressive stripping of checkpoints and neat stealth. On the other hand, the stealth itself places in places to cut out all the guards in entire sectors in general. But on the dry cargo, everything turned out to be much easier than expected: he went to the bridge in search of Arkady Boris, and he immediately on slippers. And the ship itself turned out to be completely empty except a couple of motorists in the motor compartment next to the atomic bomb. And so you are poking the guys in the Alcoholic T-shirts with Cap and complete this swearing mission. I wonder if Borka has another letter in the Zagashnik? Otherwise it was scary to run out, and the past leaders had some letters that connect them with each other and the head of the head.
Act 5 Bucharest
Task 11 is also mental. This mission if something is closest to something to classic quests. At first glance, the task is simple, but behind it was hidden the expected setup and, as a result, the bald one under the outfit of the doctor should dissect along the psychiatric hospital under the attentive gaze of the Romanian riot police and execute the quests from local psycho. Bring a book to someone, another needs a teddy bear, and some who went do not imagine their lives without a rubber duck. As a result, we find all the ordeals, and the second time for the game we save by agent Smith, and he spends us where we need.
Task 12 it is also areheno -nominal. In fact, our business is simple – to kill a dozen of your clones on a map built on all principles of a arenk for multiplayer zarub in the Shutan. The ambush is that the clones are very nimble and try to come to you from the rear or flank, shoot aptly and stand in turn in the body. In addition, from the last assignment, you take at least a whole arsenal with the armor, but it will not move here except the barrel that will be on hand. True, if you study the map, then you can find both a minigan and a nook with a orderly from the start of the game, where you can find and armor and cartridges to the pipe. And there know, stand around the corner and catch the “brothers” on the fly. And at the end it is better not to wait until our battery finishes everything that he wanted, but to blame it right away, otherwise there will be a bad ending returning us to the very first mission.
Hitman: Codename 47
The best comments
What gives even more masochistic impressions so is the game management scheme that was created, such an impression, people for the second time in their lives saw the keyboard. The game has extremely strange management. Not only does the game initially suggest you play from the digital pad, so even in an alternative WASD layout management is implemented strange. Since the current layout is drawn to name not WASD, but SZXC, because the bald clone only turns to the right and right instead of a strip, and for running should be pressed W.
Dear author, we feel that the world of wonderful discoveries and amazements is waiting for you as soon as you are gathering deeper to plunge into old games. )) Often to the usual one in the real round of control time will be, oh, how far)
Pablo can still roll from sniper through the window – one shot in the head)
Yes, but putting the aiming and creeping modes with the reload button to the dials is some kind of fierce pervert.
Undoubtedly, I played up at different periods of my life as soon as I could, including the maximum of the maximum with a knife … And it is not necessary to drag the snip, Pablo has a sniper in the Doher’s Doher camp, on the other tower of the doher of cartridges to it-you can shoot the whole army at all and taking into account that there are two or three snipers of two.flashes)))
Anxiety in the game, as I understand it, is of a chosen nature with the possibility of general action. That is, it is quite possible to arrange a shootout and kill a dozen enemies, if there is no one in this sector besides them and, accordingly, there will be no one to raise the alarm and spread it further and further. Therefore, in which case it is better not to run here there, but standing in one place to kill everyone who comes running to the noise, change into a dressing room different from the one in which you raised the alarm and hope that no one over the limit of the zone of anxiety will be bought out. True, even in this case, some global events on the map, tied even on the slightest anxiety, can work. And banal glitches of AI, especially on modern systems, cannot be excluded.
And in the sequel and the anxiety system, they processed the system of anxiety: the authors twisted the local AI, instead of binary values, a wider “scale of suspicion” instead of binary values, though in inexperience the scale with paranoia enemies inflated to unprecedented heights. As a result, the NPS began to hyer from any of your sneezing, the guard began to suspect you for running, for the collapse of the wrong places, for the wiping next to them, it was better for you not to exist with them on the same map for their peace. Because of which the game at times became just a walking simulator. Moreover, sometimes AI could have completely crossed and a particularly zealous guard began to walk literally on your heels and you just had to confuse him with particularly stubborn routes, so that they would be behind you.
As far as I remember, if you sharply release the gashter at the time of the complete promotion of the trunks – then, when repeatedly pressed, he immediately begins to water, already without promotion, and so slows down – yes, he was not very fond of it
But for this you need to drag a snip from a mission before last, and Garrot with a knife is quite reliable tools.
By the way, you generally understood how you can normally use minigan in the game? Otherwise there is a weapon and it is nominally incredibly powerful, but at the same time it spends so much time promoting the trunks, and slows down the 47th itself, that I could not find the sense of its use. If you need firepower, it is better to take M60.