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Stealth really is all the rage at the moment, yet nobody does it
quite like Agent 47. Whilst Sam Fisher and Solid Snake sneak invisibly
through the shadows, our brazen hitman specialises in hiding in
the open. Now with Hitman: Contracts he's back for another shot
at the stealth crown.
I
really loved Hitman 2: Silent Assassin and so I was very excited
to get my grubby little mitts on the next in the series. My feelings
about it are mixed but it's safe to say that if you loved Hitman
2, you'll find a lot of enjoyment here. The story is told in flashback
form and it's a very surreal start to the proceedings, as one of
the first flashbacks sees Agent 47 crawling along the floor, only
to be shot in the head at point blank, by, wait for it, Agent 47!
Confused yet? I was. Anyway, all becomes clear as the first mission
is set in a sanatorium filled with Agent 47 clones and your job
is to escape the building. As you travel through the level it becomes
clear that there's been a massacre, as there are loads of dead clones
scattered around the place, blood is splattered and smeared everywhere
and the remaining living mental patients are wandering around in
their usual mental manner. Once out of the asylum, each mission
is interspersed with another brief snippet of where Agent 47 ends
up, in a hotel apartment critically wounded. It's a bit annoying
at first but it's an intriguing idea and works quite well, as you
do want to see where this hotel scene is going.
Hitman:
Contracts is definitely more of the same and whilst it retains all
of the classic and relatively unique concepts of Hitman 2, it also
keeps the faults. Graphically it doesn't look much better than the
last game, although there's a very nice soft focus kind of effect
on the distant scenery that enhances the atmosphere well. All of
the scenery is nicely detailed but the lighting and shadow effects
are looking very dated when compared to Splinter Cell. Even more
so are the clunky animations of Agent 47, which are okay but certain
transitions like moving from normal to stealth and an appalling
ladder effect just don't cut it in 2004. The animation just isn't
as natural looking as games like Splinter Cell and whilst graphics
aren't as important as gameplay, the stealth genre is definitely
one where an attention to detail is needed. The sound effects are
good, less is definitely more here and the gurgle as you strangle
someone, the thud as they hit the floor, the sound of you dragging
the body along and the stifled shot of your silenced pistol all
sound spot on. The music is good too, with some quite unusual and
atmospheric compositions that serve to build tension, with the music
becoming dramatic and fast when your cover is blown.
There's
a good range of locations in various countries, including a nightclub
in an abattoir, a port where you must infiltrate a ship before the
SWAT team closes in, a posh hotel, an English manor, a submarine
at a snowy military base and a series of levels in and around a
Triad restaurant in Hong Kong. Each level is very well themed and
designed, with enjoyable and authentic voice acting; the various
foreign languages sound pretty convincing to this layman's ears.
By
far the biggest appeal of Hitman: Contracts is its totally open-ended
gameplay. It really is fair to say that you can approach each level
in any way you want. For example, on the first mission you are to
assassinate two criminals and rescue a kidnapped woman. The gory
venue is a meat factory being used as a nightclub, filled with guests
dressed in kinky leather gear. The fact that there are about 70
individual people wandering around doing their thing is a big achievement
and rarely is there any slowdown; you really get the feeling of
a big party going on (and the dance floor and club music is very
cool). You have two choices - go in guns blazing or dress up as
a butcher and breeze straight past the guards. There's a catch though
- to get in as a butcher you must leave all your weapons behind,
bar your fibre cord that can only be used for stealthy strangulation,
making things a bit tougher inside. If you shoot your way in and
steal a guard's uniform should be okay to blend in once things have
calmed down. Either way, you're inside and now it's time to earn
your fee.
Being
able to incapacitate or kill people silently, drag their bodies
to a hiding place (much more roughly than Sam Fisher's careful lifting,
which fits the style well) and then steal their clothes is hugely
appealing, as is walking around in front of all the guards and getting
away with it. Instead of a visibility meter, you have a suspicion
meter that pulses and flashes red when someone is really suspicious
of you. Generally speaking the key is not to get too close to any
guards (so don't look at you too closely) and walking casually around
- running raises a lot of suspicion. You can also finish off your
disguises with objects too - at the frozen military base I stole
an Eskimo's coat then grabbed a crate of food and walked into the
heavily guarded canteen, while to infiltrate a shipyard I dressed
as an engineer complete with toolbox. These are really nice touches
that increase the realism and I love the concept of hiding in the
open. That's not to say that you can't be stealthy though; there's
plenty of sneaking around to be had here.
As
a hitman you get a plentiful variety of weapons to use. As standard
are a needle for knocking someone out without inflicting harm, your
very cool fibre cord (watch them struggle before they gasp and fall
to the floor), a silenced pistol, double pistols, a variety of sniper
rifles, machine guns, shotguns and so on. You can pick up any weapon
you find, including those dropped by enemies and often when dressing
as a guard you'll need the right weapon in hand to avoid suspicion.
You can also make use of knives, bottles and other objects for taking
out enemies. The gore factor is high in this game and the blood
is plentiful as you gun people down. The way your victim flies back
when hit by a shotgun blast is great and there are some fairly nice
rag doll physics going on here. You'll also often find poisons and
sometimes even bombs to use to assassinate your targets or ways
of using the scenery, like setting a fire to smoke someone out.
All of these options really add to the variety of the gameplay and
each time you replay a mission you'll find a different way of doing
things.
You
have many different choices of route to take in each level - take
the sewers, disguise yourself and just walk in the front door, find
a secret passage, climb on rooftops and so on. The level designs
are simply awesome and very large too and you really do have a complete
sense of freedom to take any path you choose, unlike the rather
scripted nature of Splinter Cell. Sometimes interaction with other
people reveals a new option too, such as the level where a disgruntled
barman gives you a free pass to a brothel, giving you access to
a hooker with the information you need. These encounters are refreshing
and nicely done, whilst the voice acting is good all round.
When
it comes to the huge levels, your map becomes a vital tool and in
some respects it is almost too helpful! It gives an outlay of each
level that shows the location of every person there, moving around
and colour coded as guard, civilian, cop, VIP or target. If you
choose not to use the map and go by trial and error it'll take ages
and ages but somehow it feels a bit like cheating to somehow be
able to see where everyone is. It also shows points of interest,
which can be very obscure, such as a gas heater that you can turn
off so a woman in a shower comes down to switch it back on, giving
you the chance to go through her bathroom and into a secret passage
behind the mirror. The fact that these are needed for you to find
methods of achieving your objectives again feels a bit like cheating,
yet without them the trial and error needed to find things would
be seriously tedious. Oh, and the amount of poison left casually
around the place in this game is truly scary!
The
controls are okay but can be a little unresponsive, especially when
executing a silent kill from behind. You sneak up, you press attack,
you swipe at the air behind someone with your fibre cord and then
they see you, turn around and start shooting as well as alerting
nearby guards. Once you get used to it this doesn't happen too much
but it's still annoying and it would have been better if an option
to stealth attack appeared, Splinter Cell style, when you're close
enough. The enemy AI is generally good, if perhaps a little tough,
as they seem to see or hear you from quite a distance. The answer
is sneaking - sneak and you'll be amazed that they don't see you
even when they're quite close, as long as you're in the shadows
by a wall. Most of the time the enemies are pretty smart, calling
in back up when they spot you and they chase quite far before giving
up and going back to their set patrols.
There's
quite a sick side to this game and it shows some of its worst stuff
very early on. There's a hugely obese man (one of your targets),
a room that is like a shrine and torture chamber all in one, complete
with a hanging body, pool of blood and bits of flesh, a man being
tortured through electrocution and more. One of the funniest things
I've ever seen in a game is also here - the ability to poison someone
with a laxative. It's on the level where you begin on an aeroplane
- do not pass up this opportunity. Take out the Eskimo, grab his
furs, grab a crate and then make contact in the canteen with your
inside man. There you'll find the laxative to put in his soup. He
drinks it and a few seconds later he starts to belch and groan,
clutching his stomach before rushing to the toilet. There you will
find him sat on the toilet (a primitive one with dividers but no
cubicles) and can watch as he belches, retches, farts and squeezes
liquid diarrhoea into the toilet bowl! It's just so funny and such
an original touch. When you think he's suffered enough, you can
shoot him with your silenced pistol and leave, with the guards outside
completely clueless.
Playing
Hitman: Contracts is very enjoyable and frustrating at the same
time, especially for perfectionists like me. You see, you'll often
get spotted and have to kill a couple of guards. Every alarm, close
encounter and enemy or civilian kill is counted in a summary at
the end of the mission. Stealth and aggression are measured against
each other, giving you a range of ratings from mass murderer to
the coveted silent assassin, which I only achieved on one level
in my first play through the whole game and that was only by working
out a pretty clever strategy (no-one ever knew I was there, which
is what you have to do to get the rating!) It is immensely satisfying
to get this rating, although I'm not convinced it's possible to
get the perfect rating on every level (prove me wrong someone, prove
me wrong). Anyway, the amount of times I've done quite well then
something's gone wrong and I've ended up reloading, well, I lost
count, but it was a lot and the loading times, whilst not crippling,
are intrusive. Thankfully you can save anytime you want, although
it counts the number of saves in the ratings at the end, which is
a very clever way of discouraging you from saving too frequently.
However, despite the frustration (which is due to the nature of
the game rather than any major flaws) I found it very addictive
and played for hours on end.
There
are a couple of things in the game design that can be looked upon
as strengths as much as weaknesses. Agent 47 is very tough and can
sustain dozens of gunshots before he finally dies. This means you
can blast through a level, guns blazing, kill over one hundred guards,
civilians and police, kill the targets and finish without penalty.
The fact that this is possible detracts from the realism, yet it
also gives you another gameplay option and every now and again going
on a wanton killing spree and butchering the people that kept blowing
your cover is great stress relief. Equally, the provision of a map
that gives so much away could be considered a spoiler, yet would
trial and error (considering the number of guards in every level)
be more fun? No, it really wouldn't. The lack of a visibility meter
is a pain but it's more realistic in a way, as there is no technological
reason for you to tell if you're visible or not (unlike in Splinter
Cell, where it's explained).
Probably
the biggest letdown for me is the game's length. I wasn't paying
attention to the number of levels I'd played and they are huge with
multiple objectives, multi-level buildings and several sections
but I was stunned when it ended. The ending was a real non-event
and I was gutted that there were no more levels to play. There can't
be many more than a dozen. Still, the levels are so open and so
well designed that you could spend days searching for that perfect
silent assassin route, giving this game much more replay value than
most.
Hitman:
Contracts definitely hits the target despite not moving the concept
on much since Hitman 2. The graphics are nice if a little rough
around the edges in places and more levels would really have been
appreciated, but it's still a tough, rewarding game that will take
a long time to play through, at least if you take pride in being
a professional, rather than a mere thug. The gameplay is the most
open-ended I've ever seen and you have such freedom to try different
things that the replay value is really there. It's different enough
to its competitors to warrant a look, whether you love or loathe
the stealth genre.
Reviewed by Geoff Holland for AceGamez (All Rights Reserved).
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