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Game Review: Hitman: Contracts
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Hitman: Contracts
Everyone's favorite bald-headed assassin is back for his third outing in Hitman: Contracts, a game that's especially recommendable to fans of 2002's Hitman 2: Silent Assassin, because the gameplay and a lot of the visuals simply haven't changed in this latest installment. Danish developer Io Interactive created a memorable character and some impressive technology with its original Hitman game, but not till the sequel did the gameplay live up to the graphics. Given that Hitman 2 was such a huge improvement on the original, it's inherently somewhat disappointing that the new Hitman: Contracts is really just a rehash. It's more of the same, replete with everything that was good and everything that wasn't so good about the 2002 game--only it's now 2004, and some of the issues that were more easily overlooked then tend to stick out this time around. Nevertheless, Hitman: Contracts still features some tense and exciting stealth action gameplay, as well as a good sense of style and some interesting, open-ended missions.
Most of Contracts takes place as a series of flashbacks. It's not terribly clear at first, but you soon gather that the assassin known only as 47 has sustained a grievous injury on one of his assignments and now lies at death's door. What may be his final memories are only of his past jobs--brutal, high-risk assignments--which, incidentally, are reminiscent of missions (in many cases) from the first Hitman game. The original Hitman: Codename 47 was released on the PC back in 2000, and it suffered from serious issues with the controls and overall design. So in a way, it's nice to get to play some of these old missions as they probably should have been played the first time around. On the other hand, those who've stuck with the Hitman series from the get-go might not entirely appreciate the déjà vu. Anyway, close to half of the missions in Contracts are completely original, whereas many of the later missions are "remixes" of levels from the 2000 game, including that game's early missions, which took place in Hong Kong. Additionally, there are later missions, such as one in which 47 must eliminate two brothers who are up to no good at an international gathering in a posh hotel, and another one in which he must disrupt a Russian arms deal that is going down aboard a ship. To be fair, these refurbished missions don't seem any older than the new ones, and they actually contain some new twists not found in their original incarnations.
The new missions are certainly diverse and are quite interesting, offering ample opportunity--in the classic tradition of the Hitman series--for you to craftily make your way to your target to take him out, undetected, via some elaborate scheme (which typically involves the use of lots of disguises taken from killed or unconscious characters, as well as the use of poisons or poison substitutes). However, there are also ample opportunities to instinctively shoot anything that moves, if the aforementioned strategy fails. The first mission in Hitman: Contracts takes place in the asylum in which the genetically enhanced 47 was made, in the aftermath of 47's killing of his maker at the conclusion of the first game. The building is surrounded by SWAT teams, and 47 must either try to face them all single-handedly or find some other means of escape. Subsequent missions take place in locations like a fetish party, which is reminiscent of the blood rave from the movie Blade; an impressive British manse, where aristocrats have gathered for a hunting party; a cold Russian outpost, where a submarine lurks with deadly cargo in its belly; a gathering of fascist bikers in Rotterdam; and more. The game's settings are all drenched in rain (or snow) and are otherwise thick with film noir atmosphere that suitably fits the theme. The international locales come across well, too. Characters all speak in their native languages, though 47 has apparently been too busy murdering people to have picked up on any foreign languages over the years.
Depending on which of the three difficulty modes you select when you begin play, and depending on whether or not you try to take a stealthy approach, you can either breeze through the linear series of missions in less than 10 hours, or you can possibly spend twice as much time doing so (or more). So there's some replay value to be found here, but this is still a single-player game that doesn't necessarily have much long-term appeal. The truth is that the default "normal" difficulty mode is too easy. In it, 47 begins every mission with a silenced hardballer pistol, which can instantly and quietly kill anyone. However, 47 doesn't even need to be discreet, because he can sustain lots of damage and can easily slaughter dozens of enemies (and civilians) using the automatic weapons he'll scavenge from his fallen foes. It's comparatively much harder, and much slower, to take the stealthy route, so it's tempting to take the path of least resistance to just blast your way from one finish line to the next till you've reached the end credits. Unlike in previous Hitman games, very few missions in Hitman: Contracts outright require you to be stealthy. Your intended targets typically won't flee the area, even if you've murdered all their henchmen, and in some cases, you might end up killing them in a wild firefight without even realizing it.
On the other hand, the highest difficulty level in Hitman: Contracts is going to be too tough for most players. It doesn't show you any detail on your tactical map, and it doesn't permit you to save your progress in the middle of a mission. Furthermore, 47 can easily be killed by his enemies due to their increased power and accuracy, so this mode is very unforgiving. Yet, Goldilocks-style, the "expert" difficulty mode is just right. You can't open fire as wantonly as in normal mode, because your enemies have a pretty good chance of killing you. And you only get a couple of saves per mission, so you'd best make them count. This setup naturally inclines you to take a stealthy approach to, therefore, experience these elaborate missions for all they're worth. However, most gamers will logically gravitate toward the normal setting first to stomp their ways through the game, thus missing its finer points. Unfortunately, you cannot switch between difficulty settings on a per-mission basis. If you want to play on expert mode, you have to start from the beginning.
As a shooter (both first-person and third-person perspectives are available), Hitman: Contracts can be satisfying. There's a huge variety of authentic weapons to be found and used, and killed foes lie in vivid red pools of blood. But the action just isn't particularly good by today's standards, because the enemy artificial intelligence is, frankly, terrible. Enemies will try to overpower you through sheer numbers, but they won't easily succeed, at least on the normal difficulty setting. You can position yourself at a choke point--say, behind a door--to just keep spraying automatic fire in the general vicinity of your enemies' heads. A very forgiving auto-aim system will make most of your shots hit home, from short- or long-range, and as a result, the bodies will quickly pile high as more and more fools rush to their deaths until none are left. Then you're free to casually complete your mission, unopposed.
The game has some other noticeable issues, which have been inherited from Hitman 2. There are some nice, scripted setups for you to take advantage of, such as when characters nonchalantly walk over to the restroom so that you can strangle them, hide their bodies, and take their clothes for a disguise. But the whole disguise thing still seems rather silly, even though it's one of the main gameplay elements in the Hitman series. The tall and broad-shouldered 47 can wear most anyone's clothes as though they were tailored for him, and the way his previous outfit magically appears in a neatly folded pile may be a hard pill to swallow for those unfamiliar with the Hitman series. The behavior of most characters just isn't very convincing. As you strut in your new threads, characters will just kind of mill about while casting sideways glances at you as you approach them, and they may even attack or panic if you get too close to them. Again, though, there's just no coordination or reason in the characters' actions, so you'll notice in densely populated stages that panicking civilians will just run around--back and forth--like chickens with their heads cut off. And you already know how the gun-toting bad guys fare...
Like its predecessor, Hitman: Contracts provides you with a very helpful tactical map, which you can access at the touch of a button at any time, though the action doesn't pause when you're on the map screen. Apart from the map, though, the game doesn't give you very good feedback about what's going on in your environment. You're supposedly trying to remain hidden and quiet as you sneak around, but there are no real indications of whether or not you're in a character's line of sight or within his or her earshot. There's an onscreen threat indicator, which turns red and starts fluctuating if you've raised suspicion, but it isn't terribly useful except to warn you that you're standing too close to somebody. Besides that, Hitman: Contracts still frequently displays messages to you as though you're omniscient. Suddenly, you're informed that a dead guard's body has been discovered or that guards are now looking for a suspicious man dressed as a chef, and other things of this nature. Presumably, 47 is learning this through the Agency, his mysterious employer who's able to contact him remotely, but these all-too-helpful messages still seem incongruous with the gameplay. At any rate, it's things like these, as well as the artificial intelligence issues, that ideally should have been tweaked in this new game.
As mentioned, Hitman: Contracts isn't much of an improvement from a graphical standpoint, either. In fact, considering it uses the same technology featured in the original Hitman game, it's a miracle it looks as impressive as it does. Many of the environments and ambient lighting effects are believable and great-looking, though the environments aren't very interactive. The original Hitman was the first action game to make ample use of "rag-doll physics," an effect that's recently become very popular, since it presents relatively realistic death animations. As a result, killed characters crumple to the ground in lifeless heaps. But the effect is still exactly the same as ever in Hitman: Contracts and no longer looks as remarkable as it used to. There are a few new effects, such as how gouts of blood spray into the air sometimes when bullets strike their victims. Also, when 47 runs out of health, the entire game temporarily goes into slow motion, while the color fades from the screen as he makes his last stand. The effect is supposed to be dramatic, but, actually, it's just confusing; you'll think you accidentally triggered some new special ability, but in fact, all you did was get yourself killed.
One disappointing aspect of the presentation in Hitman: Contracts is that it's missing Hitman 2's incredibly stylish surveillance videos of all the people you're going after. Here, all you get are static photos and flat text-briefing screens with some voice-over. Also, it's worth noting that the game has an obnoxious number of introductory splash screens--some of which you can skip and some of which you can't--all of which prevent you from getting started (playing) as quickly as you'd probably like.
The highlight of Hitman: Contracts' audio is a musical score by Jesper Kyd, the same composer who delivered the memorable musical score to last year's Freedom Fighters, the last game from the developers of Hitman. The music here is electronic, rife with synthesized bass and heavy percussion, and is much closer to that of the original Hitman than the orchestral score found in Hitman 2. Fortunately, it works extremely well with the game's gritty and stylish settings. It dynamically changes to fit the action and generally adds a layer of suspense and tension to the proceedings that works better than any other element in the game. The rest of the audio is good, and the multilingual voice acting, as mentioned, is a nice touch. Unfortunately, you'll hear some panicking characters repeating their lines way too often, which takes away from the realism. 47's calm voice, meanwhile, fits the character very well.
Hitman: Contracts is available for the PC, Xbox, and PlayStation 2, and each version of the game features the same content and plays to the relative strengths of each respective platform. The PC version is the best overall and offers the richest graphical quality (provided your system meets the relatively modest recommended system requirements) as well as the best controls, thanks to a standard first-person-shooter-style mouse-and-keyboard setup. Loading times are also fastest on the PC, though they're reasonably short on the Xbox and PS2 as well. The ability to save anywhere is present in all three versions of the game, though on the PS2, each save file takes up 500KB on your memory card, which is a pretty big chunk. The console versions of the game control well using a dual-analog setup, but you'd already know that if you played Hitman 2.
The third game in the Hitman series can be thought of as an expansion pack--or a supplement--to the previous game. There isn't much resolution at the end of Hitman: Contracts, so it seems safe to assume that the series is going to continue. Hopefully, then, for his next assignment, 47 will pack a few more tricks up his sleeve. For the time being, though, Hitman: Contracts delivers some time-tested and sometimes highly entertaining stealth action, which any fan of the genre might as well check out.
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Splinter Cell 2: Pandora Tomorrow
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If you wish to purchase Splinter Cell 2: Pandora Tomorrow, click here to reserve your copy, due out on 4th June 2004, at the lowest price on the net! |
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Onimusha 3: Demon Seige
For all the hard work the heroes of the Onimusha series have had to do, slaying countless demons and zombies in their effort to vanquish the power-hungry warlord Nobunaga, they've been woefully unable to finish the job. Nobunaga returns once again as the main bad guy waiting for you at the end of Onimusha 3: Demon Siege. However, this time the adventure doesn't just take place in medieval Japan, but also in present-day France. The game stars Samanosuke, the noble samurai from the original Onimusha, and it also introduces a new main character, Jacques, a French commando bearing the distinctive likeness of actor Jean Reno (The Professional, Ronin). In addition to the unlikely cast and the time-twisting premise, Onimusha 3 also features a control scheme that's vastly improved over its predecessors, and it ultimately offers up a substantial single-player action adventure filled with impressive visuals, lots of fast action, and a few clever twists. Fans of the Onimusha series will certainly enjoy this episode, as would just about anybody intrigued by the premise of the game.
Onimusha 3 begins as Samanosuke, along with a small army, is assaulting the fortress in which Nobunaga has been pinned down. It would be a very short game if this were to be the warlord's last stand, so instead, a temporal rift suddenly appears during the confrontation, and Samanosuke is whisked away to Paris in 2004--and he's not the only one. The sorts of demonic fiends--called genma--that have plagued medieval Japan now appear in droves in the streets of France, and they begin slaughtering everyone in sight. One of the survivors of this onslaught is Jacques, who unwittingly becomes Samanosuke's counterpart. Both men gain the favor of the Oni, in the form of a soul-sucking gauntlet and the ability to wield elementally imbued weapons. And even as Samanosuke ends up in the present, sure enough, Jacques ends up in medieval Japan. Now, with the help of a little winged spirit named Ako (basically a black-winged Tinkerbell), who can conveniently whisk her way across space and time, these two warriors will need to put a stop to Nobunaga's nefarious time-traveling schemes--and hopefully find a way back to their respective eras.
The story starts strong, and all the time-bending business is a good setup for a few of the puzzles later on in which you'll be able to transfer key items across the ages and affect the future by accomplishing tasks in the past. In a few key sequences, Samanosuke and Jacques will find themselves in the same place, but hundreds of years apart, yet they'll still be able to assist each other thanks to Ako. Perhaps due to all the space/time conundrums, sometimes the plot loses its course. For instance, Jacques frequently has occasion to concern himself with the strained relationship between his young son (who gets way too much screen time in the game) and attractive fiancée, even while he's fighting for his life. Meanwhile, Ako's spunky schoolgirl attitude is presumably there for comic relief, but she's just annoying, despite being so darn useful. You're probably not expecting Onimusha 3 to be the greatest story ever told; still, the story could have been a bit less ham-fisted, if it only kept to the point. And in spite of the unorthodox premise, the story mostly just goes through the motions you'd expect, especially if you've played the previous games in the series.
Apart from the plot, there are two main differences between this Onimusha game and previous Onimusha games. One is that, this time, the graphics are all 3D, whereas previous games in the series featured 3D characters on top of prerendered 2D backgrounds. The 3D backdrops here are a bit of a trade-off. They do lend the game a more cohesive look, but at the relative expense of some of the visual richness of the past episodes. Make no mistake--this is still a gorgeous-looking PlayStation 2 game, featuring great-looking character models, lots of believable settings, and some impressive visual effects. Onimusha 3 plays fast and smooth for the most part, though there are times when the action noticeably and significantly slows down, which is unfortunate. This usually happens when there are more than four or five enemies onscreen, which isn't often. Also, while the 3D backgrounds are ultimately a step in the right direction, it would have been nice if they were more interactive. Apart from the odd button, breakable garbage can, or treasure box, there's nothing to do in these environments. Your character won't even come to a halt if you run into a wall--he'll just keep running in place, like a mime going against the wind. Onimusha 3 does a much better job handling the interaction between your weapons and your enemies. The animations look great, and most importantly, the controls are tight and responsive.
The controls haven't been this responsive in the past. When Onimusha first debuted as a hack-and-slash samurai-themed Resident Evil spin-off, one of the main tie-ins between the games was their shared control schemes. The old, antiquated Resident Evil-style controls are still available in Onimusha 3 if you use the directional pad as opposed to the left analog stick to maneuver your character. However, there's no question that the analog control is much, much better. The game has a few occasions in which transitions between camera angles may cause you to take a cheap hit from an offscreen enemy, but for the most part, you're afforded a high degree of maneuverability, and you can easily conduct battle on your own terms. The action itself follows Onimusha's strong formula. It's simple and streamlined, allowing you to merely mash on the X or square button to execute effective attack combos, but there's also incentive to play with finesse.
By properly timing an attack just as your opponent is about to strike, or by immediately attacking after deflecting an enemy's blow at the last possible moment, you can execute a deadly critical hit that causes your fallen foe to let loose a much greater quantity of soul orbs than usual. As in past Onimusha games, souls are used as currency for powering up your weapons and defenses (as well as for restoring your health and magic), so there's constantly good reason to be pulling off these instant-kill moves. Optional training sequences will give you plenty of practice with these and Onimusha 3's other combat techniques, such as Jacques' ability to entangle his enemies with his energy whip, shoot them a bunch of times with his pistol, and then slam them into the ground. The action here isn't complicated or terribly deep--you'll fight many of the same types of enemies over and over, and most of them aren't particularly challenging. But Onimusha 3's gameplay is fast and good looking, rewards careful timing, and offers up enough variety between the playable characters and their various weapons so it's consistently quite fun.
Besides dueling against various demonic goons and the occasional boss opponent, Onimusha 3 presents some light puzzle solving. Like in previous games, some of the treasure chests are puzzle boxes, where you'll have a set number of turns in which to slide puzzle pieces around to complete a circuit. These can be pretty challenging. Most of the other puzzles aren't very difficult, though, and the game's linear structure means it's usually pretty obvious where to go or what to do next. There's a fair amount of backtracking in Onimusha 3, which is usually considered a bad thing in today's games, but in this case, it's disguised by sequences in which Samanosuke and Jacques will have to retread the same ground at different times--so it's more interesting than tedious. Overall, Onimusha 3 offers a reasonably lengthy single-player adventure that will take you about 15 hours from beginning to end; there's a generous quantity of unlockable bonuses to keep you busy after that.
While there's only the default difficulty level available at first, if you die a few times an optional easy mode is unlocked. A hard mode becomes available once you finish the game, along with a side quest involving one of the game's ancillary characters. There are some other extras, too, such as unlockable extra outfits and minigames. Onimusha 3 also lets you choose between red, green, and no blood, and adjust between low and high levels of violence (specifically, volume of blood spilled). Annoyingly, the toned-down settings are the default, and you can only change your settings when you begin a new game--so if you only happen to notice the green blood a couple of hours into the adventure, you'll need to start over from the beginning to see the game as it was originally intended. At the same time, it's nice that Onimusha 3 lets players (or parents) adjust the graphic nature of the content if necessary.
One option you don't get in Onimusha 3 is to hear the original Japanese voice-over. At the beginning (and end) of the game, the French characters can be heard speaking their native language. Thanks to Ako, though, Samanosuke and Jacques will soon be able to understand each other as they magically switch over to English. It must be said that the voice acting in Onimusha 3 is markedly better than that of the previous game. But that's a relative compliment, since the previous game's voice acting was dreadful, and some of the performances here definitely sound forced. Sadly, Jean Reno only provides the French dialogue for Jacques, though the voice actors for him and Samanosuke put in some of the better performances.
Like its predecessors, Onimusha 3 has plenty of dialogue and story sequences in it, though by far the most impressive cutscene is for the game's cinematic introduction, which is actually some of the best, most lavishly produced in-game CG to date. Overall, the game's graphics are generally well matched by its audio, which consists of appropriate anime-style sword-slashing effects (which may sound familiar from the previous games). There is also a musical score that appropriately flits between European-style orchestral and Japanese-style instrumentations.
Onimusha 3 maintains the series' very high standards for production quality, and it features vastly improved controls, an entertaining premise, and Jean Reno, who's good in pretty much everything, including this game. Those are a lot of good selling points right there, and Onimusha 3 doesn't have any significant shortcomings to compromise them, either. So, if you're a fan of the series or just want to play an action adventure in which you can hack up tons of ugly monsters--with style--then this game is just the ticket. |
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