FREN

#FF00AA


24 jul. 2006

Hitman: Blood Money (PS2)  

I don’t know if there’s somethig missing regarding the atmosphere, or it’s just me, so I won’t write about that (I never really enjoyed the Sopranos, for instance, and mafia flicks bore me to death, but I’m still interested in playing a hired assassin, in theory); what I can say, though, is that gameplay is not natural enough for me to get into it. When you’ve watched Alias for years, you’ve got some expectations when it comes to infiltrating and eliminating.

Why is it so hard to “aim” when trying to strangle someone with the fiber wire, and why does it become impossible as soon as the victim spots you? Why can’t you just smoothly jab a syringe intoyour target passing by a corridor, or swiftly plant a bomb under everyone’s noses? Why can’t you somehow block a door to hide a corpse? Why isn’t that fucking silencer more silent? Oh, I know why: because it would be too easy, and then it would be so much more work designing the missions.

That’s a pity, because they are interesting and varied, and the settings are beautiful — but, once again, the design is so artificial I feel as involved with the story and characters as if I were playing Tetris. The main thing I’d blame this game for, in the end, is pretending to be realistic and open-ended when it’s just a puzzle game where each puzzle has two or three scripted solutions rather than one. I think I’d rather have the unabashed linearity of a Tomb Raider game.

(The Alias universe and story, for all its flaws, could make for a terrific video game series, by the way. But that’s not how things go.)

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Xarro, 7 years ago:

Beh, si je ne m'abuse, les silencieux qui sont vraiment silencieux, ça n'existe pas. Ca serait donc une espèce d'effort de réalisme (tout à fait hors de propos, d'ailleurs).

Mais comme je n'ai pas joué à ce jeu (et que j'ai envie de mettre des coups de masse dans toutes les PS du globe, pour une raison qui m'échappe), je m'abstiendrai d'élaborer et en resterai à ce commentaire sans intérêt. :)

garoo, 7 years ago:

Je veux dire que l'intérêt d'un silencieux c'est qu'on puisse tuer quelqu'un sans que ça s'entende dans la pièce d'à côté :)

Huh ?

Kazam, 7 years ago:

C'est vrai que pour y avoir joué, je trouve la sensibilité des personnages trop élevée. Résultat à moins de chronométrer chaque action, le jeu se termine souvent en flinguage à tout va !
C'est dommage, c'est joli et les musiques sont sympas.
Et effectivement le dernier Tomb Raider, ultra linéaire, est jouable, et même je l'ai recommencé. Ce qui est plutôt rare.

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