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That describes quite a few games these days, unfortunately. Any stealth-driven game tends to be wonky with its rules and consistency. Hell, 'Hitman' was my favorite title last year, and that one is 100% built on stealth, but I still shake my head when guards spot me through staircases or the tiniest slivers of window openings.
Sounds like the series' stealth mechanics has devolved since Blood Money, to the 'Agent 47 farts a mile away, and guards still hear him' stealth of the earlier games.
It's very inconsistent at times, to say the least. Can stand ten feet away from someone in a similar outfit who can definitely see through my disguise, but nothing happens; other times, I'll use Instinct and see nobody even remotely close to me, and yet I'm in the midst of being spotted. It's pretty annoying; all I ask for is consistency across the board in games, which is too much to ask, apparently. Would be nice in games such as this if the AI and the user playing the game abided by the same exact logic.
@Creasy47, in the Hitman games the gameplay concept of disguise and Instinct is already pretty faulty, since it logically requires that every enemy NPC who could spot you knows all of their fellow employees-regardless of rank-just by a quick glance and always knows instantly that you aren't one of them. Which is just bogus. Imagine...
[47 walks by with his hand covering his face]
Generic baddie #1: "Hey, Jerry. Does that guy look...different to you?
Generic baddie #2: "Different? Nah, that was Johnson. He always looks like that."
Generic baddie #1: "No, Johnson is on sick leave. Mumps. And he can't be Ronnie, Tyler, Jacob or Willie, because they all went off shift three hours ago. And it can't be Tommy, Terry, Rickie, Johnny or Sal because they don't work on holidays. That leaves Mick, but I just talked to him at lunch and he had on a different shirt than that guy. Anyway, I think we should keep our eye on him. The boss coulda planted a spy to see if we were workin' diligently. Might want to fire the lazy ones on the shift."
I just think the AI have a bit of an advantage over me for no reason at all, and it's pretty irritating at times. They can snipe you with perfect accuracy from any range, and yet the recoil on most guns is atrocious, as is the range for one-hit-kills. Watching random civilians pass through areas that require keycards or are locked off to the general population is annoying, too; I can't do it, but they can.
That's 100% the reason why; which is odd, considering the last few installments seemed to heavily promote making batshit-insane loadouts and gunning your way through armies of men to get to your target. I think they focused so heavily on the Opportunities and Challenges that they forgot that some people may want to play the game guns blazing, which is what I'm feeling from time to time, especially since I've completed most of the Opportunities I was interested in in every level. Doesn't hurt to give you two avenues to take, so hopefully that is rectified come Season Two.
The meat of the content is now out, but they still release stuff on a monthly basis - Elusive Targets, new contracts, patches, etc. I've no idea what'll be going on with season two, other than it's in development, but this definitely doesn't feel like a game that was split in two just so the developers could make more money. I spent $60 for the Full Experience and got wayyyy more than I paid for, I feel like.
That's interesting. It makes me wonder what the plan is going to be for season two, then. If it's fresh content they could still wrap it up under this newest Hitman title, or do the same episodic release and call it a different game. It seems like they are now using the episodic model for Hitman into the future now, instead of as a one time experiment.
That haircut and formal parting suits Brosnan to a tee, I say!
@00Agent, @BMW_with_missiles, @MajorDSmythe, @Creasy47, @Murdock
The original opening for FRWL in the game was derived from a concept intended for the Bond6 game (The working title of it was called that). Elements of that concept was later used in the opening for Blood Stone.
Awesome! It astonishes me how much detail EA was able to put in their character models on the hardware of that generation. It was a time when devs actually put care into the Bond license. I miss those days.
Activision, on the other hand... Low budget Call of Duty and Gears of War clones.
FRWL certainly had it's good points. But EA should have toned down the action to make it a spy thriller like the film. Parts like the Gypsy Camp translated perfectly fine to the game. The train shootout however,,,
I did really like the option to change Bonds clothing once you had found the clothing sets. You can't beat going into battle, with Bond immaculately dressed in his dinner jacket.
...Or even better they should've come up with an original storyline.
Yes, exactly. Set it between films, with it not being based on any one film, but capturing the era it is apart of (like like EON being Brosnans 5th Bond) and that would have allowed EA to get away with piling on the action.
That's one thing that confuses me about FRWL. They picked the lowest action Bond film of the 60's to adapt into a video game. I can actually see a reason why they might have avoided GF; It's almost too iconic to touch. No matter how good the game was, it likely would never be seen as good enough by fans. To leave TB on the table, however, is strange. I also think they could have done something interesting with YOLT.