I've played it a bunch and I really like it. Its a totally different way to play the game from the way I normally play with the syndicate and losing a bunch of items if you die. I think the safehouse is pretty cool too, I think it makes things a little more personal with 47 and we really havent been able to do in previous Hitman games in my opinion. The new cutscenes are pretty cool when you're going to a mission. The place where you can store weapons is pretty cool too. I don't like how sometimes there's one target but the requirements you have to do to get full merces are impossible. For example sometimes you need to get a fiber wire kill and a silenced sniper rifle kill and with one target that's impossible. I noticed a few bugs when switching in and out of the place where you can get the weapons off the wall. Several times the game went into first person mode and it totally screwed up the walking and interacting with other stuff. I also think its a lot tougher to get SASO in some of the levels with the new requirements as well. I had a hard time playing super sneaky either with the freelancer mode. Overall I really like this mode. Its a refreshing way to play the game even if its a tad buggy.
wasn't too sure about this, but since you gave it a bit of praise I'm actually stoked as fuck on it again after a few others bitched and whined incessantly about it!
What I really want from this mode the option to start fresh - A new run with no weapons, mercers or equipment in your safehouse. I love this kind of thing about rogue likes, starting fresh and working with whatever you can find at the start. It makes each playthrough feel unique IMO.
There's an option for a hardcore mode when you complete a campaign. It was in one of the IOI videos but I never checked to see if it was in the actual test. Might be one of the things they held back.
@@CampionBun it wasn't mentioned but in one of the shots, 47 is standing next to a table where it's a disabled interactable option. I think it was the most recent one they put out
@@ffaristocrat Are you sure you aren't talking about prestige's? Either way, I mentioned this idea in the game feedback survey, I hope they put it in the game.
I really like the new rating system. It encouraged me to play in ways I almost never do, like going loud or rushing through off-limits areas and then losing the people following me. Every now and then when you see the SASO prestige objective, it can be fun to go for it to get the currency boost, but it's nice that it's no longer the default best way to play. Feeling quite positive about the full release, but also agreed with your criticisms. Being able to buy stuff at the safehouse, or being able to pay for little perks like "start with a disguise" or "fewer lookouts" would be nice I think. As for map weapons, I was definitely disappointed when I went up to get the sniper rifle in Mumbai only to find it mysteriously missing. Since you can only collect each weapon once anyway, I don't see a reason they need to place that restriction.
Hitman as a roguelike always seemed like an ideal pairing for non set piece missions. A set of missions where how messy you are, how you manage finances and so on effect how security works later and what tools you have can encourage creativity. This however seems like the best you'll get for it being an extra mode in an already released game but not quite what you'd need to really make it work as a rogue like.
Brilliant video. I'm hoping IO watches your videos and takes notes. I never got to play the closed beta, but i'm looking forward to the release of this mode :)
I do hope they update the gamemode after its release considering there's a lot of fan-yearnings for details. IOI is known for adding fan suggestions in the past so hopefully they don't let down in the far future.
4:40 I definetly agree that some items should be purchasable in the safehouse. For example if you could have the 1-time use items like syringes and poison vials for maybe double the small price of buying them randomly in the mission, it would definetly encourage doing the random optional "Guard poison" and other challenges that might not affect the actual mission or kill the target but could earn you some mercers for doing the extra work. Also since the supplier stores are random, players are less willing to use their only poison for an objective that won't help them complete the mission directly.
at 7:05, shotgun pellets have always been like that in contracts as well, with the perfect shooter complication, they could use some improvements as well. great video
If you haven't played much rogue likes and freelancer perhaps made you more intrested in these then I recommend you to play "Crypt of the necrodancer" and "enter the gungeon" I also must say that I like this "new format" with you reading the script and video being edited. I thought you said it wasn't your style durning payday 2 video but i'm not complaining.
Has great potential and hopefully the rebalance some of the random elements for Showdowns. BTW, dunno on Dubai but saw people playing in Whittleton Creek and the undercover agents had their usual suppressed pistols.
@@TheKotti I think the sabers were just a casualty. Nearly every item (that's just lying around) you can store in the safehouse got removed or misplaced. But yea, some guard inventories went untouched. An oversight they'll most likely fix.
@@RG001100 I saw another vid of someone playing at WC and got a suppresed pistol from the guard that nearby the start and exit of the bus stop. Guard was also a target.
Holy shit the music on the background from Codename 47 Traditions of the Trade gave me chills because of how many memories I have on that game and level
I imagine the guards in Dubai will still carry silenced SMGs because the bodyguard dudes in Whittleton Creek did, and I was able to take one back to my safehouse and use it on further missions which was great.
Thanks a lot for the video! I would've probably missed this news otherwise and your perspective is always valuable. Also, IMHO Hitman maps have always been fun to play with, but the other side of the coin was that map knowledge was disproportionately more valuable than the ability to improvise. So I am very excited they are making a more "improvisation-oriented" mode and am curious where it would lead them.
As someone with hundreds of hours it was getting stale doing the same missions the same ways. Contracts were cool and fun but so many repeat and bad submissions made it hard to find quality content. This shakes up the formula in a way that "brings the magic of hitman" back! I never thought Id love not having a lock pick at all times but dang it makes the maps 10x more engaging having to find all your own supplies. Really tests your knowledge of the base games
I'm hoping they add achievements for freelancer on xbox and playstation. The WOA trilogy is one of the easiest game trilogies to unlock every achievement in, and we didn't get any with ambrose island, so some new achievements for freelancer mode would be a nice breath of fresh air.
i definitely agree with a lot of this. personally i saw way too many kill 3 guards with x gun and i thought it didn't fit the mode. also really annoying getting the special objectives that you cant complete when do you dont have a certain weapon, i'd like the challenges to be more general shit like hide all bodies and stuff like that.
Great review dude. I throughly enjoyed playing Freelancer mode this weekend, it was refreshingly new experience. It got some minor flaws and exploits, but overall I am excited to play Freelancer again in January.
@@hulime come to think of it I wasn't able to particle boost mendoza, I haven't submitted my survey yet and I am fan of boosting. I'll complain about its removal for the speedruns and the people
@@hulime come to think of it I wasn't able to particle boost mendoza, I haven't submitted my survey yet and I am fan of boosting. I'll complain about its removal for the speedruns and the people
Are you dipping into the final version of Freelancer occasionally? I would enjoy a follow-up, seeing as some of the criticisms seem to have been addressed.
@@PanMan47 yeahhhhh games shite so idk dont really wanna play it, havent had it installed for 6 months. tried the closed beta was underwhelming so i dunno if ill upload another hitman vid
Playing on PC, I found that even in alerted territories it was incredibly easy to identify which suspects had the right accessories, because I could get near them, then go into Ansel to look for everything that might be hidden or hard to see. I also used Ansel on the Sapienza elusive target where you need to kill one twin and only one twin. Get nearby, activate Ansel, then move the camera around until you find out which one has the watch
You don't need Ansel, you just take a picture of them and it pauses the game so you can examine. Targets don't care being photographed which is weird imo. Would be cool to spy on them looking for clues.
@@ult1matum Yes you can do that, but Ansel also pauses the game, while also letting you change the camera angle. Need to see if a suspect has a tattoo on the inside of their wrist before ruling them out? You could follow them for a while waiting for them to stick each hand out, take a picture and hope that you did or did not get one with which you rule them out, or you get near them at any time in the middle of any animation and closely look at both wrists. Or maybe there's a lookout right next to them and you can't take a clear picture without getting spotted. With Ansel you get as close as you can, and it doesn't matter if they're facing away from you, you can tell whether or not they have a necklace on.
Isn't the leviathan on the roof in Chongqing? Good video, seems like Hitman has found a good alternate gamemode. Also smart of them to abandon the normal rating system. Also wonder if there could be some kind of option to exclude maps in the full version so you don't need to play Colorado. Perhaps your boss level idea could work there, with the more annoying maps being reserved for bosses.
I haven't played hitman 3 since 2 weeks after launch!!! This game needs a REAL GORE SYSTEM!!!!!! (IMAGINE PLACING EXPLOSIVE GOLF BALL, THAN WHEN SILVIO HITS IT, DIFFERENT BODY PARTS START RAINING DOWN ON YOUR POSITION!!!!! REALISTIC GORE IOI. NOT DEAD SPACE GORE!!!!!!
I definitely think the economy could use some work. I would like to see a base payout for missions for sure. I also think it would be cool if ammo was something you had to buy and manage with different types of ammo having scaling damage, giving money more purpose. The inventory in the safehouse is cool but I wish you could stock multiple weapons of the same type and sell any weapons you get beyond that threshold. Make the inventory an upgradeable part of the hideout so you provide yet another thing that costs money. Showdowns should have an escalated payout and that payout should decrease for every suspect that you take out that isn't the target. The prestige objective to pacify suspects could either outbalance the payout loss so that it is profitable or be redesigned to in some way. You mentioned Elusive Targets which I think should also now be part of freelancer so that you have to risk gear to do them but they could maybe provide some unique unlock like you suggested making them worth the attempt. In general I am very excited for the mode and with iOi's track record of trying to keep things living I think it might evolve into something truly amazing.
I really enjoyed this video, and am looking forward to the mode much more now. Hopefully they keep working on it and actually address its weak points -- I was sad that they abandoned Ghost Mode without addressing any of its problems, since it was a lot of fun for a few rounds.
7:13 I think for when you have a weapon on your back when you spawn in, it is because you carrying two long guns (the sniper and assualt rifle). The rifle was automatically palced into a briefcase but the sniper is not as you could only bring one briefcase / carry one briefcase at a time. So I suppose when you bring two long guns that will need to be considered. But it is true, the game should not let you spawn in that situation due to the player never being able to know where and in what situation will he be spawning in.
Exactly. But I can't understand how Kotti didn't understand that. He even checked inventory at the start and saw he has Assault Rifle in the briefcase and the Sniper rifle on the back.
@@tmas47 The gamemode was still in the beta so I dont suppose all the nuances to be understood. However despite that, I do agree that the player should not be put into that situation where you are surrounded by the public carrying an exposed illegal weapon since the spawn point is not made aware to the player. There are spawns that are out of sight of the NPCs where I think carrying an exposed illegal item would not immediately alert NPCs, making it a possible viable strategy or option for the player to carry more than one long gun for example.
I agree that the Showdown needs more variety, and some distinctive ETs with unique personalities or challenges more than just picking a random guy. Some of the showdowns could be retrieving their info/briefcase with extra money or unlockable (kinda like in BM when you can get the diamond briefcase for more money), Showdowns in this format get way too boring and tedious. Using new targets with other special difficulties or parameters would be more fun. The terrotories ones are fun and I like them, but showdowns need to be more exciting. Hope IOI pays attention to it.
Glad this is looking good. Seeing the elimination of the awful silent assassin thing that the main game suffers from. I’m excited to play in different ways because of that. I’m a little disappointed that the syndicate leader missions are the way they are (lots of finicky looking camera stuff), but I think this still looks pretty good. Either way, I like the way you clearly and simply outline your likes and dislikes. I definitely got a sense of how you felt about the more and how it played in general, and if there’s anyone’s opinion I trust about Hitman, it’s yours. Looking forward to playing this when it comes out in January.
Have you been playing freelancer at all in the past year? Curious to hear if you have any new opinions about it. I didn't like it much when it first came out but the past month I've been obsessed with it.
i was looking around about hitman and found absolution i know doesnt have anything to do with this but that game seems alternate universe. How tf does that game connect..or it doesnt?
Personally I think you are really nit picking at this, if they want you to use a weapon to kill a target that you don't have, gives you a reason to re play to buy that item to complete the objective, what's the point in buying items if they can be easily gotten on the map, it defeats the purpose, in order to change and completely change things would be to remake or model the entire game, I loved this game but, I haven't played in over a year and I think it has run its course but I think they are doing there best to keep the game alive, and let's face it , it looks a lot better than escalations, which I hated as and they plugged to death for the last few years, I think , let's give credit where credit is due, it looks ok to me.
This all feels too arcadey for me. Hitman games were always grounded, and then once they started releasing on consoles they started adding stupid shit like this. I mean they have loot rarity for no reason now? Like its Borderlands, or something.
@@TheKotti and they were PC -> console ports. Roughly after Blood Money they started focusing on consoles more and Hitman games started feeling like console -> PC ports from the way they controlled, to graphics, and menus.
@@221Prohunter and these challenges are by themselves arcadey. Hitman games were always narrative driven games. With this new trilogy they basically made games for those speedrunning/silent assassin only tryhards with lots of weird challenges, leveling up system, unlockables etc. Playing this game like older games (experimenting and enjoying the narrative) is not as fun as it was in the older games, and to unlock any of the cool items you have to look up guides on the internet and do some stupid forced challanges that you have to do step by step usually. If you played Blood Money from start to finish you experienced the majority of what the game had to offer - solid narrative, experienced challenge (now you have to make up your own challenges), you could unlock all items in one single playthrough. Now with this trilogy the devs expect you to be some completionist tryhard in order to unlock any interesting weapons, or gadgets. As I already mentioned, this is the kind of game in which you are expected to create your own challenge - it wasn't like this in the older Hitman games. I was mind numbingly forcing every level to finish and skipping all cutscenes, because they honestly had no idea what they wanted to do with the story, and the gameplay didn't challenge me at all on the hardest difficulty - sure I could have tried to get Silent Assassin rank, but that's the problem. You are expected to make your own challenge as opposed to getting challenged by the game. So it all boils down to this game being made for the completionists/Silent Assassin tryhards/speed runners and no one else. This is my general problem with this trilogy. They focused on replayability, sandbox like gameplay, huge, but less detailed, levels, and completely ignored the narrative, and challenge. I had friends in high schools that I played Hitman games with while at their house and none of them have played those older games like the devs expect you to play this new trilogy. Each of them just played it from start to finish, and maybe replayed it years later. Now this new trilogy is some kind of grind simulator - and now they are adding "EPIC" loot too (lol).