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mentor0 zei:Zever, ging perfect. Als bodyguard met een Dragunov rondlopen ging fout ja, maar met een M9 pistool ging dat vanzelf.
Allez kom, ge kunt nu toch niet beweren dat dit nog Hitman is? Hitman draaide allemaal om de perfecte moord plegen, vergif, sabotage, autobommen, ... Wat ze hier tonen is gewoon puur Splinter Cel, op zich niks mis met Splinter Cel, maar vervang dan 47 met Sam Fischer alsjeblieft. Laat onze kale huurmoordenaar er buiten.

viggoht zei:Hitman Absolution Run For Your Life Full Playthrough Video - Xbox 360 - IGN
Deze is hier nog niet gepost dacht ik...
Schitterende gameplay movie, en die muziek erbij...![]()

koolcast zei:Vorige pagina staat hij al![]()
Forget everything you know about Agent 47, the bald-headed, bar-coded contract killer of IO Interactive's Hitman franchise. He does not don disguises, creep in the shadows, or deliver death with surgical precision. He is not a professional. Well, at least he doesn't have to be.
You see, while hardcore fans have endured-enjoyed, even-the sometimes punishing nature of previous entries in the stealth-action series, the developer understands they've probably alienated some of their potential audience by forcing them to walk the frustrating trial-and-error treadmill. So for their next entry, Hitman: Absolution, they're crafting a killer who'll still please the patient player who enjoys snapping necks like peanut brittle, but will also satisfy those with much twitchier trigger fingers. Similar to Sam Fisher's action-oriented transformation in Splinter Cell: Conviction, this new anti-hero is as comfortable engaging in ammo clip-emptying firefights as he is skulking in the shadows.
During a recent demo, IO drove this point home like a hollow point to the head by completing the same level twice, but utilizing vastly different play styles each time. The first go-round would've felt comfortably familiar to any fan who's ever reveled in seeing 47's fingers swell under a length of taught piano wire. Unfolding in an orphanage, where he's tracking a young girl named Victoria, 47 adopts a professional approach to deal with a group of masked thugs who are also after the girl, albeit with far more sinister intentions.
Sporting the black suit and white collar of a priest, the titular life-siphoner stealthily navigates the environment, avoiding conflict and detection whenever possible. Even when complete discretion isn't and option though, he still follows the assassins' code, silently choking-out targets and hiding their unconscious bodies in closets, freezers, and even a ball-pit located in the orphanage's play room. He also tosses a child's toy to distract a trio of goons, evades detection by crawling through a vent, and introduces an evil-doer to the pointy end of a syringe-Dexter-style-before donning his victim's clothes and carnival mask.
Before restarting the same level, lead producer Hakan Abrak states that 47 will now "go slightly more violent." In addition to being a skilled developer, it soon becomes clear Mr. Abrak is also a master in the art of understatement. Still dressed like a man of the cloth, 47 approaches the men he'd previously distracted with the toy; rather than throwing the plaything to distract them and avoid their detection though, he uses it to directly draw their attention. Of course, this isn't a problem because he's now armed with a fire-axe, which he promptly plants into the first two enemies' chests before driving it through the skull of the third clueless mark. A security guard held hostage by the men informs 47 of a shotgun hidden in the orphanage's chapel; this NPC interaction-entirely avoided in the stealthier play-through-sets in motion a series of events that could make Jason Bourne blush.
His hunger for blunt force trauma to the head apparently not satiated, 47 grabs a large crucifix on his way to retrieve the hand-cannon; after effortlessly dropping two thugs with his signature pair of shiny pistols, he uses the sacred religious symbol to shatter a meatbag's skull. Bypassing the air duct he'd hidden in during the previous demo, he arms himself with the shotgun and begins indiscriminately filling foes full of buckshot. With the double-barreled death-dealer's ammo depleted, he falls back on his dual handguns to finish the job; a few well-placed slugs later and a nearby gas-filled kitchen is serving up barbequed baddies for lunch. With all hell officially broken loose, he enters a final room-one he'd previously navigated quietly in disguise-teeming with well-armed scumbags. Triggering "Instinct" mode, which was strategically used in the first playthrough to peer through walls and predict AI patrol paths, the demoer activates Point Shooting-a mechanic much like Splinter Cell: Conviction's Mark and Execute mode-to clear the room in a stunning cinematic display of slo-mo bullets, blood, and flying bodies.
Concluding the demo, Abrak explains that he wants players, whether playing stealthily, guns-blazing, or somewhere in between, to feel like an "unstoppable force of nature" when donning 47's trademark black suit. While my demo was eyes-only, it's so far looking like his team could potentially make good on that promise. I look forward to getting my hands on the game-and the fragile windpipes of its antagonists-later this year.
A full-time freelance journalist for over seven years, Matt Cabral covers the videogame industry for a variety of mainstream and enthusiast outlets. Find him on Facebook and follow him on Twitter @gamegoat.
Speaking to IncGamers in a recent interview, Hitman: Absolution game director Tore Blystad confirmed that the PlayStation 3 is treated at the lead platform for the console version of the game.
Blystad explained that the nature of the PS3 makes it more difficult to work with, but can produc better results than the 360:
"The PS3 is a difficult beast, so if it works on that then we take that as a good sign for the other platforms," Blystad told us. "Most of the developers are using the PS3 kits to test their stuff.
"The PS3 and 360 versions look very similar to each other because the memory and things like that are of a similar power. But the way the systems use the memory makes the textures look a bit different sometimes, and we have to trim them down on occasion [for 360]."
However, Blystad went on to say that the console development process has not affected the PC edition of Hitman: Absolution. For PC, a custom asset set has been produced "because it’s capable of such a higher resolution."
Read our full interview with Tore Blystad here.
Kennaah zei:(zelfs mechanics die vertellen naar waar de vijand stapt)
