I literally just beat the game. Overall I thought it was a decent stealth/action game but certainly not the best Hitman game IMO. I thought some of the assassinations sequences were pretty nifty, but otherwise it felt pretty linear. Unlike what others said below I thought the graphics were excellent and it was pretty cool hiding in massive crowds. I would've given this game at least an 8.
Hitman: Absolution Review
Game Emblems
The Good
Hitman: Absolution's vivid world and enjoyable stealth-action gameplay overshadow its few notable inconsistencies.
An instinct meter governs when you can perform your stylish slo-mo point shots, and how much time you have to designate your targets. On medium difficulty, you gradually gain instinct as you play, though higher difficulties adjust the specifics--or eliminate the mechanic entirely. Instinct also allows you to scan your surroundings and pinpoint enemy locations, interactive objects, and points of interest. What with point shots, instinct, and tepid AI, Hitman: Absolution isn't as challenging as its predecessors on standard difficulty. If you're a series veteran, you should try the more challenging difficulty levels straight away, as they provide substantially more rewarding victories for hardened assassins.
47 can get even more personal with his victims, clobbering them in a quick-time button event that aims for some of the time-bending style of point shots. Melee combat with your strongest enemies can take long enough to play out that you'll want to be out of earshot of nearby guards, lest they start shooting while you're otherwise engaged. The button prompts during these events are occasional problems, because prompts are located on the victim's body rather than on the center of the screen. Integrating the button icons into the action this way was a smart idea, but prompts can sometimes be out of camera view, or hidden by an interface element. Fortunately, such scuffles are easily won, so this issue is only a minor nuisance.
What a vivid world it is that these characters are constantly soiling. A visit to a druggies' haven bursts with psychedelic colors; beaded doors flutter as you walk through them, and a bathroom's deep blue lights and sparkled walls usher you into the New Age. Here, you slink through a crop of shoulder-high marijuana plants during a police raid. In another instance, you step through huge throngs of fight fans as you seek a way to annihilate the hulking combatant in the ring. But even the more pedestrian environments--mine shafts, a train platform, a vehicle repair shop--are strikingly detailed. Lighting of different hues shines across surfaces and on people's faces, which creates a rich and heightened reality.
The shallow cell phone conversations and offhand comments you overhear are believable, making it easy to lose yourself in the world. But Hitman: Absolution's excellent sound design digs even deeper than those eavesdropped details. The voice cast has not a sour note in the bunch; every obscenity is hurled with enough contemptuous force to match the vibrant sleaziness of the visuals. Great voice acting is backed by great sound effects, highlighted by the various whooshes and hums that communicate your enemies' state of awareness. The whirs and whines of point shooting are also noteworthy, amplifying the tension of the depleting instinct meter.
These environments are host to Hitman: Absolution's best missions, which give you the greatest leeway to proceed as you wish. But they also house some of the game's head-scratching design choices, which abandon the element of choice and force you into a single solution. Several key assassinations remove your freedom and arbitrarily usher you into slow-motion point shooting. These are short and disappointing moments, requiring no skill and providing no tension--and thus diminishing any sense of payoff. A few other levels have you escaping from a burning building and avoiding helicopter fire. These scenes have the cinematic style of so many modern big-budget games, but they shine the spotlight on the game's ledge-walking and cover-to-cover tumbling, which function fine but don't have the fluidity of similar mechanics in games such as Deus Ex: Human Revolution and Tom Clancy's Splinter Cell: Conviction.
You could get through Hitman: Absolution's campaign in ten hours, more or less, depending on how you play, and various challenges, unlocks, and assassination methods invite return visits. But there's another way to play these missions: through player-created contracts. In this mode, you can compete with other players for high scores by seeing who can finish missions most efficiently and stylishly. To create a contract, you simply play a mission, designating up to three targets and then assassinating them in whichever way you wish, and in whichever disguise you prefer. Once the contract is created, other players can show off their skills--which in turn might inspire you to create more difficult, more intricate contracts. Creating a contract is simple, and it's a neat way to make old missions feel fresh.
Even if you have no interest in contracts, however, Hitman: Absolution's campaign is fulfilling on its own. There are some stumbles here and there--in the AI, in the mission design, and elsewhere. The story, too, hobbles a bit at the end, leaving some narrative gaps that needed filling in. But one thing's for sure: it's good to have Agent 47 back, and he was clearly needed. The greasy world he inhabits was in sore need of cleansing, and it's a pleasure to have so many ways of scraping the human grime off its surface and discarding it like the trash it is.
Hitman: Absolution
- Publisher(s): Square Enix
- Developer(s): Io Interactive
- Genre: Action
- Release:
- ESRB: M






