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Hitman 2fixes virtually all of the problems of its predecessor and stands tall on its own merits as an outstanding action game.
There's no mistaking what Hitman 2: Silent Assassin is all about. One look at the bald, sharply dressed man on the cover, grim as death and armed with a hardballer pistol in each hand, and you can tell that this isn't exactly lighthearted stuff. Hitman 2, released simultaneously for the PC, Xbox, and PlayStation 2 platforms, is the sequel to a PC game released two years ago by Denmark-based developer IO Interactive. The original Hitman: Codename 47 featured some undeniably impressive technical elements, but it also had a number of serious problems. Some players were able to overcome the control issues and punishing difficulty level of the game and appreciated it on the strength of its violent concept--you played as a genetically engineered contract killer and were tasked with stealthily eliminating a number of well-guarded targets. At its best, the game offered both full-on intense action as well as plenty of nail-biting suspense. The sequel takes this same idea a step further and fully realizes it, proving that IO Interactive has the ability to back up flashy graphics and controversial subject matter with great gameplay. Simply put, Hitman 2 fixes virtually all of the problems of its predecessor and stands tall on its own merits as an outstanding action game.
As 47, you'll be charged with a number of high-risk assassination assignments.
Those who never played the original Hitman already know all the background on Hitman 2 that they'll really need. The game begins with the enigmatic man known only as 47 working not as a hired gun but as a gardener. He's given up his violent ways and is now serving as a humble groundskeeper in a Sicilian church. But when the church's kindly minister is kidnapped, 47 has no choice but to once again don his black suit and unpack his deadly arsenal of firearms and close-range weapons. He contacts his former employer to try to track down the priest, but he'll need to perform a few jobs before they'll cough up any details on his friend's whereabouts. So much for early retirement. Yet though the story unfolds vividly using beautifully staged cinematic cutscenes rendered using the game's 3D engine, the actual story of Hitman 2 doesn't really get too far off the ground. It's largely an excuse to send 47 around the world to exotic locations like Japan, Russia, Malaysia, and India, where you'll help him infiltrate heavily fortified locations from an ancient castle to a high-tech software corporation.
The game comprises more than 20 missions in all, which you'll play through one after the other. Though the settings and the details of each mission are different, most all of them share some basic themes: getting in, eliminating a key target, and getting out. How you meet your objective is up to you, whether by guile and stealth or by brute force, and most missions are cleverly designed to have at least several viable, even intuitive solutions. If you're really good, you can make it through most missions leaving only a single corpse behind--the only one that matters--and you can make it through having never even drawn a firearm. If that's too subtle for you, you can opt to try to mow down anyone who stands between you and your victim. But you'll need to be careful, because your primary target might flee the scene amid whatever turmoil you cause.
Actually, one of the big differences between Hitman 2 and its predecessor is that, for various reasons, a forceful approach is much more viable in the sequel. At the normal difficulty setting, it's in fact much easier, and much faster, to just blast your way through most missions, partly because your enemies just aren't that smart in a shootout, though they can overwhelm you in numbers. Nevertheless, the game still encourages you to be stealthy, and you'll have to be at the game's two higher difficulty settings. Regardless of how you play, the fact that you can just start shooting if you blow your cover will lead to many thrilling, unscripted gunfights against large groups of foes that look realistic and often act realistically too.
A frontal assault can be effective if you catch your foes by surprise.
As 47, you have access to the sorts of moves and weaponry that you'd perhaps expect from a character of his nature. You'll get to see 47 ply his deadly trade from a default third-person perspective, though the developers added an optional first-person view as well. That's a nice touch, but still, it's hard to pass up the third-person option, since it gives you a clear look at all of 47's lifelike animations and gives you some good peripheral vision too. While 47 has no hand-to-hand combat moves, he can take out foes at close range by slashing their throats in one quick motion, strangling them with his trusty fiber wire, or knocking them out with chloroform--an uncharacteristically humane addition to 47's arsenal. Melee weapons ranging from a golf club to a katana are also available, as well as a massive variety of real-world firearms. All manner of pistols, shotguns, submachine guns, assault rifles, and sniper rifles can be found and used, and as you scavenge new weapons from your missions, you'll find them lovingly displayed as new additions to your collection back at your inconspicuous base out of Sicily. While you can then select which weapons to bring with you on a new assignment, you can't just lug everything around. In particular, you can only carry a single rifle at a time, and these bulky weapons can't be concealed.
Concealment, of course, is critical to 47's success. As in the first Hitman, in the sequel you can relieve just about any killed (or unconscious) male character of his clothing and drag prone bodies out of sight. Donning disguises is handled as strangely as before, meaning one moment you'll be wearing your original outfit and then, moments after selecting the 'change clothes' command, you're suddenly wearing a new one as the old one appears neatly folded on the ground. In a game that's generally so believable, this aspect of Hitman 2 comes across as a bit silly--but the fact that you don't have to spend hours looking for a victim who wears the same size of pants that 47 does certainly helps the gameplay. At any rate, unlike in the original, in Hitman 2 there's more to concealment than just putting on a disguise and then having free rein to walk among your enemies. When the 6-foot, pale-skinned 47 tries to blend in with the locals in India, you'd best believe he'll have to do more than just put on a turban. Generally, you need to stay relatively far away from most passersby if you want your disguise to work, and you need to act casually.
Hitman 2 Silent Assassin Download Mega
Hitman 2 is exceptionally well done in most every way and represents a major improvement over the original. A true multiplatform game, it wasn't developed for the lowest common denominator, but it instead showcases the best of what the PC, Xbox, and PlayStation 2 have to offer, as though the game were specifically designed for each. Clearly, many of the design decisions made by IO Interactive were directly in response to common criticisms leveled against the original, but these improvements don't come at the cost of a simpler or easier experience. Even the most experienced gamers will find a serious, rewarding challenge in the game's highest difficulty mode, yet the well-rounded design of Hitman 2 means just about anyone with a taste for the subject matter, or just a stomach for it, will really like the game and its distinctively cinematic style.


RAM= 256MB

George Clooney may blame himself for the demise of the Batman movie franchise, but the truth is the rot set in a long time before ER-boy got his buttocks into the moulded rubber suit. The problem began when someone in Hollywoodland fell under the assumption that vacant pretty boy Vai Kilmer was capable of producing the tortured emotional range that characterised the Keaton-era crimefighter. No one does pent-up violent mental instability as well as Keaton and Kilmer manages the demanding role about as well as a boiled potato on a damp piece of string. So, with one fell Schumacher-led coup (that’s Joel, not Michael), a character rich in eminently challenging twisted psychosis is rendered as shallow as the most banal of Schwarzenegger action 'heroes’.

Free

That sage of our times, Steve Hill, made a very insightful point in last month’s review of the otherwise-forgettable Beach Life - about most forms of contemporary malaise being acceptable to today’s game producers, with the exception of drug references. It goes a bit deeper than just drugs though. Other forms of storytelling media are free to explore the darkest recesses of modern society, taking chances with convention and tapping a rich vein of commercial and critical success as they go. Which storyline do you remember and value more, Batman or Batman Forever?

There is simply no reason why modern games cannot treat their subject matters with as much depth and maturity as the rest of the media and not still reap the rewards. Instead we get publishers afraid to take chances and we end up with games like Hitman 2: Silent Assassin.

Think Once, Think Twice

There is absolutely nothing wrong with Hitman 2 as a game, save for the fact that it’s as soulless a sequel as any number of summer blockbuster movies with numbers instead of titles. I still remember the thrill of playing the first Hitman, the breathless nerve with which developers IO Interactive threw traditional morals to the wind and forced you to explore an extrapolated, fanciful, but nevertheless gritty and realistic portrayal of life in an assassin’s shoes. OK, sci-fi elements abound, what with cloning, genetic engineering and whatnot, but it still remains the only game to date to make me question my motive for killing a hapless security guard, to make me pause and feel uneasy about my violent actions. A good thing.

There was a genuine sense of character development in the original story - something sorely lacking in this sequel. It doesn’t seem that way at first. You begin, as I’m sure you’ve read in the many previews published over the last few months, having turned your back on your past life, tending gardens in a Sicilian monastery, searching for repentance. We’re shown a shadowy pair reviewing your past exploits and trying to track you down, efforts that lead to your spiritual protector, Father Vittorio, being taken hostage. This is the trigger for you to return to your violent ways, attempting to secure his freedom. Indeed, the final sequence of the game does point towards a strong story of 47’s (that's you) inner search for self, for his true meaning, avoiding a conclusion filled with the expected cliche.

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The problem is with just about everything in between these promising bookends. It should have been a potentially engrossing story, a psychological battle of wits as your new-found morals are probed and tested by this mysterious pair for their own ends, and as the character of 47 realises his true place in the world. This tale is unfortunately replaced by the most banal of modern techno-stolen nuclear warheads and government agencies trying to do right by the world.

Literary Review

Hitman 2 is almost devoid of the first game’s sense of real-world assassination motifs. Instead we have the sort of levels that could appear in any game from Project IGI to Rainbow Six. This is best illustrated by the game's adherence to openness, allowing you to complete most levels in any number of ways, including an all guns blazing shoot-out. It's hard to pull off (and there are bonus rewards to be had for being stealthy), but just the fact that you can complete any level by mowing down everything in your way is antipathetic to the very nature of 47's being.Again, it's a deceptive game in that the first three levels (starting with the one most of you will by now have played via the unofficially released Internet demo) don’t indicate this is the case at all. They suggest the glories of the first game have been kept intact, dubious morals and all. After that it rapidly goes downhill into the stereotyped dismantling of rogue terrorist groups, under the auspices of your so-called 'Agency' controller, Diana. Conceptually it's practically a carbon copy of Project IGI's relationship between David Jones and Anya, right down to the whole nuclear weapon hunt scenario. 47 has become little more than another Bond clone.

What’s most annoying about it all is that there is so obviously an exceptionally talented team of creative individuals at IO Interactive and this overall restriction of plot dynamics needn’t have been the case. The cut-scenes and dialogue throughout the game are of exceptional quality and not just from a technical standpoint. The opening and closing FMVs in particular contain some genuinely stunning writing regarding 47's relationship with his mentor priest. It’s maddening that this genius creativity wasn't allowed to guide the project design as a whole.

Bald In Japan

They would certainly have had the practical backup to support it. This revamped and retuned Hitman engine is nothing short of a marvel. Gone are all the stifling problems that affected the first game, replaced with breathtaking visuals, refined controls and perhaps the most authentic levels of Al seen in any game to date. That’s authentic as in the NPCs behave in realistic - ie flawed - ways, levels which vary from one person to another. The disguises are no longer absolute, with your barcoded, hairless head needing to be covered to ensure total anonymity.

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An example would be one of the Japanese levels. You might kill a Yakuza guard (another cliche: all Japanese villains have to be either Yakuza or ninjas) and steal his pants and T-shirt, but the fact you don't a) look remotely Japanese or b) have a body covered in tattoos will be a dead giveaway. Run around a fire-alarmed office building in a full fireman’s uniform, complete with gas mask though, and no one will give you a second glance. Should said fireman be observed picking locks and peering through keyholes mind you, suspicions will be raised. A clever little touch, and again it's indicative of how much thought and talent 10 Interactive can be capable of if they let themselves try.

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As I said near the beginning, there is nothing technically wrong with Hitman 2. It’s as solid a game as you’re likely to see for many a month. It’s just ironic that as the titular character’s signs of exploring the nature of his own soul are stifled, so the game stifles its own soul. The indication is that there will be a third in the series. If so, then I implore both 10 Interactive and Eidos to look towards the Godfather rather than the Batman model for how to approach a sequel. Take a risk. Treat us like adults.