tag:blogger.com,1999:blog-67195614322260227852011-04-21T20:54:46.474-07:00Hitman Serieshttp://www.halffry.comhttp://www.blogger.com/profile/02504395639519039761yatendrajadon@gmail.comBlogger4125tag:blogger.com,1999:blog-6719561432226022785.post-38909297802678057532008-09-12T04:43:00.001-07:002008-09-12T05:03:40.998-07:002008-09-12T05:03:40.998-07:00Hitman Blood Money<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.halffry.com/"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://4.bp.blogspot.com/_euGctkkHqPg/SMpV7ymgobI/AAAAAAAAARk/gvWacXq1pSo/s400/Blood+Money.jpg" alt="" id="BLOGGER_PHOTO_ID_5245099201710301618" border="0" /></a><span style="color: rgb(255, 0, 0);font-size:180%;" >Gameplay</span>
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<br />The basics of Blood Money are similar to past entries in the series; each mission is framed around the killings of one or more individuals, which the player character (Agent 47) must accomplish. Standing between him and success are armed guards, security checkpoints and other obstacles. The player guides 47 through the game's levels with the help of a satellite map which can be accessed at any time. The map indicates the layout of each topographical area of the level, the whereabouts of 47's main targets bob, and other CPU-controlled characters. In order to carry out his mission, 47 may use any method at his disposal to eliminate his targets, regardless of witnesses or excessive violence done to bystanders. Not only rewarding stealth over bloodshed as is traditional in the series, Blood Money includes features that directly penalize the player for making too much 'noise'.
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<br />Many new features were introduced to Hitman: Blood Money. These include the capability to climb through more obstacles, improved unarmed combat, the ability to use an NPC as a human shield, improved character animations (example - face, eyes, etc), a new game engine and the ability to upgrade weapons and equipment. However, only five of the featured weapons in the game, as well as assorted pieces of equipment such as bombs and armor, can be upgraded. Every level contains some sort of method to make the target's death look like an accident; for example, tampering with someone's grill to make it explode when they turn it on, to rigging a chandelier to fall on a target, or the target 'accidentally' falling off a balcony. There are also improvised weapons, like a nailgun or a pair of hedge clippers.
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<br />A gameplay feature new to the Hitman series was also added, the "Notoriety" system. If the player, during a mission, kills innocents or civilians, gets caught on CCTV or is witnessed committing murder, Agent 47's notoriety will rise. Conversely, if the player executes the mission perfectly with none of the aforementioned events occurring, 47's notoriety will be minimal. The higher Agent 47's notoriety is, the easier it will be for NPCs to identify him. Players may use the bribery system to negate accumulated notoriety. The notoriety system is not enabled in "Rookie" mode, which also allows unlimited saves and a lower level of general difficulty.
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<br />When each mission has been completed, a newspaper article is displayed regarding the hit, in which the content varies depending on the investigation results and the player's notoriety. It will detail the weapon most frequently used, how accurately it was used, the number of police, security, and civilians killed or injured, and if there were any witnesses. Any injured people will be counted as witnesses. Depending on how many witnesses there were will affect your Notoriety. Sketch drawings are also sometimes visible of Agent 47's face, which grow progressively more accurate as 47's notoriety grows. The article's title relates to the player's mission rating. "Silent Assassin", in which you assassinate the targets as cleanly and quietly as possible, and draw no unnecessary attention to yourself (blow your cover, leave no extra bodies, etc.), is the best rating possible on all missions.
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<br />Blood Money also improved the melee weapons system, allowing the player to lethally throw certain weapons at NPCs (i.e. kitchen knives, stilletos, etc.) Once thrown into anybody, however, the weapon cannot be retrieved.
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<br />Blood Money also introduced the concept of rival assassins to the storyline. The developers created the Mark Parchezzi character as a sort of foil to the character 47, for he is "everything [Parchezzi] is not." The other "lesser" assassins were there to prove more able adversaries than "drug dealers".
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<br /><span style="color: rgb(255, 0, 0);font-size:180%;" >
<br />Plot</span>
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<br />The game begins with a flashback at a Baltimore amusement park, where many people are killed in an accident caused by negligent maintenance of a ferris wheel. The father of one of the victims calls the Agency and orders a hit on the park owner, Joseph Clarence, who was cleared of all charges. 47, on the run from competitors from Europe, carries out the hit; following that assignment, he receives a string of contracts from American clients eager to hire the legendary hitman.
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<br />The bulk of the game takes place as flashback sequences that occur concordant to the present day, in which a journalist and the former FBI Director, "Jack" Alexander Leland Cayne, discuss 47's hits over the past two years (2004-2005) and his involvement in them. The reporter, Rick Henderson, arranged to interview Cayne concerning a recent attack on the White House. It quickly becomes clear that Cayne's real intent is to discuss 47. As the story progresses, it is implied that the Agency's employees are being systematically eliminated by an albino clone, a super-assassin dispatched by a western counterpart to the Agency called "The Franchise"; the situation degrades to the point where 47's controller Diana Burnwood informs him that they are the only ones left.
<br />Diana closes down the Agency with a final contract to kill the assassins coming after them and splits the remaining funds between them. After the assignment, 47 is approached by an old acquaintance, a CIA agent named Smith, who 47 rescues from a rehabilitation clinic earlier in the game. He approaches 47 with a high-profile mission, paid for using several million dollars worth of diamonds, to prevent an assassination on the President of the United States Tom Stewart. The assassins are "The Franchise"'s clone assassin, Mark Parchezzi III, and the Vice President, Daniel Morris, both working for Alpha Zerox, the organization dedicated to monopolizing the cloning technology that spawned 47. They intend to assassinate the President before the elections so he may not be re elected and forward his pro-cloning stance, thereby disabling their ability to monopolize it, as "The Franchise" and its controlling parent stand to lose their military edge.
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<br />47 successfully eliminates Morris, and ensues in a shootout with Parchezzi on the roof of the White House, in which 47 implicitly kills Parchezzi. Hunted by both enemy operatives and the police, he flees to his hideout. Without warning, he is visited by Diana, immediately arousing his suspicion. Diana proposes a plan to 47 to help them both escape danger from "The Franchise". As 47 mulls over the briefing she hands him, expressing his misgivings as to the likelihood of its success, Diana injects him with a syringe, putting him into a comatose state (her apparent betrayal causes 47 to shout "Bitch!", inciting his only line of verbal aggression in the series). 47's body is surrounded by SWAT members, and Diana, announcing that killing 47 was "surprisingly pleasant", is formally inducted into "The Franchise" by Alexander Leland Cayne, its founder. The story at this point shifts to the present day; 47 is scheduled for cremation so his bone marrow cannot be harnessed by cloning rivals, forever destroying anyone else's chance of producing a non-defective clone. Diana drapes 47's custom Silverballers over his chest during his hasty funeral and kisses him after applying lipstick. It becomes apparent that the "poison" she injected was actually a fake-death serum 47 uses in an earlier assignment to smuggle Agent Smith out of the rehabilitation clinic that induces a death-like hibernative state. Diana's lipstick contains the antidote in it.
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<br />The funeral begins and the story then concludes in one of two different ways. In the first, it is presumed the antidote fails to work, and 47 descends into the crematorium. In the second, canonical ending (you have to press back and forward buttons repeatedly to activate it) the antidote is successful and 47 awakens , slaughtering everyone in the church (excluding Diana, who has already left - apparently locking the gates behind her to prevent witnesses from escaping) including Cayne's personal guard, the priest, Rick Henderson and Cayne himself, leaving no witnesses and ultimately securing 47's identity from the public.
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<br />Sometime after the funeral massacre, Diana reopens the International Contract Agency, which overlooks the Copenhagen harbor. She receives a call from a client referred to as "Your Majesty", pushing the fact that the agency is linked in to most of the worldwide governments and powers. The voice cannot be heard, but Diana replies that the Agency has lost track of 47. Meanwhile, 47 is seen at a seedy-looking brothel engaging in conversation with a traditionally-dressed Chinese man. It is possible that this Chinese man is a member of the Blue Lotus Triad from Hitman: Codename 47 and Hitman: Contracts. He is led off-screen by the man after expressing interest about what is "in the back". As 47 and the man enter a room, curtains close over the screen, followed by the credits.
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<br /><span style="color: rgb(255, 0, 0);font-size:180%;" >Missions</span>
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<br />1. The Death of a Showman (Training mission)
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<br />2. A Vintage Year (Chile)
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<br />3. Death at the Opera (Paris, this level is continued, albeit with some continuity issues, in Hunter and Hunted from Hitman: Contracts)
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<br />4. Flatline (US)
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<br />5. A New Life (US)
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<br />6. The Murder of Crows (US)
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<br />7. You Better Watch Out... (US)
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<br />8. Death on the Mississippi (US)
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<br />9. Till Death Do Us Part (US)
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<br />10. A Dance with the Devil (US)
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<br />11. Amendment XXV (US)
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<br />12. Requiem
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<br /><embed src="http://www.blinkx.com/w?g_sApiQuery=%2Fapi3%2Fstart%2Ephp%3Faction%3Dquery%26databasematch%3Dmedia%26totalresults%3Dtrue%26clientip%3D122%2E161%2E13%2E212%26text%3DHitman%2BBlood%2BMoney%26start%3D1%26maxresults%3D25%26sortby%3Drelevance%26removedredatabases%3DPodcast%26fieldtext%3D%26safefilter%3Dfalse%26clientregion%3D36%26characters%3D10000g%5FiQueryOffset%3D1&g_StageWidth=600&g_StageHeight=600&g_ApiServer=www.blinkx.com&g_sImgServer=http://cdn-99.blinkx.com/store" width='600' height='600' quality="high" bgcolor="#000000" name="newwall" align="middle" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" />
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<br /><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6719561432226022785-3890929780267805753?l=hitman-game.blogspot.com' alt='' /></div>http://www.halffry.comhttp://www.blogger.com/profile/02504395639519039761yatendrajadon@gmail.com0tag:blogger.com,1999:blog-6719561432226022785.post-11816038714726266392008-09-12T04:39:00.001-07:002008-09-12T05:02:08.278-07:002008-09-12T05:02:08.278-07:00Hitman Contracts<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.halffry.com"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://4.bp.blogspot.com/_euGctkkHqPg/SMpVBTTeuQI/AAAAAAAAARc/6nVpIGxs9YM/s400/Contracts.jpg" alt="" id="BLOGGER_PHOTO_ID_5245098196876572930" border="0" /></a><span style="color: rgb(255, 0, 0);font-size:180%;" >Gameplay</span>
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<br />Gameplay centers around the exploits of a hitman, Agent 47 as he is sent to various locations to assassinate targets. An array of weapons can be used, from shotguns to katanas. While stealth and subterfuge is encouraged, the game allows the player to take a more violent approach and gunfight their way to their mission goals. Players are rated on their performance in a system that records statistics such as shots fired, NPCs killed, and the amount of aggression and stealth applied in the mission; regarding the aggression and stealth statistics specifically, players will be rated a wide array of titles that range from "mass murderer," the most aggressive title, and "silent assassin," which in contrast is the highest stealth rating.
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<br />As players progress through the game, they can collect the various armaments found in the levels, allowing them to be used in future missions. Aside from the more straightfoward ways of killing targets such as gunplay and strangulation, several missions allow the player more subtle ways to eliminate hits, such as food and drink poisoning or "accidents" involving the environment, e.g. falling from a balcony or dying from an heat-induced heart attack in a sauna.
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<br />Contracts continues the trend of "context sensitive" actions, which means that one button is used in multiple situations for multiple uses. For example, when the player is near a door, the context sensitive button will allow the player to perform door-relevant actions such as keyhole peeking, lockpicking, and simply opening it, but when the player is near an unconscious individual, the same button will allow the ability to either acquire the person's outfit or drag the body to an area where it can be hidden from guards.
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<br />Along with the context sensitive button, the suspicion meter returns as well; this meter informs players of how close they are to blowing their respective cover. Such actions like excess running indoors, brandishing weapons openly, residing in restricted areas, or sneaking can raise suspicion. As previously stated, if the suspicion meter fills, guards will open fire on sight of the player and the current cover becomes useless.
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<br />Disguises can be either found in the environment or taken from indisposed bodies and can be used to access areas restricted to most individuals in a level. These disguises can be seen through by guards, as stated above; e.g. if guards in a level are all wielding shotguns, then if the player assumes the guise of a guard and is not armed with a shotgun, he will draw suspicion and potentially blow his cover. Though a plethora of disguises exist throughout the game, the most unique is the SWAT uniform, which remained absent from previous titles. Naturally, the SWAT uniform is unavailable unless a SWAT team are present in the level, and the uniform is unique because it allows a percentage bullet protection and a provides a radio that reveals the actions of the SWAT team in the area.
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<br /><span style="color: rgb(255, 0, 0);font-size:180%;" >Plot</span>
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<br />The game begins with a cutscene showing a wounded Agent 47 wandering through a dark hotel corridor and arriving at his room. Upon entering, he collapses and begins to have flashbacks regarding previous assassinations he committed, beginning with the aftermath of killing Dr. Ort-Meyer at the end of the original game. The missions are primarily focused on replays of previous missions in the series, though the graphics, maps and artificial intelligence have been improved and modified. In the game, 47 visits several locations, including Romania, Siberia, the United Kingdom, Rotterdam, Budapest, Hong Kong and finally Paris.
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<br />While 47 suffers, a doctor sent by the Agency arrives unexpectedly and treats 47, then flees when he discovers GIGN officers surrounding the hotel. At the end of the game, 47 regains consciousness in the hotel room with an expired mission briefing. It is revealed that 47 was hired to kill a US ambassador, Richard Delahunt, and a famous tenor at an opera house in Paris (an event later seen in Hitman: Blood Money), but was also tasked to kill their mutual friend, Inspector Albert Fournier who has sent a team of police to capture 47 after discovering his identity.
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<br />47 discovers the situation he is in and moves on to kill the inspector and escape the area. He then makes his way to the airport, where he boards a plane and escapes the country. His contact, Diana, reaches him on the plane and suggests that his target may have been tipped off.
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<br /><span style="color: rgb(255, 0, 0);font-size:180%;" >Missions</span>
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<br />1. Asylum Aftermath (Romania, immediately after the events of the level Meet Your Brother from Hitman: Codename 47)
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<br />2. The Meat King's Party (No references to any other levels)
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<br />3. The Bjarkhov Bomb (Russia)
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<br />4. Beldingford Manor (England)
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<br />5. Rendezvous in Rotterdam (Rotterdam, presumable before the events of Gunrunner's Paradise
<br />from Hitman: Codename 47)
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<br />6. A Deadly Cargo (Rotterdam, mainly the level Plutonium Runs Loose, with elements of Gunrunner's Paradise)
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<br />7. Traditions of the Trade (Budapest, the level of the same name in Hitman: Codename 47)
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<br />8. Slaying A Dragon (Hong-Kong, the level Kowloon Triads in Gang Wars from Hitman: Codename 47)
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<br />9. The Wang-Fou Incident (Hong-Kong, the level The Ambush at the Wang-Fou Restaurant from Hitman: Codename 47)
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<br />10. The Seafood Massacre (Hong-Kong, the level The Massacre at the Cheung Chau Fish Restaurant from Hitman: Codename 47)
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<br />11. The Lee Hong Assassination (Hong-Kong, the level of the same name in Hitman: Codename 47)
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<br />12. Hunter and Hunted (Paris, mainly the level Curtins Down in Hitman: Blood Money, though there are some continuity errors, as mentioned below)
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<br /><embed src="http://www.blinkx.com/w?g_sApiQuery=%2Fapi3%2Fstart%2Ephp%3Faction%3Dquery%26databasematch%3Dmedia%26totalresults%3Dtrue%26clientip%3D122%2E161%2E13%2E212%26text%3DHitman%2BContracts%26start%3D1%26maxresults%3D25%26sortby%3Drelevance%26removedredatabases%3DPodcast%26fieldtext%3D%26safefilter%3Dfalse%26clientregion%3D36%26characters%3D10000g%5FiQueryOffset%3D1&g_StageWidth=600&g_StageHeight=600&g_ApiServer=www.blinkx.com&g_sImgServer=http://cdn-99.blinkx.com/store" width='600' height='600' quality="high" bgcolor="#000000" name="newwall" align="middle" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" />
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<br /><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6719561432226022785-1181603871472626639?l=hitman-game.blogspot.com' alt='' /></div>http://www.halffry.comhttp://www.blogger.com/profile/02504395639519039761yatendrajadon@gmail.com0tag:blogger.com,1999:blog-6719561432226022785.post-40372161638881310962008-09-12T04:36:00.001-07:002008-09-12T05:00:42.011-07:002008-09-12T05:00:42.011-07:00Hitman Silent Assassins<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.halffry.com/"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://3.bp.blogspot.com/_euGctkkHqPg/SMpUTYG9B6I/AAAAAAAAARU/Z-xyVlCX3yw/s400/Silent+Assassins.jpg" alt="" id="BLOGGER_PHOTO_ID_5245097407892228002" border="0" /></a><span style="color: rgb(255, 0, 0);font-size:180%;" >Gameplay</span>
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<br />Silent Assassin addressed many of the criticisms concerning the gameplay of the original game: The control scheme has been streamlined to better mirror that of a standard shooter: an optional first-person perspective was added, and a visual meter was added to give the player the ability to gauge enemies' suspicion level for stealth purposes. While the "suspicion meter" generally reacts appropriately (such as when the player enters a restricted area or draws a weapon in public), there were some sensitivity issues, possibly bug-related, which caused enemies to react adversely to the player for seemingly innocuous actions, such as close proximity. This feature was improved upon in the subsequent games of the series.
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<br />Also introduced in the game was the concept of a post-mission ranking system, in which the player is given a status based on how they completed the mission, rated along a stealthy-aggressive axis, between "Mass Murderer", a non-stealthy player who kills everyone, and "Silent Assassin", a stealthy player who manages to complete the level without being noticed and only killing the intended target(s). The game rewards the player for critical thinking and problem solving, encouraging the player not to treat the game as a simple shooter. Achieving Silent Assassin status on multiple missions rewards the player with bonus weapons.
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<br />Graphically, Silent Assassin can use either the Direct3D or OpenGL rendering engines.
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<br /><span style="color: rgb(255, 0, 0);font-size:180%;" >Synopsis</span>
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<br />This game continues after the incidents in the game Hitman: Codename 47, with the famed assassin, Agent 47, retreating to a church in Sicily to seek asylum and peace. During his time in the church, he works as a gardener for the kind and only priest, Father Vittorio. 47 views Father Vittorio as his best friend and mentor, attending regular confessions to admit his sins.
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<br />One day, after a confession, Father Vittorio is kidnapped and a ransom note is left for 47, demanding 500,000 dollars in two days. 47 decides to go back to his old job as an assassin to track down Father Vittorio. He contacts his agency, who thought he was dead and makes a deal with his handler, Diana, to carry out some contracts for them if they can use their advanced equipment to help him locate Father Vittorio.
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<br />Diana accepts the deal and lets 47 know that according to their information Father Vittorio was kidnapped by a ruthless Sicilian Mafia capo named Giuseppe Guilliano, who is holding the priest in a cell under his mansion, dubbed Villa Borghese. 47 sneaks into the mansion and kills Giuseppe Guilliano, but fails to find Father Vittorio. He is later told that a satellite image show Father Vittorio being taken away by 'four bearded Russian-looking types in uniform'.
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<br />The Agency held up their end of the agreement to find the location of Father Vittorio. 47 must hold up to his end and do some hits for the Agency. 47 fulfills his part of the deal and the Agency was pleased with working with 47 again. They offer him 3 times the going rate for a hit to continue working for the Agency. 47 accepts and travels to different countries, including Russia, Japan, Nuristan (Afghanistan), Malaysia and Punjab (India) to carry out his missions, assassinating the assigned targets along the way.
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<br />Agent 47 eventually learns that the entire thing had been a scam by a former Spetsnaz assassin named Sergei Zavorotko, an agency's client whom 47 had been working for all along. Sergei had hired 47 to kill all the people who knew anything relating to a major nuclear warhead he had purchased. Sergei was also the brother of Arkadij Jegorov who was one of 47's "five fathers".
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<br />Finally, 47 tracks Sergei back to the church in Sicily, where he holds a terrified Father Vittorio as hostage. 47 eventually kills Sergei, leaving Father Vittorio alive. Afterwards, Father Vittorio gives a silver cross to Agent 47, asking him to follow the right way and find peace in his life according to his inner soul. Agent 47 takes a final look at Father Vittorio and leaves the church, hanging the cross on the church's broken wooden door, realizing he would never find peace there and takes back to a life as a hitman.
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<br /><span style="font-size:180%;"><span style="color: rgb(255, 0, 0);">Missions</span></span>
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<br /><span style="font-weight: bold;">1. Italy</span>
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<br />a. The Gontranno Sanctuary (Training)
<br />b. Anathema
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<br /><span style="font-weight: bold;">2. Russia</span>
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<br />a. St. Petersburg Stakeout
<br />b. Kirov Park Meeting
<br />c. Tubeway Torpedo
<br />d. Invitation to a Party
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<br /><span style="font-weight: bold;">3. Japan</span>
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<br />a. Tracking Hayamoto
<br />b. Hidden Valley
<br />c. At the Gates
<br />d. Shogun Showdown
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<br /><span style="font-weight: bold;">4. Malaysia</span>
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<br />a. Basement Killing
<br />b. The Graveyard Shift
<br />c. The Jacuzzi Job
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<br /><span style="font-weight: bold;">5. Nuristan (Afghanistan)</span>
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<br />a. Murder at the Bazaar
<br />b. The Motorcade Interception
<br />c. Tunnel Rat
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<br /><span style="font-weight: bold;">6. India</span>
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<br />a. Temple City Ambush
<br />b. The Death of Hannelore
<br />c. Terminal Hospitality
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<br /><span style="font-weight: bold;">7. Russia</span>
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<br />a. St. Petersburg Revisited
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<br /><span style="font-weight: bold;">8. Italy</span>
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<br />a. Redemption at Gontranno
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<br /><embed src="http://www.blinkx.com/w?g_sApiQuery=%2Fapi3%2Fstart%2Ephp%3Faction%3Dquery%26databasematch%3Dmedia%26totalresults%3Dtrue%26clientip%3D122%2E161%2E13%2E212%26text%3DHitman%2BSilent%2BAssassins%26start%3D1%26maxresults%3D25%26sortby%3Drelevance%26removedredatabases%3DPodcast%26fieldtext%3D%26safefilter%3Dfalse%26clientregion%3D36%26characters%3D10000g%5FiQueryOffset%3D1&g_StageWidth=600&g_StageHeight=600&g_ApiServer=www.blinkx.com&g_sImgServer=http://cdn-99.blinkx.com/store" width='600' height='600' quality="high" bgcolor="#000000" name="newwall" align="middle" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" />
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<br /><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/6719561432226022785-4037216163888131096?l=hitman-game.blogspot.com' alt='' /></div>http://www.halffry.comhttp://www.blogger.com/profile/02504395639519039761yatendrajadon@gmail.com0tag:blogger.com,1999:blog-6719561432226022785.post-68477550811092588052008-09-12T04:27:00.000-07:002008-09-12T04:59:01.436-07:002008-09-12T04:59:01.436-07:00Hitman Codename 47<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.halffry.com/"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer;" src="http://2.bp.blogspot.com/_euGctkkHqPg/SMpSpCSFkaI/AAAAAAAAARM/L2iD0kug8QQ/s400/Codename+47.jpg" alt="" id="BLOGGER_PHOTO_ID_5245095580967211426" border="0" /></a><span style="color: rgb(255, 0, 0);font-size:180%;" >Gameplay</span>
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<br />Though the game takes place from a third-person perspective Hitman's control setup is akin to first-person shooter: 47's movements are restricted to turning, strafing and moving forward. The player can peek around corners by using the lean function, which prompts 47 to tilt slightly to one side. 47 is able to climb ladders, but cannot defend himself with a weapon while doing so. In addition, he is unable to jump at all. 47 creates 'sound' while walking which will alert any hostile characters in the facility. To move without being detected, the player can use the "sneak" function, which causes 47 to crouch and move in a stalking manner. Sneaking also allows 47 to retrieve a weapon from his inventory without anyone hearing it; if 47 is standing upright when the player pulls out a weapon, it will alert nearby characters.
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<br />An on-screen cursor which indicates which direction 47's attack will attack. The heads-up display includes a life bar (which measures 47's health), ammo capacity, kevlar durability, and the current item selected. Alert messages sometimes appear next to the health readout. These occur whenever enemies discover a body on the map, or if 47 falls under suspicion.
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<br />Disguise plays a large role in Hitman's gameplay. Any time a non-player character is incapacitated, 47 may take their clothes and impersonate them. This is necessary to access restricted areas where only guards may enter. At the start of each level, 47 begins in a default costume. This costume is folded and left on the ground whenever 47 changes clothes. The player may replace 47's outfit with a previous one by simply approaching them and selecting the "Change clothes" option.
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<br />47's weaponry consists of various short and long-range firearms, a garrote wire, and a knife. Pistols generally have excellent range, while automatic rifles and machine guns decrease in accuracy the farther away 47 is from his target. 47 can also equip himself with a sniper rifle, concealed in a special suitcase, which must be reassembled before he may use it. Once he is finished with the rifle, 47 can take it apart and place it the suitcase once more.
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<br />Characters who are unconscious or dead may be dragged at any time. If anyone on the map spots a body lying on the ground, it will create unwanted attention for 47. In the event that 47 adopted the clothes of someone he has slain, his disguise will be compromised as soon as the body is discovered. When dragging, 47 lifts up the closest available leg or arm and begins to hoist it away.
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<br />Each level of Hitman takes place in an open environment which is teeming with non-player civilians and armed guards. Although mission criteria may vary, the goal is generally to find 47's assigned target and kill them by any means possible. Though the path may appear linear, it is rarely possible to approach a target directly without eliciting a violent reprisal.
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<br />On a technological note, Hitman: Codename 47 was one of the first games to use the now popular ragdoll physics.
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<br /><span style="color: rgb(255, 0, 0);font-size:180%;" >Story</span>
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<br />The game begins with 47 waking up and being ordered, by a voice from a loudspeaker, to perform various tasks, such as scaling obstacles, changing clothes and using weaponry. This serves as the training level of the game. When 47 reaches the end, he kills a guard and takes his clothes in order to escape. The man using the loudspeaker sees this on a surveillance camera, sits back, and laughs, as he has deliberately set up 47's escape.
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<br />A year later, 47 is a professional assassin in the employ of the International Contract Agency (ICA), briefed by his controller Diana Burnwood. 47 is sent around the globe on a series of missions to eliminate four global criminal masterminds: Lee Hong, leader of the Red Dragon Triad in Hong Kong; Pablo Belisario Ochoa, a Colombian drug lord heavily based on Tony Montana from Scarface. The game goes even as far as to name the level where he is assassinated "Say Hello to my Little Friend" and also contains a mansion, where he can be killed in a very similar style to Scarface; Franz Fuchs, an Austrian terrorist, whether he is based on the real Franz Fuchs is unknown'; Arkadij Jegorov (aka Boris Ivanovich Duruska), a notorious weapons smuggler and gunrunner.
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<br />Throughout his assassination missions 47 collects letters written to his targets by the other targets, suggesting that these four people somehow know each other. Furthermore, all four of his targets were once part of the French Foreign Legion at about the same time and seem to contact each other regarding an experimental human. The letters also mention a mutual friend among the men, 'Professor' Ort-Meyer.
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<br />47 is then alerted by Diana that the clients who ordered the assinations are the same person, and that this person has ordered one final assassination in which he is to kill Odon Kovacs, a doctor at a sanitarium in Romania. When 47 checks in, 'Professor' Ort-Meyer is revealed to be the man behind the voice and calls the police. A heavily-armed S.W.A.T. unit storms in and sweeps the building for 47. After slaying his target and disguising himself in the Doctor's labcoat, 47 infiltrates deeper and learns the truth behind his existence: 47 is the result of a cloning experiment which combined the genetic material of each of his four previous targets (Lee Hong, Pablo Ochoa, Franz Fuchs, and Arkadij Jegorov), plus that of Dr. Ort-Meyer's own DNA. The experiments were in the pursuit of creating a flawless human being.[2] Ort-Meyer engineered 47's escape from the asylum in order to test his performance in the outside world. It is implied that Ort-Meyer ordered the assassinations on his associates because they wanted to use the clones for their own purposes, which Ort-Meyer was unwilling to allow.
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<br />With the help of Agent Smith, who is being held in the sanitarium, 47 uncovers a sophisticated lab beneath the hospital. In response, Ort-Meyer unleashes a squad of "Mr. 48s", an improved, mindlessly loyal series of clones.[3] 47 defeats the clones and confronts Ort-Meyer. The player has the option of killing Ort-Meyer right away or hesitating, a choice which will determine the game ending. When 47 bursts into the Doctor's lab, Ort-Meyer first mistakes him for another 48. If the player fails to subdue Ort-Meyer in time, he will attack 47 with a stungun and place him back under confinement. If the player shoots Ort-Meyer, the Doctor will stumble to the floor and mutter, "I didn't even recognise my own son." 47 kneels down to Ort-Meyer, then forcefully breaks his neck.
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<br /><span style="color: rgb(255, 0, 0);font-size:180%;" >Missions</span>
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<br /><span style="font-weight: bold;">1. Hong-Kong</span>
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<br />a. Kowloon Triads in Gang Wars
<br />b. The Ambush at the Wang Fou Restaurant
<br />c. The Massacre at the Cheung Chau Fish Restaurant
<br />d. The Lee Hong Assassination
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<br /><span style="font-weight: bold;">2. Columbia</span>
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<br />a. Find the U'Wa Tribe
<br />b. The Jungle God
<br />c. Say Hello to my Little Friend!
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<br /><span style="font-weight: bold;">3. Budapest</span>
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<br />a. Traditions of the Trade
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<br /><span style="font-weight: bold;">4. Rotterdam</span>
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<br />a. Gunrunner's Paradise
<br />b. Plutonium Runs Loose
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<br /><span style="font-weight: bold;">5. Romania</span>
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<br />a. The Asylum
<br />b. Meet Your Brother
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