So on the outside we have a heavy-duty mining / industrial area. Then we go down a couple of elevators to reach an office-style research center with no offices or places for people to work. Then there’s a testing arena where they test landmines by blowing up pigs in an enclosed chamber. Then we have to descend a massive silo where people are doing biotech research. (How far underground are we by now?) Then we go down yet another elevator to the chamber where Victoria was being held. Then we go up a ladder to a wrestleman show.
Does this audience go through the research silo to get to the show? No? How did they get Victoria out of this lab without going past us? Did they drag her out through the arena? Isn’t this mine / office / lab in the middle of the desert? Is it next to a public place? How did the Patriot’s RV get into the area where he’s training?
The problem here is that it makes no damn sense to chain these environments together like this. In a world designed by a non-lunatic, each zone would be an isolated mission. However, then there would be no reason to visit the mine or the wrestleman show, since the only reason we visit those places is to get in and out of the lab.
A detail I didn’t notice until now: The Patriot RV is parked outside the hotel, meaning 47 must have crossed BACK through the arena to steal it?
Still, Mumbles is right. This part feels a little funny and self-aware. If they could have grasped that tone and ran with it they might have wound up with something that was fun and funny. It would probably still be offensive to long-time Hitman fans, but at least it would be able to stand on its own merits.
Best. Plot Twist. Ever.
Few people remember BioWare's Jade Empire, but it had a unique setting and a really well-executed plot twist.
The Strange Evolution of OpenGL
Sometimes software is engineered. Sometimes it grows organically. And sometimes it's thrown together seemingly at random over two decades.
The Opportunity Crunch
No, brutal, soul-sucking, marriage-destroying crunch mode in game development isn't a privilege or an opportunity. It's idiocy.
Juvenile and Proud
Yes, this game is loud, crude, childish, and stupid. But it it knows what it wants to be and nails it. And that's admirable.
Programming Language for Games
Game developer Jon Blow is making a programming language just for games. Why is he doing this, and what will it mean for game development?