The lights are on
What new ideas the game brings to the table and how well old ideas are presented.
How good a game looks, taking into account any flaws such as bad collision or pop-up.
Does the game’s music and sound effects get you involved or do they make you resolve to always play with the volume down?
Basically, the controller to human interface. The less you think about the hunk of plastic in your hands, the better the playability.
Flat out, just how fun the game is to play. The most important factor in rating a game.
Some gaming experiences simply aren't conducive to mobile
platforms. Rather than try to translate Hitman's complex mix of stealth and action to touchscreens, Square Enix Montreal targeted a completely different
genre and aesthetic for its new mobile spinoff. Surprisingly, the Hitman
formula works well as a tabletop-themed puzzle game, but the underlying puzzle
mechanics miss the mark.
Each level in Hitman Go provides a snapshot of one of Agent
47's exploits, presented in diorama form. 47 and enemy guards have been
transformed into posed figurines, which slide through the environment on set
paths. Other basic models and textures fill out the scenery, and the aesthetics
are a clever and stylish way to encapsulate the action. Unfortunately, the
equally simple gameplay is less captivating.
On each turn, players move Agent 47 one space towards his
goal. Afterwards, enemies take their turns, with each type exhibiting a
specific behavior. Guards in blue coats stand motionless and stare straight ahead,
orange guards walk back and forth in a straight line, and green guards wield
knives and flip directions each turn. Getting spotted one space in front of an
enemy gets you captured, while approaching an enemy from any other direction
takes them off the board.
This simple formula results in more tedious trial-and-error
than strategic planning, as you try to discover which combination of moves gets
you and your enemies in the right position. It's kind of like chess, except you
only have a king on your side, every piece can only move one space at a time,
and the open board is reduced to a sparse network of interconnecting paths. Some
levels feature items that give you more gameplay options, such as rocks that
can be thrown to distract guards or sniper rifles to take out distant foes. Often,
however, the solution still involves hopping back and forth between two spaces while
you wait for enemies to line up correctly. Square Enix Montreal does a good job
of steadily introducing new tools and additional enemy types, but they usually just make the subsequent puzzles more complex, not more interesting.
Most levels contain three simple objectives to complete,
such as picking up a briefcase, completing the level in the fewest moves
possible, and killing everyone (or no one). These objectives are often at odds
with one another, and aren't compelling enough to warrant a second playthrough.
You end up having to replay levels anyway, however, because subsequent "boxes"
(i.e. sets of levels) require a certain number of completed objectives.
Acquiring enough to unlock all the content isn't particularly difficult, just more
time-consuming; I was able to complete all three objectives on most levels in two
playthroughs. Square Enix Montreal commits the unpardonable sin of charging
real money for hints, which walk you through completing the selected objective.
The puzzles were easy enough that I didn't need to use them, but requiring
stuck players to shell out more money to continue is shameful.
The entertainment Hitman Go provides is a landscape of
stunted peaks and shallow valleys. Every now and then a level or objective
features a flash of creativity or requires a clever strategy, but these
enjoyable moments are few and far between. At the same time, the solid difficulty
balancing and continual introduction of new items and enemy types minimizes
frustration and provides enough of a reason to keep playing. It's not Agent
47's best performance, but as always, he gets the job done.
Email the author Jeff Marchiafava, or follow on Google+, Twitter, and Game Informer.