PC Gamer
little inferno


Tomorrow Corporation's follow-up to their tremendous World of Goo has been quietly smouldering away for a few years now, but we can finally 'kindle its bonfire' right now, as the game's available to purchase from the official site for $15. If you prefer things a little more 'Steamy', the game will set Valve's online store 'ablaze' and other fire puns at around 6pm. This PC release coincides with Little Inferno's launch on Wii U, but if you've pre-ordered the game you'll have had access to the beta version for a little while now, putting you one-up on those guys and their shiny new console.

So... how is it? Not having had the pleasure, we're still a bit perplexed as to what the game involves, although we do know that it revolves around a fireplace. A fireplace that you feed objects to, Little Shop of Horrors-style. The gameplay trailer, below, doesn't so much clear matters up as throw a hedgehog onto the bonfire, something that's not definitely recommended unless you've run out of sausages.

PC Gamer
Star Wars The Old Republic


A UKIE research survey of UK games companies has found that more than 40% believe that free-to-play games will be an important part of the industry going forwards. GamesIndustry International report that 30% disagreed or weren't convinced by the idea. It's unclear what happened to the other 30% so let's assume they were ambivalent/eating a taco/watching a passing squirrel out of the window.

The survey hopes to gain a snapshot of the most popular business models in the industry at the moment. UKIE say that the "final report will have the full analysis of the data to see if the confidence in free to play is justified and what the confidence levels are like in other existing or emerging business models." I'd be more interested to know what the most popular business models are among gamers. Wait, that's YOU. Let's talk.

Even within the free-to-play bracket, there's a tremendous amount of variation in terms of what you pay for when, and whether the items/XP boosts you're buying are aesthetic upgrades, a boost to speed up the grind mill or objects that affect your in-game performance, like new weapons. I reckon a lack of clarity up-front around what you'll likely end up having to pay for contributes to a general mistrust of free-to-play games for some. Then there's the dreaded spectre of "pay-to-win," of course.

So, do you play free to play games? Which ones are good? Which ones suck? Are you put right off the whole idea? If so, why?
PC Gamer
The Banner Saga Factions


The Banner Saga: Factions is the standalone multiplayer mode for the successfully Kickstarted fantasy RPG, The Banner Saga. It'll be free at launch, but you can pay $15 to gain access to the beta right now. Why the cost? "As our backers have already generously donated we feel that charging a small amount for access to non-backers would be the most fair solution," say Stoic. Those who pay the fee will get a couple of Steam keys and access to future multiplayer updates.

Factions will let you create a team of fantasy viking beefcakes, axemen and archers and level them up in combat against other viking beefcakes. The turn-based formula looks familiar, but there are many classes and an interesting combat system that ties health to power. As a warrior loses health, they grow weaker until they reach the stage where they realise they can no longer lift a tankard of mead and life's light fades from their sorrowful viking souls. See that and more in the latest video.

The single player component will consist of "three full-length campaigns" that exist in the same world as Factions and Stoic say that Factions will chance "as events unfold." Find out more about The Banner Saga: Factions on the Banner Saga site.

PC Gamer
HD 7850 1GB CrossFire


Recently I’ve been spending my days (and some fevered night’s dreams) benchmarking pretty much every GPU from this latest generation of graphics cards. One card has stood out as the absolute best. We’ve been recommending the standard 2GB HD 7850 as the go-to graphics card of today, as its combination of impressive price-point and brilliant 1080p performance is tough to argue against. But I’ve been playing around with the slightly-hobbled 1GB version recently and I’ve got to say I barely notice the difference from the halved frame buffer.

You’d think that in the high-resolution stakes, where the 2GB HD 7850 performed surprisingly well itself, this 1GB version would struggle. But the GPU itself taps out before the lack of graphics memory actually has an impact on performance.

For £120 then the HD 7850 1GB is an absolute bargain. So, what if you get a pair of them in your rig?

Traditional logic dictates that you really ought to buy the very best single graphics card you can afford, but the sort of performance I’ve been seeing from this budget pairing really does throw the silicon cat among silicon pigeons.


Benchmarks:

Batman: Arkham City (1080p, top settings)


AMD HD 7850 1GB Crossfire - 103FPS
AMD HD 7970 GHz Edition - 105FPS
Nvidia GTX 680 - 109FPS




DiRT Showdown (1080p, top settings)


AMD HD 7850 1GB Crossfire - 102
AMD HD 7970 GHz Edition - 92
Nvidia GTX 680 - 74




Max Payne 3 (1080p, top settings)


AMD HD 7850 1GB Crossfire - 59
AMD HD 7970 GHz Edition - 59
Nvidia GTX 680 - 53



Shogun 2 (1080p, top settings)


AMD HD 7850 1GB Crossfire - 90
AMD HD 7970 GHz Edition - 89
Nvidia GTX 680 - 85




The fact this £240 setup can best a £391 card (the EVGA GTX 680 Signature 2) is impressive. Saving £150 for the same sort of performance is nothing to be sniffed, snorted or snotted at.

That said, there are caveats here.

Operating a multi-GPU setup is still not for the faint of heart. It’s a doddle to set up these days, all you need to do is plug the cards in with a CrossFire ribbon cable and the software will do the rest automatically. Sadly, though, not all game engines play nice with multiple graphics cards in one system, and this is especially evident on launch day of particular games. You may need to wait a week or two before the manufacturers or devs actually release a patch to enable you to get the most out of your twin GPUs. If they ever release a patch/graphics profile at all.

I’ve seen problems in these tests here. Max Payne 3 is especially worrisome as it seems to demand double the frame buffer when CrossFire is enabled, meaning you have to tweak the setup files in Windows to get the settings you want. And then it suffers at 2560x1600, performing noticeably slower than it would if just a single 1GB HD 7850 were installed.

So, while the performance of this bargain setup is magnificent in most instances - especially at 1080p - multi-GPU rigs tend to need a little more tweaking than a standard single card setup.
Far Cry®
Far Cry 3 man on fire


I'm surprised that Ubisoft haven't talked more about Far Cry's lovely fire. The second game introduced had fire that would spread through bushes according to wind direction and speed. It was chaotic and brilliant, and it's in Far Cry 3 as well. Fire is probably the dominant predator on an island full of things that are very eager to fight each other. Forget Vaas, I'm more interested in how the eternal war between bears and tigers will play out in an open world setting. Beyond that, I'm excited to play the inevitable "be a bear" mod that'll surely follow. See fire, bears, tigers, brigands and a zipline, but not in that order, in the new trailer below.

Far Cry 3 is out on November 29 in Europe, November 30 in the UK and December 4 in the US. Check out Dan's Far Cry 3 hands-on for a sense of how it's shaping up (rather nicely, it seems).

PC Gamer
Ultima Underworld The Stygian Abyss


This article originally appeared in issue 246 of PC Gamer UK. Written by Ed Ricketts.

My memories of Ultima Underworld are of an endless stream of delighted discoveries, an abject fear of what might lurk in the dim and tortuous tunnels, and of scribbling notes about which NPC wanted what item and which rune sequence created which spell.

Jumping back into the sprawling dungeons of the Stygian Abyss today is gleefully exciting. But it’s also a tiny bit depressing, because I’ll never get to play it for the very first time again.

Not only was this the first ‘proper’ PC game I ever played, but also one of the most influential PC games in terms of technology and design that has ever been released. Like its Ultima predecessors – in spirit if not in mechanics – Underworld was a genuine RPG, stuffed full of quests and magic and exploration and dialogue and weapons and stats.

Back here in the present day, I’m playing a Fighter, right-handed, swimming speciality, Str 11, Dex 8, Int 6 . And I’m struggling to move. Fortunately there’s a tutorial of sorts to follow – in the manual. This was an age when you actually needed to read them.



Underworld was one of the first games to offer genuine real-time 3D movement and combat, as well as mouse control for changing the view. Thing is, it’s not the now-standard mouse-look model. Instead, you click near the edges of the screen to rotate your view, and near the middle to move forwards. It’s like Dungeon Master but in real time. And to complicate things, you have to click icons at the side of the screen to choose how to interact with the 3D view: Examine, Use, Pick Up, Talk and so on.

It takes some getting used to, particularly if you haven’t played an older game like this for a long time, but after a while it’s manageable. Use the keyboard controls for moving and the mouse to turn, and you’re golden. I was soon rediscovering the sense of sheer exploratory joy that’s baked deep into Underworld.
I mean, bloody hell! Underworld’s eight massive levels, each almost a game in itself, are proper 3D environments, with angled walls and floors, and ledges, chasms and lakes. You can run and jump and swim, and even levitate. You can look up and down, for God’s sake. There was also genuinely groundbreaking texture-mapping, which transformed the way videogame graphics looked forever.

As well as being genuinely exciting technical innovations, all these things made Underworld a fundamentally different experience to the then-standard ‘move one square forward/back/to the side’ affair. Most importantly, it gave you the sense of being in a real environment, not just a grid-square map of locations. For the first time you had to take into account vertical architecture as well as horizontal, while the ability to jump and fall let Underworld introduce puzzles which required you to properly explore the space. Fantasy battles could be epic affairs for the first time, where you leapt about on tables and ledges to get a height advantage – not just you standing there bashing the Attack button and waiting for the enemy to take their turn.



It’s difficult to overestimate just how many innovations Underworld brought to the genre, but it was what I was actually doing in the game that hooked me. Even at a time when complex, massive RPGs were the norm, it was exceptionally engrossing. I still have my notebook; it says things like ‘Sir Cabirus: eight talismans’, ‘Ironwit wants blueprints – SE of his complex?’ and ‘Uus Por: large jumps’, along with translations of a lizardman language and other long-forgotten reminders to myself.

‘Uus Por’ was a spell I’d discovered: in Underworld, you cast spells by collecting individual rune stones you find in the dungeon, then arranging them on your rune rack. Some of these spells you can find written down, others have to be discovered through experimentation.

Each of the eight levels of Underworld is artfully designed. As you descend deeper, you’re introduced to more and more factions. There are the goblins, of mutually hostile green and grey varieties; the lizardmen, with their seemingly impenetrable language; an order of knights described by the strategy guide as ‘depressingly virtuous’; and the usual ogres, trolls, ghouls, mages, bats and more.



They all have stories that intertwine in mini and major quests, with goals often covering multiple levels, so it’s vital to keep track of what’s going on. There’s no quest list, no XP, no levelling up, no choosing new skills every now and then; just a coherent, contiguous, living world and whatever you can find in it to survive.

For me, then, Underworld is almost the perfect RPG – control issues notwithstanding. It has influenced, directly and indirectly, the Elder Scrolls series, the Deus Ex games, Half-Life 2, System Shock (Warren Spector was the game’s later producer), BioShock, Tomb Raider and frankly just about every 3D RPG that has since appeared.

So I’m still baffled by the relative lack of interest shown in it over the years. There was a sequel – bigger, more polished, but ultimately less inspired – and that was it. Yet maybe more than any other classic PC game, Underworld is crying out for a remake. Don’t touch the systems, the content, the story or anything else, just modernise the graphics, jiggle the control scheme a bit and you have the RPG to beat all RPGs. It makes Dark Souls look like Angry Birds.

Of course I know this is never going to happen – EA own the rights, for God’s sake – but I can dream. And in the meantime, I can revisit that sodding knight on level 4 who kicked my arse 20 years ago.
Dota 2
Water: essential
Water: essential

I've played 183 hours of Dota 2. Some of you will be saying "Whoa dude, that's time you could have spent making a mean batch of marmalade." Others will be saying "Rofl, l2play noob."

But Dota 2's depth means that despite me having played longer than it took Apollo 13 to fly to the Moon and return to Earth, there's still heaps of heroes that I never played a single game as. This is a problem that faces many new players -- how to get up to competence as quickly as possible with a hero you haven't played before. Here's how I learn a new hero in two hours.

First, go and get yourself some paper, a pen, and a big glass of water -- ideally a pint glass or bigger. Good hydration is essential for learning - it's necessary to maintain the tone of your cranial membranes for optimum neurotransmission. If you're dehydrated, you won't learn a thing.

Enigma is definitely one of the shiniest heroes.

Go to the Dota 2 wiki and search for your hero. I'm going to use Enigma as an example, because I've never played as him, and I've rarely seen him in battle. Look at the page, and write down three things. The first is whether they're a strength, agility or intelligence hero. Enigma is an intelligence hero. The second is whether they're ranged or melee - Enigma is ranged. Finally, write down the list of recommended roles -- initiator, disabler and jungler, in this case.

Now go to Dota Cinema's Heroes page and find your hero. There are no names here, but learning how to recognise heroes from their portraits is useful. Click through, and watch the Spotlight video to see how your hero's abilities work. Make notes, if you want to, of things to remember - the idea is to create a cheat sheet you can glance at while you play.

Now stop for a second and think. When are you going to use each of your abilities to best effect? For Enigma, I'm thinking I want to use Malefice to get ganks in early game, and when chasing later on. I want to use Demonic Conversion when jungling and pushing. I want to lay down Midnight Pulse early on in a teamfight, and want to combo that with a Black Hole. To make that work, I'm already thinking I'm probably going to need to build a blink dagger. Again, write down some brief notes.

Very funny.

Okay. We're ten minutes in, and you already know how you want to play your new hero. Load up a bot-match. Grab the recommended items, and put points in skills wherever you think you should based on how the game is going. DON'T LOOK AT A GUIDE YET. Blindly following a guide is a bad way to learn a hero, because you'll get dependent on it and get ganked while you're trying to read.

How did that go? Did you win? It actually doesn't matter. What matters is whether you used your skills. Go back to the notes you made and see whether you got the most out of your abilities. Make some more notes based on the game you played. In my case, I was pretty happy with my skill use - but I found they were powerful but very mana-intensive in the early game, so I made a note to buy more clarities and go for a quick soul ring. One thing I wasn't too good at was being present in teamfights, so I wrote "teamfights" and underlined it. Twice.

Go make a cup of tea to get a screen break, and think some more about the game while it's brewing.

Don't use these until you've played at least one game with a hero.

Now you're allowed to read some guides. Head over to Dotafire and see what others have to say about the hero you want to learn. Now you've got some experience yourself, you can judge whether a guide is on-the-money or not. You'll almost certainly learn some new things about your abilities too, and some tips on how to use them well. Make more notes, grab more paper if you need to, but try and keep all the information on a single sheet if you can - it's easier to take in that way.

For Enigma, I learnt several things. I learnt that I can use Demonic Conversion on friendly creeps, which is useful for tower pushing. I learnt that I should hide before teamfights so that my black hole can be more of a surprise. I also learnt to stay the hell away from silencing heroes.

Time to hit a real game. Make sure you've got "all pick" selected, and find a match. In any downtime (pauses, waiting for loaders, etc), glance at your notes to keep them fresh in your mind. Godspeed.

I always get heaps of assists, damnit.

Oof. I got demolished in my first game with Enigma. How did you do? I got unlucky with jungle spawns, and I couldn't quite get off ganks on the long lane, even with the help of Lion -- we didn't have enough damage early on, and another of our lanes was getting demolished so they slowly snowballed us.

But that's okay. I didn't play too badly, which after just a single bot-match with a hero isn't anything to be ashamed of. The key is knowing the hero's strengths and weaknesses, how best to use their abilities, and situations to avoid in the future. And keeping those at the front of your mind.

Now go, I hereby graduate you from the two-hour-hero academy. You're no expert, but you're well along the road. Good luck.
PC Gamer
star citizen concept ship


Chris Roberts' Star Citizen continues its rocketlike ascent with the news that its crowdfunding drive has passed the $4.2 million mark. Since that story was published on Blues News, it's even raised an extra $400,000 odd - at the time of writing, it's now at $4,605,301 and counting. This means, according to Roberts Space Industries, that Star Citizen is now "the highest crowd-funded game project ever".

Now that the $4.5m stretch goal has been achieved, all the previously Kickstarter-only rewards have been unlocked, including "extended hardcore flight sim controller support" (flight chairs, multiple monitors etc), and a new alien race known improbably as the 'Kr'tak'. New stretch goals have, of course, been added as a result, at $5m and $5.5m respectively. If the project reaches these targets - which could be a stretch, as there's only one day remaining - we'll get a tablet companion app, celebrity voice acting for Squadron 42 ("we will bring back at least one favourite from Wing Commander!"), and, at $5.5m, the largest playable ship, the Bengal Carrier.

As Roberts himself notes on the site, reports of the space sim's death "have been greatly exaggerated." If you want to contribute to this extraordinarily successful project, you have just over a day left to do it.
PC Gamer
chaos reborn map editor


It's been a while since we last checked in with Julian Gollop's Chaos remake/sequel/remaquel Chaos Reborn, and in that time he's outlined a detailed feature list, shared his thoughts on wizard vulnerability (that's a band name right there), and even uploaded an early version of the map/terrain editor for our edification. You can grab it here if you fancy messing around with the program Gollop's using to make Chaos Reborn's maps (albeit with basic placeholder graphics at the moment).

This won't be the last interactive glimpse of Chaos Reborn; Gollop intends to "release playable versions of the game as I go along, which will be publicly available, at least until the funding campaign begins." The full game will feature a 'Kingdom of Chaos' campaign mode, asynchronous and regular turn-based multiplayer, and all sorts of other exciting stuff - you can find the full feature list here.
Hitman: Codename 47
Hitman Absolution review thumb


A note from Tom: At the time I reviewed it for the print edition of PC Gamer, the PC version of Hitman: Absolution suffered from serious performance problems. These have since been fixed, and I've had the chance to verify that on our own machines. Since it's still not out, there doesn't seem much point in dinging it for a problem you won't have. So in this online version, I've amended the bit that was no longer accurate.

To give you an idea, on a 2.8 GHz quad core with a Radeon HD 4800, it now runs at about 30-40 FPS on medium settings. It used to be 15 even on minimum.

The previously awful performance contributed to it feeling like a shonky PC port to me, and I took it into account in the score. Now that it runs decently, the game feels approximately 4% less shonky, and I've adjusted the score accordingly. This is about as scientific as the initial scoring process.

If you’re ever sad about how many games these days are sequels, go back and play Hitman: Blood Money again. The assassin-sim series struggled for three games to understand its own strengths, and Blood Money found them all.

Almost every mission was an absurdly rich playground of deadly possibilities. You were usually free to roam them undisguised, watching patrol routes, tracking targets, studying the environment, and planning the perfect murder. The plot was sidelined in order to avoid interfering with the business of killing, the levels were large, and your tools were versatile and intricately customisable. The fans adored it, and it’s one of my favourite games of all time.

Hitman: Absolution goes... in a different direction.

‘Disaster’ is a strong word, which is good because we need one. Absolution is a disaster. It’s almost the polar opposite of Blood Money: instead of sidelining the story to focus on big, open-ended assassination missions, it sidelines assassination to focus on telling a long, linear, and embarrassingly bad story. In game terms, that means most of its levels task you with reaching and opening a particular door. If it was called Doorman: Absolution, it would be much less disappointing.

There's an old hitman saying: wear a samurai suit and stare at their groin.

That’s not even its biggest problem. Its biggest problem is that it doesn’t have a save function, so every screw-up or glitch of game logic costs you a galling amount of pointless repetition. Very rarely there are mid-mission checkpoints, but even if you can find them, they don’t save vital aspects of your progress. Guards that you’ve killed respawn. Bodies vanish. Disguises and items you’ve left disappear. It’s suspiciously as if the developers just never figured out how to store all the relevant information.

The reason this hurts the game so deeply is that two of Hitman’s core appeals are experimentation and perfectionism. It’s still a game with a lot of items and systems to play around with, but doing so is madness when 15 minutes of perfectly stealthy progress are at stake. And when your ghost-like performance is blown at the last minute by the unpredictable rules of the guard’s detection logic, it’s hard to muster the will to repeat the whole level in the hope that it won’t happen again. Particularly when the stealthy approach involves waiting for achingly long conversations to finish before guards go their separate ways.

I think you think I care about that guy a lot more than I do.

When I first started playing, three different tutorial tips advised me to press the left mouse button ‘gently’ to aim more accurately, or chided me for ‘squeezing’ it too hard. Those have been corrected in a patch, but aiming is still a needlessly clumsy emulation of a console controller’s analogue input: you have to hold two different aim buttons to be accurate.

It also appears to have been rendered through a Vaseline lens, causing anything as bright as a flesh tone to burn with the bloom of a thousand suns. When it catches the light, your bald head glints so dazzlingly that beams of pink lens flare erupt from it in four directions.

It’s a shame, because beneath that some of the locations are beautiful. They’re just a bit small. Each mission is split into a series of short levels, connected by a single door that you can’t go back through. And you can’t open these doors if any guards on the level are alert. When the objective of some levels is to escape captivity or attackers, being locked in until your opponents stop looking for you starts to feel a little perverse.



You can win a shooting contest to get your guns back. Or: this.

Three-quarters of these levels are purely about traversal: you’re just trying to get from A to B to move the story forwards, and if you’re given anyone to kill at all, it happens in a cutscene or scripted slow-mo event. The other quarter do give you a target to kill, and a choice of how to do so, but that segmentation means you’re operating in a space that isn’t as rich or complex as a typical Hitman: Blood Money mission.

The other thing that really hurts Absolution’s few actual assassinations is the new equipment system. There isn’t one. You give away all of your trademark kit at the start of the game, and start most missions with one bad, loud pistol. You never get to buy or choose your weapons in the campaign, so you’re stuck with whatever you find lying around. The ones you pick up will carry over to the next segment of the mission, but are lost again when you complete it.

Can you snipe this target from afar? Depends if the level designer left a sniper rifle somewhere. If they did, they probably put it in the ideal sniping spot to save you the mental effort of choosing one for yourself. Can you set explosives and detonate them when your target walks by? Depends if the level designer left any inexplicably strewn around, and if you find their illogical location. Even then, you can no longer throw them, put them inside containers, or stick them to surfaces.

Jesus, close your mouth when you're... you.

So much that used to be universal, versatile systems is now left to the level designer’s whim. Hitman’s greatest pleasure was coming up with your own solutions, but even at its best, Absolution makes it feel like you’re choosing between the ones the designers provided for you.

Its most promising addition is a new way of handling disguises. As in real life, you can dress up in the clothes of almost anyone you kill or subdue. And as in previous Hitman games, wearing the right clothes makes it easier to walk into restricted areas undetected. The twist this time is that people wearing the same clothes you’ve dressed up in will find you suspicious, whereas everyone else will leave you alone.

It makes sense – cops might be suspicious of a cop they don’t recognise, but not a janitor. And it could be the basis for an extra layer of strategy: dress as a janitor to get past the police, then take out a cop and put on his uniform to get in everywhere else. But it’s undermined by two things.

The first is, yet again, the level design. You spend the vast, vast majority of every mission trying to get past the same type of guard, and they almost never permit a disguise other than their own. Gangsters shooting up an orphanage full of nuns – an actual thing that happens in this videogame – will open fire on anyone but their gangmates. Cops at a crime scene are similarly strict. So you spend almost all of your time dressed as the people you’re avoiding.

Who's the psycho now? Still... still both of us.

That leads you into the other problem: suspicion is viciously over-reactive, and to all the wrong things. Guards rumble you in a split second if you stray close to them, and in pretty short order even at extremely long range. That changes it from a disguise game to a stealth game: your only challenge is to break line of sight, so you stick to sneak mode, hug cover, and do commando rolls between anything that blocks their vision. This – unlike walking normally – they have absolutely no problem with.

On lower difficulties, you can hold down a key to allay their suspicions by putting your hand over your face. I can’t think of a way to mock this that would make it sound any more absurd than that, so I won’t try. It’s a crutch to mitigate the stifling effect of a bad mechanic. And the fact that it’s useful is actually a bad thing: it uses a resource called Instinct, which you can recharge by killing guards. So there’s now a material reward for the gratuitous murder the series has always tried to gently discourage.

Both suspicion and regular stealth glitch out regularly: I’ve been spotted through two solid walls on several occasions, and at other times supposedly silent actions brought guards running. Irritating in any game, disastrous in one with no save function.



On second thoughts, maybe I don't want this chef's outfit now.

With or without Instinct, the new disguise system removes the single best thing Blood Money brought to the series: the ability to walk freely around almost every level, planning your approach without having to conceal your presence. It reduces Absolution to a more ordinary stealth game – and for me, Hitman was always better than that.

I keep coming back to the failings of the level design, and most of them stem from its determination to tell a story. It’s a tedious farce of pantomime villains, voiced by Hollywood actors utterly wasted on this adolescent, exploitative trash. And I'm fine with that. Every Hitman game has had a terrible story, but until now it has rarely mattered.

The problem with Absolution is that they actually decided to focus on it this time. In an attempt to paint you as some kind of misunderstood hero, Absolution has you quitting your job to protect a teenage girl. This story frequently requires you to get from A to B, but rarely involves a legitimate reason for you to kill. And when it does, you don’t always get to do it.

Several of the actual kills happen in cutscenes, and sometimes all your hard stealth work in getting to the target is rewarded with a cinematic of your character screwing it up. It’s kind of mindboggling to imagine how anyone could stray so far from the point of a series whose entire concept is right there in the title.

Playing music causes the police to dance and smoke weed. This is a puzzle solution.

I guess the new Contracts mode is meant to be the antidote to this, and it is a nice idea. You can load up any level from the main game, choose your weapons (at last!) and mark up to three people as targets. The way you choose to kill them, and how stealthily you do so, become the objectives of a contract. Other players can then take on your contract and try to kill the same people, with the same weapons, just as stealthily. They get a score for all those things, and a bonus if they do it faster than you.

Creating these contracts is a little aimless: civilians and guards are pretty much interchangeable, so I don’t have any burning desire to pick out three particular targets who need to die. But playing other people’s contracts is fun: some are very straightforward, but already people are adding entertaining twists. The last one I played insisted that I run into a town dressed in full samurai armour and kill a particular cop with a sledgehammer. Players will probably come up with sillier contract concepts once the game is out.

It’s no substitute for the kind of freedom Hitman used to give you, though. When creating a contract, you have too much – it doesn’t matter who you kill, so who cares? And when playing one, you have too little: the contract specifies what to wear and which weapon to use, so you’re basically just following orders.

And guess what? DRM! Despite the fact that the contracts themselves must be tiny amounts of data, you can’t play any of them – even your own – offline. You have to be connected and logged in, and if their servers are down, you’re shut out. They've really done an impressive job of racking up all the different ways you can irritate PC gamers.

These are all the reasons I found Absolution crushingly disappointing. These are the reasons it’s a terrible Hitman game, and it’s worth saying that in the strongest possible terms, because Hitman is an important and brilliant series of games. But despite all of that, it isn’t a terrible game, and it doesn’t deserve a terrible score.

It's like, that man is the Hitman series, 47 is videogames, and the ocean symbolises misapplied metaphors.

Called something else (I’m still rooting for Doorman: Absolution), it’d be a decent sneak-em-up with some welcome Hitman influences. Creeping past people is inherently fun, even if you’re gaming some weird suspicion mechanic while you do it. So is knife-throwing. I will never be able to forgive the shitty checkpointing, but it’s certainly less of a problem once you get good. And on the rare occasion that you find a disguise that lets you roam freely, some of the levels have lots of different routes to try.

There’s one mission, right near the end, that’s genuinely very good. There’s one target, a decent sized area, a particular disguise that lets you roam anywhere, and three different ways to make the death look accidental. It’s still smaller and less interesting than any of Blood Money’s main missions, but it’s one I actually wanted to replay. Any game that can capture part of that thrill is worth playing.

Currently, though, Absolution is not worth buying. If they can somehow patch in a save function, and if players do interesting things with Contracts, it will be. Until then, I’d wait for a preposterous Steam sale.

That’s something I never thought I’d have to say about a Hitman game. I desperately hope the reaction to it is strong enough to convince the developers to change direction, because I couldn’t stand to watch the series die like this.
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