Hitman: Absolution

Hitman: Absolution

Standing 5 feet and 11 generously-measured inches tall, weighing in at 160 lbs., and having lived on the mean streets of South East London for 2 whole months, I’d like to think that I’m not the most easily frightened person in the world. Of course, I’m not without concerns: spiders, human beings’ natural predators, give me the absolute willies, whilst  the threat of brain aneurisms is a constant concern. But all-in-all, I think I’m pretty well-rounded in the phobia arena. Still, I’m not immune to the fears of lesser men – usually a mild feeling of vertigo. But most recently? Claustrophobia. Only instead of fear, it’s inspired unparalleled levels of irritation inspired, a result of the “efforts” of the latest Hitman outing.

Where previous entries provided maps and disguises to allow inconspicuous and considerable planning, Absolution turns a series of patience and puzzling into a clumsily built stealth-shooter that incessantly tugs 47 along by the nuts. Gone are the satellite maps and effective disguises in the names of narrative and “realism”, butchered is the art of subtlety and freedom at the behest of set-pieces and spectacle. Hits – assuming you’re even give one, and then assuming you’re actually allowed to attempt it yourself instead of watching a cutscene – are no longer planned, but stumbled through blindly. Whilst Absolution may pretend that disguises are still relevant, guards can now almost-immediately see through them if they’re wearing the same thing: as most levels are occupied by only one NPC type, they become absolutely useless. When coupled with an annoyingly tight camera, levels which are mere corridor runs and the omniscient, forever scrutinising AI, the result is an infuriatingly constricting experience punctuated by my own sobs of what could – and ruddy well should – have been.

Absolution’s killing blow is its focus on plot. Fudging mechanics almost perfected by its predecessor over 6 years ago quite so spectacularly as it manages to do is one thing; doing so to give way for one of the single-most turgid, achingly stupid pieces of writing I’ve ever had to sit through and endure is another. Whilst the series has always held a peculiar fascination for its ridiculous clone mythology that’s not entirely dissimilar to that of a young boy’s for his dick, it’s never presented it in such an obnoxious, overbearing and flat-out laughable way. Likewise, where previous entries, Blood Money in particular, have used the hyper-sexualisation of incredibly obnoxious background characters to filter the world through the eyes of a near-enough asexual clone assassin, Absolution has you sit and watch as such pricks are endlessly rammed down your throat. It is suffocating.

Despite being a relentlessly irritating masterclass in laziness and misplaced priorities however, the accompanying, nausea-induced claustrophobia caused by Absolution’s design and narrative ultimately prove themselves to be entirely appropriate. Because if nothing else, playing Absolution is like watching the series choke and ‘bate itself to death in front of your very eyes. An insufferably self-indulgent piece of wank, from beginning to end.

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2 thoughts on “Hitman: Absolution

  1. Pingback: Woods’ Weflexicon: 2012 in Gaming | The Suffocated Rabbit

  2. I completeley agree with you. I remember playing hitman blood money and finally figuring out how to get off your death bed after the last mission and being so excited that 47 was alive and that thered be a sequel. And it was shit. Everythings so over the top, the bad guys remind me of the psychos in dead rising. Before absolution you were actually a hitman and not some asian schoolgirl loving shit version of sam fisher. I mean he doesnt even look the same. And the biggest thing that fucked me over is having no hits in a mission, YOURE A FUCKING HIT MAN SILENT ASSASSIN

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