When this was first released, I felt the fanbase was a little harsh on it. At the time, sure, I could see how attempts to modernize and commercialize the series led it to deviate from the classic formula. But I felt it took enough from the older entries whilst adding some interesting ideas to still create a fun product worthy of the series title if not a disappointing one at least. In hindsight, I was wrong.

I forgot there were hardly any classic sandboxes levels which act as a puzzle in which you experiment to find the best solution. Even when there is, the levels lack any real creativity to complete them, with the optimal route often being just going to a point in the map then waiting, fibrewiring them then hiding the body. The disguise system change is easily the worst decision they made. I admit when I was younger, I might have been one of those annoying people who’d point out that wouldn’t it be obvious when a random bald white guy had appeared to join the Yakuza overnight but they went too extreme with it. Now with disguises often being worthless on most maps, it hurts the flow, the philosophy of the previously established game design and often reduces the game to nothing more than your average stealth game in which you wiggle around to avoid the detection meter from filling up. It’s so ridiculous that even when your face is fully hidden, they can somehow see through it. It could have had huge potential to vary up the missions. They could have made the aforementioned costumes being completely safe but then stopping you at a certain point at it never had the clearance or could have had levels where they are on high alert so obtaining a costume would only provide limited resistance to being exposed.

The story is worse than I remember, with a plot which feels like it needs to be constantly introducing more and more unlikeable characters over an increasingly contrived plot. The worst part “a twist” is only achieved by actively lying to the player. I still feel people were over critical about the checkpoint system. I could understand why this was implemented to appeal to a larger audience and if they paced out the missions a little better it wouldn’t been too bad. I also really liked the more “Hollywood” moments to vary the gameplay but they should of mixed this in with the classic formula. I think the point system was also a potentially good idea missed and wouldn’t have been so bad but they would need to quantify the points per mission so being a “shadow” wasn’t the best result for a seasoned killer.

There are good parts of the game. Absolution might not be a good Hitman game but it is a fine stealth game, nothing special but just fine. It also looked amazing when released and you could even argue it looks better than WOA in some aspects. Also the mistakes it made with the gameplay design would later enable them to improve upon them in WOA. It definitely worth a play through from a sale purchase but don’t stress yourself to try and get the highest result but just the best result if you know what I mean.

Was surprised how much I loved this game when it was released and it still holds up for the most part. Gameplay is a great blend of new age meet old school design philosophies, bombastic set pieces and allowing you to choose between a stealth or gun and run approach in certain moments, overall creating a fun and addictive experience.

Loved the story. It might be hard to keep a story about an alternative reality where Nazis develop insane technology to win the war grounded, although they still somehow keep you invested in the story, constantly making it action packed however somehow providing some truly heart warming and touching moments which reflect many of the experiences of those who had to suffer the atrocities of the war.

It also finally does something I've wanted in gaming for a while of making the story path decision early on instead of near the end where you naturally feel the impulse to just save scum it instead. Not only does this provide extra replayability, it also opens some extra story moments which make you wonder if you made the right choice.

When this was released, I didn't think IO could improve upon Contracts and their series formula but somehow they did. They completely revamped the engine, removing most of the annoying elements, improving upon whats work with their sandbox puzzle-esque stealth gameplay and adding extra emphasis on the Silent Assassin scoring system for those who want to follow 47's etiquette to the T.

As the game opens up, it seems like 47 has finally met his match as a head of a rival organisation and a reporter discuss the series of events which led to his downfall. The way this is presented enables a great selection of non-subsequental missions, which transport you from one end of the world to another. One moment you are taking out a gang on a riverboat to disrupting a deal within a Las Vegas casino/hotel. The missions become so brave and bombastic, it leaves no other option except for having you infiltrate one of the most secured location in the world and foil an assassination attempt in the White House.

They somehow made this game look even better (which the older ones already hold up pretty well) and pulling off impressive feats such as a level with a huge Mardi Gras crowd which would of reduced other engines to a halt with that amount of resources. Hitman Blood Money is not without it's faults, such as some engine jankiness still hanging around, but since I cannot give it between 4.5 and 5.0, I will give this game a 5 as it is somewhere closer to perfection than just a game I would rate 4.5

What made me buy a PS4. Great twist on the souls formula in both gameplay and theme. The only negative for me is that the game has a serious frame pacing issue. Spinning the camera around hurts your eyes in a way I have never experienced before. You do (sort of) get use to it during long periods, but if you are playing in small sessions, it can become very jarring and off putting.

I really hope Sony does the greatest move they could make by funding FromSoft to release a remastered version which runs at 60fps without the frame pacing issues.

Never got round to playing this when it originally released but always wanted to and finally got around to it as it was cheap on a steam sale. Sadly nothing really to report on, as although the game is solid enough, it doesn't seem like it did anything new or significant at the time that really challenges the genre and it's conventions.

Don't regret playing and completing it with both characters but would not return to it especially as there doesn't seem to be any alternative endings like most survival horror games and doesn't even have any achievements which might of at least added some replayability.

Always been a fan of horror survival but was never particular to the "run away from the big invincible" style that I believe this game was the pioneer of. But to be honest, I was quite surprised with this one as it is more than just that.

You still have all the classic elements of horror survival with resource management and inventory puzzles, but the decision to incorporate the physic engine with the gameplay when exploring the world and solving puzzles is something I did not expect to be such a core aspect of it's identity. This really add an extra weight to surviving, navigating and challenging you to think outside of the box with some puzzles.

Sadly the game becomes a tad repetitive, with the last third really feeling like its starting to drag on.

This review contains spoilers

I love the story and how it's presented. After hitting start, it seems 47 has finally met his last contract as he has been fatally wounded during one. As 47 bleeds out, his professional life flashes before his eyes. Sights and sounds remind him of previous jobs he has taken, slickly transitioning scenes between the present and past. This format enables it to have a great selection of missions as they are not confined to following a direct sequence of events which might have affected the pacing from filling in the gaps.

It allows them to go from the aftermath of Codename 47's final mission, to an S&M fetish party situated in a Romanian slaughterhouse to infiltrating a Russian airfield without any further explanation needed. Cresendoing to a full blown manhunt as his apartment is surrounded by the police, he turns the table ensuring his perfect track record is still intact as you complete the mission that nearly compromised him. The game story format also gives them a second chance to remake some of the missions with the biggest potential that were sadly limited to the first games underdeveloped engine.

The gameplay might not be massively revamped as Blood Money, but the correct minor adjustments were made. They worked out what works and doesn’t from Silent Assassin and further developed the series' gameplay identity. If it wasn't for Blood Money, this would easily be my favourite in the series.

It's sad as MD seems to improve upon HR in almost every way like a good soft sequel should. But due how the game is structured with one hub world repeated and a small mission inbetween, it almost comes across feeling like a expansion pack rather than an actual sequel.

POS that made me think all character actions games were bad, boring and unskillful and that I only liked the original as I was young, making me miss out on some gems from the genre until I played Metal Gear Rising.

They improved massively from their first game developing a stronger identity of their series with a improved sense of game design. Creating mini sandboxes which almost feel like interactive action puzzles, you experiment searching for the best route to your targets whilst being rewarded for stealth but punished for aggressiveness with their new scoring system.

Part of me wants to praise them for the variation of the missions. It is obvious they were still experimenting with the formula but this creates a real mixed bag of quality to the levels. Some of them being amazing, laying the groundwork of things to come but some are pretty meh and some of them being by far some of the worst in the series. Add that to the general jankiness of the engine and it's AI, this reduces some levels to pure rage inducing experiences.

Let me be honest, the game might have a very unappealing cast of characters, following a generic plot, filled with jokes which did not land at the time, let alone now. But at least the gameplay is fun

It puts a somewhat unique twist on a very stale genre with the skillshot system rewarding the player to experiment with how to kill enemies using fun and quirky weaponry. It might not be redesigning the wheel, but at least they put some bells and whistle on them to make the journey a little more interesting.

Overhated. Combo system is versatile and ridiculously fun, huge roster and was interesting to see how Capcom would implement Tekken into 2d plane. Has it's obvious issues though with Gems etc

Basically what Resident Evil 5 should of been

Amazing achievement for its time but it aged like milk. The graphics would have been understandable but the controls are the most bizarre part as it feels like it was ported from a console with two buttons but it was made for PC. They could of assigned a few more keys to separate actions and this would of reduced it becoming an insufferable experience of constantly pausing and having to awkwardly navigate menus to achieve basic things. Ironically even with just two buttons, you often find yourself confused which button to press. Just by adding a few extra buttons would enabled it to be much more approachable as time has gone on and allowed people to appreciate it for the potential gem it could have been

Always heard I would enjoy this franchise but I was amazed what I stumbled upon during a hesitant Steam sale purchase.

Amazing immersive sim which I hear is a very loyal remake to the original game. Fully searched every level and has those Dark Soul moments of opening a door to find it is a shortcut to another part of the level. Only loses half a star due to the poison grove being the only time I started to regret my purchase.

Planning to play again in the future on 3/3/3