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    rt88's GameLog for Hitman 2: Silent Assassin (PC)

    Tuesday 15 January, 2008

    Gamelog Entry #2


    GAMEPLAY

    I didn’t really pick up on any new aspects of gameplay while playing this game for the second round. I did, however, change the manner in which I approached completing the missions. This game stresses stealth when completing a mission, but I became bored of that, so what I began to do was to just simply kill every enemy in the mission, and then kill my target(s). I disregarded the fact that the enemies were alerted and that they were shooting at me, and that my health was going down. Basically, I began to play this game like a regular FPS, as opposed to a stealth game as it is intended.


    DESIGN

    There are several design elements that make this a good game. When playing as and controlling your character, you can play in either a first-person perspective or a third-person perspective, and you can switch between them at any time. The game has a map sub-menu, which contains maps for all outside locations and all the floors of all the buildings. Also, these maps show the positions and movements of all the people in the environment. The game has a sub-menu that pauses gameplay when accessed, which allows you to switch and select any available equipment and weapons. The game’s HUD features a compass, which is useful for navigation, and a gauge that tells you how aware other people are of your presence.

    The level design of the game was very good. Each mission had a different location. These were real-world locations. The missions included access to the outside, like city streets, and to various buildings, which often included several floors. The game environments were very expansive. You could go anywhere within them, and space within the gameworld was used very realistically, and that helped to contribute to the realism of the game.

    Comments
    1

    This is a respectable GameLog. Your gameplay sections are competent, and are pretty much what we're looking for. You could improve by going a bit deeper into the level design, it felt like you just looked at it shallowly. Perhaps consider how using real world locations would improve or limit level design. Still, you did well. Good job.

    Amy Leek (grader)

    Saturday 19 January, 2008 by MarsDragon
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