Hitman Go Review | Board Game Translation, Planning Your Moves, Oozing Style
Description
Square Enix Montreal were initially going to be making the next big PC and console game in the Hitman series, until they were put on mobile phone duty. A third of the team left because they were so gutted. And then the remainder created a 2014 turn-based puzzle game. We're talking Hitman Go.
On this episode of Stealth Boom Boom, we take a look at the formation of the studio, and the board game idea was first prototyped. We also discuss the golden era of mobile games and whether we played them, as well as a nice physical model and whether or not this game might've grabbed a few Candy Crush or Words With Friends
In our review, you'll hear some chat on enemies with different coloured jackets and narrow vision cones, giant potted plants to hide in, okay instafail because of a quick restart, translating the parts of big Hitman for small Hitman, they move only when you move (but can you make fewer moves), optional objectives and replayability, firing your sniper rifle at a statue (or getting a double-kill), the relief of killing a baddie (and then not hiding the body), perfect motion sensor air freshener-esque mood-setting music, Ave Maria, dummy items in levels, an Eyes Wide Shut get together, trap doors, walking escalators, character rich static scenes that prove divisive, the wealthy, and major problems with a mouse.
After all that, we take you through what some of the critics were saying about the game around the time it came out, and then we give you our final verdicts on whether Hitman Go is a Pass, a Play, or an Espionage Explosion.
For those who would like to play along at home, we'll be discussing, reviewing and dissecting Days Gone on the next episode of Stealth Boom Boom.
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