Hitman 6: 10 Essential Things It Must Fix From Absolution
6. Bring Back The Weapon Loadouts
Used to be that people were given the opportunity to outfit Agent 47 according to their individual play-styles. Do you want to load yourself down with so much ordnance that every step you take is accompanied by the ear-shattering howl of metal detectors for 50 miles all around? Go for it. What about the silent approach? Would you prefer to creep up on your target with syringe in hand, anticipating the sharp jab of poisonous mixtures to the jugular? Forget the noise and 'splosions, they'll never even know you were there if you play your cards right. Part of the fun of earlier titles was deciding how to approach a situation prior to beginning an assignment: equipping a sniper rifle meant eliminating a target without ever having to come within spitting distance, but at the cost of possibly causing a panic which would in turn affect your overall score. On the flip-side, syringes and silencers allowed players to get close enough for a final whiff of halitosis, but complicated the possibility of getting in and out totally unnoticed or unscathed. Weapon loadouts often meant that no two play-styles were exactly the same and when combined with the upgrade system multiplied replay value drastically, something which could only benefit the next installment.