Hitman Absolution: 10 Reasons It Sucks

1. Checkpoint Saviour

Given that the checkpoints in Hitman are not save-points - if you exit the game, you will have to start the mission all over again - it's surprising that they're so useful at allowing you to progress through some sticky situations. For example, let's say you've just shot your way through a building and made it to the checkpoint, but because the enemies are on high alert, you can't activate the checkpoint. You hide in a nearby bin until they're just on cautious mode, and then activate the checkpoint, at which stage it's beneficial for the player to simply go to the menu and reload the checkpoint, as it will erase any state of caution on the NPC's part. Considering that these checkpoints cannot serve as saves, it seems ridiculous for checkpoints to not retain your alert status and the positions of enemies. This tactic, though cheap, can save the player countless minutes having to wait for the enemies to disperse, and one would have thought that IO would have, along with the above points, put a little bit more thought into this sort of thing. What did you think of Hitman: Absolution? Let us know in the comments below.
 
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Frequently sleep-deprived film addict and video game obsessive who spends more time than is healthy in darkened London screening rooms. Follow his twitter on @ShaunMunroFilm or e-mail him at shaneo632 [at] gmail.com.