A stealth game where Agent 47 uses disguises to infiltrate crowded targets.
Gcreator of Game Maker's Toolkit testHow Stealth Game Guards See and Hear - School of Stealth Part 1Hitman 2 makes guard perception depend on context: enforcer characters notice much less when Agent 47 faces away, which gives disguises more power. Crates and cupboards add refuge spaces where the player is clearly hidden, useful for scouting and planning. The sources give no numbers. The lesson: tie detection to context and offer unambiguous safe spots, so other mechanics gain strength.
Perception tied to player state rewards reading the situation
From Hitman 2 page notes
Hitman 2 makes guard perception depend on which way Agent 47 faces. Enforcer characters are much less perceptive of Agent 47 when he faces away from them. That context rule gives disguises more power.
Tying a guard's perceptiveness to the player's state makes a disguise or positioning choice meaningful and rewards players who read the situation. In the source's words, enforcers are "way less perceptive of Agent 47 if he's facing away from them".
Hitman 2 gives players crates and cupboards as places where they are surely hidden. These refuge spaces let the player scout and plan from total certainty. They offset the ambiguity of the rest of the perception system.
Other games use the same idea: gargoyles in Batman and long grass in Assassin's Creed. Quote: "These give you at least one place where you can scout and plan from a position of total safety."
Enforcer characters notice much less when Agent 47 faces away, which gives disguises more power. Its crates and cupboards serve as refuge spaces for scouting and planning.
Hitman 2 makes guard perception depend on which way Agent 47 faces. Enforcer characters are much less perceptive of Agent 47 when he faces away from them. That context rule gives disguises more power.
Tying a guard's perceptiveness to the player's state makes a disguise or positioning choice meaningful and rewards players who read the situation. In the source's words, enforcers are "way less perceptive of Agent 47 if he's facing away from them".
Hitman 2 gives players crates and cupboards as places where they are surely hidden. These refuge spaces let the player scout and plan from total certainty. They offset the ambiguity of the rest of the perception system.
Other games use the same idea: gargoyles in Batman and long grass in Assassin's Creed. Quote: "These give you at least one place where you can scout and plan from a position of total safety."
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