This can be really cool, if done properly. Hitman's linear levels have always been really cool, but a sandbox might do wonders for 47. Maybe a quick sniper side-quest here and there, gun stores, safe houses, etc. That sounds exactly like GTA, but it can be made in a way that is unique to 47's seedy world.
That's what she said.
The Dork Knight.
I think you misunderstand. Hitman's levels were never linear, they were enclosed spaces with numerous ways to get trough and achieve your objective "sandbox".
Hitman Absolution consisted of mostly linear levels (i.e. very few ways to achieve your objective), this disappointed the fans, including myself.
Sandbox does not mean GTA scale of openness.
I am referring specifically to Absolution when I say linear. Sure, there were numerous ways of doing things in there, but they had a start and an end point that was pretty much set in stone.
I mentioned GTA because after reading the description that I typed, that was strikingly similar to what is happening in GTA. Hence the quoteI am merely referring to the portion of the article where he mentions that they areThat sounds exactly like GTApacking in an extreme level of detail on the largest levels we have ever built for a Hitman game
That's what she said.
The Dork Knight.
The best thing about the old Hitman games was that you could literally play the game 20 times and never repeat a kill... I love how in depth they went with each mission, and the game appealed to everyone, if you wanted to go in guns blazing you could, if you wanted to go with stealth and poison, awesome! Really a great concept, I never played the last one so i cant comment on the linear game play, but that doesnt sound at all like how Hitman should be to me...