My relationship with the newest Hitman game is…strained, to put it mildly.
I bought Absolution shortly after it came out, hoping against hope that it would be a worthy sequel to one of my favorite all-time games, Hitman: Blood Money. I added Absolution it to my favorites list before Steam had even finished downloading it.
According to the Steam counter, I played for a total of 13 hours before I removed it from that list. I’d be willing to bet that the majority of that time was spent doing something else, leaving the game running in the background as I watched videos on Youtube or worked on one of my programming projects.
Two weeks after removing it from my favorites, I uninstalled it. I don’t think I’ll be back.
Hitman: Absolution is not a good game.
What do I mean by this? Several distinct things at once, actually;
- It is not a good Hitman game,
- It is not a good stealth game,
- It is not a game that respects my time, and
- It is not a game that respects my intellect.
I’ll go through these one by one.
Continue reading →
Last year I participated in my first game jam with Ludum Dare #23. The result of those 48 hours was Humphrey’s Tiny Adventure, which I’ve written about previously. I was really proud of what I was able to accomplish, but there was a lot that I wanted to do with the project that I didn’t have time for. I didn’t include any sound or music, and I didn’t have anyone test it before release, so I never had the chance to get feedback. I recently decided to give Humphrey a long-overdue makeover for one of my entries in OneGameAMonth.
Over the past three weeks I’ve rewritten every piece of code in the game. Looking back at the original code, I’m literally terrified at the prospect of dealing with it. For the most part the gameplay is nothing complex, so I was able to build on the engine I wrote for Hypothermia. I created a data-driven cutscene scripting system using Slang, which I wrote about here. This was immensely helpful both in terms of writing reusable code and iterating quickly on the way each scene played out.
I’ve also redone almost all of the artwork. The art in the original version of Humphrey was composed entirely of large colored squares. This was mainly due to time constraints; the abstract style allowed me to spend very little time on each asset while still conveying the desired meaning. For the remake I did away with this restriction, and I’m very happy with the results. As usual, I used Inkscape for all the art.
Finally, this release includes a fantastic soundtrack by Chris Logsdon. It was composed specifically for the game, and you can download it here in high quality for the price of your choice.
Download the game here! I’d love to hear what you think of it!