The First Three Hitman Games

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As preparation for playing a couple of modern Hitman games in the near future, I’ve decided to transfer my diary sessions of the three first Hitman games which I completed about 20 years ago. This is part of a nostalgic series of the games I played many years ago, but this time it will be adaptations rather than direct transcriptions.

There will be spoilers in these diary sessions.

Hitman: Codename 47

Developer: Io-Interactive | Released: 2000 | Genre: 3PS, Stealth

I completed this game in February 2002. I hesitated before starting it as I had heard it was supposedly very hard, and it was true. The game often had long and complicated missions with no in-game saving of any kind, and it was generally merciless. One mistake and all hell could break lose.

The game was quite original at the time. I had not seen anything quite like it before. Instead of going in guns blazing or just camping with a sniper rifle, I had to research the surroundings of the levels, learn some of the hints for bypassing security and preparing the assassination, then orchestrate an ingenious way of killing the target. And preferably without being detected.

It was a great idea in theory and the game series have always had its stalwart fans. I was never one of them. I quickly disliked the way these games required me to constantly restart and research the same missions over and over, until it was possible to complete it with as little commotion as possible. I never liked having to repeatedly sit through the same sequence in a game, and this game did that in abundance.

Nevertheless, I just had to try out the game. It was the first really big game produced in Denmark, my home country, and it had music by Jesper Kyd, whom I had briefly met at an Amiga demo party. His music was often a bit too minimalistic for my taste, but it was good in this game. It fit nicely.

Just Cause 2

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Developer: Avalanche Studios | Released: 2010 | Genre: 3PS, Sandbox

This is a post in a nostalgic series with transcriptions of my diary sessions of the games I played many years ago, translated and adapted from Danish. There will be spoilers in these diary sessions.

February 22, 2013

I finally started the sequel to the Swedish open world agent-style game – now from 2010. I ended up playing three hours over two turns. Although the game was basically just a strong embellishment of the same game rules as in the first one, the gameplay, the graphics and the atmosphere were still improved so much that I thought significantly better of it and even seriously considered playing it through properly.

The 3D engine in particular was unparalleled. It had a totally unobstructed view to all horizons and no immediate corner cut to achieve this. Huge mountains and volumetric clouds with beautiful sunsets, foaming waves on the beaches, detailed forests and palm trees, large cities with skyscrapers but also small villages with huts on stilts. Cars and people were finely detailed, and textures were of a reasonable high quality. There was a world of difference since the first game from 2006. The music was also of a more symphonic and professional quality – although I still missed the furious Spanish guitar a bit.

Just Cause

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Developer: Avalanche Studios | Released: 2006 | Genre: 3PS, Sandbox

This is a post in a nostalgic series with transcriptions of my diary sessions of the games I played many years ago, translated and adapted from Danish. There will be spoilers in these diary sessions.

This is about the first game in the series.

February 10, 2013

It actually surprised me a bit when I discovered that the game developers were Swedish, as the game was set in some fictive Spanish/Mexican/Colombian republic and had a lot of furious Spanish guitar mixed with modern rhythms. The description of the game made it sound like the bright green islands from Far Cry meets the typical game rules from the Grand Theft Auto series.

You get missions and side missions to kill targets or to dust something important, targets in the form of icons on the mini map and the larger map, and you can steal cars, motorcycles, jeeps, trucks, speedboats, police cars, even later helicopters and airplanes. There was a solid road network on the islands – more than I had thought, complete with quite a bit of traffic on the roads. As an added spice of its own, Just Cause and its sequel were notorious for the many stunts you could do. Jumping from car to car, throwing a grappling hook at other cars and helicopters, hang gliding with a parachute, even throwing yourself off high cliffs and popping an always available parachute. And there is probably much more still possible.

However, the game turned out to be too similar to the Grand Theft Auto series for my taste. No saves anywhere but only checkpoint saves at the end of a mission or in a hideout. The latter was much like in Far Cry 2, with the possibility to renew weapons, ammunition, heal, and obtain a new vessel.

Trine

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Developer: Frozenbyte | Released: 2009 | Genre: Platform, Puzzle

This is a post in a nostalgic series with transcriptions of my diary sessions of the games I played many years ago, translated and adapted from Danish. There will be spoilers in these diary sessions.

Once again I’m back with this series again after another long hiatus. I’m going to try a few snazzy things this time. First, I’ll let Google Translate turn the Danish text into English, since it’s probably much better at it than I am these days anyway. I still have to adapt it here and there, though. Second, I’ll post this with the publish date of when I completed the game. Hopefully that will make more chronological sense.

July 30, 2012

I managed to play the first 5 levels out of a total of 16 over two rounds today. Trine was a sideways puzzle platform game, but in a very nice 3D engine with good lighting (typically wavy and sliding all over) and with nice background music and themes. The game scrolled from right to left in levels with checkpoints (so no quickload) and it was also a little harder than what I had heard.

I controlled three characters which I could switch between in the heat of battle – a wizard, a thief and a knight. With a wizard I could draw boxes and later planks in the air that materialized and fell to the ground. Then they could e.g. be stacked or squash a skeleton. It was also possible to lift certain things up with levitation, such as a platform on rails in the ceiling. A thief could swing a loose rope shot up into certain selected pieces of wood under the ceiling, or I could fire an arrow – the longer I held the button, the more powerful. And finally, a knight could strike with a sword, protect himself with a shield against arrows and sword swings, and I could lift and throw heavy things.

Puzzles, platforms and the enemies along the way required regular switching between all three characters, but it often seemed like there were multiple solutions. Still, I often fell down in the same place and had to try again and again, and here the lack of quickload was quite annoying.

What I Played in 2001

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This is a new series related to my previous attempts at transcribing my diary sessions to this blog format. I did a couple of those starting with The Beginning of the Millennium (2000-2001) and then the two single posts about Outcast played in 2001 and Call of Duty 4: Modern Warfare played in 2011.

Since it’s a lot of work transcribing the diary sessions, I’ve decided to make this series instead with just a sentence or two for each game, along with a small gallery of six screenshots and the rating bar from my page with all the PC Games I’ve played. The screenshots will be my own unless stated otherwise.

Call of Duty 4: Modern Warfare

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Developer: Infinity Ward | Released: 2007 | Genre: FPS

This is a post in a nostalgic series with transcriptions of my diary sessions of the games I played from 2000 2011 and onwards, translated and adapted from Danish. There will be spoilers in these diary sessions.

I’m back with this series again after quite a long hiatus. The previous entry was Outcast, a game I played and wrote about in 2001 in my diaries, and then translated to a blog post in July 2017. Originally I decided to abandon the series mainly because I was convinced I didn’t have any other readers but myself, but also because I wasn’t really sure the diary sessions of 2001 would be up to par. This was a point in time where 3D games was still a novelty to me and thus a lot of the session texts were somewhat naive.

Screenshot

Now I have this idea that I will jump past about a decade of diary sessions, up to 2011, and continue from there. There are several reasons for this. It would close the “hole” between my first failed blog attempt in 2011 and the revitalization in 2015, and it would have session texts from a considerably more experienced gamer, an older me with more games under my belt to compare with.

Dropping the blog in 2011 was followed by going from MMORPG back to single player games, with sort of a brief digression with Portal 2, and then this game – Call of Duty 4: Modern Warfare. This game was special at this time because it managed to kickstart my single player hobby.

But what is even more interesting is that it almost failed at that to begin with.

Outcast

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Developer: Appeal | Released: 1999 | Genre: 3PS, Adventure

This is a post in a nostalgic series with transcriptions of my diary sessions of the many games I played from 2000 and onwards, translated and adapted from Danish. There will be spoilers in these diary sessions.

All images are courtesy of MobyGames and shows the best 512×384 resolution.

April 19, 2001

I’ve had the original CD-ROM of Outcast for a while, but my DVD drive wouldn’t acknowledge it. Now I had a plan. First I installed a 317 MB alternative version from a “collection” and ran it. It started without problems but was very limited – no speech, no movies, no CD audio music. Then I renamed the folder and installed the original CD version. As usual it wouldn’t recognize my DVD drive. I then copied the executable file over from the limited version and hey presto; I now had an original that worked with my DVD drive with all music, movies and speech intact. Then I deleted the limited version.

Played a little bit of the game. I managed to get through the training level in the beginning where I had to sneak past my teacher Jan. The game had to be run in the penultimate resolution of 400×300. The best, which was 512×384 or something like that, was stuttering too much. Somewhat disappointing on a 1,2 GHz PC, but at least it ran reasonably well in 400×300 with all graphical details set to high. The game looks old fashioned today because of the low resolution, but I also know that it’s a long and challenging game. Some reviewers say 50+ hours – try comparing that to the 10-15 hours of Heavy Metal: F.A.K.K.². There are also sub quests and even sub quests within sub quests. It might make the game confusing and introduce the non-linearity I’m not comfortable with yet.

Nevertheless I will now give it a chance and then we’ll see. I paid a lot of money for the original game.

Diary Games: The Beginning of the Millennium

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This is a post in a nostalgic series with transcriptions of my diary sessions of the many games I played from 2000 and onwards, translated and adapted from Danish.

In fact, this is the very first one with the first play sessions in 2000. As is the case with so many hobbies just like this one, it started in a casual manner and only gradually became more serious. It wasn’t like hitting a switch and suddenly I was writing hundreds of lines in each session.

I started writing diaries about my life in 1996 and have kept it up since then. Games were rarely mentioned as something I played one evening. I wasn’t really into gaming until I had sort of an epiphany with Gunman Chronicles, as you can read here below. In the end of the 90’s, it was mostly about coding and composing. I did complete Rama, Sanitarium and the first three Tomb Raider games in the end of the 90’s, but their sessions were sometimes months apart and the comments very brief.

Although better for the following ten games, the descriptions are still plain and the details few. However, it gets a lot more interesting in later blog posts as I dig deeper into my diaries. Later I also started grabbing my own screenshots, but for this blog post they are all courtesy of MobyGames.