HITMAN 4 BLOOD MONEY »
Authored by Debra Sack on 2008-10-07 09:35:54
Probably by now you must have seen the movie too, but the game is still the bigger blast. The actual character in the game may not be as young as Timothy Olyphant in the movie but it suits his personality in the game.
I am a real sucker for the mission oriented games and this one really got me tied till I completed the entire game. I hope someone takes him out of the grave and put him back in business in Hitman5.
The ever merciless régime of Agent 47 continues through the killings of a small time drug dealer cum amusement park owner to the killing of a scientist who had stolen materials available for sale. Some of the levels as I progressed were comparatively simpler unlike Hitman 2 and3, but I guess the story continuously developed, that’s what matters.
If you have played other sequels of this game, that is Hitman, Hitman2 and Hitman3, what you will find different here is the graphic quality and the interactivity of the game. This is mainly because of the new gaming engine adopted as its platform known as the Glacier.
Glacier was developed by IO Interactive back in 1994 and has been subjected to continuous improvement. Allowing an ability to manipulate everything in the world in real-time without any preprocessing, a feature that has very important benefits. Before the Glacier engine, every game had to be developed from the scratch requiring time, effort and money. It has cross-platform compatibility, thus cutting development cost and time and allows console gamers, pc gamers etc. to challenge each other online without the hassle of getting into compatibility issues.
The game allows interactivity to the extent that the player can move around touch and pick up almost everything that he can see. Starting from the plants in the lobby to elevator buttons, it is totally your choice what you want to do. When compared to other games the Glacier gives the player an edge that no other gaming platforms can possibly support.
Inverse kinematics classes - making realistic looking moving characters possible with and without any pre-stored animation.
The Glacier base class libraries containing all basic classes for control routines and geometry classes. These include:
· Pathfinder classes - for finding ways through the 3D world.
. Base geometry classes - hold name information, all basic 3D transformation functions and geometry information.
· Base control routine classes - hold basic functionality for control routines like event handlers and update functions.
· Group classes - make it possible to nest geometry and group objects.
· Camera classes - objects representing cameras for viewing the scenes from a host of different camera-types, changing field of view etc.
· Gate classes - a kind of portal system. More dynamic oriented.
· Helper classes - objects for viewing directions, matrices, boxes etc.
· Shadow classes - objects that use outline objects to create real-time shadows.
· Outline classes - objects containing the outline of other objects seen from one direction.
· Sound classes - sound entities in the scene for 3D audio.
· Light classes - objects that cast lights and shadows on other objects. Includes various types of light like Omni and spotlight.
· Mirror classes - objects that reflect other objects.
· List classes - objects that contain lists of other objects.
The game is a class in its own self, giving you the edge and freedom of decision as to how and when to go about a mission. That I think is what interactivity is all about in a game.
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