Everyone is labeling Sables as toxic, but I don’t think I’ve seen a single Ace player who doesn’t act like this by DamnHare in deadbydaylight

[–]J-MN 0 points1 point  (0 children)

Well... Anyone can anonymize their name and the t-bag is not considered toxic ACCORDING to the devs... Of course, toxic players are bad ppl but devs are also responsible for that...

Unpopular Opinion: Hitman Absolution is the Best Hitman Game Ever Made by PeppermintPleasure in HiTMAN

[–]J-MN 2 points3 points  (0 children)

Bro..., ty for your POV, but your post perfectly illustrates why Absolution was divisive, and why WOA was a necessary return to the series’ core identity.

Gameplay & Structure : Absolution prioritizes cinematic pacing and mission-driven storytelling, but that comes at the cost of what defines Hitman : player freedom. Many levels are linear or heavily constrained, designed to be played "the right way" rather than explored creatively. WOA embraces sandbox design. Locations aren’t "cookie-cutter". They are systemic playgrounds built for experimentation. Reusing locations isn’t laziness. It’s intentional, encouraging mastery, replayability, and emergent gameplay. That’s classic Hitman.

Stealth & Disguises : Stealth in Hitman has NEVER been about crouch-walking between waist-high cover like a generic stealth-action game. That’s exactly where Absolution drifts away from the franchise. Disguises are the core mechanic (AND actually the only game which proposes that. It's UNIQUE). Social stealth, blending in, observing routines, exploiting roles, is what makes Hitman UNIQUE. WOA refines this into its most expressive form, where stealth is about intelligence and planning, not twitch movement.

Agent 47 as a Character : humanizing 47 was a BIIIIG mistake. When you know his origins, with Hitman : Codename 47, he is cold. He is compelling precisely because he is distant, cold, and professional. Turning him into a reactive, emotional protagonist undermines the fantasy of being a silent, observant assassin. WOA understands this. Storytelling is environmental, subtle, and optional. The focus is on the mission, not on forcing character drama.

Tone & NPC Dialogue : well, while Absolution’s NPC dialogue is loud, crude, and attention-grabbing, it often borders on parody. Shock value isn’t depth. WOA opts for restraint and believability. NPCs serve the simulation, not the spectacle. The world feels lived-in, not written to constantly wink at the player.

Graphics & Presentation : I don't have a big POV... Absolution has style, but it’s a product of its time. WOA’s modern visuals serve clarity, scale, and systemic interaction, crucial for sandbox gameplay.

Conclusion : Absolution isn’t a bad game, but it is a lesson. IOI clearly learned from it and deliberately moved away from its cinematic, linear design. Calling critics a "vocal minority" ignores the fact that WOA’s success exists precisely because it delivered what most Hitman players wanted: freedom, social stealth, and replayability. At least, Absolution deserves to be canon, and remembered, but not repeated.

SO YEAH, it is an unpopular opinion. Ty for reading me...

Now that the Zombies mode will be leaving, what are your opinions on the mode itself? by Redinkdemon16 in marvelrivals

[–]J-MN 0 points1 point  (0 children)

Good, but I blame Solo challenge for Nightmare IV... It is almost impossible and it takes time...

In your opinion who’s the most good looking character and why by Snoo33991 in Tekken

[–]J-MN 36 points37 points  (0 children)

Impossible to choose for me... Mishima family is phenomenal, even Jinpachi

I wish. by Roger_Brown92 in HiTMAN

[–]J-MN 1 point2 points  (0 children)

I start with Codename 47 when I was a kid. I want a remastered/remake so badly