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Hitman: Contracts : ウィキペディア英語版
Hitman: Contracts

| genre = Stealth
| modes = Single-player
}}
''Hitman: Contracts'' is a stealth video game developed by IO Interactive and published by Eidos Interactive. It is the third installment in the ''Hitman'' game series. The game features recreations of four levels from ''Hitman: Codename 47''. The storyline intertwines between two missions in its sequel, ''Hitman: Blood Money''. As of April 2009, the game has sold around 2 million copies. The game was released on April 20, 2004 in North America, April 30, 2004 in Europe, and on October 14, 2004 in Japan for Microsoft Windows, PlayStation 2, and Xbox. The ''Hitman HD Trilogy'' was released on January 29, 2013 in ''North America'', January 31, 2013 in Australia, and February 1, 2013 in ''Europe'' for the PlayStation 3 and Xbox 360.
The game has been bundled with a compilation of other ''Hitman'' titles in releases such as the ''Hitman Trilogy'' (for Microsoft Windows and PlayStation 2), ''Hitman: Ultimate Contract'' (''Microsoft Windows''), and ''Hitman HD Trilogy'' for PlayStation 3 and Xbox 360.
Due to licensing issues with a song featured in the game ("Immortal" by Clutch), ''Hitman: Contracts'' did not get a release on the online distribution service, Steam, until 2014, despite all other ''Hitman'' games being released on the platform. For the 2013 release of ''Hitman HD Trilogy'', the copyrighted song was replaced with another.
==Gameplay==
In ''Hitman: Contracts'', gameplay centers around the exploits of a ''hitman'', Agent 47, as he is sent to various locations to assassinate targets. An array of weapons can be used, from kitchen knives to belt-fed machine guns. While stealth and subterfuge is encouraged, the game allows the player to take a more violent approach and gunfight their way to their mission goals. As players progress through the game, they can collect the various armaments found in the levels, allowing them to be used in future missions. Aside from the more straightforward ways of killing targets such as gunplay and strangulation, several missions allow the player more subtle ways to eliminate hits, such as judicious use of poison, or arranging "accidents" like a heat-induced heart attack inside a sauna.
Players are rated on their performance based on several factors; key among which are the number of shots fired, NPCs killed (and whether they were armed adversaries or innocents), and the number of times the guards are alerted. The lowest rank is "Mass Murderer", which is awarded to players who kill large numbers of ''NPCs'' in the pursuit of their target and do not use stealth. The highest rank is "Silent Assassin", which is earned when the player accomplishes their mission without being detected, and generally without killing anyone other than the intended target(s).
''Contracts'' continues the trend of context sensitive actions, which means that one button is used in multiple situations for multiple uses. For example, when the player is near a door, the context sensitive button will allow the player to perform door-relevant actions such as keyhole-peeking, lock picking, or if allowed, simply opening it. When the player is near an unconscious or dead NPC, the same button will allow the ability to either acquire the person's outfit, or drag the body to an area where it will not be found by guards.
Along with the context sensitive button, the "Suspicion Meter" returns as well; this meter informs players of how close they are to blowing their respective cover. Actions like excess running indoors, brandishing weapons openly, residing in restricted areas, or sneaking can raise suspicion. Proximity will also usually raise the meter. As previously stated, if the "Suspicion Meter" fills, guards will open fire on sight of the player and the current cover becomes useless. If the guards discover a fallen body, or if an unconscious person awakes and alerts them, the ''Suspicion Meter'' will raise much faster than it would otherwise.
Disguises can be either found in the environment or taken from the bodies of male NPCs. Depending on the disguise, the player can then access areas restricted to most individuals in a level. These disguises can be seen through by guards, as stated above; e.g. if guards in a level are all wielding shotguns, a player dressed as a guard but not similarly equipped will draw more suspicion. Also, certain behaviors (like picking locks) will cause guards to see through a disguise as well.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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