Looking through keyholes made perfect sense because there was no minimap and x-ray bullshit so it was the only means of seeing what exactly in the next room. I like playing with the minimap off in the new games and if I want to check the next room I have to open the door while out of view and see the NPC have literally no reaction to a door magically opening and closing. The holes in the walls are hardly a replacement for the keyholes because there are about 3 holes in the entire game.
The fiber wire is 47's signature weapon, but since it takes up an inventory slot and you can just snap necks instead, there's now literally 0 reason to ever bring it to a mission, except for the fiber wire related challenges. Having it a permanent part of the inventory wouldn't make the game any easier since it'd just be an alternative to neck snapping and you'd actually use the signature weapons instead of just filling that inventory slot with something that you have no alternative for.>being able to poison stuff with syringes would just make them straight upgrades over the pills
And what's the issue with that? It would be another way to eliminate redundancy. The syringe would be the only poison unlock we need. But since this game now has to give you rewards for every new mastery level you unlock, they had to make poison in 2 different forms just so that there are enough items to "reward" you with. Same with the several sniper rifles that only differ in the suppressor and scope, it's all just a way to inflate the item pool of the game so they can constantly shower you with redundant items.>Elevators have never been a good mechanic
I disagree. Half the kills in Hitman are waiting for good timing, elevator kills were no different. Elevators would have actually been included if IO were competent enough to put them in the game. They said they cant do it because of "technical limitations in the engine", which is ridiculous.