Hitman III: Silent and Deadly Review
Finishing with style!
It is generally known that many creators reflect in their works elements of their own personality, temperament and general modus vivendi, whether this is done intentionally or not. We see writers attribute to their creations some qualities or behaviors that characterize them. Or architects, for example, to include in their visions and designs elements and styles from projects that have marked their lives and careers.
There are many examples and we may never know if IO Interactive deliberately gave the last Hitman trilogy, a closing that is very reminiscent of the way Agent 47 completes its work: well-designed, accurate, meticulous execution and - above of all - in style!
Having, therefore, revealed the general verdict on the quality of the title, the most hasty can now look back to the grade (and from there on to what else they love). The rest can sit back and follow us in-depth analysis of the features of the third and final game of this mini series.
Hitman 3 is therefore the dramatic finale of a story that began in 2016 in episodic form and continued through two games that left their mark on the gaming world of creativity, careful design and the diverse execution of (human) goals. In addition, it works as a centralized "platform" for all three games, which means that if you already own some - or all - of the previous titles, then their content and progress are unlocked in this game as well.
That is, you will have all 20+ areas of Hitman and Hitman 2 available for exploration and play, along with anything you managed to win and unlock then. The transfer of progress is done (for now at least) through a separate website created for this purpose.
The process, although seemingly simple, is not without its problems. Either due to the fact that it is still new and subject to "childhood diseases", or because the demand for progress data transfer was high at the launch of the title.
On the other hand, unlocking the content is relatively simple, as long as you have the digital versions installed on your machine (in order for the new game to recognize them), or by redeeming the codes that come with the physical packaging. If you do not have any of these, the game refers you to the respective stores, in order to obtain the corresponding access passes and unlock the content you want.
But because the versions are numerous and the number of machines available the game does not go back, it is good to follow one of the many guides that circulate on the internet and follow the process.
For reasons of space economy such a thing is not a test to be developed here. But it is worth knowing that the older areas will now enjoy all the individual improvements that have been developed for this title. Who are they; Let's look at it right away, moving on to the essence.
In addition to the various new weapons and additional modes available for interaction with the game world, a multipurpose camera (camera, if you prefer) has been added. This, in addition to the basic, almost prototype, photo mode it offers, also functions as a useful tool for Agent 47. Its main use is for remote hacking of certain locks and technology devices.
Marking with the camera, you can open some doors from a distance without attracting the attention of the audience, flashing TVs (to create distraction), "hacking" computers and various other things. The process, but also the inspiration itself, is quite reminiscent of Deus Ex . In fact, you can even "darken" or "lighten" some windows to hide anything you do wrong behind them.
But Hitman is primarily a game that aims to help the player become more creative. So with the camera you can take a picture of an unconscious victim in order to convince someone that he is dead (while he is not). You can remotely watch a conciliation or mark a target for a neutral sniper.
If you let your imagination run wild you will find other functions. You can, for example, avoid entering a restricted meeting room during a meeting and taking a photo of the useful code written on the board through a window. We are sure that the connoisseurs of the series will already be rubbing their hands with a feature that is not only gimmick.
In addition there is the addition of "persistent shortcuts" that are unlocked once and can facilitate access to all upcoming playthroughs of a track. To better understand how it works, keep in mind the soulsborne games and their special shortcuts. Eideme, imagine a ladder gathered, which you can not reach from below.
When you find the way to the top, after a difficult tour and risk, then you will be able to unfold it whole. It will stay that way for as many times as you decide to play this area again. It should be noted, however, that activating the shortcut is somewhat more difficult (!) Than soulsborne titles - because a tool or key is required to complete the process.
In addition to the above, there are new post-mission rankings, a unified progress system, as well as full VR support in all areas of the game. Here let us repeat that all the new features also apply to the older areas, ie those of the previous titles. That is, we are talking about full VR and the 20+ "tracks" that you can have in Hitman 3. Not bad…
This is how the World of Assassination is composed, as IOI now likes to characterize its trilogy. A single world of Hitman experience, with all its new and old elements applied seamlessly throughout its length and breadth. Whatever you do, whatever you win, whatever you unlock, you can use it everywhere and this experience has a very shocking element in it, with the titanic size of the collective world and the three games not being its only component.
Armed with all the goodies of this compact creation, as well as with the known experience in the careful exploration, patient analysis and detailed design with which the Hitman series has endowed you, you come to meet, face and - in the end - love the masterpiece her finale.
So in Hitman 3, Agent 47 returns as a cool professional, ready to take on the most difficult (both design and execution, as well as ethics) missions of his career. With the support of Diana Burnwood and now her old friend Lucas Gray, she tries to kill Providence associates and executives to overthrow her and establish a new order.
Those who have watched the plot closely in the previous two titles will have already realized that things will go very differently than even these sacred monsters of design, planning and execution expect. The creator wisely advises reviewers to avoid revealing much of the current plot, and this is because the emotional combo of the end (or hidden end) is something that every gamer must experience as a product of their own course in the game.
But what can be revealed without fear, is the fact that once again you will travel with Agent 47 to many, special and very different parts of the world.
The differentiation that has been achieved is clearly sophisticated, to the point that it "stands out". From the arrogant splendor of Dubai Towers, which, being of unimaginable height, have only clouds as neighbors, you will move to a classic British mansion in Dartmoor, with its entourage and typical English nature.
From there to a forest on the outskirts of Berlin where there is a nightclub full of people, goals and opportunities (there we wanted Rammstein to be as performers, but where…), as well as the whole large industrial complex where all this is set up. This will be followed by the exquisite, detailed and beautiful Neon City of Chongqing to pass through Buenos Aires, and a reception that takes place on the verdant slopes of an entire hill. The journey, the plot and everything that IOI wants to tell us and give us with Hitman, ends somewhere in the Carpathian Mountains, with a very cold level…
The main feature in all areas is the size. No matter how much the superlative degree of this feature is emphasized, it will not be enough to give the real impression it causes to the player. Leaving it so, it is worth mentioning that as in the previous two titles, so here, each site works with the logic of a sandbox game.
All sub-areas are available for exploration and all are full of life. Everywhere there are those who are normal to exist. Guards, cooks, gardeners, valet, servants, visitors, workers, techies, bartenders and anything related, is where it's natural to be.
In addition, there are thousands of others who are - once again - normal to be in an area, given the script and plot. That is, photographers at receptions. Important people who want to develop a circle of influence in a setting that makes sense to attract strong and not. Lawyers in places where legacies are at stake. Homeless, where food is offered in exchange for medical experiments. And so many others…
They all have their own behavior. Cooks cook, gossip and take a break for a cigarette or phone. The guards patrol, quarrel or make jokes with each other. Journalists employ support staff and attract attention and people… Everyone has their job and everyone does their job.
In there, unknown among strangers, Agent 47 enters with two (usually) targets in mind, looking to find a way to execute them. The number of characters, sequences and objects that accompany them guarantees a very wide variety of ways to execute each goal. Being practically inexperienced, it's left to the character, temperament and creativity of each player to find the right path to the result.
Needless to say, after so many years, any target can be executed with any tactic ranging from brutal violence (cold shots, with all that entails), to staged accidents, designed in such detail that no one can to suspect the existence of even one perpetrator. Either way, the variety allows for a completely different approach to each area each time you try it.
This is an important replay value that data will satisfy almost all players. For new would-be killers, or for those who want a more cinematic approach to each performance, there are scenarios that are activated and unfolded when the player approaches certain NPCs.
From there, various on-screen prompts guide your character to the next step to finally get him in a favorable position to execute. They are really beautiful and in combination with the three difficulty levels makes Hitman 3 a choice for everyone.
The level design that helps all this to become a reality and pushes the player to greater immersion is perfect. All areas are unique - design and visual - to the extent that it prevents any sense of repetition, but the game reaches its peak in Chonqing. There the creators gave their change. The city is spread out in double digits and wandering in it is really enjoyable.
The Glacier Engine gives its rest there, with detailed textures, beautiful colors and a locked framerate, at least on current-gen machines. But they all have their own characteristics, cleverly set up obstacles or significant opportunities and key NPCs.
Each is a small work of art - design and art - so there are about six available in each title. The creation of each one, with every small detailed reaction of AI, with every small or big characteristic noise, music or whisper, could be achieved only with passion and skill. Especially when we refer to such a size.
All of the above concerns, of course, the campaign mode of the game. Almost all other modes are present, as we have seen in previous titles: elusive targets (design and execute the goal "on foot" and with minimal help), escalation (new targets in existing areas with scalable requirements), contract ( you plan and execute your own challenge, and then you share it with the community) and sniper assassin (Sniper mini game. About…) come to give new life and new goals to each area - even if they were already full.
We have analyzed the game mode of each Mode in detail in Hitman and Hitman 2, so we will avoid repeating it here, as it is similar to all the previous ones.
For the sniper assassin it is worth mentioning that IOI intends to completely close its servers that were associated with Hitman 2 and will be integrated in this game. It is also good to point out that the creator chose not to include Ghost Mode since he has closed the respective servers since August 2020.
It may not all be so rosy in Hitman 3. The graphics engine, although old, stands out impressively, but the NPCs' pandemonium with familiar scripts also causes a pandemonium of dialogue. There it is a bit difficult to get what you really need and quite easy to lose the information you were waiting for. Maybe he should have worked with some form of prioritization on the importance of dialogues.
Maybe something could not be done, a fact that also applies to the few irregularities of AI. There are cases where AI mistakes save you from your own, but this can in no way characterize it as "bad". Given the pandemonium mentioned earlier, it is largely justified… None of this seems capable of tarnishing the finale of the recent trilogy.
Hitman 3 is in itself a small epic. He is as good as either of his two little brothers - and even more so. Lively and beautiful, he throws us into his detailed and realistic world to experience everything that IOI had in mind from the beginning: a World of Assassination, a masterpiece of this theme, given piece by piece for so many years. Mosaic by mosaic.
Looking at each tree individually, many did not expect what they encountered when they finally saw the entire forest at once. This is because, if all three games are combined into one, then we are really talking about something majestic, beautiful, complete and even, that has never been seen before. A real killing stroke of its kind, after a masterfully designed and executed course towards the goal.
The Hitman III circulates from 20.01.2021 to PS4, Xbox One, PC, PS5 and Xbox Series X | S. The review was based on its PS4 version