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Hitman 2: For Better Or For Worse?
by: The Button Man | November 23, 2002
Level/Mission Design
IO-Interactive were always going to have a really tough time improving on
classic levels such as "The Lee Hong Assassination" and "Traditions of the Trade" (Budapest Hotel)
from the original. They have, of course, done an extremely good job. All of the levels
in the game really work in evoking the feeling of real places in real countries, generally
more successfully than in the original. The addition of the weather effects system
really helps (you'll always remember the subtle sand storms in Nuristan and the lightly
falling snow in St. Petersburg), and the actual level design shows tremendous attention
to detail in relation to architecture.
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Virtual tour of a Mafia haven.
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Even if you've never seen a Mafia villa in Sicily,
you'll recognise such a building instantaneously after you've played the game.
In addition, the levels are now far more complicated, and you rarely get the feeling that
rooms have just been quickly filled with props because the designer was running out of
ideas. In fact, this design complexity is continuous throughout the game, and a little
exploring will bring you to areas you would never normally go to, all decked out with
the same attention to detail. This is certainly an improvement.
However, this improvement is not always seen in the mission design. On average, the
pure variety of missions that 47 is sent on makes the game a more interesting affair.
Now, alongside assassination, we have industrial espionage, theft, tracking and rescue
missions, and with the simply vast variety of ways to complete your goals, this does
keep everything interesting and up-to-pace. However, something is still missing.
Can anyone remember the fun of having to track down the dentist to get hold of his bomb,
only to find he could be having lunch, going for a swim (under the eyes of that huge
female attendant!), enjoying the sauna or playing in the casino. And even when
succeeding here, you had to kill his brother, either by posing as a bell boy, or
jumping balcony to balcony to gain silent access to his room. And all the time, you'd
be under the watchful eye of 20 or 30 guests, a brigade of security guards, and a SWAT
team waiting around just in case. So that only left getting out of the hotel with a
large bomb in a case.
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Find 'em and kill 'em - that's about it.
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Or how about Lee Hong? You had to destroy his standing amongst the triads by
stealing his symbol of power, and then kill him. You had to gain access to his
restaurant, get into his brothel, extract information from a prostitute, help
her to escape over the rooftops, find a prisoner in his maze of a basement in order
to get the combination for one of four safes, find the right safe, open it unobserved,
and retrieve his statue. When you had delivered that, you might try to poison the man,
only to be treated to killing his over-sized bodyguard, and have to try and face
Lee Hong down in his heavily guarded hideout. All of this in one level.
Ok, so these two examples are probably the best ones from Hitman, but being the best,
they should have been the benchmark for all levels in Hitman 2. What we tend to find,
however, is that the mark is almost always in the same place, doing the same thing, or
alternatively he/she only follows a simple movement routine, making tracking him/her
down exceptionally easy. Here, the variety ways of dealing with the task in hand does
come into play (sounding false alarms, distraction techniques, cutting the power,
stealing golf clubs, delivering pizzas, "nicking" the coffee, and an all out assault
can all be potential solutions in some situations), and they do serve to keep things
more than interesting, but we are still dealing with fairly simple behaviour.
Why isn't our Mafia boss popping down to the library for a bit of a read? Why, on
such a glorious day, isn't he occasionally enjoying the sun in his orchard, nor
having a quick paddle?
The levels present are excellent, as are the ideas behind the missions required of
47, and the mix of tactics available. However, this lack of complex behaviour in the
targets leaves them feeling, to an extent, fairly shallow and simplistic. Of course,
there are still come classic levels in here (the first and last St. Petersburg levels,
alongside "Terminal Hospitality," "Basement Murder" and "Graveyard Shift" are all superb
in my opinion), but there could still have been so much more.
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