Reviews from

in the past


nothing beats its atmosphere and soundtrack

Hitman: Contracts is a much more refined experience compared to its predecessors; where Codename 47 served as a blueprint, and Silent Assassin a exploration of the limits of that blueprint, Contracts took what was learned from that exploration and stripped it down to only what worked. The outcome of this is what very well might be the best campaign this series has to offer, so far at least. It offers a level of depth, matched with a level of efficiency, that is unmatched by the prior games; it is exactly the type of experience that you would want from a Hitman game.

I think the best word to describe Silent Assassin is BIG. The game is borderline bloated; the levels are of a daunting size, the amount of options the game gives the player are overwhelming, and the overall run time is the longest in the whole series, World of Assassinations online notwithstanding. But despite that, there was still a lot of good that Silent Assassin did; particularly the complexity of the levels and freedom of approach are innovations of note. Contracts’ challenge was to take those innovations, and condense them down into an experience that isn’t as overwhelming to tackle; and I think it did an absolutely fantastic job doing so. Contracts gives the player roughly the same amount of information per mission as Silent Assassin did, if not slightly less, but the map size has been greatly reduced, making for a much more player friendly trial and error stage. As well, the smaller levels lead to much more dense areas that offer more of the creative problem solving that Silent Assassin introduced. A lot of these strengths can be seen through the remade levels from Codename: 47; the majority of the Contracts levels are remade or remixed versions of the best levels from the first game. The objective is usually the same, and the process of going about it is generally similar, but the levels have been expanded to include more elements of player freedom. Traditions of the Trade makes its triumphant return here, and serves as a great example of this idea. Instead of spawning you at the front of the hotel with no weapons, the game spawns the player to the left with a briefcase sniper rifle, this immediately opens the door for many possibilities. If the player remembers how the level functions from Codename: 47, they can take the rifle to the right side of the building and take out the guard on the balcony of the room one of the targets is in, making that kill way easier. As well, while I didn’t find it, I am almost positive there is a way to get the rifle past the metal detector and into the building because there is a hole in the roof of the swimming pool where the second target usually is; compare this to the way more linear nature of the first game’s iteration of the level. This is just a taste of what the refinement that Contracts offers, as this level is pretty tame in its changes when compared to the more extreme reworks of the other levels, as well as the few original levels.

I still do think there is a bit of an information problem, however. Not to say that the game doesn’t give the player enough information, it gives maybe slightly less than Silent Assassin, which is fine; the problem I had is just with how busy levels are and how much information they drop on the player. For the majority of the missions this is not a problem, as they are again remade versions of Codename: 47 levels, meaning that the player should have some background information as to how the mission functions. But for the few original missions, while they are really good, there is a lot of information to process because of how dense they are. The Beldingford Manor mission was probably the biggest offender of this. This level is full of winding mazes and secret passageways that make for a very complex and intricately designed level; and while I think this mission is very good, arguably the best in the game, it took me hours upon hours just to digest all that this levels has to offer, and left me feeling more overwhelmed than it did accomplished. Though I do understand that this very well might just be a me problem, so take the criticism with a grain of salt. That being said though, there is one level that I think is objectively bad, and that is the remake of Plutonium Runs Loose from the first game, Deadly Cargo. The objectives of this mission are actually simpler from its original incarnation, all you have to do is get on the boat and kill the target rather than kill him and defuse the bomb, but the method of going about it is entirely different. In the original, you had to sneak your way onto the boat by killing one of the crew members and taking their uniform; in this new one you have to infiltrate a swat team that is staked out in one of the warehouses in harbor, and then kill the target as they’re assaulting the boat. The game never hints that you have to infiltrate the swat team, the most it does is tell you that the police have locked down the harbor, and I guess this is supposed to be the hint, but I don’t understand how you are supposed two and two together with that little amount of information. As well, this solution entirely goes against the philosophy of player freedom that the other levels, and the whole previous game had been building. Again, the rest of the game is wholly a masterpiece in its own philosophy; this one level is just a giant sour spot on an otherwise fantastic game.

Overall, Hitman: Contracts is a fantastic game that breaks down and refines the Hitman formula into an experience that not only is much more manageable when compared to its predecessor, but also offers a new level of depth with that approach. While it does have some slight miscommunication problems, those issues are entirely overshadowed by just how fantastic the rest of the game is. I highly recommend and am eager to see how or if it is topped by what comes next, because I think it will be very hard to do so.

lá está, tal como no caso do portal também tive que ir ao youtube algumas vezes.

Good clean (dirty) fun. Personally I think it was an improvement on Silent Assassin with multiple quality of life tweaks and a graphical upgrade.

ps2 de manyağıydım sonra psye çikolatalı süt döktüm


This is probably the first one actually worth playing briefly, because it's the first one that consistently works. However, the story takes itself far too seriously and also most levels are too poorly lit to see what's going on.

Really good gameplay and atmosphere, the second half of the game is kinda mid tho

jogo bom, datado em muitos aspectos mas para quem gosta do genero ou da franquia esse jogo continua sendo uma boa pedida. recomendo

This review contains spoilers

görevler ve ambiyans olarak favorim olabilir. codename 47'deki 13 görev daha iyi hale getirilerek buraya da katılmış ve oldukça güzel olmuş. ayrıca ilk oyunun finalinden devam etmesi de benim için ilginçti fakat bu hikayenin sonu, son bölümün aksiyonuna pek yakışmamıştı biraz hayal kırıklığına uğramıştım.

Just the fact that I had so much fun and I was so engrossed by it that I actually did everything there is to do in this game from 2004 speaks for itself. Its the first time they nailed their vision. Borderline a horror game at times, its bare none my favorite of the OG games.

1&2 refined, and a little more forgiving. Definitely is a midpoint between the first two games and Hitman: Blood Money. It revisits some older levels and gives them a more grounded feel to them.

Alright, the third hitman game throughout the franchise and all I can say is it was a blast. Although at first when I started the game I thought this one's gonna be baaad. Mainly because when I started the first mission Asylum Aftermath it had a weird graphical bug which was not enjoyable to look at all. Then it had a weird FPS bug, where i needed an extra app to limit my frames because couldn't walk properly. Made a guide on it.
The second mission I don't know if it had a bug or what happened but it kept blowing my cover randomly throughout the whole mission. Even if I was doing abosuletely nothing which was kind of frusturating.

The controls didn't differ from the Hitman 2 Silent Assassin that much. Barely anything differed. Tho' The level designs seemed sleecker which was nice.

First half of the hitman: contracts were new levels to explore, it was refreshing. And the next part of the game just had the levels Hitman: Codename 47, yes they are remastered, reworked, and there were a lot new things to do, but I knew the main point of the mission already and knew what I was doing.

I wouldn't say it's better than hitman 2 silent assassin, but it's surely better than the original game.

Hitman: Contracts 7.5/10

There's something really sad about seeing 47 have his life flash before his eyes as he lays mortally wounded, alone in an unceremonious small apartment in France. Truly a horrifying fate and a devastating place to die. But what truly catches my eye is that instead of what you'd normally expect to see in 'near death vision' sequences, like fun family moments or your most cherished memories with loved ones... all 47 ever sees are... his past contracts. It really drives home how tragic 47's life actually is, when all it really ends up being is a series of cold-blooded missions where he takes the life of another. The subtle touch of every of these missions taking place in at night adds to that theme, showing that the light in 47's life is gradually fading out as he clings on to these flimsy memories, the only ones he really cherishes as he struggles to fight for survival. And the game's cutscenes do a stellar job portraying this hallucinogenic ride through 47's mind with great sensible transitions that keep the player second-guessing reality and memory.

Thematic genius aside, the game is great. General movement has been improved greatly, with the optimisations to run/sneak enabling not just easier kills/subduing, but also allowing players to quickly pull up the map on L1 (on a game where map observation is crucial, this is a GODSEND). Most of the levels, including the remastered ones, are all in my opinion much better than most of Silent Assassin's missions, with Beldingford Manor, The Meat King's Party and surprisingly Deadly Cargo (who would've thought) being obvious standouts with its atmosphere, tension and abundancy of methods in which you can beat these levels. Definitely more consistent, too, with each level requiring you to get a kill rather than having filler levels that demand you to simply get to the end of a level, thus removing potential deadweight that would've dragged the game down like Hidden Valley did in its predecessor.

My main issue with the game, however, comes in its pacing. The locations for 2/3rds of the game are varied enough, from a military base to a slaughterhouse to a grand hotel... and then you get 4 missions in Hong Kong. Back to back. This, alongside the main plot indicating that 47 is gradually returning to his senses, absolutely crushes the steady, tense pace of the overall experience that had been gradually built up from the opening cutscene. This is also worsened by the fact that there is no in-reality transitions between these Hong Kong levels to break them apart somehow, making these otherwise great levels a chore to beat.

But for what it is, Hitman 2.5 does its job and is IMO better than Silent Assassin.

not as bad as i thought it would be given this is generally considered one of the worst hitman but idk just kinda on the level of absolution

The AI kinda sucks sometimes, still a good game though.

what a game, improves on so much compared to Hitman 2 and then just spoils you with amazing missions, a few missions are kinda bad as always but whichever ones are there are absolutely bonkers good or at the very least slightly bad. But not horrible like some Hitman 2 missions. The most amount of "good" missions in the original series imo, the remakes were great and fun as well though since they are remakes of some poor missions they're great remakes and not great by themselves (except for the last one I liked it). An easy 9/10 though I'd find it a bit difficult to give it 9.5/10 due to its buggy and weird nature. Really like how its disguise system is better and then gets damn near perfected in Blood Money. People who praise Dark Souls 2 for laying the foundations for the later amazing games should look at this first, an awesome game in its own right though with some flaws, and lays solid foundations for the next games to build on. Had an absolute blas

This is the closest this series ever got to having a consistently defined style and vibe. Hitman in his emo arc.

Complete improvement over the last two in gameplay, a bit of a shame that a lot of the missions are just remixes of past ones, even if i'm biased towards the first game.

Постигая игровую серию Hitman по хронологии выхода в свет, внезапно для себя Вы обнаружите, что Hitman: Contracts не отличается от своего предшественника, Hitman 2: Silent Assassin, абсолютно ничем и совершенно никак, лишь предоставляя игроку блеклое подобие ранее пройденного сиквела, некое сюжетное дополнение, не предлагающее ничего доселе невиданного и связанное воедино даже не белыми, скорее бесцветными нитями, а то и вовсе втюхивающее ремейк первой половины печально известного дебютанта серии, Hitman: Codename 47, под жалким предлогом внезапно нахлынувших воспоминаний самого Агента 47. Тщетных попыток наладить разговор с игроком стало в разы меньше, видно таков поклон той самой Codename, от чего Ваш внутренний Джон Рэмбо, отрёкшийся от мнимой стелс системы, будет вырываться наружу с куда большей охотой, с радостью экономя Ваше драгоценное свободное время и обременённые тяжкой думой нервы.

Hitman: Contracts is the third installment in the franchise and a complete refinement of what was built up from Codename 47 and Silent Assassin. The graphics just get even better and now look quite good in my opinion.
The game is very atmospheric and while the game lacks any important story, I would say that it's a really good game, the best so far. Despite the oddly low resolution cutscenes and the bad facial animations and stiff dialogue, the level design is fantastic and holds up extremely well. A very good game if you don't mind some small antiquated design.

This is basically a Hitman 2.5. Running is not punishable by death, you have a sniper rifle case to carry your sniper around everywhere you want, the camera is always zoomed out. The icing on the cake is the horror atmosphere. Levels can be confusing, though.

This is a borderline horror game with some of its levels and it’s atmosphere and I’m all for here for it. The constant rain and dreary ness is honestly really cozy and at the same downright foreboding and creepy

This review contains spoilers

I'd like to use the washroom

this game is a step backwards for the series. cards on the table, i knew that this game was almost certainly not going to compare to silent assassin, and i tried to adjust my expectations knowing that. for me, SA was a meteoric high and i wasn't going to fool myself into thinking lightning would strike twice. still though, i was expecting this to at least be good. yet, this game really doesn't feel like a progression from SA. it feels like a regression that amplifies the preexisting problems that SA already had while also creating new ones. i feel there's a nonzero chance i'm being overly harsh on this game because of the high standards SA set for me, but that doesn't diminish my lack of enjoyment when it's all said and done.

it feels weird writing this and thinking "the aesthetics of this game should be addressed by the second paragraph", but there's an undeniable appeal the series has in presentation. hell, there's a reason some people still praise the 2015 hitman E3 trailer to this day despite it having exactly 0% gameplay. hitman is more than a sum of its parts type of game; it's not just about killing your targets and trying to avoid detection, but also doing it with flair. style isn't a gameplay mechanic or measured stat in the game, but it's a significant part of the experience. it's a shame then that so much of the dominant strategy of this game is just waiting for cycles. SA had moments where you had to wait for certain cycles to pass (i.e. that afghanistan bazaar level where you had to wait for colonel amin and he takes his sweet ass time), but most of the time you always had something you could be doing to advance your goal or you were waiting to activate a trap on your target. in contracts, i regularly had to wait on cycles to do silent assassin runs, and it takes me out of the experience and immersion knowing i'm just waiting on an AI routine most of the time. i know this point makes me sound like an impatient asshole, but it really does weigh on the experience when out of 12 levels, there's only 3 that i can recall doing silent assassin where waiting for at least 20 seconds did not occur.

with regards to narrative aesthetics, the game's a miss for me. due to the framing device of "47 is on the verge of death and reliving his previous jobs in a dying dream sort of way", almost every level is dark, moody, and smothered in rain. i've seen the arguments that this fits 47's cloudy and hazy mental state, and sure, i get it, i just also feel as though we lose a lot of diversity and identity when they're all made in a relatively uniform aesthetic. this game also feels like a growing pain with regards to level design because there's a much greater emphasis on complex interiors, but a lot of these maps have either entirely wasted effort (did you know there's a police station in deadly cargo? or that you could poison tea in the slaying of a dragon?) or have a lot of wasted space (beldingford manor, rondevouz in rotterdam). i hate to say "make the levels smaller", but there's genuinely not a lot going on in a lot of these levels that justifies the scale of them. they feel big and aimless in a bad way rather than a "there's so many infiltration methods" way. and, sure, it's cute how they brought back the four triad missions from codename 47, but the first three are all small levels that exist only for build and are largely unnecessary. 47 is reminiscing, we can just skip to the lee hong assassination that he otherwise had to prep for and no one would mind.

compare that to SA, where you have a variety of environments and interiors to explore. you could go from the italian countryside to a classy and crowded dinner party to an ancient and largely vertical castle in japan to a subterranean bunker in india. contracts has some variety, yes, but considering we spend a third of the game in one location, it sticks out in a much worse way to me. i don't need hitman games to be globetrotting gallivanting, and i'd largely be fine if there was an entire game that just focused on one homogeneous group of targets (i.e the russian mafia, american politicians, upcoming witnesses to a trial, etc.). this game just lacks coherent theming that ties it all together for me and makes it more than its individual pieces, and that's probably the worst single flaw about the game. it feels like it has lost the style and panache i so greatly loved in SA.

i do have my fair share of gameplay nitpicks, and it was very tempting to air them all out for all to see in this review. i will name a few to make my point: guard AI is somehow worse in this game because where SA's was draconian, it was consistent, meanwhile contracts' is completely erratic and inconsistent to a fault; why do people take showers that last eternity in this game without any other routine for the AI to engage in; the inventory has a huge bug where sometimes 47 will grab the wrong item and this happens with a consistency of 5%; doors will open both inwards and outwards even if they are listed as opening only one way on the map; hunter and hunted requiring you to memorize and perfect the first 10 seconds of it is a gigantic pain in the ass and makes it my least favorite mission by far; etc. etc. still, these aren't the silver bullet for this game to me. i ultimately got less joy out of this game because it was doing less to engage with me and puzzle-solving the levels for silent assassin felt far less interesting and rewarding to me.

i don't have a neat way to tie this all up. this game felt exceptionally short to me despite being roughly 10 hours of gameplay for me. this game ends with a cliffhanger of "oh no we found out who the REAL bad guy is and you're gonna have to go after him next time 47!!!", so ending the entire reminiscence narrative with basically no plot resolution makes this game feel disposable. i haven't played the rest of the series, but i predict this game will end up in one of two fates. either i will replay this game in the future and find it to be a grower that had positives i neglected to appreciate, or i'll find myself doubling down on this opinion and end up dubbing this one of the least essential hitman experiences second only to codename 47 itself. that latter one feels much less likely, but the fact that it's still a possibility saddens me.

Um bom jogo,o mais próximo do Blood Money.Uma pena que apenas metade das fases sejam originais,que é onde o jogo realmente brilha.


Definitely the eeriest Hitman, representative of 47's dying (but not really) mind. That TV introduction with the pistol demonstration scared the SHIT out of me back in 2004, and still makes me a bit uneasy today. Contracts does not relent with its grimdark setting; every mission is either set at night or in the rain, the targets are usually complete scumbags, and the opportunities for killing are pretty grisly.

é basicamente um remake das fases boas do primeiro hitman com outras fases meio mid, tb me deu 35 milhoes de problemas por jogar no pc

É uma espécie de Hitman 2.5, considerando que funciona como uma coletânea de flashbacks do Agente 47, o que acabou sendo meio que uma desculpa dos desenvolvedores pra fazer, além dos mapas originais, alguns remakes de fases do primeiro jogo da franquia. Logo de cara, as mecânicas foram bastante aprimoradas em relação ao Hitman 2 (os disfarces realmente funcionam agora), além da ambientação ser de longe a mais sombria da série, tendo até alguns segredos um pouco macabros escondidos em alguns dos mapas. No geral, foi o Hitman que mais gostei tirando os da nova trilogia; as missões são quase todas excelentes e a trilha sonora impecável, feita pelo Jesper Kyd, ajuda a criar uma atmosfera mais pesada muito bem vinda na franquia.

The very first Hitman game I've played. An improvement to the prequel as well as having its own dark monotone to the levels which I like.

Since it's easier to reach Silent Assassin rating in this compared to the previous games, it makes the game more enjoyable and functioning.