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.

Reviewed on Mar 05, 2024


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