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I never get the most out of sandbox games, because I’m always looking for the ‘right’ way to do something. If a game like Deus Ex has optional stealth, I will do everything I can to ghost that sucker, while if a game suggests a way of completing an open objective, I will follow that method to the bitter end. Nowhere have I struggled with this more than IO Interactive’s recent Hitman games. Their sandboxes are bigger and more choice abundant than most, yet I cannot bring myself to mess around with any of it.
In a bid to make myself think creatively, I had an idea. I bought a cheap bingo set that includes a spinning lotto machine. My plan is to look up every weapon on every Hitman level, assigning each a number corresponding to the numbers in my lotto machine. At the outset of a mission, I’ll spin the machine once for every target on the level. Whatever number falls out, that’s the weapon I must use to eliminate that particular target, no matter how noisy, conspicuous or absurd it may be.
For the purposes of this escapade, I’m playing Hitman 2 with the legacy pack installed, mainly because it’s tidier. I’m playing the vanilla Hitman campaign in sequence with the exception of the tutorial mission. I’ll start each mission with the same equipment, a silenced pistol, fibre wire, some coins, and whatever the default disguise is for the mission. I’m also adding a sniper-rifle as a smuggled item, as they tend not to appear in the game.
While I can only kill targets with the specified weapon, for non-targets I can use whatever the situation requires. I’m also only allowed to reload a save if I die. As for the weapon list, it includes anything that can be picked up and used as a weapon in a Hitman level.
I’ve also added ‘Falling’ and ‘Drowning’ to the list, as both of those can be performed on most targets. I’m going to get out of my bad habits if it kills me. Or at least, if it kills a lot of other people.
It’s Paris Fashion Week and my targets are Viktor Novikov and Dalia Margolis, who are using the show as a front for auctioning terrorist strikes. I’m here to put an end to the bidding, permanently. Time to spin the wheel.
The first ball to roll out of my machine is number eight. According to my list that’s a kitchen knife, a long-standing Hitman staple that I’ll soon be using to staple Viktor Novikov to a wall.
The second ball is 15, a wrench. Hardly the most exciting weapon in Hitman’s list, but it will mean getting up close and personal to Margolis, which I remember from my previous playthrough to be tricky.
Novikov first. He’s wandering around the show floor with a bodyguard in tow, so I’ll need to separate the two. I also need to acquire the knife, so naturally I start looking for the kitchen. I head into the bar, where I notice event staff wandering around. I’ll need a uniform to get into the kitchen, so I continue out into the garden finding a flight of stairs leading to the basement. Two event workers are having a smoke break at the bottom. I overhear them chatting about how Novikov’s preferred cocktail is something called a Bareknuckle Boxer. I file this for later.
One of the workers returns upstairs. The other walks through the door leading into the basement. I follow him and quietly knock him out, stealing his uniform and dumping his unconscious body in a crate. I wander through the underground vaults before stumbling into the kitchen. After a minute of poking around I find a kitchen knife. I also find a wrench in a storage area adjacent to the kitchen, which is nice stroke of luck.
I head back upstairs, a plan forming in my mind. Behind the bar is a food-prep area. In the far corner is a box of rat poison. I pick one up and head to the bar, making up a Bareknuckle Boxer with one extra special mixer. Then I wait until Novikov arrives for his drink, and dash to the nearby men’s room, hiding in a cupboard. It isn’t long before Novikov stumbles through the door and deposits several ounces of featherweight champion into the toilet. The rest is easy. Knife. Throat. Dead. I stuff the body in the cupboard and leave. A clean job. But if I’m honest, that’s roughly how I offed Novikov the first time I played, only that time I drowned him in his own sick.
In truth, I’d forgotten about the bodyguard, and trying to navigate that problem threw me back into my old patterns. Hopefully Margolis will spur me into being more creative. She’s upstairs at the auction.
I found an invite to the auction earlier, so I get my tuxedo back and pass through the security to get upstairs where there’s another checkpoint frisking people.
I don’t want to lose my wrench, so I carefully knock out a patrolling guard and steal his uniform. I also pick up his pistol, a Bartoli 75-R.
I head upstairs and find Margolis. Like Novikov, she’s being trailed by another bodyguard, and she’s constantly surrounded by other people. I spend ages following them around, looking for an opportunity where I can, ahem, wrench her out of existence. Eventually I decide to just try my luck, but as I’m selecting the wrench I notice three words beneath its icon “Non-lethal melee”.
Ach! I’d forgotten you can’t kill people with blunt weapons in Hitman. I consider how to resolve this, concluding the only fair way is to spin the lotto machine again. The number that rolls out is one, which turns out is a Bartoli 75-R.
At least I don’t have to go scouting for the new weapon. But this is an unsilenced pistol, so not exactly a subtle weapon.
I follow Margolis around a bit more, thinking things over, when I notice that one of the rooms she goes in—overlooking the fashion stage—only has one other guard in it. I decide to knock out the guard and make my kill there. I’ll have to kill the bodyguard as well, but so be it.
Margolis leaves with her shadow, and I quickly deal with the bodyguard, hiding him in yet another cupboard. After a while Margolis returns with her lapdog. I’m about to pop the two of them when something unexpected happens. Margolis walks toward the windows, where I’ve mistakenly left the security guard’s rifle on the floor. “Isn’t it your job to look out for these things?” she sneers to her bodyguard. He walks up to the rifle, picks it up, and leaves the room with it. I silently thank the god of murder and raise the pistol. One loud bang later and Margolis is dead. I rush out the door and escape via a nearby window, sliding down the drainpipe and exiting the level via a helicopter at the back of the building.
Sapienza, Italy. This medieval coastal village is the jewel in Hitman’s locational crown. I’m here to kill local crime lord Silvio Caruso, as well as a rogue scientist named Francesca De Santis. She’s developing a virus for Caruso that I also need to destroy.
After what happened in Paris, I’ve altered the rules slightly, leaving out the non-lethal weapons on my deadly bingo card. I spin the wheel while 47 reads the local newspaper. The numbers that come out are 15 for De Santis, which is a sabre, and six for Caruso, which is a medieval battle axe. Two of the most conspicuous weapons in the game. This’ll be interesting.
I’ll worry about the weapons later. First I need a disguise, and a good one—one of Caruso’s henchmen to be precise. I know I can get into the mansion via a crumbling tower of Sapienza’s medieval wall. There are two henchmen patrolling it, one of whom proves easy to grab for a new disguise.
Suitably threaded, I now need to find the weapons. But Sapienza is a massive level, and I don’t have hours to spend scouting every corner. In the end I look up the weapon locations, and I’m glad I did, because both are hidden away. The sabre is located inside the town hall, while the battle axe is embedded into the ceiling of another old tower behind Caruso’s mansion.
I grab the sabre first. The town hall is locked up tight, but I shimmy up a drainpipe and enter through a second-floor window. The sabre is above the door, and I have to shoot it down with my silenced pistol. I’m concerned about how I’m going to get the sabre out of the town hall, but it turns out nobody seems to mind a bald gangster wandering around town with a sword.
The obliviousness continues as I stroll through the mansion gate. This piques my curiosity, and I decide to grab the battle axe before moving against either target, which I do without too much fuss. I’m now walking around a heavily guarded crime-lords’ mansion with a sword on my back and an axe clutched in my right hand. Nobody bats an eye.
I can only assume the pattern of my Italian shirt makes me invisible to mafiosos. One guard holding a shotgun even waves to me and says, “What up, bro?” as I saunter past him armed like Robert the fucking Bruce.
Killing my targets still isn’t going to be easy. Caruso is flanked at all times by three bodyguards, all of whom have the dreaded white circle of suspicion hovering over their heads. Da Santis only has one lackey, but the room she spends most of her time in is absolutely swarming with guards.
I spend ages trying to figure out a way to get them alone. I could follow the mission stories, but the whole point of this exercise is to avoid the trodden path. I walk around for so long I get sloppy, and almost blow my cover by walking right into Caruso, arousing his suspicion. I run off and hide until the heat cools off.
I’m about to start exploring the mission stories, when suddenly Caruso walks alone into the ground floor lounge. I’m not sure what’s happened, but I can only assume that my bumping into him upset the AI’s routine, somehow shedding him of his protection. Without hesitating, I cob the battle axe straight at his head. Caruso goes down like, well, like he’s been poleaxed. A nearby maid I didn’t notice screams. I walk over and punch her in the face, then leg it as guards start to pour in from all sides.
I run up the stairs, somehow undetected, astonished I got away with such spur-of-the-moment madness. There’s an unconscious witness to deal with, but I’ll do that soon enough. Emboldened by my success, I set my sights on De Santis, gliding straight through the guard hive to the balcony on the far side. Now I notice that De Santis’s actual office has no guards in it.
I wait outside on the terrace for her to come around, toss a coin to bring her and her bodyguard out of the room, then slip into the office and stick the sabre through her back. I’m dust before the body is found.
Job done, mostly. I head downstairs, quietly drag the unconscious maid into a nearby bathroom, and put a bullet in her head with my silenced pistol. Then I head down into the laboratory underneath the mansion and deal with the virus. I escape in a flying-boat moored outside the laboratory.
I did it. I took a ludicrous chance with a ludicrous weapon and it paid off. This is the most free I’ve felt in a sandbox since it was actually filled with sand. There are three targets in my next destination, Marrakesh. It’s going to be quite the rollover.
Check back tomorrow for the second part.
There’s an old saying in gaming monitor circles that once you’ve gone ultrawide, there’s no going back. Indeed, having had the vast Samsung CRG9 hogging my desk for a bit last month, I’m inclined to agree. But what do games actually look like on a screen this wide? It’s one thing looking at lovely wallpapers, but another thing entirely to have a game occupy your entire field of vision.
To find out, and more importantly show you>, I’ve rounded up all the very best ultrawide PC games, complete with pictures of what they actually look like in the flesh, plus oodles of lovely GIFs so you can see how it works in action. If you thought playing Red Dead Redemption 2 in 5120×1440 was impressive, you ain’t seen nothing yet.
It’s been an eventful decade for PC games, and it would be hard for you to summarise everything that’s happened in the medium across the past ten years. Hard for you>, but a day’s work for us. Below you’ll find our picks for the 50 best games released on PC across the past decade.


The highlight of Hitman 2's November roadmap was undoubtedly the revelation that IO Interactive is working on the next game in the Hitman franchise, but there's plenty of other murdery goodness in there. This month will feature the most new, free content the game has seen since it launched a year ago.
The first addition arrives today in the form of two Legacy Escalations: The Teague Temptation, set in Paris, and The Bahadur Dexterity in Marrakesh. These are are five-stage scenarios that each has a unique set of requirements to complete. Players will also find a new challenge pack called Breaking and Entering for the Whittleton Creek map, which unlocks an ICA titanium crowbar as a loadout option. It works just like a normal crowbar, but it's shinier.
On November 14, players will see two Legacy Challenge Packs arrive in Hitman 2. There's Master Fortune Teller in Marrakesh, which unlocks the TAC-4 S/A Desert skin, and the Art of Revenge in Hokkaido, which unlocks the Masamune katana. You can also look forward to The Montague Audacity escalation contract in Santa Fortuna that day, as well as several featured contracts created by the Hitman community.
November 19 will see two more Legacy Escalations, the Arthin Occultation in Bangkok and the Szilassi Darkness in Sapienza. Blake's Endeavor on the Isle of Sgail is a new challenge pack that arrives alongside these, and completing it unlocks the Arkian Tuxedo outfit for Agent 47. Two Legacy Challenge packs are also arriving on the 19th: Plumber's Apprentice and Master Sniper, both set in Sapienza. These unlock the claw hammer and Jaeger 7 Covert rifle respectively. That date will also see the release of Hitman 2's November game update, which will include various fixes and tweaks.
The Fixer, a Legacy Elusive Target, will follow all this on November 22. He's a tricky fellow, and IO says he's got the lowest clear rate of all the Elusive Targets to date.
Rounding out the month are three more Escalations: The three-stage McCallister Ransack in Whittleton Creek, the increasingly complicated Quimby Quandary on the Isle of Sgail, and the improbably-named Bartholomew Hornswaggle on Haven Island. This last one unlocks the Buccaneer outfit for 47, which includes a tricorn captain's hat and the requisite eyepatch.
Even as IO ramps up production on the next Hitman game, the studio has made sure to keep current players busy. The studio will hold a livestream November 18 to talk more about what's in store for the series. If you're not playing Hitman 2, well, why aren't you? It's very good.
Has it been a year already, Hitman 2? With 12 months of murder in the bag, IO Interactive have eyes on the next step in Hitman 47’s next adventure. Whatever form Hitman 3 takes, though, there’s still a good deal of death left to dish out. November will be Hitman 2’s biggest month yet, with no less than 2 new special events landing each week – starting with a new challenge pack and two legacy escalations landing today.

IO Interactive might be winding down development on Hitman 2 this month, but that doesn't mean the end for its surly assassin; the studio has confirmed that work on its next Hitman game, whatever that might ultimately prove to be, is "well underway".
All this comes via IO's latest blogpost, in which the developer outlined its November content roadmap for Hitman 2. There's a lot going, but perhaps the most significant news is that this month's update, which arrives on the 19th November and marks one year since Hitman 2's release, will be the game's "final major patch".
That, explains IO, is because "after 13 months of full-time support and content for Hitman 2 - at no additional cost (besides what we added through the Expansion Pass), we're now at a place where we are looking increasingly to the future. In real terms, we're moving more and more of the Hitman 2 team to join the next Hitman game, which is well underway."
Hitman 2 has been subject to countless updates since its release last November, but it looks like IO Interactive is moving most of its resources on to the next major installment in the series. In a new November roadmap published today, the company said that it's "looking increasingly to the future". Which means that "in real terms, we're moving more and more of the Hitman 2 team to join the next Hitman game, which is well underway."
This is good news for Hitman fans, who might have feared that IO Interactive's forthcoming non-Hitman game—which will be published by Warner Bros—could signal a long break in Agent 47's bloody career. While the Warner Bros published game hasn't been thoroughly detailed, it did come with the sentiment that the studio wants to explore "new universes, new franchises"—Hitman is neither.
While Hitman 2 won't get new missions, there's still a wealth of Featured Contracts coming, as well as the addition of Community-curated Contracts. Some Seasonal Content—the announcement doesn't specify which—will be added to the game permanently, and there's a new Escalation and Elusive Contract coming in December.
So the game is still "living", in other words, but probably to a lesser extent than we've seen throughout 2019. For the full IO Interactive statement, as well as a round-up of new November content, it's worth reading the roadmap for yourself.
In case it wasn't very obvious, Hitman 2 is a very good game. "Essentially more of its predecessor but with a more consistent quality of levels," Phil Savage wrote in his Hitman 2 review, adding that this is a very good thing.
HDR on PC hasn’t improved much in 2019. Despite there being more HDR gaming monitors than ever before, the very [cms-block]s for HDR continue to be quite expensive compared to non-HDR monitors, and the situation around Windows 10 support for it is still a bit of a mess. However, provided you’re willing to fight through all that, then the next step on your path to high dynamic range glory is to get an HDR compatible graphics card.
Below, you’ll find a complete list of all the Nvidia and AMD graphics cards that have built-in support for HDR, as well as everything you need to know about getting one that also supports Nvidia and AMD’s own HDR standards, G-Sync Ultimate and FreeSync 2. I’ve also put together a list of all the PC games that support HDR as well, so you know exactly which PC games you can start playing in high dynamic range.