Stabbed. Strangled. Electrocuted. Drowned. Technically, Hitman 2—like its predecessor—is an incredibly violent game. Your job as master assassin Agent 47 is to ensure a hit list of rich jerks meet a macabre end, preferably silently, with no witnesses or alarms. But—again, like its predecessor—Hitman 2 doesn't revel in its violence. It's not gruesome or gory. Your missions are more cerebral; a puzzle box where the win state is an arsehole being dead.
I could write "like its predecessor" a lot when describing Hitman 2. Perhaps more than any previous game in this 18-year-old series, Hitman 2 feels like a continuation of 2016's Hitman. Hitman 2: Silent Assassin was a major improvement upon Hitman: Codename 47. Hitman: Blood Money was a significant upgrade over Hitman: Contracts. Hitman: Absolution… actually, let's not talk about that one.
Hitman 2, though, is an iteration. It looks more impressive, but not by much. Its crowds are more dense, but not by much. The UI, menus and disguise system are all the same, and it shares the same crisp aesthetic style. Even the tutorial is a direct copy—the same two training missions set in a plywood simulation taking place in a massive underground silo. This is more Hitman: Season 2 than what you might traditionally expect of a full sequel.
It's something that feels important to mention, but it didn't hinder my enjoyment of the game. That's because, taken as a whole, Hitman 2 is more consistent in the quality of its levels. Where Hitman was episodic, this sequel offers its six missions at launch. And, with one exception, all are large and intricate—labyrinthine structures and winding streets full of challenges to overcome and opportunities to pursue.
The first proper mission features a combined racecourse and exhibition centre, separated by an underground parking complex. The Columbian village of Santa Fortuna is larger still, containing a mansion, a construction site, an underground cave network, a drug plantation and a section of rainforest. Even after over an hour spent dealing with its three targets, I hadn't fully explored the space.
Mumbai is like a better version of 2016 Hitman's Marrakesh, with large, bustling crowds that border more restricted areas that, crucially, are more enjoyable to traverse. A construction site that doubles as a movie set is a particular standout, with a clever placement of guards that ensures that—even with the right disguise—you'll need to take a circuitous path or scale the unfinished elevator shaft. A great Hitman level forces you to adapt and respond as you go, and Hitman 2's environments excel at providing the routes and options needed to adjust your plan on the fly.
Really, though, there are only five of these giant sandbox environments. The first actual mission, set in New Zealand, has 47 explore a small beachside property. It functions more like an introduction to the game's concept than a level proper. The other five, while all excellent, do suffer from familiarity. The latter episodes of 2016's Hitman started to play with the structure of what a Hitman level could be, leading to more experimental spaces like Hokkaido, where access was directly tied to the disguise 47 was wearing. Hitman 2 feels more restrained. It riffs on familiar design principles, invoking Sapienza, Paris and even Hitman: Blood Money's US suburbs.
Like its predecessor, the way each mission plays out is largely up to you. By default, Hitman 2 does a lot of hand holding. You'll walk around the public space of each mission until you overhear a conversation that is in some way related to your mission. That triggers a prompt for a 'Mission Story'—the new name for Hitman's Opportunity system. Elect to follow that prompt, and you'll be guided on a series of steps that will put you in reach of your target. In Miami, for instance, I overhear a military general talk about his upcoming meeting with one of my targets, the tech CEO Robert Knox. In response, the game suggests that I steal his clothes.
That's a basic example—many of the Mission Story strands are more complex—but it illustrates how the objective system strips away the puzzle element in favour of basic execution. I'm told what to do, but it's up to me to actually subdue the NPC and hide his body, ensuring that he's not discovered. Even playing like this, though, only some of these paths end with an obvious death. Hitman 2 is designed for repeat playthroughs, and some of the more inventive ends require extra planning, using knowledge gained from a previous run.
Suitably dressed, I meet Knox for a private demo of some new military hardware—putting me in reach of him, and thus, his death. But contextual prompts within the space suggest a way I could turn his tech against him. I have to leave that for a second, more gratifying playthrough, where I use my expanded knowledge to hunt down the specific items I need to execute my plan. Ironic deaths are always the best.
Personally, I prefer to play with Mission Story hints disabled—at least for my first run through each level. The opportunities are still there if you find them, with relevant information logged in a separate intel tab, but it feels more natural, leaving you to identify the relevant steps. Thanks to the size of each level, this meant my first attempt at a mission usually took well over an hour to complete. Still, for me, it's the most satisfying way to play, and I appreciate how granular the options are—letting me define the exact amount of challenge I desire, while still offering a helping hand for those who want it.
There are difficulty options, too, but I never felt the need to experiment with them. Master, which limits you to a single save and adds extra guards and cameras, feels like more of a chore than a challenge. Professional, the default option, is pitched just right. Again, the option is there if you want it, but here feels beside the point. Hitman as a series is designed to let you define your own level of competence and ability. You can botch your way through a level pretty easily, leaving a trail of dead as you go. Or you can aim for Silent Assassin rank, killing only your targets and leaving without a trace.
Each mission has a selection of challenges rewarding you for every achievement, from killing your targets in specific ways to impressive feats like gaining a Silent Assassin rating without ever wearing a disguise. As has always been the case in Hitman, your primary method of infiltration is playing dress up—wearing the clothes of someone who is allowed to be in the place you need to go. But Hitman 2 is also a more competent stealth game, with a new concealment feature that lets you blend into crowds or hide in bushes Assassin's Creed style. It mostly won't change how you play, but does give you a little more breathing room before you need to start executing your plan.
The benefit of completing challenges is that—like its predecessor—you're rewarded with XP that unlocks new tools, new starting locations and new stash points to smuggle in more items. It's another way for Hitman 2 to eek more entertainment out of the same five levels. My playstyle means that, for my first run through, I didn't go anywhere without my lockpick and a handful of coins to use to distract NPCs. But after earning a few levels of mastery, you'll have access to a fun arsenal of guns and toys. IO has even brought back the briefcase, meaning you can finally carry a sniper rifle around without instantly being attacked by every guard on the map.
Many of the other new features don't really make themselves known. The detection UI has been updated a bit, which is nice, I guess. And apparently NPCs can now see you in mirrors, which hasn't yet been a factor in any of my playthroughs. The other big change is the cutscenes, which are now delivered as a slideshow of dynamic images. I've never been particularly invested in Hitman's story, but the switch is distracting—especially because the (repeated) tutorial's cutscenes are present and fully animated.
Familiar problems persist too. Occasionally these intricate simulations break down, with characters stopping a conversation mid-sentence in order to trigger a different conversation, before returning to the first as if the uncanny interruption had never happened. And—like its predecessor—it all but requires you to have an online connection. You can play offline, but you can't complete challenges or unlock new stuff.
Ultimately, Hitman 2 feels safe. That's something of a double edged sword. It means this sequel offers very little in the way of innovation, but also means five quality levels (and New Zealand) that can rival some of the best in Hitman's long history. Perhaps more importantly, it's a robust platform for more—more one-time Elusive Targets, more user-made Contracts, more Sniper Assassin maps and more levels through future expansions.
When 2016's Hitman was announced as being episodic, I was confused, yes, but also excited at the idea of constantly expanding space for new Hitman levels. By being so much like its predecessor, Hitman 2 is set to fulfil that original goal. When paired with the additional Legacy Pack—free to owners of 2016's Hitman—which adds the previous game's levels, Hitman 2 positions itself as the essential platform for entertaining murder puzzles.
There s little else quite so frighteningly intimidating but also wonderfully liberating as stepping into a new Hitman game for the first time. Vast assassination playgrounds are offered up in which you can explore, poke around, and get up to all sorts of murderous mischief. It’s the kind of game where discovering it is half the fun.
For the times when it can overwhelm, or where you just need that extra bit of mastery, I suggest you direct your eyes to this steadily assembled and soon-to-be robust Hitman 2 guide somewhere that ll give you a surreptitious nod in the right direction if you re looking to find all Hitman 2 disguises, how to assassinate every target in Hitman 2 or how to beat Hitman 2 s challenges. Think of me as your Agent Diana Burnwood on the web, delivering all the intel you need for a successful mission. Ahem, good luck, Agent 47! (more…)
As you sneak through an underground tunnel that you ve just discovered, taking out cameras and hiding dead bodies that should just be unconscious (but you re bad at this), it s easy to forget how clever Hitman 2 is. Discovery begets invention, paving the way for the kill, and although IO s latest take on their murder-sim doesn t veer too far from the previous game’s reinvention, it spends time re-enforcing what made it so good to begin with. The new locations to explore, and little tweaks to the overall experience, allow for even more murder customisation than before.
What truly makes Hitman 2, mind you, is the sheer amount of ways to take out your target. While this new game ratchets up the number of assassination targets to the point that most missions have two or three people to take out, it s also ridiculous how different each playthrough of a level can be. You might spend an hour on your first visit to Miami, and to then be greeted by a list of alternate ways in which you could have killed the target is tantalising. The game is egging you on to be better, to do more.
Hitman 2 is due out next week, which is quite alarming for someone who has just finished Marrakesh in the last game. Slow and steady, that’s me. It’s due out on November 13, though you’ll get to start assassinating folk on November 9 if you have the Gold Edition. IO Interactive has also revealed specific release times.
If you’re one of the Gold Edition lot, Hitman 2 will be available on Steam from 10am PST/7pm CET on November 9. It doesn’t look like you’re going to be pre-loading the 40GB game, I’m afraid, so you’ll have to wait until then to start downloading it.
Vanilla Hitman 2 will be available a few days later, on November 13, and you’ll be able to start downloading your copy at 10am PST/7pm CET.
These release times come from a Reddit AMA with IO Interactive yesterday evening, though they do contradict the release time for the Gold Edition given by the Hitman 2 Twitter: Midnight EST on November 9. The AMA response was about the PC version specifically, and it may be that tweet related to consoles only, though this was not explicit.
I’ve reached out Warner Bros. and IO Interactive for clarification.
With less than two weeks until we get our hands on Hitman 2, IO Interactive has released a live-action launch trailer detailing some of the more imaginative weapons you'll use to take out your targets, including an explosive rubber duck, a heavy bag of sugar and a wet fish.
The trailer stars Sean Bean, who will be the game's first Elusive Target, meaning you get one chance—and one chance only—to kill his character in a 10-day time period. In the new trailer, above, Agent 47 manages to slip some poison into Bean's glass, but there will undoubtedly be plenty of other ways to take him out.
Some of the kills in the trailer, such as the deadly fish slap, have already featured in other videos, but the variety on display is impressive nonetheless. You can flush a target's head down the toilet school bully-style, fling frying pans at them or electrocute them with some faulty wiring. Oh, and you'll be able to dress up in a giant flamingo costume, because of course you will.
After playing an early build, Samuel said the game's levels "feel like the series at its peak", while he said the new 1v1 multiplayer mode had "a lot of potential".
Hitman 2 is out November 13.
Io Interactive has spoken with Gamespot about its split from Square Enix last year, which "decided to withdraw from the business" despite the studio's success with Hitman. Associate director Eskil Mohl told the site that "it's sort of a miracle" that Io is still around, but said that the layoffs it was forced to undergo as a result of its unexpected independence has helped the remaining team members pull together.
Square Enix announced that it was divesting itself of Io Interactive in May 2017, a moment Mohl described as, "Oh shit, we're flying over the Atlantic and we don't have enough gas to get there. So what the hell do we do?"
Fortunately, Square did Io the kindness of setting it free rather than putting it down, and let it take the Hitman property with it on the way out. Layoffs followed, but the studio was able to keep the lights on, continue supporting Hitman, and keep up work on Hitman 2, which will be published by Warner.
"We had to let a lot of people go. But that made the team that was left really come together [and say] 'Let's do this, we believe in the product.' We were already working on Hitman 2 and then this thing happened," Mohl said.
"It sort of unified us in a way. Yeah, it's been super hard, but its always a lot of work, but it's fun work. It really made us go, 'Yeah, we can do it!'"
And despite the turbulence caused by the split, it sounds like things between Square Enix and Io Interactive are amicable. "I have to say, after Square left us, they've been extremely nice to us," Mohl said. "They had to focus on other stuff, so that was fair."
Hitman 2 is set to come out on November 13. Job one is Sean Bean: You will probably kill him, and he will probably not stay dead.
Following in the footsteps of actor pal Gary Busey, Hitman 2's first Elusive Target is Sean Bean.
That's right, the man who's made a career out of appearing briefly in things you like—see: Game of Thrones, the Silent Hill movie and All The Memes—will meet his maker in Miami, assuming you're up to the task.
Here's a teaser:
Like previous Elusive Targets, players get one chance to kill their prey within a limited time frame. Starring as one Mark Faba, you have just ten days to take out Bean. Named 'The Undying', the mission rolls out on November 20.
Last week, Samuel wrote about how Hitman 2's multiplayer mode lets you compete for silent kills across two timelines. Likewise, he reckons its new levels feel like the series at its peak. Here's an extract from the latter which I enjoyed, including words from IO Interactive community manager Travis Barbour:
Not releasing the levels episodically means there's some welcome mystery to the other four locations in Hitman just a month before release—we've still only seen less than half of them. "We do have a plan for how many we're going to reveal, but we're not going to show too many more," Barbour explains. "We [have] six locations, and we've shown two. Miami, people have seen a lot of. Colombia, people will start to see some of. And the rest, we don't really want to show in too much detail. But I think it's important to let people know what they are in for, what's coming up. So we will have some things that will allude to the locations and show them very quickly."
Hitman 2 is due November 13, 2018.
The prospect of Hitman 2 has seemed to be ‘more of the same good stuff, in new places’ but with the game’s launch now only one month and a day away, developers IO Interactive today announced that–surprise!–it’ll introduce a 1v1 competitive multiplayer mode. Ghost Mode, as it’s named, isn’t about two hitmen trying to whack each other. Instead, they’ll compete to off the same random targets fastest in different instances of the same level, existing in each other’s world only as a faded ‘ghost’. Ah you’ll understand if you watch this new trailer below.
Last Friday, as well as letting me try out Hitman 2's impressively detailed Colombia level, IO also revealed that a surprise multiplayer mode is coming to the sequel. No, you're not going around a level trying to work out who the mystery target is like in Assassin's Creed's old multiplayer mode—although that would be rad in Hitman. You're instead trying to take out the random target flagged on your HUD before the other player does, without being caught. The first to five silent kills wins.
There are a couple of twists to this, though. The two timelines can interact with each other through an item called a 'ghost coin'. Since you can see what the other player is up to in the game at all times, you can make a guard in their timeline move elsewhere using this coin, which might scupper an attempt to get a perfect kill. There's also an item crate system: removing a weapon from a crate means the other player won't have access to it, so maybe it pays to find one of these earlier in the game, and narrow your rival's options.
I played the mode last Friday, and honestly, it was hard to get a grasp on it for a couple of reasons, but it has serious promise for hardcore players. In my game, I was playing against a video presenter man who seemed to rush most of his assassination attempts, and got caught in the act multiple times. I was then given 20 seconds to execute each failed target before the new target appeared, but of course in Hitman, 20 seconds isn't a long time to wait for that target to get into a secluded spot. The game kept resetting, and almost every time I waited patiently or went off to find some weapons to help speed up the process, the other player seemed to mess up and the game would reset. In about 30 minutes, we each got one clean kill. It was a little annoying.
The other key factor is, since we were playing the mode within Hitman 2's Miami racetrack level, not knowing the level layout is a hindrance. If the next target spawns halfway across the environment, it really helps to know the different routes under the track and around the venue, which I didn't after having just played Miami for an hour before at Gamescom. You respawn if you're killed in this mode, but any disguise you were wearing when you were killed won't be effective. You also get penalised for killing non-targets.
My particular demo was a little fraught, then, but I think this mode is a really cool idea with a lot of potential. For experienced Hitman players, this could represent the ultimate challenge of your understanding of a given stage and how the series' stealth systems work. While Ghost Mode will first launch for Miami, the plan is to add it to every other stage in Hitman 2, as well as the levels in the 'World of Assassination'—that is, levels from 2016's Hitman.
The main question I had for Travis Barbour, IO's community manager, is how the target spawning works. Presumably, each one has a definite solution for a silent kill, and therefore can't be randomly generated. Otherwise, the mode wouldn't work. "The way that the targets work in Ghost Mode, to the best of my current knowledge, is that there are a large number of set scenarios for the target. If you play it repeatedly, you will know that there is a target in the garage who has one bodyguard, and that target will always be there. Every time you start, it's random from that pool of targets you have, so you can't repeatedly play Ghost Mode and master what to do the whole time, because you'll start somewhere and the targets are different. But the target scenarios are the same."
I look forward to seeing if Ghost Mode leads to broader, more ambitious plans for multiplayer in the series down the line. The levels are certainly detailed enough to support it, and anything that gives players more excuses to spend time in these places suits me.