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Hitman 3 – So it became a reality. The “World of Assassination” trilogy of the Hitman series has finally come to an end – something that fans, including the writer, thought would be unlikely to happen, especially after the split between Square Enix and IO Interactive in 2017, as well as the disappointing sales of Hitman 2.

Like codename 47, the name “Hitman” will only cease to exist once no more voices mention it.

However, the path that Hitman 3 chose to get here was not smooth, when there were still controversies surrounding the Epic Store exclusivity and the process of integrating the content of the previous two parts in Hitman 3. Unnecessarily messy.

Once again, Hitman proves that an almost brilliant game can still be gripped by things that have nothing to do with it.

Continuing the story with rhythms “old” and characters “carry” entirely by voice, Hitman 3 thrusts 47 once again into situations that are very personal to him and his partner Diana Burnwood.

The last time “Hitman” was paired with “personal”, what we received was a “stale rice cooker” called: Absolution.

But this time, the story of Hitman 3 takes a shortcut by… parodying a familiar twist in Hitman: Blood Money!

The story of Hitman 3 in particular and World of Assassination, in general, can be shortened to the phrases “not offensive”, “David Bateson should become a comedian”, and “a good 007 parody attempt that doesn’t make any difference”. makes people want to pull their own eyes out of their skulls.”

Maybe that’s for the better, I just hope that IOI doesn’t use it to flatter what they’re doing with Project 007 content.

Seriously, we’re not here to talk about 47’s story.

He is a memorable character not with his complicated interior but thanks to David Bateson’s sharp looks and ironic voice.

We come to Hitman to “punish” the 1% of humanity and laugh at how they eat a 338 bullet hole in their forehead and then fall from the 18th floor of a tall building into the trash below.

Hitman 3 has no shortage of moments like that, and it’ll make sure you want to come back, again and again, to find out what’s the right assassination strategy.

The foundation of Hitman 3 is not different from the previous two parts.

The improvement in the World of Assassination versions is not in the number of new features, but it is shown in the small details that help the flow of the game flow become smoother, more natural, and deeper.

The game has just enough obstacles, hiding places, or body cabinets so that players always have the opportunity to improvise and never get caught in impossible situations to escape!

Objects are arranged more logically, every corner no matter how narrow will sometimes become useful, and elements are “unlocked” in the game screen (like shortcuts) and outside the game screen ( items obtained when leveling up Mastery) creating an invisible chain, pulling you back to Hitman’s loop: seek – destroy – escape.

To reach your goal, you have options to approach the level the way you want, and the game always recognizes that choice.

Disguising to gain access to restricted areas is the most common method, but you will then have to overcome obstacles that require the corresponding item: locked doors require keys/Lockpick or crowbar, pipe stoppers Ventilation can only be removed with a screwdriver, a wrench is required to activate certain machines.

The search for these objects inadvertently pushes the player to explore every nook and cranny of the level as much as possible, remembering their location in subsequent playthroughs and incorporating “unusual” paths such as climbing pipes, and swinging … to optimize the time to complete the game.

It is this versatile item design that separates the three modern Hitman games from most other pure action games, where crouching and sneaking behind NPCs is just simple gameplay, not must be the most efficient way to complete the level.

This also makes each level in World of Assassination and Hitman 3 a secondary enemy that players need to conquer.

Compared to the glamorous scale of Paris in the first season and the oppressive atmosphere of the racecourse in Miami in season two, Hitman 3’s Dubai looks much less brilliant.

The mission “On Top of the World” in Dubai makes an initial impression with the scene 47 steps up from the majestic pylon of the skyscraper Burj Al-Ghazali surrounded by dozens of glass doors with embossed gilded surfaces.

But when you step inside where the inauguration ceremony of the tower is taking place, you will quickly realize that the density of NPCs here cannot compare to the choking noise at the Sanguine catwalk in Paris.

But, Dubai impressed the writer from the third play, when it showcased a slick architecture that made you zigzag continuously between the two highest floors.

It doesn’t put too many obstacles in the way, and except in Mission Stories, there aren’t too many ways to manipulate two targets away from the predetermined path.

Dubai is predictable and easy to remember, suitable for Suit Only style, and is an opening level for the true newbie.

In addition, the mission The Asmodeus Waltz of the Escalation game also reinforces Dubai’s “speedy move, flash attack” gameplay.

If you own the Deluxe version, you should check out The Asmodeus Waltz, the writer thinks this is the best Escalation mission in the entire Hitman 3 and shows a design that favors Dubai’s fast-paced gameplay, which is shown very typically at level 3 when the game requires killing targets with SMGs and no dress swaps.

Besides, if you are a big fan of “Dance With The Devil” in Blood Money, this Escalation stage will have an interesting cameo role for you!

Dartmoor has a rather disturbing aftertaste.

Revolving around the murder of a noble family in England, the ancient mansion Thornbridge was inspired by the detective works of Agatha Christie and of course the Beldingford mansion in Hitman: Contracts.

Of course, the murder (which 47 can solve!) in Dartmoor is more satirical and humorous than Rian Johnson’s “Knives Out,” and the way the level connects the solution to the opportunity. Alexa Carlisle’s target meeting is cleverly done when you can borrow the killer’s hand to kill her.

However, the writer’s impression of Dartmoor drops significantly in subsequent plays.

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Hitman 3 – PlayStation 5 Standard Edition: Buy it now

Hitman III (PS4): Buy it now

Part of that is because the structure of the level is quite simple with only the villa in the center, the greenhouse and the back garden, and the grave area nearby.

Secondly, it can be seen that this level is built around the murder case as well as the Mission Story about Alexa’s fake death, so the approach to the game screen, as well as the methods of assassination, is quite one-way, only stopping in luring Alexa out or setting traps on her.

It is quite strange that like Chongqing, besides assassinating Alexa, Dartmoor has a side request to get documents containing information about the villain The Constant.

But Chongqing only needs you to do its side request (hacking the data core in the R&D zone) the first time you play, while in Dartmoor you have to always get this stack of papers every time you play, which is pretty easy to do and gets included just to prolong playtime unnecessarily.

Dartmoor is an exciting game-changer, but I believe that adding an assassination target along with another small settlement – ​​similar to Whittleton Creak, will make it have a much higher replay value.

Even so, Dartmoor can still be considered the most artistically perfect work from IOI.

The hallways with polished parquet floors reflect the oil paintings on the walls, and the large, intricately patterned rooms serve as a backdrop to the secret rooms that spy on the other side.

It stood in stark contrast to the gray sky and arid void beyond which swathes of land were so vast that it was hard to see any signs of other life around.

This isn’t the first time Hitman has moved away from its mobs to create bloodshed in isolation, but that’s what is truly expressed most perfectly in Dartmoor.

Fortunately, the remaining three missions of Hitman 3 are ranked A!

Berlin has an old but uniquely executed premise: 47 and another character are hunted by the ICA, and the player must kill the agents who are infiltrating a club in Berlin to “send a small message” to the ICA.

Not only does it twist the dynamic “prey becomes hunter” motif, but it also fixes a major problem in Hitman 2’s Mumbai level.

In Mumbai, you have to manually identify a target known only by the codename “The Maelstrom”, the game will randomly select several NPCs for you to ID one by one and then find him, making the first Mumbai plays It is very time-consuming and very repetitive.

But later plays are too easy because the player can predetermine where he will go. After all, he only changes his appearance, but the path does not change.

Berlin reverses this motif by giving the player up to 10 targets, but in return, the process of identifying them is much easier, partly because Berlin is not as large and not densely populated as Mumbai, and partly because Targets have unique paths or characteristics (with escorts, or command other NPCs) that make it easy to locate them without having to get close.

When killing 5 targets, the rest will run away and consider 47 as having completed the mission.

This level also owns two very special “sub-societies” with a wobbly discotheque built inside… a nuclear reactor, next to the hideout of the Ragnarok Disciples gang.

It is the most “dirty” level in the entire World of Assassination and carries the “hunter” spirit of the four classic Hitman games the most.

Berlin’s cons?

Except for the praise of a companion NPC, the game does not recognize or unlock any hidden challenges if you defeat all 10 targets – which takes a lot of time and is also very “difficult”!

Also, for some reason, the game marks all of the objectives the second time on, even though you haven’t identified them all the first time.

Chongqing “packs” the two things people remember most about the black sheep Hitman Absolution: the pouring rain and the “funny” unbelief in the content – one of the two targets is a terrorist hacker working perform human control experiments.

Chongqing is another Sapienza “remix”: the main street is the springboard and the bridge to two indoor zones that have little to do with each other except for a few shortcuts.

Hush’s upper slums are tight and damp with multiple floors that look like an underground hospital, while Imogen Royce’s underground R&D facility looks like Blofield’s lair, with multiple layers of doors and max security.

The great difference in terrain between these two fortresses made finding the shortest path to the two goals much more interesting.

The final official game of Hitman 3 located in Mendoza, Argentina is another “throwback” to the very beginning of Hitman Blood Money when it revolves around a luxurious vineyard that cannot help but bear the appearance of A Vintage Year.

It’s also a medium-sized level, with an uncomplicated design divided into three areas: a party at the vineyard, a mansion, and a small hill country that is heavily patrolled by guards.

It has a very unique “blood-soaked” Mission Story, and the ending of Mendoza is also one of the most skillfully integrated content into gameplay moments in Hitman 3.

Finally, the sixth level of Hitman 3 and also the end of World of Assassination is a train ride between the Carpathian mountains in Romania.

But in reality, it is not a complete level, but just an ending designed to close the story and let the player finish the game as soon as possible.

It’s still taken care of with a certain degree of meticulousness, but overall, the train is completely linear and the player’s goal is just to get from the end to the beginning, making it not worth the great replayability.

For William Wymark Jacobs, the wish paradox is a fantasy product described in the name of the “monkey hand” – wish for something and you will get what you want, with a price to pay for daring amid fate.

For Hitman fans, “monkey hand” is an ironic joke that makes us think that IOI is operated by a bunch of orangutans.

When Square Enix abandoned IOI, we hoped the studio would gain the rights to make an independent Hitman game and give up the silly “root” that only exists under the control of a large corporation.

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