IO Interactive's sequel to Hitman finds Agent 47 reluctantly pressed into service once again after his close friend and personal confidant, a priest, is beaten and taken hostage by a gang of thugs. As a professional assassin handicapped with a conscience, players will pursue those responsible for this grievous error in judgment to the far corners of the world. Featured locales include Sicily, St. Petersburg, Japan, Malaysia, Nuristan, and India. Missions for each setting are retrieved from a laptop computer, allowing players to witness video footage of their intended target as well as a list of objectives.
After receiving their briefing, players can go about the mission as they see fit, for there are more than one way to complete objectives. Most of the locales are in the heart of enemy territory, requiring players to use stealth, caution, and careful planning to find a safe entrance and carry out the hit without arousing suspicions from enemy guards. Players will infiltrate castles, temples, citadels, and more as they carefully weave their way toward their objective. To make things easier, Agent 47 can change into numerous disguises after subduing their former owners.
A hitman cannot effectively do his job without the tools of the trade, which in this game, come in the form of knives for silent kills, handguns, sub-machine guns, rifles, shotguns, and sniper rifles. Other equipment of use includes binoculars to plan out routes from afar, maps of the surrounding area, and night vision goggles for missions shrouded in darkness. The world in Hitman 2 is not simply filled with pedestrians and enemies. Police regularly patrol certain areas and will attempt to make an arrest if they see someone carrying a weapon in plain view. There are also missions where players are challenged to protect certain individuals or VIPs.
Hitman 2 is primarily played from a third-person perspective, but players are free to switch to a first-person view at anytime. Depending on the difficulty, players can also save at any point while undertaking a mission. Normal difficulty allows players to save up to seven times within a mission, while the hardest setting challenges players to complete a mission in one sitting. No matter which setting is selected, the goal remains the same: make the required hit, finish remaining objectives, and leave the area unharmed. Statistics in such areas as shots fired, stealth, aggression, innocents harmed, and enemies killed are displayed at the end of each mission.
~ Scott Alan Marriott, All Game Guide
Production Credits
Company 1: IO Interactive; Programmer: Bo Cordes, Jacob Gorm Hansen, Lars Piester, Hakon Steino, Jeroien Wagenaar; Artist: Jacob Anderson, Tobias Biehl, Svend Christiensen, Peter Flekenstein, Thor Frølich, Henrik Hansen, Rasmus Kjær, Peter Von Linstow, Jesper Petersen, Mads Prahm, Thomas Storm; Animator: Barbara Bernád, Jens Peter Kurup, Frederik Budolph; Sound: Martin Poulsen, Simon Holm; QA: Michael Andersen, Petronela Cimpoesu, Hugh Grimley, Andreas Slot Vilmann; Script: Morten Iversen; Engine Programmer: Jens Bo Albretsen, Rune Brinckmeyer, David Guldbrandsen, Karsten Hvidberg, Thomas Jakobsen, Peter Wraae Marino, Morten Mikkelsen, Martin Pollas, Henning Smler, Jens Skinnerup, Torsten Kjær Sørensen; Management: Morten Borum, Janos Flösser, Helle Marjinissen; Support: Else Andersen, Cæcilie Berg Heising, Ulf Maagaard, Clea Stewart; Voice Actor: Massimo Agostinelli, Anilla Akbar, Usman Akbar, David Bateson, David Berno, Susanne Buckhardt, Dmitri Golovanov, Aishah Jensen, Maasaki Kamio, Ismail Khalid, Radin Kasbani, Cesestino Lancia, Vivienne McKee, Akira Oishi, Jeremy C. Petreman, Arsenij Rovinskij, Hussein Saleh, Alexandre Savin, Baghicha Singh Dhami, Clea Stewart, Katihja Sørensen, Carsten Tode, Manuella Veraccini, Ethan Weisgard, Midoriko Weisgard; Mocap Actor: Klaus Hjuler, Tina Robinson Hansen, Bo Thomas, Jesper Kyd, Budapest Radio Symphony Orchestra; Company 2: Eidos Interactive U.K.; Producer: Neil Donnell; Executive Producer: Gary Moore; Localization Manager: Paul Motion, Alex Bush; Group Localization Manager: Flavia Timiani; Product Manager: Nick Segger; Head of Communication: Steve Starvis; PR Manager: Mark Allen; PR Assistant: Roxana Daneshmand; QA Manager: Chris Rowley; QA Supervisor: John Ree; QA Assistant Manager: Ghulam Khan; PTC: Anthony Peterken, John Ree, Daryl Bibby; Tester: Adam Phillips, Adam Lay, Andrew Standen, Gabriel Allen, Jayne Whitfield, Jonathon Redington, Lawrence Day, Marc Crouch, Markus Poltorp, Marlon Grant, Martin Spencer, Noel Cowan, Phil Kelly, Tyrone O'Neill, Victor Tan; Localization QA Supervisor: Marco Vernetti; Lead Tester Localization: Maike Kohler; Project Test Coordinator: Arnaud Messager; Localization Testing: Byung-joon Samuel Kil, Mickael Pesquet, Matthieu Chollet, Mona Spielmann, Joaquin De Prado Garcia, Daniel Castro, Antonio Failla, Dario Scimone, Stefano Citi; M/C Coordinator: Jason Walker; Mastering Engineer: Phil Spencer; Compatibility Engineer: Ray Mullen, Scott Sutherland, Gordon Gram; Digital Images: Artbeats Digital Film Library; 3rd Party Software: Expat, Freetype, Ogg Vorbis, Zlib; Company 3: Eidos Interactive U.S.; VP Product Operations: John Miller; Producer: Clayton Palma; QA Manager: Brian King; Assistant QA Manager: Ryan Natale, Colby McCracken; QA Team Lead: Ryan Natale; Assistant QA Lead: Beau Teora; QA Team: Dan Franklin, Alexander Strayer, Andrew Tulley, Brian Falls, Mark Gloshen, Nick Wilson, Nevin Chou, Stephen Cavaretto, James Cabot, Jesse Andrews, Jeffrey Lowe, Henry Perez, Matt Ranalli, Erik Kennedy, Ralph Ortiz, Benny Ventura, Jacob Rohrer, Chris Bruno; VP Marketing: Paul Baldwin; Marketing Director: Chip Blundell; Senior Product Manager: Kevin Gill; Media & Marketing Coordinator: Wyman Jung; PR Manager: Michelle Seebach; PR Specialist: Kjell Vistad; PR Coordinator: Denny Chiu; Package Design: Soo Hoo Design
Xbox NA October 1, 2002 PAL October 4, 2002 PlayStation 2 NA October 1, 2002 PAL October 4, 2002 Windows NA October 1, 2002 PAL October 4, 2002 GameCube NA June 19, 2003 PAL June 27, 2003
Hitman 2 features mission-based gameplay. On each level 47 is given a set of objectives to complete, inevitably featuring the assassination of one or more people. However, how missions are completed are up to the player, and there is almost always a large variety of ways to complete missions. One can take a stealthy approach and move in and out of the level avoiding confrontation, or take a more straightforward run and gun attitude.
47 can find disguises or remove them from an incapacitated person to blend in with his surroundings and access restricted areas. This plays in with the "suspicion" system; a bar beside the health meter on the HUD represents how much suspicion 47 garners. Taking precautions, such as holding weapons that the person 47 is disguised as would be carrying, and keeping away from people who know 47 is not one of them helps to avoid suspicion, while acting oddly in ways such as running and being in places where the person 47 is disguised as should not be found, rouses attention. 47's cover can be blown if suspicion gets too high, and the disguise will no longer be of any use.
Hitman 2 also uses the concept of a post-mission ranking system, in which the player is given a status based on how they completed the mission, rated along a stealthy-aggressive axis, between "Mass Murderer", a non-stealthy player who kills everyone, and "Silent Assassin", a stealthy player who manages to complete the level without being noticed and only killing the intended target(s). The game rewards the player for critical thinking and problem solving, encouraging the player not to treat the game as a simple shooter. Achieving Silent Assassin status on multiple missions rewards the player with bonus weapons.
Synopsis
Agent 47 has retreated to a church in Sicily to seek peace. During his time in the church, he works as a gardener for the priest, Father Vittorio. 47 views Father Vittorio as his best friend and mentor, attending regular confessions to admit his sins.
One day, after confession, Father Vittorio is kidnapped and a ransom note is left for 47, demanding 500,000 dollars in two days. 47 decides to go back to his old job as an assassin to track down Father Vittorio. He contacts his agency, who thought he was dead, and makes a deal with his handler, Diana, to carry out some contracts for them if they can help him locate Father Vittorio.
Diana accepts the deal and lets 47 know that according to their information Father Vittorio was kidnapped by a ruthless Sicilian Mafia capo named Giuseppe Guilliano, who is holding the priest in a cell under his mansion, dubbed Villa Borghese. 47 sneaks into the mansion and kills Guilliano, but fails to find Father Vittorio. He is later told that a satellite image show Father Vittorio being taken away by 'Russian-looking types in uniform'.
47 fulfils his part of the deal and the Agency is pleased to be working with 47 again. They offer him three times the going rate for each job to continue working for the Agency. 47 accepts and travels to different countries, including Russia, Japan, Afghanistan, Malaysia and India to carry out his missions, assassinating the assigned targets, eventually giving up his search for Vittorio, believing him to be dead.
47 eventually learns that the entire thing was a scam by a former Spetsnaz assassin named Sergei Zavorotko, an Agency client whom 47 had been working for all along. Sergei had hired 47 to kill all the people who knew anything relating to a major nuclear warhead he had purchased. Sergei was also the brother of Arkadij Jegorov, who was one of 47's "five fathers". Sergei believes 47 told the UN about tthe device, and sets up an assassination. 47 is then tasked by the UN to kill Sergei, but it is actually a trap. The actual client was Sergei, and he attempts to use 17, another clone of 47 to kill him 47 then kills 17.
Finally, 47 tracks Sergei back to the church in Sicily, where he holds a terrified Father Vittorio hostage. 47 eventually kills Sergei, leaving Father Vittorio alive. Afterwards, Father Vittorio gives his old crucifix to Agent 47, asking him to follow the right way and find peace in his life according to his inner soul. Agent 47 takes a final look at Father Vittorio and leaves the church, hanging the crucifix on the church's wooden door, realizing he will never find peace there and goes back to a life as a hitman.
Reception
Hitman 2: Silent Assassin received generally very favorable reviews. On Rotten Tomatoes the PC version received a rating of 90 % fresh, 8.8/10, based on 19 reviews.[1] On another meta-review site, Metacritic, the PC version scored 87/100 based on 20 reviews.[2] The reviews of the PC version of the game were the most favorable but the versions for other platforms, namely Xbox, GameCube and PlayStation 2, were practically rated as good as the PC version. Gamespot gave it a a score of 8.6 out of 10, saying that it "fixes virtually all of the problems of its predecessor" and is still an "outstanding" game.[3]
Controversy
The game's release sparked controversy due to a level featuring the killing of Sikhs within a depiction of their most holy site, the Harmandir Sahib.[4] Eidos claimed that the enemies in the level were not Sikh, but simply guards, and that the "temple" was in fact a hospital.[citation needed] However, this is contradicted by a depiction in the game itself, which refers to the site as a gurudwara, or Sikh temple. An altered version of Silent Assassin was eventually released on the GameCube and Windows platforms with the related material removed from the game.