- Release Date: October 02, 2002
- Genre: Shooter
- Style: Third-Person 3D Shooter
- Similar Games: Metal Gear Solid 2: Sons of Liberty (PlayStation 2), Dead to Rights (PlayStation 2), Max Payne (PlayStation 2)
Game Description
Hitman 2: Silent Assassin picks up where the original PC adventure left off, withHow you go about completing the tasks laid out before you, is left to the player. Excessive force can be used, silently killing any resistance you encounter, or more subversive tactics, such as disguising yourself as an inconspicuous delivery boy or fireman will allow you to move about the environments relatively unhindered. When disguised, however, suspicious behavior (indicated by an onscreen suspicion meter), such as carrying a firearm while in disguise or running, can blow your cover and see you beset by numerous bodyguards, police or whomever the opposition happens to be at that time. Those wishing to embark on a mission with a small cache of weapons can do just that; weapons accrued during each mission persist throughout the game and can be equipped prior to the commencement of any particular mission. Players can arm themselves with pistols, shotguns, automatic weapons, rifles as well as melee weapons, such as a knife or fiber wire for particularly stealthy kills. Gadgets such as night-vision goggles and remote bombs can also be used in limited quantities.
~ Gavin Frankle, All Game Guide
Review: Overall
Hitman 2 exudes personality, drawing players into a seedy and complex world made simpler with the seemingly straightforward goal of carrying out a contract hit. While the story of revenge, betrayal, and loss elevates the game above most third-person shooters, it is the free-form nature of mission design that will keep players hooked. The secret to Hitman 2's success is not the steely resolve of the bald-headed character, the variety of weapons ranging from golf clubs to car bombs, nor even the detailed real-world environments players skulk around in. It is the freedom players have to go about their missions however they desire, the single most important element preventing many good games from attaining the level of great ones.Like the
Exploration is but one aspect involved with the task at hand, which always consists of taking out a specific target, yet leaves the manner in which this is accomplished up to the player. Stealth and aggression may be combined during missions, or players may focus on one tactic alone. It is entirely possible to complete a majority of levels by eliminating all enemies in an area, but this is not always easy when numerous bodyguards are patrolling the region and want nothing more than an opportunity for some extra target practice. Plus there are certain situations where this type of action could lead to a mission's failure, causing the intended target or a key contact to flee, or a prisoner to be shot. Maintaining stealth is also difficult, as players who want to attain a mission's highest ranking as a Silent Assassin must complete it: (1) without alerting the enemy and (2) killing only those absolutely necessary to satisfy objectives. The reward for doing so is a unique weapon, like a sawed-off shotgun or an M4 assault rifle.
To that end, players can carefully sneak around the environments, drug enemies with chloroform, drag their bodies to hidden locations, and wear their clothes if so desired. Wearing the appropriate outfits enables players to walk through enemy locations with the hope of being undetected, but an interesting alert meter that simulates the character's heartbeat (complete with vibration feedback support) will start throbbing more and more intensely if enemies suspect a trick. Running, for example, alerts them more quickly, as will trying to access certain areas the disguised character would not normally access. Obviously a big part of the fun in this game is testing out various methods, scanning the maps for safe routes, using different weapon combinations, and just seeing what is or is not possible.
In the Kirov Park Meeting, for instance, players are charged with the task of eliminating two individuals who are meeting each other in a park. Since they both travel by limousine, one option is to eliminate them using car bombs: once the meeting is over, the targets will return to their limos only to end up as crispy critters. Another option is to take the sniper rifle (the agency provides a cache of weapons on each stage) to a nearby building with a clear view of the park. If the former is chosen, players have to figure out a way to get near the limos and plant the bomb without arousing suspicion from nearby bodyguards. The latter involves taking two careful shots, possibly one if you are a patient marksman, and then dealing with the potential fallout when the guards are alerted to your presence.
As a multi-platform release, Hitman 2 on
Replay value is bolstered by the element of collecting weapons and ammo on previous missions to use in future operations, with acquired armaments stored in a small cabin with distinct wall mounts for each tool of the trade. Since players have the freedom to accomplish missions many different ways, replaying the game to earn different rankings or to find missing weapons is never boring or tedious -- though there is certainly room for improvement in this area. For starters, there is no multiplayer mode. More surprising is players being awarded money to complete these contracts, but there's no way to track dollar amounts or use this money to purchase additional items.
It would have been an interesting feature if players could buy optional equipment or clothing to use in the various missions, such as the high-tech gadgets normally associated with a Mission: Impossible or
~ Scott Alan Marriott, All Game Guide
Review: Enjoyment
Players can go through the mission aggressively, taking out the entire level of bodyguards, or use stealth -- only taking the lives of those absolutely necessary for survival or to complete the hit. Players can even drug victims after sneaking around from behind, perform silent kills using fiber wire slung around the victim's head, or the classic knife across the throat. Obviously this game is not for all tastes.~ Scott Alan Marriott, All Game Guide
Review: Graphics
Despite some blocky characters and awkward animation in some sequences (such as dragging bodies), the game offers convincing environments with a great sense of scale. Nice weather effects too.~ Scott Alan Marriott, All Game Guide
Review: Sound
Each location features guards and innocents who speak in the native tongues of the region. Voice acting is excellent all around, especially for the title character. Weapons sound eerily realistic, and the music sets the mood.~ Scott Alan Marriott, All Game Guide
Review: Replay Value
The open-ended nature of missions means they are fun to revisit, to test out new techniques or use different weapons, such as the crossbow. Completing one's weapon collection and achieving the highest rating on each mission are the primary incentives for replay.~ Scott Alan Marriott, All Game Guide
Review: Documentation
The black-and-white manual offers brief descriptions of each chapter in the game as well as a list of weapons and equipment, character types, and mission element.~ Scott Alan Marriott, All Game Guide
Production Credits
Company 1: IO Interactive; Programmer: Bo Cordes, Jacob Gorm Hansen, Lars Piester, Hakon Steinø, Jeroen Wagenaar; Artist: Jacob Andersen, Tobias Biehl, Svend Christensen, Peter Fleckenstein, 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 Semler, Jens Skinnerup, Torsten Kjær Sørensen; Management: Morten Borum, Janos Flösser, Helle Marijnissen; 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, Celestino Lancia, Vivienne McKee, Akira Oishi, Jeremy C. Petreman, Arsenij Rovinskij, Hussein Saleh, Alexandre Savin, Baghicha Singh Dhami, Clea Stewart, Katihja Sørensen, Carsten Tode, Manuella Vernaccini, Ethan Weisgard, Midoriko Weisgard; Mocap Actor: Klaus Hjuler, Tina Robinson Hansen, Bo Thomas; Music: 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; PRTC: 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; MC 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 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 Sepcialist: Kjell Vistad; PR Coordinator: Denny Chiu; Package Design: Soo Hoo Design
~ Keith Adams, All Game Guide





