Hitman 2: Silent Assassin Review

Review - Io’s stealth-‘em-up hits the mark

Version tested: PlayStation 2

Io Interactive's second foray into the roll-your-own hitman concept is a lot better than its first, the most significant difference probably being our antihero's motives this time around. Instead of killing by trade, 47 is living out his days at a church in Sicily, helping with repairs and tending to the garden, whilst repenting his sins with the local priest, but nobody with as much history and skill as 47 ever truly retires, and our beloved hitman receives a quick jolt to his senses when his pal the priest is abducted and ransomed.

47 isn't likely to pay, so he checks in with his old chums at the agency and books some correspondence work to pay his dues, and buy some information on the priest's whereabouts. The game follows his path through variations locations including Italy, Russia, Japan, Malaysia and India, as he fights to recover his chum and get back to retiring. Along the way he has to reemploy an arsenal of weapons ranging from a fibre wire garrotte and anaesthetic to silenced hardballers and a sniper rifle in slaying his targets, picking any way he can through the surrounding area and silently tending to his mark before making his escape.

Vivid

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Ah sod it, kill them all

The variety of locations means that Hitman 2 is always a pretty game, but the most notable graphical work has gone into human movement and weapons behaviour. Played from either third or first person views, the former keeps our bald and barcode-headed chum in sight at all times, dressed in everything from sharp suits and pinstripe tuxedos to the uniforms of postmen, chefs and delivery boys. Character animation is relaxed and conventional, and remarkably lifelike. There's no forced speed unless you make haste of your own accord, and hand and head movements are slow and deliberate. Models are quite chunky, but realistically so, and blokes and birds come in plenty of different builds.

On the weapons front, the sniper scope quivers with 47's breathing, and other guns are held firmly and fire with a degree of feedback. Death animations are numerous and severe, but none more so than the sight of a man clutching for breath as a fibre wire is gently slipped beneath his chin and tightened taut. That said, a shotgun blast can propel a man ten feet backward through the air.

The environments of Hitman 2 are serene. From the idyllic, Mafioso Sicilian mansions with their beige walls, lush gardens and towering wrought iron gates to the snowy streets of St. Petersburg, 47 is always moving through a real location occupied by real people and either genuinely beautiful or realistically dank. The developer's ability to suggest atmosphere through scenery is quite impressive, too. The church gardens look hot and lively, whereas the inside of the church with piercing beams of sunlight bouncing off the floor is quiet and delicate, with the gentle movement of cloth on the confession booth the most active element in the room.

Sound is also disposed to accompany with a degree of class. The soundtrack mixes original compositions with more familiar tunes reminiscent of The Godfather and other mob and hitman flicks, all performed by a symphony orchestra and eerily fitting. Cracking necks and blowing someone's brains all over the wall feels a lot less brutal with a soothing piece of classical music in the background.

Quiet

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This one is clearly a bit dim

The action, such that it is, is also very well realised for the most part. Missions begin at 47's base in the Sicilian church grounds, with a tool shed that gradually fills up with high calibre weaponry as the game wears on. After touching base with his handlers, 47 finds himself plonked at the starting point for his next mission, and it's from here that the player gets to flex his brains and brawn within the mission parameters.

Io has very wisely chosen to bestow most of the impetus on the player. As a hitman, you have to examine the information at your disposal, watch entrances and exits and establish the best way to take out the mark (or marks) given the tools and situation at your disposal. The game makes a few suggestions, but it's largely your own calling and trial-and-error that will see you through. Take for example the first real mission - 47 has to take out a nasty fellow who may be harbouring the priest in his basement. This means finding a way past vicious mafia goons into the mansion compound and then into the house, up the stairs and through guard-packed rooms into the target's office.

The clue you're given is that many people often come to pay their respects to the don. As you might expect, this means that several people are coming and going through the main entrance. If you happen to quietly bump one of them off with a garrotte (like the postman) and pinch his outfit, then drag his lifeless body (in a very well animated fashion) somewhere it's unlikely to be disturbed, you can pick up his bunch of flowers and saunter through the main gate. But, you'll have to ditch the hardballers and silenced 9mm before you can do that, or the guards will pick them up during the frisk and rob you of your ambition.

That's one option, but it leaves you ill equipped to deal with the countless enemies inside. Another idea is to go round to the back and take out the grocery boy. He's hardly going to be missed, and he happens to be carrying great big trays of food and drink through the back gate and into the kitchens at the back of the house. If you take this route, you can hide your guns in with the groceries and sneak past the guards fully armed. From then on, it's only a question of working out the best way to the mark.

Unfortunately, the game relies to a large extent on trial and error. You'll come unstuck about 15-20 times before you make a breakthrough, and it's all to do with watching guard patterns, having the guts to make a break for it when the opportunity arises and not arousing suspicion. If a goon thinks you're trouble, he'll raise the alarm and cause you untold problems - and like real life, a direct attack from a handful of heavily armed henchmen is going to leave you dead.

However, the wealth of options at your fingertips is almost unfathomable. You can take almost any route imaginable, and opt to kill in whatever way you please, and you can make liberal use of mid-level saves if you're on a particularly good run.

Death from afar

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47 gets bored and takes out this odd-looking dame

With all this choice within such a beautiful game, you could be forgiven at this stage for wondering where the flaws kick in, and I don't blame you, but for all its non-linearity and serenity, Hitman 2 really boils down to a game of substitution and repetition, with some quirky control and camera habits. It's too hard to switch weapons and behave actively in close combat - your average assassin is more than a match for any henchman hand-to-hand, but 47 is clumsy and hard to manoeuvre, with virtually nothing to say for himself other than blam blam and then club club with the butt of a gun.

The third person mode should be the easiest way to silently remove targets, but the much more irksome first person perspective is actually a lot easier to rely on because of the way the controls behave. The whole game is far too relaxed to support third person close-quarters hit-work, and the AI is far too suspicious, easily alarmed and once so, efficient for you to wire-tug your way through the single player game. It's also a bit unbalanced in places, allowing you to stomp through a mission blowing your cover in seconds because the scripting dictates that nothing bad can become of your contact or the priest, leaving you to do as you like.

So, for the most part Hitman 2 is a sniper's game with a lot of other paths to opt for if you fancy a challenge, and it suffers a bit for it. If Io had found a way to smooth things out in the up-close-and-personal department and eliminate some of the trial-and-error gameplay, then this would be an excellent, all-round hitman simulation with a wonderful cinematic vibe running through it. As it is, it's a very good hitman simulation which will be remembered for its brutality and non-linearity, even if it is pretty unforgiving.

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Stern, isn't he?

7 / 10

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Comments (28) Latest comment 10 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • UncleLou #1 10 years ago

    Was too shy to admit I have bought this, too. :-)

    Excellent game with a few flaws, but I had some great gaming moments.

    Example (small SPOILER):

    I have to infiltrate a Japanese castle and kill the villain. It has basicaly 6 floors, and the villain is on the top floor. So, on floor 3, I kill one of the Ninja guards and steal his uniform and katana, which enables me to walk past the other guards. I then come to laser barrier I cannot pass. Suddenly, a geisha passes the barrier. She comes back after a while, I follow her, knock her unconscious and steal her access card. I then sneak up again, through the barrier, past some guards. I was too slow, though, and apparently the geisha had woken up, came back and spots me. Instead of panicking, however, she simply walks to the other guards, turns around and points her finger at me. All hell break loose then. Made me grin.
    Edited by UncleLou at 10/10/02 @ 16:13
  • ssuellid #2 10 years ago

    I bought this as well - bizarrely the second game in the last month I bought on the strength of the demo, not the sort of thing I normally would do. Still in its wrapper tho, not enough free time at the mo.
  • paul #3 10 years ago

    What are the main differences between XBox and PS2 versions?
  • ssuellid #4 10 years ago

    Jimbo you are speaking testicles as usual. Unless the graphics have significantly improved since the demo on the front of the OXBM or in their review then the XBox version does not look that good. In fact the XBox demo version looks not much better than the PS2 version. I'll let you know if the retail XBox version is any better later.
  • Blerk #5 10 years ago

    I guess the biggest difference would be loading times. I've heard a couple of people say they're quite long on PS2. That aside, the screenshots look almost identical.
  • ssuellid #6 10 years ago

    I just clicked on the Publisher link at the top of the review and it goes off to a nice little company page with a list of releases. Has it always been that way? I thought it used to go straight to the publishers website.
  • simiankid #7 10 years ago

    I think it was the PS2 version. At least, that was the logo next to the title of the review on the main page.
  • Fizzy #8 10 years ago

    Sorry for asking this question again, but does anyone know any website that sells US games in London? Just moved here 2 weeks ago.

    Or better yet does anyone know a reliable store that sells import games around the Oxford Circus area?
  • jiroczech #9 10 years ago

    I thought the graphics on the OXBM demo were pretty ropey - not near the quality I'd expect from a high-end PC and pretty duff for the XBox.
  • Khab #10 10 years ago

    That said, a shotgun blast can propel a man ten feet backward through the air.

    Er, no it can't. Because then the shooter would be thrown ten feet backward through the air as well. Physics. :)

    @Fizzy: I'm not from the neighbourhood (Sweden :), but I think goblindirect.co.uk are the prime importers these lads use. Then there's always play.com and dvdboxoffice.com...
  • otto #11 10 years ago

    gamesb*tch, what the hell are you on and where can I get some? o_O
  • #12 10 years ago

    The original Hitman wasn't without its problems including, keyboard control, lack of save anywhere, and no gamma control. Hitman 2 goes some way to solving those while introducing a new niggles of its own. Overall I liked the demo and am most likely to buy the full retail version based on my experiences to date. It will be interesting to see where they take future versions.
  • Fozzie_bear #13 10 years ago

    It will be interesting to see where they take future versions.

    Hopefully they'll be brave enough to concentrate on tension building rather than action. The goal for this kind of game has got to be to replicate the scene from Godfather in the restaurant - Michael's first shooting. Simple - yet incredibly tense at the same time.
  • #14 10 years ago

    Some good comments there Fb. The world has enough shooters. Hitman 2 is exploring and expanding into an altogether more interesting and rewarding design path, in terms of gameplay and expression.
  • Errol #15 10 years ago

    Here's the full list for the Tipping the Velvet episodes (Errol!)

    1) Drinks in the interval
    2) Exiting stage left
    3) It ain't over until the fat lady sings
    4) Drying up on stage
    5) Parting the safety curtains
    6) A big hit at the box office
    7) Polishing a lady's bowler hat
    8) Licking an ice cream between acts
    9) Taking a trip to the salty Victorian seaside

    =D


    lol.
  • bleeptest #16 10 years ago

    Fizzy - cex is the choice of emporium, reasonable selection of import stuff though not as much as they once had, plus a shedload of secondhand stuff on just about every format ever. It's on rathbone place off oxford st - www.cex.co.uk
  • otto #17 10 years ago

    suj, those links are going to get deleted from now on. And I've been told to show you the yellow card. :)
  • terminalterror #18 10 years ago

    I would have to recommend goblindirect.co.uk as well, they have US games on all formats for £42.99 or £39.99 preorder, fast delivery (as delivered from the UK), and I would say that they gave me a free Freeloader and SSX Tricky, but I don't really want to get my hopes up and expect Datel to ever release it
    Edited by terminalterror at 13/10/02 @ 13:25
  • Fozzie's_bird #19 10 years ago

    UncleLous game example has caught my attention, but is it worth buying when i have mario sunshine AND have just put the extension kit on DiabloII. The key question is... is hitman 2 good enough to hold my attention when i already have attention demanding games?
  • terminalterror #20 10 years ago

    Fozzie's bird, you probably want to save games like Hitman 2 (that can't quite compete with Mario etc.) for periods when there are no good new games out. Thing is, by the time one of those periods comes around, Hitman 2 will be old, and not a very attractive purchace, which is why companies really should save their games for release when there are no better games recently released. Anyone releasing a GameCube game within the next few weeks are fools
  • UncleLou #21 10 years ago

    Fozzie's bird, Hitman 2 is a very nice game, but when you have just bought the Diablo2 extension and are playing SMS - forget it. Although nothing can compete against Diablo2's addictiveness, I guess. It's also not a game I can play for hours. After 1 mission, I usually have enough for that day, cause as fun as it is, it's also a bit wearisome. Good, but not a must-buy.
    Edited by UncleLou at 13/10/02 @ 19:53
  • sam_spade #22 10 years ago

    Why do people...put three dots...at the end...of their sentences,,,is one not good...enough?
  • brutal #23 10 years ago

    No. If i was ending a sentance, i would use just one... but im not. So there. :p
  • sam_spade #24 10 years ago

    force of habit, why do people have to comment on it?

    It was an honest question asked in a dishonest manner. I didn't know why people did it.
  • MetalDog #25 10 years ago

    It's called an ellipse(sp?), properly has three '.' and it signifies a pause or falling off of speech. It's casually used by people who like to re-enact Harold Pinter in their everyday lives and those who wish to indicate they only ever really half finish saying what they were going to say before their thoughts begin to wander off in ...
  • MetalDog #26 10 years ago

    Watchtower:

    Get a grip =)
  • sam_spade #27 10 years ago

    I'm aware of the falling off into silence but these instances I have seen do not deviate from the train of thought, rather continue like the writer was briefly chewing on their pencil.
  • Whizzo #28 10 years ago

    Stolen from Websters.com

    el·lip·sis
    n. pl. el·lip·ses (-sz)

    The omission of a word or phrase necessary for a complete syntactical construction but not necessary for understanding.
    An example of such omission.
    A mark or series of marks (... or * * *, for example) used in writing or printing to indicate an omission, especially of letters or words.

    [Latin ellpsis, from Greek elleipsis, from elleipein, to fall short. See ellipse.]


    Now isn't learning slightly obscure English more interesting than bickering about different games consoles?

    Hey I managed to make a post without using an ellipsis. Or maybe not... ;-)