Hitman GO

Hitman GO is still a game of careful planning and clean kills, but it's no triple-A multiformat title.

Watch Pokémon GO parodied by Square Enix

From the creators of Hitman GO and Lara Croft GO.

Square Enix Montréal, the developer of Hitman GO, Lara Croft GO, and the upcoming Deus Ex GO, has released the following short video of what its version of Pokémon GO might have looked like:

Hitman: Go gets greenlight for Steam, PlayStation launch

Hitman: Go gets greenlight for Steam, PlayStation launch

PC, PS4, Vita versions sneak in next week.

Highly-praised puzzle strategy Hitman: Go will make the leap from mobile to PC and PlayStation on 23rd February.

PS4 and Vita versions will be available featuring Cross-Buy and Cross-Save, the Square Enix blog reported.

A Steam edition will meanwhile offer trading cards, emojis, wallpapers and achievements.

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Hitman GO review

At first glance, Hitman GO might seem like a strange departure for the series, a sudden and unusual tangent for the adventures of the cold, calculating killer named Agent 47. We're used to the Hitman games presenting us with a third-person perspective and placing us in environments that, at their best, are an assassin's sandbox, full of deadly tools and vicious opportunities. Our victims are as suspicious or oblivious as our actions warrant, as we don disguises, improvise weapons or engineer happy little accidents that help them meet their end.

Hitman GO is a very different game to play but, thematically, not really so far removed from its predecessors. It's still a game about being an assassin and it's still a game about being diligent, precise and methodical, with your ultimate objective being that clean kill, that tidy termination that concludes careful and intelligent planning. This time, however, your adventures take the form of something not entirely dissimilar to a sliding block puzzle.

Some people might tell you that Hitman GO is basically a board game, a digital representation of miniatures shuttling back and forth across a series of dioramas all too beautiful to ever know physical incarnation. And sure, it tries to present itself this way, with each of its hits depicted as an adventure brought forth from a box full of cards and playing pieces. But it plays much more like a clockwork toy, every scenario clicking away according its own logic, their characters strutting back and forth as reliably as automata marching out of a great clock on the hour, every hour. Until someone jams a blade in the mechanism, anyway. Someone like you.

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