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Thursday, 19 September 2019

Hitman 2: The Finish Line

Everyone hates power until you offer them some.

Here I am again to jump once more into the wonderful world of 'Hitman 2: No subtitle'. This is blog series within which I analyze the aspects of each of this game's levels summarizing what, in my opinion, works and what doesn't (And perhaps learn a little bit about world design as we go). Seeing as how I did the short introductory mission yesterday, it only makes sense that I move onto the first full-fledged level that Hitman 2 had to offer; Miami. In the lead up to Hitman 2, this was the map that IOI showed off the most of. This was what all the trailers focused on, the subject of their early screenshots and the demo that was released at E3 of that year. So, as you can imagine, this was a map that they were proud of. (By the way, thar be spoilers ahead!)

Following on from the data that was recovered from Alma Reynard's computer in the last mission, Diana managed to pick out some messages that were shared between the militia and, head of Berlin-tech giant Kronstadt; Robert Knox. Apparently, the conversation seems to indicate that Knox is a Providence agent, implying that they have an active mole. Once Providence hears about this, they deploy the ICA to clear up the mess by drowning out their filthy rat before anymore damage can be done.

Here we have the dual targets of Robert Knox, brilliant and disfigured inventor, and his ambitious estranged daughter; Sierra Knox. Robert is a technological innovator who's company's name appears on many of the more outlandish technological marvels from the first and second game; he has pushed tech into the realm of light sci-fi and intends to start gearing towards profitable military applications in the near future. Sierra, ruled by her inferiority complex regarding her father, grew up being fiercely competitive and fiery. Not only has she grown into a financial wizard, but she is also a competent race car driver. (Way to diversify, Sier-bear!) "They sound like a completely nice and innocent couple", you may think, but you'd be wrong! Apparently, Diana didn't fell justified in killing these people just because they happen to be defecting from a secretive shadow cabal of world rulers, so she dug deeper into their Internet search histories and found some dirt. Apparently, one of Kronstadt's 'cutting edge' military weapons (Some sort of missile) was used on civilian protesters by despot ruler; Jin Po, in what is known as the 'Tungan Valley Incident'. (Jeez, D. You know how to dig up the dirt, don't you. I would have just settled for a few unpaid parking tickets.) To that end,  The point of contact is to be made at the Global Innovation Motor race in Florida, because apparently the ICA don't work on weekends.

The second you touch down in Miami, you can almost see IOI flexing their improved engine and mechanics to make the game look fine. This map is essentially Paris (A big public event in which the characters are partaking) but expanded into a huge sprawling level, instead of being stuck in one mansion. The crowds at the GIR are absolutely packed and you will find yourself having to push past hundreds of them when you are in a hurry. The whole 'race event' angle makes things really fun from a visual level. Of course, you have the bleachers to see the event from, but you can also mosey about the food and T-shirt stands, and even sneak into the VIP areas where the racer's lounges are. IOI absolutely nailed the 'event' aesthetic that they were going for with this level and if I weren't there to kill someone, I feel like I could actually enjoy hanging around in this locale.

In it's layout, Miami hearkens back to the approach that IOI used when constructing Paris; in that there are two targets, one reachable from the public and one requiring some infiltration. The difference here is that the public target: Sierra, is busy representing Kronstadt in the Global Innovation Race, meaning that you have to either be active or passive in opening up an opportunity. Robert, on the other hand, sticks exclusively to his company headquarters on the other side of the bay and next to the river. The bottom floor is a pretty looking museum with some chances to lure him down, but you really want to be exploring the upper floor labs and getting some good old fashioned ironic justice.

That is where Miami outshines Nightcall in spades. IOI were back on form when it came to creating fun and interesting opportunities that leaned into an sardonic-approach or 'learn more about the lore approach'. You can learn enough about the couple from hearing people around the event talking about how Robert and his daughter can't stand each other, but you learn a whole lot more from just manipulating events to force them to meet. Dispose of Moses Lee to ensure that Sierra wins the race and you will get a scene where her father comes down to congratulate her.

In that brief moment of awkward interaction, you get a glimpse of the desire to be cordial but the lack of ability to reach there. I expected these two to be typically rude and/or abrasive, but what I witnessed instead was a father and daughter who had no idea how to communicate and how that little fact ruined their chances of a relationship together; It was actually a little bit heartbreaking. These little nuggets of life help to flesh out these targets into 3-dimension people and make you actually sad that you have to murder them. (Dammit, IOI, you made me feel sad about killing war criminals! Why must you confuse me like this?)

One opportunity has you luring away Sierra Knox by impersonating a blackmailer claiming to have evidence of the 'Tungan Valley Incident'. (Making that little bit of the mission briefing relevant.) And another sees 47 impersonating a visiting General in order to have Kronstadt demo some of his experimental military hardware, putting himself in the line of fire. (quite literally.) These are the kinds of opportunities that show IOI at their best. When they create this elaborate back story and life for these targets, and then use that lore to inform the decisions of the core game. That connection helps to elevate this assassination game into an assassination world that people love and believe in. It is the exact same type of connection that games like Destiny try to achieve but sorely fail at.

Miami also highlights the point at which IOI shifted their approach in how they handled 47. As David Bateson (47's longtime voice actor) has pointed out, before 47 was a man of very few words. He could go through the majority of the game with saying hardly anything at all. (Perhaps he was too sacred to talk after the "I need to use the bathroom" incident.) In 'Hitman 2: No subtitle', on the other hand, 47 seems to communicate in this darkly comedic fashion.

That isn't to say that he tells jokes, the man is designed to feel no emotions, that wouldn't make sense. 47 has this dead pan delivery of ironic lines the still display the characters preference to be curt, but opens him up a bit to the audience. One example is during the opportunity wherein you poison Sierra Knox by impersonating a doctor and tainting her Vitamin IV drip. Check out the exchange below:

Subtle, right? I love how, through this back and forth we get a little look to 47's psyche. Clearly he has no idea what is in the drip, but the fact that his off-the-cuff response is to list off poisonous herbs shows us how his mind revolves around death. It's a funny of digging into the enigma of 47 without ruining it all by doing a pointless prequel. (Solo: A Star Wars Story!) Some fans, and Bateson apparently, aren't the biggest fan of this approach, reasoning that it makes 47 into a little bit of a joke; but I think that, as long as 47 is always in on the joke, it doesn't subtract from the cold calculating image of the Assassin in my head. I suppose it comes down to personal preference at the end of the day.

The Finish Line is a fantastic Hitman opener and you can see why IOI were proud enough to show this one off. Although I would have liked to see a more exotic location, the strength of the targets alone it enough to carry this mission. Plus, this is the location that Hitman 2's celebrity elusive target turned up in (Sean Bean, playing "The Undying", Mike Faba.) So I have to give to props for that. Besides, IOI would be going very exotic, whilst also going traditional, for the next map; but we'll explore that next week.

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