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Monday, 30 September 2019

Hitman 2: Sniper Assassin- The Last Yardbird

No women,no kids, right?

There are many different facets to the Hitman fantasy. For some people, the fantasy is fulfilled when we are given the chance to stealthy ghost around our targets and take them out without anyone knowing that we were even there. Some enjoy the run-and-gun angle, walking into a situation wherein you appear to be helplessly outnumbered and then proceeding to gun down everyone in your way. (The 'unstoppable force' approach). Some people, however, don't even want to get close to their target at all. They would prefer to take them out from a mountain top several hundred feet away. It is for the latter group that IOI designed their Sniper Assassin mode.

That isn't to say that one couldn't try their hand at sniping the targets from the main game, indeed, sniping is my favourite way to take down Strandberg from the Marrakesh level. However, many levels are not optimized for this approach. (Try lugging a high powered sniper around the tight halls of the Hokkaido facility and you will see what I mean.) IOI did try their hand at a sniper level in one of their extra levels that I mentioned earlier, but it was to unspectacular results. That mission, 'The Vector', only served to highlight how a sniper themed map was untenable due to the confines of the mechanics in the core experience. That was likely the reason why they decided to go a different way when they released 'Hitman 2: No Subtitle'.

When it launched, 'Hitman 2: No Subtitle' came with a dedicated mode that was designed from the ground up to feature fun and responsive sniper controls. This mode, called  'Sniper Assassin', boasted it's own dedicated in-built sniper interface, new bullet travel time, weapon sway, ammo types and collision system. All of these worked together in order to help create the ideal 'sniper fantasy' in the Hitman world. For the first time ever, every single type of Hitman fan could come away with something to be excited about.

IOI weren't approaching this mode with inexperienced trepidation either. In the lead up to' Hitman: Absolution', IOI (back when they were still under Square Enix) released a special preview of the game's engine in 2012 with an non-canonical side game called 'Hitman: Sniper challenge'. Here IOI did pretty much what they did with the 'Sniper Assassin mode'. They added new systems that benefited the sniping gameplay and retooled their map design efforts around creating a 'looking glass' world instead of a 3D interactable one. (This was when we started to see IOI's obsession with sticking rubber ducks all around their maps in weird places.) It seems that IOI were proud with the game too, seeing as how in 'Hitman: No Subtitle's Sapineza level, you can see that, side-character, Rocco is playing it on his desktop. (Oh, IOI and their Easter eggs...)

That wouldn't even be the last dedicated sniper game to feature the Hitman name, however, the 2015 mobile game 'Hitman: Sniper' was actually developed by Square Enix Montreal. In this game, players would find themselves given the same area level-after-level with new targets being added each time. Eventually, it became less of a puzzle and more a memory game, as you had to start remembering how to pull off specific kills and what time certain targets made themselves visible. There was also a zombie themed mode set in 'death valley' (funny), but the less said about that, the better.

What I'm trying to get across is, IOI had a couple of examples to examine when they sat down to work on 'Hitman 2: Sniper Assassin', and I think they really did learn from those previous games. Anyone can see the way that the level design leans of off what they established in 'Hitman: Sniper Challenge' but the weirdly specific challenges almost feel like they owe their existence more to the mobile entry in some instances. Whatever the inspiration, IOI pulled out all their stops to ensure that Sniper Assassin proved to be the premier Hitman sniper experience.

'Hitman 2: No Subtitle' launched with a single sniper mode map already in the game. Separate from the story of the main game (mostly) and presented in it's own menu (After a redesign) was the map: 'The Last Yardbird' set in Austria at an opulent mansion called 'Himmelstein'. For this map, IOI choose to make this gorgeous secluded mountain-top villa the star. 47 got to bask in the glow of the afternoon sun in his perch on an opposite mountain side whilst he looked over the exciting festivities for a beautiful wedding. (The kind that Instagram influences would kill to attend.)

Although you are never explicitly told to visit Himmlestein in the main game (Which is a shame considering how lovely the place is.) the lore surrounding the mission does have a surprising link to the tutorial mission of the original 'Hitman: No Subtitle'. You see, the tutorial had you reenacting the murder of Kalvin Ritter, an international spy known as 'the Sparrow', in order to prove to the ICA that you were skilled enough to join their number. As it turns out, he was only a member in a whole crew of avian themed thieves called 'The Yardbirds'. A group that are now in the crosshairs of the greatest assassin on the planet.

Prepare for a classic tale of betrayal and revenge as we delve into why 47 is out to kill today. You see, the Yardbirds were a well known heisting group back in the day that pulled off a string of high profile robberies wherever there were riches to be made. Their most daring heist, however, would prove to be their last. They hit the Shamal Casino (Yes, the same one from 'Hitman: Blood Money') only to find out that the money they took was the property of a violent criminal group who would stop at nothing to get their revenge. The Yardbirds decided to bury the money and promise that the last surviving member would inherit the millions. However, soon one of their number, Ritter, would be discovered dead on his private Yatch, and the rest of the members saw it as a sign they should seek retirement.

Since that fateful day, they have never all gathered in the same place. Except for today. For the first time their names and likenesses have been provided to the ICA as part of a contract; we have Dorian Lang (The Red Robin), Guillaume Maison (The Kingfisher), and Doris Lee (The Goldfinch). All of them have gathered for the first time in decades to celebrate the marriage of Dorian's daughter 'Elizabeth'. (Always liked that name.) Unfortunately, the best day of her life is soon to become her worst as her father and his friends (and entire security force, weirdly) have been sentenced to death by the former founder of the Yardbirds; Aleksander Kovac. (Maybe he's upset about not being invited to the wedding.) So It's up to the ICA to secure his greedy bid to claim the lost millions by murdering his former friends for him.

Off the bat, this level is different to any of the other Hitman level as it comes with a time limit. 47 only has roughly 15 minutes to kill all of his targets before one of them leaves, automatically invalidating the contract. (Talk about a fly-by visit.) Also, if the player manages to alert the party but fails to kill the targets, they can actually evacuate the area, instantly failing the mission. With all this in mind, careful Assassins will need to ensure that they are very subtle in the act of taking out and hiding the targets and their guards.
To this end, 47 has a few specialized tools at his disposal. And by tools, I most certainly mean super-special bullets. There is the piercing bullet that is capable of penetrating walls (perfect when combined with 47's sixth sense to see his targets through walls.) and the shockwave bullet, which is capable of causing area-of-effect damage. However, 47's normal bullets are just perhaps the most versatile. Somehow, whenever 47 fires his standard ammunition, the point of contact is always just subtle enough to draw attention instead of cause alarm. (Unless you shoot somebody. They'll definitely notice that.) This means that you can draw people's attention to get them in the line of fire for the perfect shot. (Now that's the work of a master assassin.)

The way that IOI designed their map for Sniper Assassin levels is more akin to a puzzle then even the main game, surprisingly. Sure, you can bluntly just headshot your targets in quick succession and then pick off all the guards as they try to flee, but the level is fundamentally designed to have you study the path of your targets and figure out timing and opportunity. Himmelstein is packed with skylights to shoot rooftop guards down, balcony's that lead down the steep edge of a cliff, and even some water features that are good at hiding bodies. (Apparently no one ever looks in the rivers.)

The targets themselves are kind enough to stay away from the crowds for most of the level, but they do have a tendency to stick annoyingly close to their personal detail. In Himmlestein this proved to be a bit of a problem as some people, like Doris, have very scant windows of opportunity, meaning that the perfect assassin would have to sit around doing nothing until she got into place for the perfect shot. I realize that this is part of the allure of the sniper, hiding in wait until the perfect moment, but it just feels so inactive compared to the rest of Hitman that I usually find myself becoming antsy and triggerhappy in no time flat.

I think that my concerns are the same that a majority of the community had when they got around to playing Sniper Assassin. This kind of content has it's fans, obviously, but it can a hard-sell for players who have there head in the main gameplay loop. I've seen many Reddit posts of people who seem to question the implementation of these maps and some of the core design choices. The biggest head scratcher for me and others, has been the fact that you are explicitly told to kill all of the guards. I realize that IOI felt the need to make the levels more involved, otherwise they could be completed in 10 seconds if you didn't care about being quiet, but the choice to mandate the slaughter of all guards seems so antithetical to Hitman law that it cannot help but alienate some fans.

Usually, the player is heavily reprimanded for killing non-targets, as collateral damage is costly to fix. In previous games that would mean a deduction for your pay check, whilst in the new Hitman games it is a severe point penalty and an automatic disqualification for the possibility getting 5 stars in that run. (Hitman doesn't run on Assassin's Creed logic of "You can't kill civilians. But innocent guards doing their jobs? Yeah, kill them all day!") To throw that balance on it's head, and even to go far as to have point multipliers for the way you kill the guards, it almost makes you feel like your playing an entirely different game.

Once you clear that mental hurdle, however, Himmlestein is a particularly fun change of pace from the rest of the Hitman experience. Give it a chance and I think you'll be amazed by the amount of secrets and hidden effects that IOI managed to hide around this map, all despite the fact that you are operating from a fixed perspective. It's like a traditional brain teaser, everything you need to achieve your goal is there in front of you and all you need to do is actually see it.

I would wrap this up, however, I could never forgive myself If I didn't mention that fact that 'Sniper Assissian' also marks the first time in Hitman history that 2 players are capable of playing together. That's right, you can cooperatively take down the Yardbirds with someone else or compete for the highest score, whichever appeals to you more. Should you pick this mode you won't be forced to play as identical 47 clones either, (I'm so glad that we're past that point in gaming.) instead you get to play as one of two new ICA agents; Stone and Knight. These two will exchange in some incredibly dry banter as you snipe your way through the level. (such to the point that I'm starting to feel that 47's clinical apathy is catching.) I would provide a picture but I have no friends to play with, so have this video of me destroying Doris instead.

IOI's Sniper Assassin mode is an interesting beast that changes up the gameplay significantly whilst still managing to stay within the confines of the Hitman mythos. (for the most part.) I'll admit, however, that Himmlestein was not my favourite level. It felt too spare and hands-off for me. I mean, I have no qualms with waiting for an opportunity, but I prefer to be the one dropping the chandelier than be the one waiting for it to fall. (To make a reference to the old British comedy 'Only Fools and Horses') Luckily, I would get a map that was much more my speed next time around, but we'll cover that tomorrow.

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