To all those „Hitman should be darker and grittier!“ people: Why and How?
The old Hitman games are great. The cutscenes have good direction and writing, the gameplay evolves from simulation puzzles to something almost imsimmy in Blood Money, and there are some levels with great art direction that are mainly places with much social culture establishing Hitman as a quick social manipulator through his disguises and few conversations. The least interesting parts are when 47 infiltrates criminal gang/terrorist/soldier bland basement/warehouse dwellers and/or prostitutes, or worse: boring or not working social places in for many missions samey environments. But at least we don‘t constantly see the story playing hamily in these parts (but then flash forward to Absolution…🤦🏻♂️)
Now flash forward to Hitman 2016. It really says: Let‘s take what Hitman fans consider the peaks of the games and run with it, after mistepping in taking that grittiness into a more dialogue and character presence heavy game. They bring in a Hotel, a high social event in paris, an italian mansion (whoops they added shops as another classic element, and for new stuff a small church, and a small secret lab!), and a high tech high altitude east asian place with a pool though definitely with a spin, in a world trotting adventure. They remember how little these classicaly „gritty“ levels and moments were in Absolution worked, so they decide to leave that mainly for what they also saw in the old levels with the best reception: Mostly tonaly light levels with interesting targets. They‘ll leave the darker levels for DLC, and tried a bit for the main story in Colorado. Yet they want to even expand on the backstories and simple behaviors. Absolution showed some potential for more dialogue heavy story to happen in levels, and they go all in. They write some incredibly dark stuff for some targets, which you can bring out through interaction, and even give 47 a few refreshingly good confrontations with them, that define the character perfectly.
This is exactly an effort to concentrate the best of old Hitman, and boy did it succeed. The controls to this day have lost part of their imsimminess comparatively to blood money, but the game is so packed full of stuff to do (they smuggle in more easter eggs than ever as well), it can barely be believed. But fans were not happy. By focussing mostly only on the peaks of previous games, „They lost the dark tone!“ fans cried out loud! So what do they do…
Well for one they god thanks are smart enough to not do absolution again, although that would‘ve been the closest comeback tonally. They decide to marry some old criminal setting with their place simulation, while heavily breathing life into these places through absolutely incredible environmental storytelling. Through what I‘d argue is some arbitrary limitation, they managed to create something even more incredible than 2016. I mean: They brought back drug cartel crime, city slum crime, and masked rich people. They even brought back the suburbs, although that originally was one level. And all this in more detail than the old games. Also the music, my god! Jesper Kyd did incredible work for Hitman back in the day, but now we have context AND environment depending music with touches of Kyd style inspiration and homages shining through.
Yet without a doubt the level with the best reception was Miami. The only level that had rather little to do with the style of the old games, and rather seemed like further evolving what can be done in Hitman. And still at this point many fans are yelling „They lost the dark tone!“.
So Hitman 3 feels to me like them saying: „Okay, we‘ll give more direct homages (with even some escalations to underline them), but go completely off the deep end in how dark this game can get. We‘ll make it darker than the originals.“ And they did it. They created a dystopian hellhole, and had in every level at least one extra murder by someone else going on, be it between targets, to a target or from a target. They even brought back biker gangs with perhaps the grittiest club in the series. And during that they still manage to bring in new and innovative stuff. And yet the game knows it can have its cake and eat it too. It brings in elusive targets to really show how additionally creative the team can be, when bounds are increasingly small.
Now Hitman is a game, where we can protect or fight for bruce lee, step into the dreams of Eminem, and kill Sean Bean, while the main story takes everything classic hitman gave its audiences and deepens and innovates on it to the point that it feels almost more like playing through ones childhood imagination of how Hitman feels like.
And yet some fans still complain from the mountains „They lost the dark tone!“. And I just don‘t get it anymore… Perhaps there is something to be said for wordless actions to leave more interpretations, and thusly that Hitman back then left more room to be filled by the imagination these fans might‘ve had, but really: This is something current Hitman also does through its dialogue. And the darkness and grittiness is even more so in new Hitman as I‘ve shown. Do you really miss the sex clubs and swearing as characterization from Absolution? It‘s the only thing I don‘t see represented in WOA… I just really reaaaally don‘t get it. So if you are one of these people, could you please tell me how?
Edit: Okay Meat King is still probably the most disgusting level. But that was even pushing the tone back then. Is Hitman for you really defined by so dark, that you literally cannot understand a word they say? Edit 1.1: I mean, how would this even work in todays engine, and expected social depth without losing its ethereality?